Street Fighter 6 M. BISON COMBOS! Complete Starter Guide
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- Опубликовано: 9 июл 2024
- Behold! our M. Bison combo guide for Street Fighter 6. This should give you a good head start with the latest new character. We try to cover everything with beginner friendly examples that revolve around damage, practicality and usefulness so you can actually pull these off in a real match.
Annotations
D = Down
U = Up
F = Forward
B = Back
C = Crouching
J = Jumping
QCF = Quarter Circle Forward / D, DF, F
QCB = Quarter Circle Back / D, DB, B
HCB = Half Circle Back / F, DF, D, DB, B
HCF = Half Circle Forward / B, DB, D, DF, F
DP = Dragon Punch Motion / F, D, DF
LP = Light Punch
MP = Medium Punch
HP = Hard Punch
LK = Light Kick
MK = Medium Kick
HK = Hard Kick
P = Any punch
K = Any kick
PP/KK = OD Version
XX = Cancel/Immediately
/ = Means "Or"
+ = Same Time
[...] = Any
CH = Counter Hit
PC = Punish Counter
DI = Drive Impact
DR = Drive Rush
Intro 0:00
LIGHTS 0:10
C.LK, C.LP, LP/C.LP xx QCF LK
C.LK, C.LP, LK xx QCB LP
C.LK, C.LP, LP/C.LP xx LVL 1
C.LK, C.LP, LP/C.LP xx QCB PP xx LVL 2
C.LK, C.LP, LK xx QCB LP xx LVL 3
C.LK, C.LP, LP/C.LP xx QCF LK xx LVL 3 (BETTER SCALING WITHOUT QCF LK)
MEDIUMS 1:13
MP, C.MP xx B-F MP
MP, C.MP xx QCB MP/QCF MK
C.MP, C.LP, LP xx QCF LK
C.MP, LK xx QCB LP
C.MP/C.MK xx QCB MP/QCF MK
C.MK xx B-F LP
[ANY M OR H] xx QCB PP
[ANY M OR H] xx B-F PP (SAFE)
HEAVIES 2:04
HP, LK xx QCB LP
HP, C.LP, LP xx QCF LK
HP xx LVL 1/LVL 3 (HIT CONFIRMABLE)
HK, C.MP xx QCB MP/QCF MK
HK, C.MP xx B-F MP
B+HK, LK xx QCB LP/QCF LK
OD DOUBLE KNEE PRESS 2:46
[ANY M OR H] xx QCF KK, B-F MP
[ANY M OR H] xx QCF KK, QCB HP
[ANY M OR H] xx QCF KK, HP xx ANY SUPER
[ANY M OR H] xx QCF KK, HP (SAFE JUMP)
[ANY M OR H] xx QCF KK, F+HP, QCB LP (CORNER)
[ANY M OR H] xx QCF KK, F+HP, C.HK (CORNER)
AIR TO AIR 3:41
J.MP-MP, B-F P
J.MP-MP, QCB P/QCF K
J.MP-MP, HP xx ANY SUPER
J.MP, J.MP-MP, [ANY OF PREVIOUS FOLLOWUPS]
J.MP, QCF KK, B-F P
J.MP-MP, F+HP, QCB PP/C.HK
J.MP-MP, F+HP, QCB LP (CORNER)
DRIVE IMPACT 4:37
DI, MP-F+HP, QCB LP
DI, C.HP xx B-F HP
DI, C.HP xx QCF KK, F+HP, QCB MP/B-F+LP
DI, MP-F+HP, LVL 1
DI, C.HP xx QCF KK, HP xx ANY SUPER
PUNISH COUNTER 5:29
[LIGHTS] PC, C.MP xx QCB MP/QCF MK/B-F MP
[LIGHTS EXCEPT LK] PC, MP, C.MP xx QCB MP/QCF MK/B-F MP
[LIGHTS EXCEPT LK, FAR] PC, C.MK xx QCB MP/QCF MK/B-F LP
MP-F+HP PC
MP PC, B+HK xx QCB HP/QCF HK/B-F HP
MP/C.MP PC, MP, C.MP xx QCB MP/QCF MK/B-F MP
C.MP PC (FAR) xx QCB HP/QCF HK/B-F HP
C.MK PC (FAR) xx QCB HP/QCF HK/B-F MP
HP PC, HK, C.MP xx QCB MP/QCF MK/B-F MP
C.HP PC, LK xx QCB LP/QCF LK
HK PC, DASH MP-F+HP, QCB LP
HK PC, DASH MP-F+HP, LVL 1
HK PC, B+HK/C.HP xx B-F HP
HK PC, DASH C.HP xx QCF KK, F+HP, B-F LP (QCB MP IN CORNER)
HK PC, DASH C.HP xx QCF KK, HP xx ANY SUPER
B+HK PC, MP, C.MP xx QCB MP/QCF MK/B-F MP
QCF K PC, C.MP xx QCB MP/B-F MP
DI PC, HK, C.MP xx B-F MP
DI PC, WAIT C.HP xx QCF KK, F+HP, B-F LP
DI PC, J.HK, HP xx ANY SUPER (LVL 2 FOR SIDESWITCH)
DI PC, D-U HK-KK, QCB MP/C.HK (SIDESWITCH)
DI PC, D-U HK-KK, HP xx ANY SUPER (SIDESWITCH)
DRIVE RUSH 8:23
DR LK, C.MP xx QCB MP/B-F MP
DR [LIGHTS EXCEPT LK], MP, C.MP xx QCB MP/B-F MP
DR [LIGHTS EXCEPT LK, FAR], C.MK xx QCB MP/B-F LP
DR MP/C.MP, MP, C.MP xx QCB MP/B-F MP
DR MP, C.HP/B+HK xx QCB HP/B-F HP
DR HP, MP, C.MP xx QCB MP/B-F MP
DR B+HK, MP, C.MP xx QCB MP/B-F MP
DR HK, B+HK xx QCB MP/B-F MP
DR F+HP, C.MP xx QCB MP/B-F MP
[ANY M OR H] xx DR MP, C.HP xx QCB HP/B-F HP
[ANY M OR H] xx DR MP, MP, C.MP xx QCB MP/B-F MP
[MP OR ANY H] xx DR HK, B+HK xx QCB HP/B-F HP
[ANY M OR H] xx DR MP, C.HP xx DR HK, B+HK xx QCB HP/B-F HP
[MP/C.MP OR H] xx B+HK, MP, C.MP xx B-F MP
HP PC (FAR), DR C.MP, MP, C.MP xx QCB MP/QCF MK/B-F MP
[ANY M OR H] xx QCF KK, DR MP-F+HP, B-F LP
[ANY M OR H] xx QCF KK, DR MP-F+HP, QCB LP/PP
PSYCHO MINE 10:32
