STREET FIGHTER 6
MAX DATABASE
ベガ
63 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Light Punch
5LP5L
Cancel Chn Sp SA
Notes Chains into 5LP/2LP/2LK; good range for a 5f jab; DR cancel is delayed until after 1st recovery frame; when 5LP is chained into, a follow-up chain occurs 1f earlier than usual (e.g. 5LP~5LP has 2f blockstring gap, but 5LP~5LP~5LP has 1f gap between the 2nd/3rd hits)
Standing Medium Punch
5MP5M
Cancel Sp SA TC
Notes Counter-hit required to combo into 6HP Target Combo; combo and pressure starter
Standing Heavy Punch
5HP5H
Cancel SA
Notes Slow advancing poke with good hitbox priority; 3f extra recovery on whiff/armor; can be spaced for better frame advantage; can be hitconfirmed into Super; slams airborne opponents down into limited juggle OTG state (higher bounce on Punish Counter allows more juggle follow-ups); extends a hurtbox 1f before active that is vulnerable to projectiles
Standing Light Kick
5LK5L
Cancel Sp SA
Notes Good light string ender that moves Bison forward (keeps him closer after a cancel, allowing more consistent combos like 2LK, 2LP, 5LK > 214LP); rare light normal that is plus after DR Cancel on block
Standing Medium Kick
5MK5M
Cancel -
Notes Poke with great range and hitbox priority; extends a wider hurtbox until the end of recovery
Standing Heavy Kick
5HK5H
Notes Punish Counter crumple is +7 before opponent goes airborne; extended foot hurtbox is anti-air invuln while active on frames 13-16; whiffs on crouching opponents at longer ranges; puts airborne opponents into limited juggle state (much higher launch on Punish Counter); extends a hurtbox 1f before active that is vulnerable to projectiles
Crouching Light Punch
2LP2L
Notes Chains into 5LP/2LP/2LK; DR cancel is delayed until after active frames; topmost hurtbox on frames 1-5 is vulnerable only to aerial strikes (preventing its use as an anti-air)
Crouching Medium Punch
2MP2M
Notes 3f extra recovery on whiff; great range for a 6f medium (great for buffers and combos); topmost hurtbox on frames 1-8 is vulnerable only to aerial strikes (preventing its use as an anti-air)
Crouching Heavy Punch
2HP2H
Notes Forces stand; puts airborne opponents into limited juggle state on Counter-hit/Punish Counter; slow anti-air with good vertical hitbox priority on frames 12-15 but cannot hit cross-up; only first 2 active frames are cancelable
Crouching Light Kick
2LK2L
Cancel Chn
Notes Chains into 5LP/2LP/2LK; links naturally into 4f lights without chaining and can link to 2MP on counter-hit (rare for a 2LK)
Crouching Medium Kick
2MK2M
Notes Solid cancelable low poke; DR cancel is delayed until after active frames; extends a wide hurtbox through the first 9 recovery frames before starting to recede; Range: 1.482
Shadow Sweep
2HK2H
Notes Sweep with good range and hitbox priority; has juggle potential; puts airborne opponents into a limited juggle state (can combo with well-timed Psycho Mine detonation); can be difficult for some characters to punish when well spaced
Head Press
[2]8K~K
Notes Bounces off opponent's head on hit/block/armor (can steer left/right after bounce); can hit cross-up; Hard Knockdown on Punish Counter; puts airborne opponents into limited juggle OTG state; Bison can auto-correct to face the opponent before descending; good hitbox and delayed descent makes it tricky to anti-air; drops straight to the ground on Perfect Parry (no follow-up possible)
Devil Reverse
[2]8K~P
Notes Can be steered left/right; cannot hit cross-up (but will turn around if Punch is input behind the opponent); puts opponent into limited juggle state; gives good advantage on block; final landing recovery frame is in a crouching state; extends a wide full-body hurtbox forward on frame 9~ and a forward/downward hurtbox on the arms while active (easy to anti-air)
Somersault Skull Diver
[2]8K~K~P
