COMBO ROUTESM. BISON Combos & Okizeme
Practical routes organized by starter, resources, corner position, and knockdown.
YEAR 4 COMBO & OKIZEME GUIDEClassic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.
2026-08-31 updatedYear 4 / 2026-08-03 battle balance update
Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.
Jump to a section (25)
CONTENTSESSENTIAL ROUTES01Notation
DR = raw Drive Rush
CDR = Cancel Drive Rush
PC = Punish Counter
CH = Counter Hit
Mine = the opponent has a Psycho Mine attached
Psycho Crusher Attack = [4]6P
Double Knee Press = 236K
Backfist Combo = 214P
Shadow Rise = [2]8K
Head Press = K during Shadow Rise
Devil Reverse = P during Shadow Rise
SA1 = 236236K
SA2 = 214214K
SA3 = 236236P
Back to top ↑ESSENTIAL ROUTES02Key changes in the 2026-8-3 version
st.HP
Normal-hit advantage changed from +4F to +5F, allowing st.LP to combo at close range. Block advantage remains +1F.
OD Backfist Combo with a Psycho Mine attached
Damage increased from 1700 to 1800. Longer launch time on hit makes post-detonation follow-ups more reliable.
OD Shadow Rise
Reaches the opponent faster. The follow-up window expanded from 16–42F to 16–46F, allowing more timing variation for Head Press and Devil Reverse.
Back to top ↑COMBO ROUTES0310 essential starter combos
1. Light attacks into L Psycho Crusher Attack
cr.LK > cr.LP > st.LP > L Psycho Crusher Attack
Approximately +24F or more after a grounded hit. Detonating an attached mine leaves +42F.
2. Light attacks into L Backfist Combo
cr.LP or cr.LK > st.LK > L Backfist Combo
Attaches a mine. Leaves approximately +21F in the version described here.
3. Basic medium-attack route
st.MP > cr.MP > M Backfist Combo
M Backfist Combo attaches a mine and leaves approximately +20F.
4. Medium attacks into OD Double Knee Press and H Backfist Combo
st.MP > cr.MP > OD Double Knee Press > H Backfist Combo
Attaches a mine. H Backfist Combo leaves approximately +31F.
5. cr.MP into OD Double Knee Press and H Backfist Combo
cr.MP > OD Double Knee Press > H Backfist Combo
A frequently used main route: attach a mine and begin wake-up pressure at +31F.
6 cr.MK Drive Rush
cr.MK > CDR > st.MP > cr.HP > H Backfist Combo
Attach a mine from cr.MK and continue with +31F wake-up pressure.
7 Year4 / st.HP hit
st.HP > st.LP > L Psycho Crusher Attack
Alternatively:
st.HP > st.LP > L Backfist Combo
Since Year 4, st.HP is +5F on hit. It starts a combo on hit and remains +1F on block.
8 st.HK Punish Counter
st.HK PC > forward dash or walk forward > cr.HP > OD Double Knee Press > 6HP > L Psycho Crusher Attack
9 jumpattack starter
j.HK > st.HK > cr.MP > OD Double Knee Press > H Backfist Combo
Save meter
j.HK > st.HK > cr.MP > M Psycho Crusher Attack
10 DI Punish Counter
DI PC > two forward dashes > st.MP / 6HP TC > L Backfist Combo
At close range:
DI PC > st.HK > cr.MP > OD Double Knee Press > H Backfist Combo
Back to top ↑COMBO ROUTES04Invincible-Reversal Punishes
stable route
st.HK PC > forward dash > cr.HP > OD Double Knee Press > 6HP > L Psycho Crusher Attack
Finish the round with SA3
st.HK PC > forward dash > cr.HP > OD Double Knee Press > st.HP > SA3
Back to top ↑ESSENTIAL ROUTES05Drive Impact wall splat
easy
DI wall splat > st.MP・6HP TC > L Backfist Combo
extension
DI wall splat > cr.HP > OD Double Knee Press > 6HP > M Backfist Combo
Version note: L Backfist Combo leaves +21F; M Backfist Combo leaves +20F.
Back to top ↑ESSENTIAL ROUTES06Key properties with a Psycho Mine attached
When the opponent has a Psycho Mine attached:
Backfist Combo, Psycho Crusher Attack, and Devil Reverse
These attacks can detonate the mine when they connect.
