Street Fighter 6 · Combo Cheat Sheet
M. BISON
Facing right. Cancels shown as >X.
Motions & Symbols
↓↘→Quarter circle forward
↓↙←Quarter circle back
→↓↘Dragon punch
>XCancel
,Link / juggle
~Follow-up / target combo
Buttons & Tags
LP MP HPPunches (round)
LK MK HKKicks (square)
PP KKOD, 2 Drive bars
PC CHPunish counter / counter hit
DR DRC DIDrive Rush / cancel / Impact
LP MP HPLight outline · Medium striped · Heavy solid
Key Moves
| Move | Input | Why it matters |
|---|---|---|
| Backfist Combo | ↓↙← P | Plants a Psycho Mine on the opponent on hit which will detonate by itself aft… |
| Psycho Crusher | ←→ P | Takes 45 frames to charge (holds charge for 8F after leaving charge, and must… |
| Double Knee Press | ↓↘→ K | Low crushes on frames 14-24 (but not actually airborne) |
| Head Press | ↓↑ K >X K | Can hit cross-up |
| Somersault Skull Diver | P after Head Press | Hits Overhead |
| Devil Reverse | ↓↑ K >X P | Hits Overhead |
| Bison Warp (forward) | → PPP or KKK | Shin Bison only (requires detonating a Psycho Mine with Forward Taunt) |
| Knee Press Nightmare | ↓↘→↓↘→ K | Strike and Throw invincible on frames 1-11 |
| Psycho Punisher | ↓↙←↓↙← K | Fully invincible on frames 1-30 (don't try to anti-air this) |
Bread & Butter meterless
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| ↓LK, ↓LP, LK >X ↓↘→LK | 1130 | 0 / 0 | Low starter |
| ↓LK, ↓LP, LK >X ↓↙←LP | 1070 | 0 / 0 | Low starter into mine placement. |
| cr, LP, ↓LP, LP >X ↓↘→LK | 1230 | 0 / 0 | 4f starter |
| ↓LP, ↓LP, ↓LP >X ↓↘→LK | 1230 | 0 / 0 | 4f crouch mash conversion. |
| ↓LP, ↓LK, LP >X ↓↘→LK | 1150 | 0 / 0 | 4f starter. Low fish string. |
Punish Counters
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| ↓LP (PC), MP, ↓MP >X ←, →MP | 2100 | 0 / 0 | 4f pc. Point blank. |
| ↓LP (PC), ↓MK >X ↓↘→MK | 1390 | 0 / 0 | 4f pc. Tip range. |
| ↓MP (PC), MP, ↓MP >X ←, →MP | 2780 | 0 / 0 | 6f pc. Point blank |
| ↓MP (PC), MP >X ↓↙←HP | 2040 | 0 / 0 | 6f pc, Point blank. |
Drive Rush
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| ↓MK >X DRC ~ ↓LP, MP, ↓MP >X ↓↘→MK | 1742 | 3 / 0 | No gap on block between cr. mk and cr. lp |
| ↓MK >X DRC ~ MP, ↓HP >X ←, →HP | 2255 | 3 / 0 | – |
| ↓MK >X DRC ~ MP, ↓HP >X ↓↙←HP | 1898 | 3 / 0 | HP backfist combos off of st. mp, giving Bison good okizeme and a bomb. |
| ↓LP >X DRC ~ LP | – | 0 / 0 | 5f at fastest |
| LK >X DRC ~ LP | – | 0 / 0 | 5f at fastest |
Corner & Super Enders
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| MP, ↓MP >X ↓↘→KK, DR ~ ↓HP >X ↓↙←HP | 2677 | 3 / 0 | Similar to qcf+kk into qcb+hp, this trades an additional bar of drive to get more corner carry. |
| MP, ↓MP >X ←, →PP, ↓, ↑KK ~ K, →HP, ↓↙←PP >X SA3 | 6400 | 6 / 3 | Corner only with psycho crusher mine pop. |
| DR ~ HK, ←HK >X ←, →PP, ↓, ↑KK ~ K, →HP, ↓↙←PP >X SA3 | 6900 | 7 / 3 | Opponent cornered, qcb+lp mine set into dr xx st. hk okizeme. |
| st, MP, ↓MP >X ↓↘→KK, HP >X ↓↘→↓↘→K | 3440 | 2 / 1 | – |
| ↓LK, ↓LP, LK >X ↓↙←PP >X ↓↙←↓↙←K | 2870 | 2 / 2 | By holding backward during the Psycho Punisher, you retain the same side. Otherwise, this side switches. |
Practice First
- ↓LK, ↓LP, LK >X ↓↘→LK as your everywhere combo.
