Arcade SSF4 Bison: What tweaks or changes would you want to see?

It’s still a timing issue and because the hit box for c.HP moves, makes it unreliable in some sense that you’d have to be at a max distance to utilize it well.

It’s situational, but it does the job, trade or not. I appreciate that it’s an option.

Anyway, having close st.fp available all the time would be a bad idea. Imagine if Abel’s close st.fierce had better horizontal range and was the default standing move. It’d be too effective against grounded and airborne opponents.

Supposedly this is a leaked list of all the changes. No confidence as to its validity, and the translation for Bison is awful.

Guessing 1st item is the U2 motion change, and a buff to its damage.
2nd item is about EX PC, but no clue regarding what.
3rd item confuses me. It almost sounds like the 2 s.HK hitboxes will have different damage amounts. Or s.MK and s.HK are getting +10 buffs from 70 and 100 respectively.

Maybe someone can do a real translation?

Possible Nightmare Booster projectile invincibility added. I speculate it’s a Guile match up balance. The range needs to be buffed to make it easy to use though I think.

Two hit boxes for s.HK, 80 for top half (tip), 110 for bottom half. ? is strong in Chinese, and that’s used to denote the fierce/roundhouse moves in the game so that’s probably what it’s referring to. Although damage buffs to s.MK and s.HK would be great, but not likely as they’re streamlining all the normal damage in SSF4.

The part about EX-Psycho Crusher seems like some invincibility changes when Bison is mid-flight. If I had to guess, they are probably completely making Bison’s body projectile invincible since there are a lot of times where he gets hit out of the tail for some reason. Or just making his body also entirely invincible.

Better projectile invincibility on U1 would be great. Very necessary.

But holy crap, make s.RH even more useless as AA. How often does Dic hit someone with his d’ck? Even if you combo into it, you’re hitting with the upper hitbox.

It’s like the same philosophy they took with Ryu HP Shoryuken; they adjusted it.

If they buff the hit box too, I am game for it. 110 damage against standing and crouching characters again like in vanilla.

This is definitely a nerf to Bison’s anti-air trades, but trades are never something I look forward to. It’s a nerf to the clean anti-air hits Bison can take a shot at but those are kinda far and few in between. I guess it’s their way of buffing a little bit of damage on him, kind of like give and take.

But we don’t know how much of the tip is going to be 80 damage, if it’s the same hit box as we know then it’s meh.

I don’t see a reference to EX-PC? Am I missing something?

I see a U2, a Knee Press Nightmare (Super), and a strong kick reference.

Nope, I was missing it. Mistranslation.

So my guess is:

U2 damage buffed to 450, and something about the command. Doesn’t say charge though.
Super is now projectile invincible
St. roundhouse 110 base damage, 80 damage at tip

Heh yea, I saw “missle invincible” and was thinking EX PC … didn’t occur to me that “Nipuresunaitomea” was Knee Press Nightmare.

Of course this is all from an anonymous blog.

But for speculation, we might be able to punish lp.boom with lk super, but otherwise nothing seems to help that matchup. ugh

Translation from Arcadia Magazine has the same translation:
Versus City Blog Archive SSF4 Arcade Edition Changes from Arcadia Magazine

I gotta say if that is all they changed about Bison, I’m happy.

So I suppose with a charge motion Ultra 2, I hope people will be glad to retain Devil’s Reverse, Knee Press, Head Press, Psycho Crusher, and give up QCF Ultra 2.

I still think charge motion U2 makes it relatively useless. Bison will have to play more projectile dodgeball.

^^ Yea, they might as well have just taken U2 out completely.

That said, all the things that make him M. Bison are still there, so I’m cool with his AE incarnation.

I think keeping his specials and his Ultra in tact is a better balance than buffering QCF’s and giving up your specials when your opponent expects you to do it. It’s like you’re in a constant on and off switch mode. Ultra or not.

I think it’s super annoying to do and super annoying to watch tons of other players do it also. Quite frankly, it’s even downright unfair.

Why sit there and buffer QCF’s to punish a fireball when they are whiffing normals to bait, tossing fireballs to chip, and keeping away so safely? I understand the more aggressive part, but in all honesty after SSF4 release, Bison’s aren’t really getting that much more aggressive with a QCF Ultra, more like taking more random guesses and ultimately paying the price for it when it doesn’t land correctly.

I’ve accepted it; I’m fine with down-backing to victory. It’s kind of inevitable since the game is designed like this way.

I’m a little sad that c.LK c.LK c.LK xx LK Knee Press is probably less damage than c.LK s.LK s.HK link in SSF4:AE, the only difference is you get the knock down on the former combo. but is the damage trade off for the knock down worth it??

I’m still hoping for other damage increase or modifications to make more leeway for bigger punishing combos.

The changes aren’t exhaustive, but I can’t imagine the blog listing anything more detailed than what’s already been listed. We’ll just have to test it out when it comes out.

I suppose things could’ve been worse, but it’s not like Bison needed a damage nerf.

These are not good changes.
The change to U2 is terrible and makes it useless.
The change to st.rh seems unmotivated. It reduces Bison’s poking game, which is one of his strengths, especially in footsie battles vs characters like Fei, and vs the grapplers. The gief matchup (not a good one for dic) is going to be harder now that we have to hit him more times with st.rh, as is T hawk mu, which was even. It’s going to make a major difference vs hawk, since he has 1200 life, and st.rh was more useful in that fight.
The super invincibility change isn’t making sense to me. Super was already invincible to fireballs on startup. Hopefully they did something else to it.

And why the heck wasn’t Guile nerfed harder? Changing a frame on the air throw isn’t going to matter because it doesn’t matter if you attack before guile - he still grabs you due to that air throw’s gigantic grab box and your increased hitbox from your attacks. Plus they buffed his sobat?

Haha yeah, yay let’s celebrate waiting one more frame to get air thrown.

LOL true story