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| * 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. |
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| * '''{{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. |
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| {{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. |
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| * 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. You'll want to end your 3 hit light confirms with this thanks to its range, since any other light will make LP Backfist Combo whiff. |
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| * | | * |
| <br> | | <br> |
| | | Decent reach and even has a slight disjoint, but otherwise unremarkable thanks to lack of cancel options and poor frame data on hit and block. |
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| * 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> |
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| * '''{{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. |
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| * 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. |
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| * | | * |
| <br> | | <br> |
| | Bison has finally been given an overhead in Street Fighter 6, and it's a really solid one. As is the case with most overheads, it only leads to a combo with Drive Rush advantage, being plus enough to link into 2MP. Combined with 2LK, this creates a really solid high/low mixup out of Drive Rush, and with how good of a Drive Rush Bison has, there's plenty of opportunities to apply it. This becomes even more potent if the opponent has a Psycho Mine planted on them, but try not to get too predictable with it as it's easy to get carried away looking for big combos. |
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| | Outside Drive Rush, this move has extra utility in combos since it ground bounces on juggle hit, notably linking into 214P to either plant another Psycho Mine or bridge into a super. |
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| * '''{{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. |
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| * 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. |
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| * | | * |
| <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. |
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| * | | * |
| <br> | | <br> |
| | | Solid air-to-air option. If it hits low enough, there's enough time upon landing to connect either Backfist Combo to plant a Psycho Mine, or a Psycho Crusher for damage and corner carry, although this requires you to begin charging right as you jump. |
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| <br> | | <br> |
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| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
| | | After landing throw in the corner, Bison will be +2 after a forward dash, allowing a meaty throw to beat any non-invincible mash from the opponent. However, Bison's walk speed is also fast enough to where you can walk forward and manually time meaty throw, which also gives you the benefit of being able to shimmy. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_hphk}} | | {{AttackDataCargo-SF6/Query|m.bison_hphk}} |
| * '''Armor (2-hit):''' 1-27f | | * '''Armor (2-hit):''' 1-27f; '''Range:''' 2.537 (1.217 movement + 1.32 hitbox) |
| * Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block) | | * On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo |
| * Combos when canceled from {{clr|H|--}} (no corner wallsplat) | | * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling |
| ** Useful for draining opponent's Drive gauge, especially after Perfect Parry
| | * Combos when canceled from {{clr|H|2HP}} or Punish Counter {{clr|H|4HK}}/{{clr|M|5MP}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) |
| | * A blocked {{clr|4|DI}} can combo into another {{clr|4|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) |
| | ** This happens because a blocked {{clr|4|DI}} is not considered a "hit" for combo purposes |
| | ** Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. | | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. |
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| When canceled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout | | When canceled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout |
| * {{clr|H|4HK}}: 5[1] | | * {{clr|H|4HK}}: 5[1] |
| * {{clr|H|2HP}}: 9[5] | | * {{clr|M|5MP}}, {{clr|H|2HP}}: 9[5] |
| * {{clr|M|5MP}}: 9[5]
| | * {{clr|M|2MP}}, {{clr|M|2MK}}: 11[7] |
| * {{clr|M|2MP}}: 13[7] | |
| * {{clr|M|2MK}}: 13[7]
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| * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters | | * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters |
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| * '''Marisa (214K)''', frame 3 armor | | * '''Marisa (214K)''', frame 3 armor |
| * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor | | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor |
| It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause {{clr|4|DI}} to Lock. | | It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|10|*}} Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup. |
| * {{clr|H|4HK}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit | | * {{clr|H|4HK}}{{clr|10|*}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit |
| * {{clr|4|DR~}}{{clr|H|2HP}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit | | * {{clr|4|DR~}}{{clr|H|2HP}}{{clr|10|*}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit |
| * {{clr|4|DR~}}{{clr|M|5MP}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit | | * {{clr|4|DR~}}{{clr|M|5MP}}{{clr|10|*}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit |
| * {{clr|4|DR~}}{{clr|M|2MP}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} | | * {{clr|4|DR~}}{{clr|M|2MP}}{{clr|10|*}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| * {{clr|4|DR~}}{{clr|M|2MK}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} | | * {{clr|4|DR~}}{{clr|M|2MK}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|m.bison_psycho_mine}} | | {{AttackDataCargo-SF6/Query|m.bison_psycho_mine}} |
| <br> | | <br> |
| | After landing Backfist Combo, Bison attaches a Psycho Mine to the opponent. Following approximately six seconds (or 600 frames), the mine detonates, either launching the opponent or giving Bison frame advantage. If Bison hits the opponent with a special move that involves Psycho Power (aka Psycho Crusher, Devil's Reverse, or Backfist Combo), the mine will automatically detonate on hit and on block. On hit, Bison gains access to new combo routes, and on block he is left very plus. |
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| | Psycho Mines are an essential part of Bison's gameplan, and his use of them is a huge part of him maintaining offensive momentum after a combo. As Bison's greatest strength is his offensive power, using Psycho Mines to maintain control of the match is crucial. |
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| | Generally, Bison can "spend" a Psycho Mine in one of two ways- either to reinforce mixups, or to maintain advantage. To enforce mixups, Bison can plant a Psycho Mine and then meaty with buttons like {{clr|MP|5MP}} or {{clr|HP|4HK}}, then look for an overhead or low opportunity and convert. To maintain advantage, Bison can immediately layer a detonator special after a mine plant and continue pressuring the opponent. For example, {{clr|LP|LP Backfist Combo}} > Meaty {{clr|LP|LP Psycho Crusher}} leaves Bison +6, has good corner carry, and strips 1 bar of Drive Gauge on hit. |
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| | The timed detonation for Psycho Mine launches opponents much higher than the manually triggered versions from Backfist Combo or Psycho Crusher. Combo options are generally {{clr|M|j.MP~MP}} > {{clr|LP|LP Crusher}}. |
| }} | | }} |
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| * '''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. |
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| | As Psycho Crusher requires charge, learning to hold charge while buffering other inputs is crucial. This is especially important for Crusher, as the move can cancel into SA3 for huge damage meterless. Look for places to store charge in combos, such as {{clr|MP|5MP}} > {{clr|MP|2MP}} instead being input as {{clr|MP|4MP}} > {{clr|MP|1MP}}. |
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| | Crusher is Bison's major answer to fireballs, but using it as an anti-fireball tool can be tricky. Using it from fullscreen is a death sentence, but the back charge naturally forces you to hold down-back to avoid walking too far away. Consider using Shadow Rise alongside Crusher to maintain offensive threat. As Crusher is horribly minus on block, you really want to make sure you're going to connect with the opponent before going through with it. The good frame advantage and great damage on block are a nice reward for a zoning callout. |
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| | OD Crusher avoids a lot of these issues, beating most projectiles and keeping Bison safe. It can be a great way to force yourself in if you don't want to take the risk of navigating neutral, while also being a great deterrent for overly-aggressive or jumpy opponents. |
| }} | | }} |
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| * '''Anti-Air Invuln:''' 6-17f; '''Projectile Invuln:''' 13-31f | | * '''Anti-Air Invuln:''' 6-17f; '''Projectile Invuln:''' 13-31f |
| <br> | | <br> |
| | With a mine 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. |
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| | Most versions of Psycho Crusher will leave Bison at +5 or 6 if timed correctly, giving him a perfect opportunity for whatever mixup he wants. Notably, Backfist Combo > Meaty Psycho Crusher is incontestable outside of invulnerable moves or Perfect Parry, allowing Bison meterless okizeme if he chooses it. |
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| | On hit, Psycho Crusher detonates the mine for better damage and frame advantage. Where the real carnage starts is with OD Crusher, which puts the opponent in a unique cinematic juggle on hit. This juggle has incredible scaling and leads into full meterdumps for Bison. When optimized, an OD Crusher meterdump can deal close to 8k damage, easily putting an opponent in their place and potentially winning you the round. Even without the full meter dump, the juggle state is so advantageous that Bison can follow up with whatever he wants, ensuring high damage returns no matter the amount of Drive or super meter invested. |
| }} | | }} |
| </tabber> | | </tabber> |
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| * 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. |
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| | 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. The corner carry off of OD Scissors > {{clr|HP|HP Backfist}} is nearly half of the screen by itself, and it also leads into a perfect {{clr|LP|LP Crusher}} for okizeme. |
| }} | | }} |