- ↓LK, ↓LP, LK >X ↓↙←LP for a second confirm.
- ↓LP (PC), MP, ↓MP >X ←, →MP after blocking a punishable move.
- ↓MK >X DRC ~ ↓LP, MP, ↓MP >X ↓↘→MK as your Drive Rush route.
- MP, ↓MP >X ↓↘→KK, DR ~ ↓HP >X ↓↙←HP once you can reach the corner.
Translated from FAT's Classic routes using FAT's Modern input for each move (manual motions, not assisted). Routes that use a button Modern doesn't have are left out. Damage shown is Classic's; AUTO (assisted) specials deal less.
Motions & Symbols
↓↘→Quarter circle forward
↓↙←Quarter circle back
→↓↘Dragon punch
>XCancel
,Link / juggle
~Follow-up / target combo
Buttons & Tags
L M HLight / Medium / Heavy
SPSpecial button (+ direction)
AUTOAssist button held
AAOD: two attack buttons
AAny attack button
DR DRC DIDrive Rush / cancel / Impact
L M HLight outline · Medium striped · Heavy solid
Key Moves
| Move | Input | Why it matters |
|---|---|---|
| Backfist Combo | ↓↙←H | Plants a Psycho Mine on the opponent on hit which will detonate by itself aft… |
| Psycho Crusher | b,→HP | Takes 45 frames to charge (holds charge for 8F after leaving charge, and must… |
| Double Knee Press | ↓↘→H | Low crushes on frames 14-24 (but not actually airborne) |
| Head Press | ↓SP / d,↑A ~ A | Can hit cross-up |
| Somersault Skull Diver | Head Press ~ L or M or H | Hits Overhead |
| Devil Reverse | ↓SP / d,↑A ~ SP | Hits Overhead |
| Bison Warp (forward) | →LMH (can't teleport in front) | Shin Bison only (requires detonating a Psycho Mine with Forward Taunt) |
| Knee Press Nightmare | SP+H or →SP+H / ↓↘→↓↘→L | Strike and Throw invincible on frames 1-11 |
| Psycho Punisher | ←SP+H / ↓↙←↓↙←M | Fully invincible on frames 1-30 (don't try to anti-air this) |
Bread & Butter meterless
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| ↓L, ↓L, ↓L >X ↓↘→L | 1230 | 0 / 0 | 4f crouch mash conversion. |
| ↓L, AUTO L, L >X ↓↘→L | 1150 | 0 / 0 | 4f starter. Low fish string. |
Punish Counters
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| ↓L (PC), ↓M >X ↓↘→M | 1390 | 0 / 0 | 4f pc. Tip range. |
| AUTO M (PC), AUTO H >X ↓↙←H | 2040 | 0 / 0 | 6f pc, Point blank. |
Drive Rush
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| ↓M >X DRC ~ ↓L, AUTO H, AUTO M >X ↓↘→M | 1742 | 3 / 0 | No gap on block between cr. mk and cr. lp |
| ↓M >X DRC ~ AUTO H, ↓H >X ←, →H | 2255 | 3 / 0 | – |
| ↓M >X DRC ~ AUTO H, ↓H >X ↓↙←H | 1898 | 3 / 0 | HP backfist combos off of st. mp, giving Bison good okizeme and a bomb. |
| ↓L >X DRC ~ L | – | 0 / 0 | 5f at fastest |
Corner & Super Enders
| Combo | Dmg | Drive / SA | Notes |
|---|---|---|---|
| AUTO H, AUTO M >X ↓↘→AA, DR ~ ↓H >X ↓↙←H | 2677 | 3 / 0 | Similar to qcf+kk into qcb+hp, this trades an additional bar of drive to get more corner carry. |
Practice First
- ↓L, ↓L, ↓L >X ↓↘→L as your everywhere combo.
- ↓L, AUTO L, L >X ↓↘→L for a second confirm.
- ↓L (PC), ↓M >X ↓↘→M after blocking a punishable move.
- ↓M >X DRC ~ ↓L, AUTO H, AUTO M >X ↓↘→M as your Drive Rush route.
- AUTO H, AUTO M >X ↓↘→AA, DR ~ ↓H >X ↓↙←H once you can reach the corner.