Notes Can only be performed after meterless Head Press after bouncing on hit/block/armor; lower body hurtbox shifts upward 1-21f (startup + active) as Bison tucks his knees in; puts airborne opponents into limited juggle state; cannot be performed after Perfect Parry or after connecting on a counter like JP's Amnesia or Marisa's charged SA1
[2]8KK~K or [2]8K~KK
Notes Can also be input after meterless Shadow Rise; transitions to cinematic follow-up on grounded hit (causing Psycho Mine to disappear); lands near opponent on block (does not bounce like meterless version); puts airborne opponents into limited juggle OTG state, dealing 800 less damage
[2]8KK~P or [2]8K~PP
Notes 2 hits; can be steered left/right; cannot hit cross-up (but will turn around if Punch is input behind the opponent); 5f extra landing recovery on whiff; puts opponent into limited juggle state; gives good advantage on block; on whiff, final landing recovery frame is in a crouching state; on hit/block, all landing recovery frames are in a crouching state; does not extend a wide hurtbox like the meterless version, making it better for approaching
Shadow Rise
[2]8K
Notes 40f charge time (charge lasts 10f after releasing down direction); button strength determines trajectory (LK close, MK mid, HK far); landing recovery and total frame refers to LK/MK/HK version respectively; Bison is in a crouching state on the final landing recovery frame; can use the OD versions of follow-ups by pressing PP or KK; foot hurtbox is projectile invincible
Shadow Spear
5MP~2HK5MP~2H
Notes Safe low ender from 5MP with only a 1f gap on block; can link into light normals when landing as a counter-hit
Shadow Hammer
5MP~6HP5MP~6H
Notes Puts airborne opponents into limited juggle OTG bounce state; combos from 5MP only on CH/PC/DR or with meaty timing; safe on block, but has an interruptible 7f gap on block
Hover Kick
3HK3H
Notes Full-screen slide that can be spaced (but always punishable except vs. Burnout); has juggle potential (not a Hard Knockdown when juggled into); crouching state for entire duration
Psycho Crusher Attack
[4]6LP[4]6L
Cancel SA3
Notes 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when LP is input); 1-hit projectile clash hitbox on frames 14-29
[4]6MP[4]6M
Notes 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when MP is input); 1-hit projectile clash hitbox on frames 20-35
[4]6HP[4]6H
Notes 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when HP is input); 1-hit projectile clash hitbox on frames 24-49
Evil Knee
4HK4H
Notes Forces stand; good combo/pressure/oki tool but short horizontal range; low pushback on hit/block
[4]6PP
Cancel SA2* SA3
Notes 45f charge time (charge lasts 8f after releasing back direction, and must be holding forward when PP is input); cancel into SA2 does not combo
Psycho Hammer
6HP6H
Notes Safe overhead with follow-up combos out of Drive Rush; slams airborne opponents down into limited juggle OTG state
Jumping Light Punch
j.LPj.L
Notes Decent air-to-air
Jumping Medium Punch
j.MPj.M
Cancel TC
Notes Great air-to-air with a long cancel window into Hell Attack; puts airborne opponents into limited juggle state; lower body projectile invuln 8-22f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Punch
j.HPj.H
Notes Good vertical hitbox for close jumps; spike knockdown vs. airborne opponents on Counter-hit/Punish Counter; lower body projectile invuln 9-23f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Light Kick
j.LKj.L
Notes Cross-up; decent air-to-air
Jumping Medium Kick
j.MKj.M
Notes Cross-up; lower body projectile invuln 7-20f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Kick
j.HKj.H
Notes Longest horizontal range of Bison's air normals; lower body projectile invuln 10-19f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Hell Attack
j.MP~j.MPj.MP~j.M
Notes Keeps airborne opponents in a limited juggle state after j.MP; can be delayed significantly, giving Bison better advantage to juggle after landing
Double Knee Press
236HK236H
Cancel SA3 (1st)
