Street Fighter 6/M.Bison/Combos: Difference between revisions

From SuperCombo Wiki
Line 48: Line 48:


{{clr|M|5MP}} is the only medium cancel that combos directly into {{clr|H|HP Backfist}}, if you would prefer its stronger oki or the juggle from a Psycho Mine detonation.
{{clr|M|5MP}} is the only medium cancel that combos directly into {{clr|H|HP Backfist}}, if you would prefer its stronger oki or the juggle from a Psycho Mine detonation.
}}
{{TheoryBox
| Title      = {{clr|H|4HK}} starter
| Oneliner  =
| Difficulty = {{clr|1|Easy}}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = {{clr|PC|PC}}/{{clr|DR|PDR}}~{{clr|H|4HK}}, {{clr|M|5MP}}, {{clr|M|2MP}} ... <br> {{clr|PC|CH}} {{clr|H|4HK}}, {{clr|M|2MP}} > {{clr|OD|214PP}} > {{clr|SA|Super Art 2}} <br> {{clr|H|4HK}} > {{clr|H|214HP}} <br> {{clr|H|4HK}}, {{clr|L|2LP}}, {{clr|L|2LP}} > {{clr|L|214LP}} <br> {{clr|PC|CH}}+{{clr|DR|PDR}}~{{clr|H|4HK}}, {{clr|H|4HK}}/{{clr|H|2HP}} > {{clr|H|214HP}} or {{clr|H|[4]6HP}} > {{clr|SA|Super Art 3}}
| content    = {{clr|H|Evil Knee}} is one of Bison's best normals as it gives him easy access to plus frames on block without {{clr|DR|Drive Rush}}. On {{clr|DR|Drive Rush}} and {{clr|PC|Punish Counter}}, this move combos into many of Bison's other good starters. This is very convenient due to its speed, allowing him to {{clr|DR|Drive Rush}} after the opponent when hit with a throw or {{clr|H|Backfist Combo}}. <br>
On regular {{clr|PC|Counterhit}}, Bison can only combo into {{clr|M|Crouching Medium Punch}}, which locks him off of decent damaging combos with no {{clr|DR|Drive Gauge}} usage that set up {{clr|H|Backfist Combo}}. <br>
In the event that Bison hits this move without hitting a {{clr|PC|Punish Counter}} or regular {{clr|PC|Counter Hit}}, which most likely happens if Bison is catching the opponent jumping, Bison can combo into lights and set up a light bomb OKI situation. As this is most likely to happen in the corner, this isn't bad for Bison as he can set up OKI right away. <br>
Bison's simple {{clr|PC|Counter Hit}} combo route into {{clr|SA|Super Art 2}} deals 4620 damage, which is incredible for being counterhit and costing such a little amount of {{clr|DR|Drive Gauge}}. Use this combo if your opponent likes to mash on wakeup. Due Bison cancelling out of {{clr|OD|OD Backfist Combo}}, he can choose if the {{clr|SA|Super Art 2}} side swaps or not. <br>
On {{clr|PC|Counter Hit}} and {{clr|DR|Drive Rush}}, Bison can combo into another {{clr|H|Evil Knee}}, or in the corner or during closer setups, {{clr|H|Crouching Heavy Punch}}, the latter of which deals slightly more damage. This combo allows Bison to get back charge for a {{clr|H|Psycho Crusher}} to potentially end the round meterless or combo into {{clr|SA|Super Art 3}}.
}}
}}



Revision as of 05:36, 23 March 2025


Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

SF6 Combo Notation Guide
Notation Meaning
> Cancel the previous move to the following move.
e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~ Chain/Cancel the previous move into a followup.
e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
, Link the previous move to the following move.
e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols:
2LP, 5MP~HP > 623P > 236236P
2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X Jumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K Any Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/Y Do either X move or Y move.
e.g. end a combo with 214K/623P
[X] Hold the button input
e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X Briefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA Anti-air; hit the opponent while they're mid-air.
May cause a different juggle state compared to a grounded opponent.
Y xN
{Y} xN
Repeat 'Y' input 'N' number of times.
A sequence of multiple inputs will be bundled into "{}".
e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR Button Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~Y Drive Rush into Button Y (cancel the dash frames early into a followup attack)
This can be done from the 1-bar or 3-bar versions of Drive Rush
e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations:
2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)

Starter Combos

Light confirms
Very Easy


2LP/2LK > 2LP > 5LP > 236LK
2LP > 2LK > 5LP > 236LK/214PP
2LP/2LK > 2LP, 5LK > 214LP

2LP is a 4 frame light button with low pushback that can begin a chain hitconfirm. 2LK is a frame slower with more pushback, but hits low for a better chance at opening up the opponent's defense. 5LK cannot be chained into, but has enough speed/range to link reliably in most hitconfirm routes.

The specific chain routes listed above are generally the best in terms of consistency on hit and block. Alternate strings like 2LK > 2LK > 5LP have more pushback and larger gap on block that will trade if the opponent mashes a 4f button. Note that an attempted link to 5LK can be interrupted by the opponent on block, making it less suitable in pressure strings.