Main situations after detonation
L Backfist Combo > +42F
M Backfist Combo > +42F
H Backfist Combo > +49F
OD Backfist Combo > +48F
L Psycho Crusher Attack > +42F
M Psycho Crusher Attack > +42F
H Psycho Crusher Attack > +46F
OD Psycho Crusher Attack > +82F with a follow-up available
Devil Reverse > +53F…
OD Devil Reverse > +51F…
Back to top ↑ESSENTIAL ROUTES07Detonate a mine with OD Psycho Crusher Attack
Example
cr.MP > OD Psycho Crusher Attack (mine detonation) > Shadow Rise > OD Head Press > 6HP > L Psycho Crusher Attack > SA3
After OD Psycho Crusher Attack detonates the mine, +82F allows follow-ups. OD Shadow Rise was improved in Year 4.
Back to top ↑ESSENTIAL ROUTES08New in Year 4: OD Backfist Combo detonation
With a mine attached
OD Backfist Combo deals 1800 damage and has increased launch time.
Year 4 gives more reason to explore follow-up routes.
Depending on corner position and height, st.HP or a Super Art may connect afterward.
Back to top ↑ESSENTIAL ROUTES09Corner: high-damage mine routes
Late-active 6HP > cr.LP > st.LP > OD Psycho Crusher Attack detonation > 6HP > L Backfist Combo
SA3
Late-active 6HP > cr.LP > st.LP > OD Psycho Crusher Attack detonation > 6HP > L Psycho Crusher Attack > SA3
Back to top ↑SETPLAY10Key Frame Advantage by Ender
forward throw > +21F
back throw > +18F
cr.HK > +29F
3HK > +25F
L Psycho Crusher Attack > +24F…
M Psycho Crusher Attack > +24F…
H Psycho Crusher Attack > +14F…
OD Psycho Crusher Attack > +35F…
L Backfist Combo > +21F
M Backfist Combo > +20F
H Backfist Combo > +31F
OD Backfist Combo > +24F
OD Double Knee Press > +55F with a follow-up available
SA1 > +11F
SA2 > +23F
SA3 > +15F
Back to top ↑1 H Backfist Combo +31F: Important
H Backfist Combo > +31F
corner
forward dash 19F > 4HK active-frame meaty
Approximate values
hit: +7F
block: +4F
From there:
• cr.MP
• throw
• shimmy
On hit
4HK on a later active frame > cr.MP > OD Double Knee Press > H Backfist Combo
This attaches another mine.
2 H Backfist Combo > DROkizeme
H Backfist Combo > DR
Options
Options: DR cr.LK, DR st.MP, DR 6HP, DR throw, or stop DR early and shimmy.
3 DR st.MP
DR st.MP
hit: +10F
block: +4F
hit Example
DR st.MP > 4HK > H Backfist Combo
After the opponent blocks
Options: walk forward slightly and throw, st.MP frame trap, or shimmy.
4 DR cr.LK
DR cr.LK
hit: +8F
block: +2F
On hit
DR cr.LK > st.MP > cr.MP > a mine-attachment route
On block
Options: throw, cr.MP frame trap, or shimmy.
5. Mine detonation with L / M Backfist Combo at +42F
Against an opponent with a mine attached:
L or M Backfist Combo > mine detonation > +42F
corner
> immediateforward jump HP
safe jump.
6. Psycho Crusher Attack detonation: strong even on block
Against an opponent with a mine attached:
Blocked L / M Psycho Crusher Attack leaves Bison at +6F.
Blocked H Psycho Crusher Attack leaves Bison at +5F.
Blocked OD Psycho Crusher Attack leaves Bison at +10F.
From there:
• throw
• 4HK
• st.MP
• shimmy
Back to top ↑ESSENTIAL ROUTES12Corner: late-active overhead
6HP > 22F overhead
Normal timing
hit +3
block-3
A late-active meaty can leave approximately +4–5F in some situations.
Example
Late-active 6HP > cr.LP > st.LP > OD Psycho Crusher Attack detonation
A high-reward corner option with a mine attached.
Back to top ↑ESSENTIAL ROUTES134 HK (Evil Knee) meaty
4HK
startup 10F
hit +4
block +1
special move Cancelable
After the opponent blocks
• cr.LP
• throw
• 4HK
A late-active meaty gives even more advantage.
Back to top ↑ESSENTIAL ROUTES14After st.HP is blocked (Year 4)
st.HP
hit +5
block +1
hit > st.LP > Combo
block > cr.LP or > throw
In Year 4, this became a main tool that covers both hit and block situations.