[...] xx QCB LP* (SAFE JUMP)
[...] xx QCB HP*, LVL 1/LVL 3
[...] xx QCB PP*, C.HK/QCF LK
[...] xx QCB PP*, DR LK/C.LP xx QCB HP
[...] xx QCB PP*, DR LK/C.LP xx QCF KK, F+HP, QCB MP/C.HK
[...] xx QCB PP*, LVL 1/LVL 3 (AS A LINK)
[...] xx QCB PP*, QCB LP (CORNER)
[...] xx B-F LP/MP* (SAFE JUMP)
[...] xx B-F HP*, LVL 1 (LVL 3 IN CORNER)
[...] xx B-F PP*, B-F HP
[...] xx B-F PP*, HP xx ANY SUPER
[...] xx B-F PP*, DR MP-F+HP, QCB MP/B-F LP
[...] xx B-F PP*, F+HP, QCB LP/C.HK (CORNER)
[...] xx B-F PP*, D-U K-KK, F+HP, QCB LP/C.HK (CORNER)
D-U K-P*, LVL 1 (CORNER)
D-U K-P*, QCB MP/QCF MK/B-F LP (CORNER)
D-U K-PP*, B-F PP
D-U K-PP*, DF.HK
D-U K-PP*, HP xx ANY SUPER (CORNER)
D-U K-PP*, F+HP, QCB LP/QCF LK (CORNER)
D-U K-PP*, F+HP, C.HK (CORNER)
D-U K-PP*, B-F MP xx LVL 3 (CORNER)
HK PC (CLOSE) xx D-U KK-K, B-F PP*, B-F HP
HK PC (CLOSE) xx D-U KK-K, B-F PP*, D-U KK-K, QCB MP/B-F LP
HK PC (CLOSE) xx D-U KK-K, B-F PP*, D-U KK-K, HP xx ANY SUPER
HK PC (CLOSE) xx D-U KK-K, B-F PP*, D-U HK-KK, F+HP, QCB PP xx LVL 3
(CAN MICROWALK BEFORE B-F PP OR AFTER)
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#StreetFighter6 #SF6 #StreetFighter #MBison Игры
Near 8k with mine setup and not even using CA is nuts
The first time I ever thought about trying Bison.
You guys ever thought about doing character overviews? Like neutral buttons, pressure, anti airs?
Great combo guide Vesper-San! Thank you! 🐉🔥
Excellent video as always!
This guide come out quickly
Thanks ❤
Thank you Vesper.
thx vesper, i was waiting on that
Radical those combos of M.Bison in SF6 🙂👍🏾🎮
Can someone tell me how do you buffer the level 1 super after the jab it never comes out on the damn PS5 controller?
Another Vesper and Mir classic
How do you microwalk before or after the od psycho crusher of the last combo while maintaining charge?
Delay the PP input very slightly.
I cannot for the life of me get ex stomp to land after punish st.hk I’ll have to come back to that, especially since that’s where he gets his most damaging combos
I want Nash back!
He has change a lot
I feel like he doesn’t have a lot of the same plus frames as sfv I kinda miss it
Do you even play this game? You can't really punish Bison when you block his attacks. You just take your turn back
Most characters have very few straight up plus on block buttons and some don’t even have any, getting plus frames usually requires meaties, spending bar, or just continuing pressure with cancels
@@dotmp3883 I’ve noticed this to be honest
@@JinisBored it’s just a big difference between 6 and other street fighter games and I think it works well in this game, there’s so many ways to get extra advantage or frame trap with target combos. It’s definitely a big change but I am in love with this game it’s so good
@@dotmp3883 you’re definitely right, maybe I’m just not good at paying attention to new mechanics and instead sticking to the old stuff
FUCK YEEEES
Awww my gawd zaddy yaaaaaaaassss!!!
Since there's wake up opinions. Why isn't there air wake up opinions. The air game is to automatic. You shouldn't have to work 4 combos. The opponent should have more control in the air. Just saying
Nerf Bison wtf
Nope, he's good as he is he has problems such as no wake-up tools or reversal, no good option for defence. He is good as he is no need to nerf a character that has just been released.
@ABR03_SAMA -
In my experience percentage wise, EX reversal is almost never worth the risk in this game anyway unless you're undergoing some serious pressure. If you guess wrong, you usually end up losing the round. Drive reversal has surpassed it as the superior wake up option.
Bison looks OP right now, only because players aren't familiar with his frame data and move set. New characters are always difficult to deal with for those that haven't purchased them. Calling for nerfs on day 2/3 is just silly, I agree.