What kind of tweaks or changes do you guys want to see in the arcade version?
The Capcom guy has told the loketest goers that there’s changes but he wasn’t allowed to mention them. Assuming at least a little bit should be touched upon everybody, I think Bison could get some adjustments.
Please keep the whining out! Constructive and intelligent posts please!
I don’t imagine they’ll do anything crazy. However, as for changes that I’d want:
-Reduce startup frames on c.hp
-Make scissors or PC airborne from the first frame. If scissors was airborne, then he could use it to punish grabs/crouch tech like Cammy and Rufus. Making PC airborne would probably be more appropriate, since it’s unsafe if blocked.
-Give Bison his cape or his cape intro.
SK FADC (after it connects) into U2 would be cool. Its been awhile since I played SSF4 (i can only play at a buddies house) so i forgot exactly how far away the opponent is spaced after a connected SK, is it a knockdown? Techable?
Idk, I just always thought that considering how big SK is to bison’s pressure game, there should be more chances for reward after FADC’ing one other than throw if it was blocked. Maybe make it just HK SK that can FADC into U2, because throwing out a safe LK with the chance to land ultra 2 might be a little much, but you get the idea I’m trying to convey.
Also, if they don’t give U1 more chances to combo, maybe make it go through fireballs to add a new aspect to his game, considering most Ultras with high damage and low number of ways to combo generally have more properties to them.
They can’t nerf bison without fundamentally changing him. What could they really do? Make LK SK unsafe? That’d destroy him. His other specials aren’t anything worth nerfing. Frame nerfs would kill combo options, which Capcom said they deliberately avoided while developing Super. Hitbox nerfs would be pointless. And he already had damage reduced.
If anything Bison is not really all that flexible, hes a pretty straightforward character in how he gets things done. His weaknesses and addressing a few of the more annoying ones is the point of this thread.
personally, i don’t find the start up on c.hp to be a problem. most jump ins are slow enough to react to. the problem i find is the hit box. the active period is four frames, and during that time the hit box is all over the place: forward, diagonal up-forward, and then up. i just want the hit box in a usable AA position during all four frames, i.e. up-forward and up… or just up/above.