Ending with Light Double Knee Press (236LK) will leave the opponent standing and M. Bison at +2 frame advantage, in perfect range for a strike/throw mixup. This is the most consistent ender, and is the only meterless ender that reaches after chaining 3 LPs together.

Ending with 214LP grants a knockdown that plants a Psycho Mine on the opponent. Linking into 5LK is the only way to achieve this from a 3-light hitconfirm, but 5LP/2LP can combo with 2 lights at close range. 214PP also works consistently from any canceled light, giving better cancel options and midscreen oki for 2 Drive bars.

Any Counter-hit Double Knee Press can combo into lights unless spaced too far out. For consistency, end with 5LK > 214LP.

5MP starter
Easy


5MP, 2MP > 214MP
5MP, 2MP > [4]6MP
5MP, 2MP > 236MK
5MP > 214HP

This is M. Bison's basic combo using his 5MP as a starter. Useful after 2MK > Drive Rush starters while still allowing strong pressure if blocked.

Ending with Medium Psycho Mine (214MP) plants a mine, but gives fairly weak/expensive midscreen follow-up pressure like meaty OD Psycho Crusher or a max range Drive Rush button.

Ending with Medium Psycho Crusher ([4]6MP) gives corner carry, a potential SA3 cancel for damage, and meterless midscreen oki with a forward dash (+2). The charge timing is somewhat strict unless you start holding back before the initial 5MP.

Ending with Medium Double Knee Press (236MK) leaves the opponent standing at +3 for a strike/throw mixup, but loses the corner carry and setup potential of other routes.

2MK can replace 5MP into 2MP, although it deals less damage. It is useful for poking, and can be a consistent way of planting bomb if the opponent is trying to make space.

5MP is the only medium cancel that combos directly into HP Backfist, if you would prefer its stronger oki or the juggle from a Psycho Mine detonation.


4HK starter
Easy


PC/PDR~4HK, 5MP, 2MP ...
CH 4HK, 2MP > 214PP > Super Art 2
4HK > 214HP
4HK, 2LP, 2LP > 214LP
CH+PDR~4HK, 4HK/2HP > 214HP or [4]6HP > Super Art 3

Evil Knee is one of Bison's best normals as it gives him easy access to plus frames on block without Drive Rush. On Drive Rush and Punish Counter, this move combos into many of Bison's other good starters. This is very convenient due to its speed, allowing him to Drive Rush after the opponent when hit with a throw or Backfist Combo.

On regular Counterhit, Bison can only combo into Crouching Medium Punch, which locks him off of decent damaging combos with no Drive Gauge usage that set up Backfist Combo.
In the event that Bison hits this move without hitting a Punish Counter or regular Counter Hit, which most likely happens if Bison is catching the opponent jumping, Bison can combo into lights and set up a light bomb OKI situation. As this is most likely to happen in the corner, this isn't bad for Bison as he can set up OKI right away.

Bison's simple Counter Hit combo route into Super Art 2 deals 4620 damage, which is incredible for being counterhit and costing such a little amount of Drive Gauge. Use this combo if your opponent likes to mash on wakeup. Due Bison cancelling out of OD Backfist Combo, he can choose if the Super Art 2 side swaps or not.

On Counter Hit and Drive Rush, Bison can combo into another Evil Knee, or in the corner or during closer setups, Crouching Heavy Punch, the latter of which deals slightly more damage. This combo allows Bison to get back charge for a Psycho Crusher to potentially end the round meterless or combo into Super Art 3.

OD 236KK Extensions
Easy


5MP, 2MP > 236KK, 214HP

5MP, 2MP > 236KK, 5HP > Super Art 1/2/3

5MP, 2MP > 236KK, [4]6MP > Super Art 3

Standard routing with an OD Double Knee Press extension, ending with a Heavy Psycho Mine application. Heavy Psycho Mine gives M. Bison some of his best oki, allowing him to Drive Rush in with the normal of his choice, like an auto-timed meaty 5HP (+7 oB) or delayed 5MP/4HK.
Comboing into DR 5MP allows for impressive screen travel, and with a Super Art 2 ender, allows Bison to send the opponent from corner to corner.

  • Can end with 5HP > SA1/2/3 instead of Psycho Mine if damage is preferred.
  • 2MK can replace 5MP, 2MP in a combo, but it deals MUCH less damage overall.

Drive Impact

Drive Impact
Easy


PC DI, walk/dash forward, 2HP > 214HP
PC DI, walk/dash forward, 2HP > 236KK, 6HP (bounce), 3HK
PC DI, walk/dash forward, 2HP > 236KK, 214HP
PC DI, walk/dash forward, 2HP > 236KK, 5HP > Super Art 1/2/3
PC DI, 2HP > [4]6HP > Super Art 3

Without OD Knee Press, M. Bison can apply HP Psycho Mine (214HP). With OD Knee Press, Bison has a few options for enders afterwards:

  • 3HK for oki without Drive Rush
  • 214HP for Psycho Mine application and Drive Rush oki
  • 5HP > Super Art 1/2/3 for increased damage

The 2HP > [4]6HP > Super Art 3 combo is slightly range dependent, but the opponent will fall into Bison eventually. This combo requires good timing and patience, but isn't difficult. Costs no extra drive gauge.