Notes 5f extra recovery on whiff; Low Crush 14-24f (not airborne); Counter-hit/Punish Counter bonus advantage carries through both hits; extremely powerful punish starter due to high damage, frame advantage, and lack of damage scaling; strong pressure tool that gives strike/throw mixup on hit while easily spaced safely on block
236KK
Cancel SA2 SA3 (2nd)
Notes Low Crush 12-19f (not airborne); puts opponent into limited juggle state; cancel is only useful if the first 2 hits are absorbed by Drive Impact (stronger juggle routes always possible); 3rd hit comes out even on whiff
236LK236L
Notes 5f extra recovery on whiff; Low Crush 7-15f (not airborne); Counter-hit/Punish Counter bonus advantage carries through both hits; strong pressure tool that gives strike/throw mixup on hit while easily spaced safely on block
236MK236M
Notes 5f extra recovery on whiff; Low Crush 11-19f (not airborne); Counter-hit/Punish Counter bonus advantage carries through both hits; strong pressure tool that gives strike/throw mixup on hit while easily spaced safely on block
Backfist Combo
214HP214H
Cancel SA3 (2nd)
Notes Plants Psycho Mine onto opponent on 2nd hit (detonates after 300f or when another Backfist Combo, Psycho Crusher, or Devil Reverse connects); useful ender for some juggles (higher KD advantage in high-connect juggles); Potential Bug: builds more Super gauge on hit when comboed into (denoted with [] in data)
214LP214L
Notes Plants Psycho Mine onto opponent on 2nd hit (detonates after 300f or when another Backfist Combo, Psycho Crusher, or Devil Reverse connects); useful ender for many juggles (higher KD advantage in high-connect juggles); 3f extra recovery on hit
Backfist Combo (Mine)
Notes Detonates Psycho Mine on hit/block; Mine detonation does not count as a hit for damage scaling; puts opponent into limited juggle state; sets up auto-timed safe jump vs. grounded or low-height opponents; 2nd hit triggers Mine detonation even on Perfect Parry (punishable 5f gap before explosion hits); lets Bison maintain pressure on block; can be timed to plant another Psycho Mine if the previous one detonates during this attack's hitstun
214MP214M
Notes Plants Psycho Mine onto opponent on 2nd hit (detonates after 300f or when another Backfist Combo, Psycho Crusher, or Devil Reverse connects); useful ender for some juggles (higher KD advantage in high-connect juggles); +23 KD Advantage sets up a dash into strike/throw mixup, or a perfectly meaty 6HP (+5 oH / -1 oB); 3f extra recovery on hit
214PP
Cancel SA2 SA3 (3rd)
Notes Plants Psycho Mine onto opponent on 2nd hit (detonates after 300f or when another Backfist Combo, Psycho Crusher, or Devil Reverse connects); puts opponent into limited juggle OTG state on hit; useful ender for some juggles (higher KD advantage in high-connect juggles)
Knee Press Nightmare
236236K
Notes First hit cause Bison to enter the full animation; connecting with the 2nd-4th hits leads to a weaker version with only 600-1200 damage and much worse KD advantage; causes planted Psycho Mine to disappear; opponents can jump out after Super freeze to escape chip damage (except Dhalsim/Lily/Zangief)
Psycho Punisher
214214K
Notes Can steer left/right during startup; can hit cross-up; causes planted Psycho Mine to disappear; can be used as a fullscreen punish against projectiles or install moves that would normally be safe due to distance; cannot be beaten by air-invuln moves because Bison is technically never considered airborne
Final Psycho Crusher
214214P
Notes Shin Bison only (requires detonating Psycho Mine with Forward Taunt); cannot hit cross-up; 1st active frame only connects when Bison is cornered (usually connects on 7th active frame midscreen, making it functionally 15f startup); fullscreen anti-air and anti-projectile Super; during recovery, flies off-screen then reappears on the opposite side of opponent (does not switch sides vs. cornered opponents on HIT