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| * Plants a Psycho Mine on hit | | * Plants a Psycho Mine on hit |
| <br> | | <br> |
| | Bison's new combo ender, and arguably his most important special. Does mediocre damage and sends the opponent midscreen after hit, but plants a Psycho Mine on them for later. More information on Psycho Mines and their use can be found under the respective special. |
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| | Bison ultimately has a choice between either this special or Psycho Crusher when looking to end a combo. Psycho Crusher leaves Bison at better advantage and does more damage, while Backfist Combo does worse damage but plants a mine. Backfist Combo has no real use in neutral or pressure without a mine attached to the opponent, so Bison should keep this move strictly for combos only. |
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| | OD Backfist Combo hits three times, and notably takes an extra second for the Psycho Mine counter. This means the Psycho Mine will detonate after five seconds instead of six. Bison can use this to force Psycho Mine mixups faster than usual, such as Throw > {{clr|H|6HP}} for an immediate overhead that combos. OD Backfist also combos into Level 3, making it a good cancel point if you lack charge for a Psycho Crusher. |
| }} | | }} |
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| * Detonates Psycho Mine on hit/block | | * Detonates Psycho Mine on hit/block |
| <br> | | <br> |
| | With a Psycho Mine on the opponent, Backfist Combo is a great tool for stripping Drive Gauge as it does 1.5 bars by itself. Bison can use this to end pressure sequences while maintaining advantage, allowing him to set up frametraps or throws. |
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| | On hit, Backfist Combo will detonate the active mine. The {{clr|L|LP}} and {{clr|M|MP}} versions lead to a safejump in the corner, while the {{clr|H|HP}} version leads into {{clr|LP|LP Psycho Crusher}} for a SA3 cancel. The OD version gives Bison a juggle with just enough frame advantage to land an {{clr|LP|LP Backfist Combo}}, allowing him to either resume pressure on wakeup or push another mixup. |
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| }} | | }} |
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| * 40% minimum damage scaling | | * 40% minimum damage scaling |
| <br> | | <br> |
| | Bison leaps the opponent before stomping to the ground. If the move connects, the opponent is put into a brief cinematic. |
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| While slow to startup, Psycho Punisher can reach any part of the screen, allowing Bison to punish ranged projectiles or install specials that would otherwise be too far to reach. In combos, it's best used after launches or ground bounces that can accommodate its slow speed; juggling into {{clr|H|5HP}} > {{clr|10|SA2}} or canceling from {{clr|10|OD Backfist}} are good examples. Notably, {{clr|10|OD Psycho Crusher}} does not naturally combo into {{clr|10|SA2}} despite being cancelable; be sure not to attempt this without a Psycho Mine planted. | | While slow to startup, Psycho Punisher can reach any part of the screen, allowing Bison to punish ranged projectiles or install specials that would otherwise be too far to reach. In combos, it's best used after launches or ground bounces that can accommodate its slow speed; juggling into {{clr|H|5HP}} > {{clr|10|SA2}} or canceling from {{clr|10|OD Backfist}} are good examples. Notably, {{clr|10|OD Psycho Crusher}} does not naturally combo into {{clr|10|SA2}} despite being cancelable; be sure not to attempt this without a Psycho Mine planted. |
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| While {{clr|10|SA2}} can hit on both sides, an opponent can easily parry or jump out of the way after the Super freeze. Against an opponent in Burnout (or very close to it), using this Super with meaty timing after a knockdown or air reset could allow for an ambiguous left/right mixup. However, the risk of attempting this vastly outweighs the potential reward, so the cross-up hit should only be used to switch sides on a confirmed hit. | | While {{clr|10|SA2}} can hit on both sides, an opponent can easily parry or jump out of the way after the Super freeze. Against an opponent in Burnout (or very close to it), using this Super with meaty timing after a knockdown or air reset could allow for an ambiguous left/right mixup. However, the risk of attempting this vastly outweighs the potential reward, so the cross-up hit should only be used to switch sides on a confirmed hit. Opponents can also react to the animation and defuse the setup with Drive Parry. |
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| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|m.bison_5pppkkk|caption= '' "A gnat like you will be buried here." ''}} | | {{MoveDataCargoImage|imageHeight=160px|m.bison_5pppkkk|caption= '' "A gnat like you will be buried here." ''}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=160px|m.bison_5pppkkk_8|caption= '' "A gnat like you is of no use to me."<br>(hold up) ''}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=160px|m.bison_5pppkkk_2|caption= '' "A gnat like you has no value to anyone. You're a worthless piece of trash!"<br>(hold down) ''}} |
| | hitboxes = | | | hitboxes = |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|m.bison_5pppkkk}} | | {{AttackDataCargo-SF6/Query|m.bison_5pppkkk}} |
| | * Change to an alternate taunt by holding Up or Down on frame 235 |
| | {{AttackDataCargo-SF6/Query|m.bison_5pppkkk_8}} |
| | {{AttackDataCargo-SF6/Query|m.bison_5pppkkk_2}} |
| }} | | }} |
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