Punish Counters

5HP
Easy


PC 5HP, 5HK, 2MP > 214MP / 236MK
PC 5HP, 5HK, 2MP > 236KK, 214HP
PC 5HP, 5HK, 2MP > 236KK, DR~5MP~6HP, 214LP / [4]6LP
PC 5HP, DR~2MP, 5MP, 2MP > 214MP
PC 5HP, 2HP > 214HP

Depending on range, may need to remove 5HK and go straight to 2MP or 2MK. For meterless combo, link directly to MK Knee Press for standing oki or MP Psycho Mine to set up the bomb.

Non-Timing Bomb Combos

5HK
Medium Hard


PC 5HK, [2]8KK~K, [4]6PP, [2]8KK~KK, 5HP > Super Art 1/2/3
PC 5HK, [2]8KK~K, [4]6PP, 6HP, 214LP
PC 5HK, 2HP > [4]6PP, [4]6HP > Super Art 3
PC 5HK, 2HP > [4]6HP, 214LP / Super Art 1/3
5HK, 2MP > [4]6PP, 6HP, 214LP
PC 5HK 66 2HP > 214HP, 214LP

The first combo is THE meter dump combo you want to land as a Bison player. It does not rely on the timer as OD Pyscho Crusher automatically detonates it, but it does need a decent amount of time on the bomb so that it doesn't automatically detonate.

OD Pyscho Crusher into OD Head Press combos don't have to start in the corner, but after the OD Pyscho Crusher, the opponent must be in the corner to land the OD Head Press. OD Pyscho Crusher grants a lot of screen travel in the combo, hidden behind the short cinematic camera movement. The 5HK into 2MP combo is primary if the 5HK wasn't a PC and to avoid using too much drive gauge.

Do not directly cancel [4]6HP or [4]6HP, 214LP into Super Art 3 as it will deal less damage. Super Art 3 adds more scaling if it was canceled into from a special, but linking the Super Art 3 from [4]6HP avoids this due to the bomb detonation. The heavy Psycho Crusher also combo only works if the opponent falls into Bison during the crumple state. If the opponent isn't close enough to Bison to fall into him, dash forwards and do the heavy Backfist route instead. This combo costs no drive gauge and deals the most amount of damage out of any of his shimmy combos.

  • YOUR AMBITIONS DIE HERE!
  • (Does a flip)
  • Hmm
  • UNLIMITED PSYCHO CRUSHER
  • Word (he says worm, but this is funnier)

Automatic Bomb Detonation Combos

Beginner
Easy


Meaty 4HK, 2MP > 236KK DR~5MP~6HP Bomb Detonate 214HP/[4]6HP > Super Art 3
Meaty 4HK, 2MP > 236KK DR~5MP~6HP Bomb Detonate 5HP > Super Art 1/2/3
DR / PC~4HK, 5MP, 2MP > 236KK, 236HK Bomb Detonate 214HP/[4]6HP > Super Art 3
DR / PC~4HK, 5MP, 2MP > 236KK, 236HK Bomb Detonate 5HP > Super Art 1/2/3

A beginner auto detonation combo into supers or bomb replant. Use this if your opponent keeps mashing on wakeup.

Intermediate
Medium


Meaty 4HK, 2MP > 236KK DR~5MP~6HP Bomb Detonate 6HP, 214MP

The bomb should detonate immediately after the first 6HP. The second 6HP is manually timed, and depending on your confidence, you can go for light, medium, or OD bomb. Bomb replant combo.

Master
Hard


Meaty 4HK, 2MP > 236KK DR~5MP~6HP Bomb Detonate [2]8K~K~P, 214LP / 214PP > Super Art 2/3
5MP, 2MP > 236KK, 6HP, 2HK Bomb Detonate [2]8K~K~P, 214LP / 214PP > Super Art 2/3
DR / PC~4HK, 5MP, 2MP > 236KK, 236HK Bomb Detonate [2]8K~K~P, 214LP / 214PP > Super Art 2/3

One of Bison's hardest combos, but a very important one. There are some rules to hitting [2]8K~K~P correctly:

  • Different versions of head press affect the combo in very small ways. Use different ones in different scenarios.
  • In many scenarios, immediately doing headpress after shadowrise will cause it to whiff.
  • The opponent bounces up off the ground when hit with head press.
  • Different scenarios cause the opponent to bounce off the ground differently, mainly the height off the ground before the bomb launches them.
  • Do not do somersault skull diver immediately as it won't reach the opponent bouncing.


SF6 Navigation