|
|
(13 intermediate revisions by the same user not shown) |
Line 21: |
Line 21: |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| | | Bison's longest reaching light normal. Notably 5f, so it will not combo from CH LK Scissors. |
| }} | | }} |
|
| |
|
Line 38: |
Line 38: |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+?}} oH / {{sf6-adv|VP|+?}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+?}} oH / {{sf6-adv|VP|+?}} oB |
| <br> | | <br> |
| | | Important combo tool and sets up a strong tick throw with Drive Rush. Naturally links into 2MP for good damage and will combo into 5MP~2HK naturally. With Drive Rush, it gains enough hitstun to link 2HP or extend a juggle with 5MP~6HP. |
| }} | | }} |
|
| |
|
Line 54: |
Line 54: |
| {{AttackDataCargo-SF6/Query|m.bison_5hp}} | | {{AttackDataCargo-SF6/Query|m.bison_5hp}} |
| * '''Cancel Hitconfirm Window:''' ?f (Super) | | * '''Cancel Hitconfirm Window:''' ?f (Super) |
| | * Punish Counter: +??? Stagger. |
| <br> | | <br> |
| | | Surprisingly potent spacing trap tool which also happens to be plus on block. Due to its punish counter properties, it also makes for a strong reversal punish starter. |
| }} | | }} |
|
| |
|
Line 73: |
Line 74: |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| | | Bison's longest-reaching 4f button. |
| }} | | }} |
|
| |
|
Line 105: |
Line 106: |
| * Foot hurtbox is '''Anti-Air Invuln''' 13-16f | | * Foot hurtbox is '''Anti-Air Invuln''' 13-16f |
| * Whiffs on crouching opponents at longer ranges | | * Whiffs on crouching opponents at longer ranges |
| | * Punish Counter: +??? Crumple (???f before airborne). |
| <br> | | <br> |
| | | Passable long-range anti-air, more useful as a combo tool and punish starter. |
| }} | | }} |
| <br> | | <br> |
Line 163: |
Line 165: |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+?}} oH / {{sf6-adv|VP|+?}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+?}} oH / {{sf6-adv|VP|+?}} oB |
| <br> | | <br> |
| | | Incredible anti-air. Highly consistent and gives a juggle on counterhit or punish counter. |
| }} | | }} |
|
| |
|
Line 180: |
Line 182: |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| | | Very good 2LK, especially when combined with Drive Rush. |
| }} | | }} |
|
| |
|
Line 347: |
Line 349: |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+?}} oH / {{sf6-adv|VP|+?}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+?}} oH / {{sf6-adv|VP|+?}} oB |
| <br> | | <br> |
| | | Advancing, special cancelable, plus on block normal. Steals half a block of Drive all on its own. Use this to force the opponent to do something. |
| }} | | }} |
|
| |
|
Line 381: |
Line 383: |
| * Puts airborne opponents into {{sf6-jug|limited juggle}} OTG state | | * Puts airborne opponents into {{sf6-jug|limited juggle}} OTG state |
| <br> | | <br> |
| | | Effectively the same as Bison's command overhead. Slower than its low TC counterpart but valuable nonetheless as a juggle extender. |
| }} | | }} |
|
| |
|
Line 397: |
Line 399: |
| * | | * |
| <br> | | <br> |
| | | Useful as a frame trap after 5MP to try and keep Bison's turn. If unsuccessful, Bison is left close and -3. Becomes a true blockstring and plus on block if the opponent is in Burnout, giving Bison a gapless low string to check reversal attempts after 5MP. |
| }} | | }} |
|
| |
|
Line 573: |
Line 575: |
| {{AttackDataCargo-SF6/Query|m.bison_psycho_mine}} | | {{AttackDataCargo-SF6/Query|m.bison_psycho_mine}} |
| <br> | | <br> |
| | | The timed detonation for Psycho Mine launches opponents much higher than the manually triggered versions from Backfist Combo or Psycho Crusher. |
| }} | | }} |
|
| |
|
Line 604: |
Line 606: |
| * '''Anti-Air Invuln:''' 6-17f; '''Projectile Invuln:''' 13-31f | | * '''Anti-Air Invuln:''' 6-17f; '''Projectile Invuln:''' 13-31f |
| <br> | | <br> |
| | | Psycho Crusher is Bison's highest damage combo ender and a strong gap-closing tool. All normal versions will clash with normal projectiles, and the OD version will beat them clean. Without a bomb, no version of Psycho Crusher will be plus. |
| }} | | }} |
| |-| | | |-| |
Line 640: |
Line 642: |
| * '''Anti-Air Invuln:''' 6-17f; '''Projectile Invuln:''' 13-31f | | * '''Anti-Air Invuln:''' 6-17f; '''Projectile Invuln:''' 13-31f |
| <br> | | <br> |
| | | With a bomb on the opponent, Psycho Crusher goes from risky to advantageous. The mine explosion ensures it will be Bison's turn on block and turns the OD version into a terrifying juggle starter. |
| }} | | }} |
| </tabber> | | </tabber> |
Line 666: |
Line 668: |
| * Puts opponent into {{sf6-jug|limited juggle}} state | | * Puts opponent into {{sf6-jug|limited juggle}} state |
| <br> | | <br> |
| | Scissor Kicks are Bison's premier special move. On hit, Bison is left close to the opponent with frame advantage for an immediate strike/throw mixup. If spaced, he can use its low crush properties and relative safety to his advantage to demolish challenge attempts. Thanks to Scissor Kicks leaving the opponent standing, Bison can link out of Scissor Kicks on counterhit or punish counter to further discourage challenge attempts. |
|
| |
|
| | OD Scissors loses the utility on block in favor of better conversions on hit. The launch is high enough for Bison to juggle Backfist Combo afterwards to set a Psycho Mine and start his gameplan. Additional launch height before OD Scissors gives him better juggles afterwards. |
| }} | | }} |
|
| |
|