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Friday, August 2, 2024

Sf6 Bison, how, plus yt guide 2 veerrry good - upd 8-5-24

 How

Cr.lp cr.lp lk.scissors, repeat is a 8 hit combo? I thought Idid it vs a Ken many times. But in training mode cannot….only +2 after scissors. Does a counter hit make u extra plus frames forever????

Answer- No, must have been counterhit scissors, then jab jab scissors. 6 hit. That works in training.


Xxxx that yt guide 


Look at Bison’s very last combo trial , adv 5. Insane 7000+ dmg !,,!

Note, st.hk, cr.mp

Note OD crusher (w mine set), Shadow rise/OD head press, fwd.HP, OD backfist, lvl3 super


------UPDATE stuff to do on 8-5-2024 below------

Via https://wiki.supercombo.gg/w/Street_Fighter_6/M.Bison

  • MP
  • Cancel Hitconfirm Window: 15f (requires Counter-Hit for 5MP~6HP TC)
  • Drive Rush cancel advantage: +14 oH / +8 oB


Important combo tool that sets up a strong tick throw with Drive Rush. Naturally links into 2MP for good damage, and can combo into the 2HK Target Combo (which is also a safe frame trap on block).


With Drive Rush, it gains enough hitstun to link 2HP for a more rewarding hitconfirm. DR~5MP can frame trap into the overhead 6HP follow-up on block, or extend a juggle with a ground bounce on hit; however, the extra blockstun sacrifices Bison's ability to frame trap into the low 2HK TC ender.



>>>note to self, diamond dude just did the mostly easy st.mp, cr.mp, DRIVERUSH/GreenPaint into st.mp, cr.mp loop, I think, into the corner into something with dmg. 

5MP~2HK Shadowspear, the weird low hitting HK, it's -3 on block, but +1 if burnout. Mix up vs. the overhead to confush them.

  • 1f gap on block that can lead to CH light normals


A safe, low-hitting alternative to the overhead Target Combo. The blockstring gap is much smaller, leading to Counter-Hit combos if the opponent mashes expecting the overhead. On block, Bison is left close to the opponent at -3, forcing him to take a strike/throw mixup.

If the opponent reacts to either Target Combo extension, they can hold down back and attempt to Perfect Parry this low ender, making it punishable. This also parries the overhead ender, making it low-risk as long as they are actually reacting to the startup. If you think the opponent may be auto-piloting a parry after blocked 5MP, try doing nothing to bait it out for a Throw punish.

If the opponent is in Burnout, there is no longer a gap in the blockstring. This makes it a strong bully tool that forces the opponent to block low in a true blockstring. Since it becomes +1 on block, the opportunity for a Counter-Hit occurs after the 2HK ender instead.


*** this after fwd throw is SUCH good info:

After landing a corner throw, Bison can dash forward for an auto-timed +2 throw loop that beats any non-invincible reversal option. He also has enough advantage to walk forward for a manually timed throw loop; this has the advantage of allowing Bison to walk back out of the opponent's throw range for a shimmy, leading to much higher damage.

If you want to use Drive Rush for enhanced pressure, DR~4HK can be auto-timed for a meaty connect, making it +9 oH / +6 oB. A second 4HK on block will keep Bison at frame advantage while allowing a trade combo vs. 4f normals. DR~5MP can connect meaty, but requires a slight manual delay; otherwise, it will whiff before the opponent recovers.

    So that is feeling like SFV Bison, with the Knee knee, throw... knee knee, MP combo stuff that drove ppl nuts. =]


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