Back to top ↑ESSENTIAL ROUTES15Devil Reverse
Devil Reverse
block: +5F approximately
Mine detonation on block
> +22F
OD version
block > +4…+9F approx.
Mine detonation on block: approximately +24F.
With a mine attached:
Shadow Rise > Devil Reverse
On block, use the substantial advantage for a throw or overhead/low mix-up.
hit > +53F or more > Okizeme
Back to top ↑ESSENTIAL ROUTES16OD Head Press
OD Head Press
block > +5…+7F
On hit: knockdown at approximately +27F.
Year 4's faster OD Shadow Rise and wider follow-up window improve surprise attacks.
Back to top ↑cr.HK > +29F
forward dash 19F > +10F
From there:
Options: 4HK, throw, or wait and observe.
Back to top ↑ESSENTIAL ROUTES18Psycho Mine's timed detonation
Psycho Mine automatically detonates after time passes.
Automatic detonation
Deals 500 damage and allows a free follow-up.
Representative corner sequence
Attach a mine > throw > another strike or overhead/low mix-up > automatic detonation > aerial follow-up > another Backfist Combo.
Back to top ↑ESSENTIAL ROUTES19Against an opponent in Burnout
Against an opponent with a mine attached:
Blocked L / M Psycho Crusher Attack detonation > +6F
The advantage is even greater against Burnout.
From there:
• 4HK
• st.MP
• 6HP
• DI
Use these to deal chip damage and threaten a stun.
Back to top ↑SA2
startup 24F
fully invincible 1…26F
Damage3000
hit after +23F
Combo Example
st.MP > cr.MP > OD Backfist Combo > SA2
Can also pass through projectiles. Directional input changes the landing position.
Back to top ↑SA3
startup 10F
Damage4000
CA 4500
fully invincible 1…15F
hit after +15F
easy
st.MP > cr.MP > M Backfist Combo > SA3
high damage
st.MP > cr.MP > CDR > st.MP > cr.HP > CDR > st.HK > 4HK > H Psycho Crusher Attack > SA3
Back to top ↑ESSENTIAL ROUTES2210 Practical Starter Routes
1.
cr.LP / cr.LK > st.LK > L Backfist Combo
2.
cr.LK > cr.LP > st.LP > L Psycho Crusher Attack
3.
st.MP > cr.MP > OD Double Knee Press > H Backfist Combo
4.
cr.MK > CDR > st.MP > cr.HP > H Backfist Combo
5.
Year4
st.HP > st.LP > L Psycho Crusher Attack or > L Backfist Combo
6.
st.HK PC > forward dash > cr.HP > OD Double Knee Press > 6HP > L Psycho Crusher Attack
7. H Backfist Combo +31 > corner: forward dash > 4HK on a later active frame
8.
H Backfist Combo +31 > Midscreen DR > overhead / low / throw / shimmy
9. Blocked L / M Psycho Crusher Attack with a mine attached > +6F
10. OD Psycho Crusher Attack mine detonation > Shadow Rise > OD Head Press > high-damage follow-up
Back to top ↑ESSENTIAL ROUTES23Current Game Plan
At midrange, use st.HP, cr.MP, or Double Knee Press > convert a hit into Backfist Combo > attach a Psycho Mine > H Backfist Combo leaves +31F > DR wake-up pressure > overhead / low / throw / shimmy > detonate on a hit > deal damage with the detonation combo > use Backfist Combo again in the corner > repeat mine pressure.
Back to top ↑ESSENTIAL ROUTES24Notes for Older Guides
Use the following current-version replacements.
L Backfist Combo now leaves +21F, not +24F.
M Backfist Combo now leaves +20F, not +23F.
st.HP is +5F on hit from Year 4 onward.
OD Backfist Combo with a mine attached deals 1800 damage and has longer launch time.
OD Shadow Rise's follow-up window is 16–46F.
Back to top ↑ESSENTIAL ROUTES25References
Sources: official Street Fighter 6 battle adjustments; Ultimate Frame Data; August 2026 update differences; M. Bison combo and setplay material for this version; 2026 Bison guide and mine-detonation research.
Combo and setplay conditions and advantage can vary with spacing, mine state, late-active timing, hit height, and position relative to the corner.
Recheck in Training Mode before using these routes in matches.
Back to top ↑ Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.