eh, i’m okay with the changes. just get used to a slightly more vanilla style of anti fireball where you always used charge moves to beat them.
standing roundhouse nerf is fine too. the point of that move is just to keep them grounded. as long as the hitbox didn’t change, i’m okay. it does make them slightly less scared of jumping though, since it does 20 less damage at that range.
nah, less nerfs than I expected and more buffs as well…
I really like the charge U2 motion for my own playstyle…plus, 450 damage
Giving him his super buff might help against guile and chun and his 110 kick damage can be useful for some stuff I’ve been thinking
Damn. jab SPD has more dmg and range. argghhhhh.
Guile can go to hell.
s.RH nerf is probably good in the sense that it makes using s.mk a better option. It’s faster and does the same dmg. similar range and hits crouch at tip.
Hm. Not sure about U2 change. I suppose you could treat it like ex-SK punish.
Super change is weird. I’ve never tried supering outside of a combo… i guess you could use it as FB punish now.
Full projectile invincibility is better than nothing, I suppose.
You guys thinking the change to his super is a buff care to share your reasons? It functioned liked EX SK before (already went through fireballs at startup), so I am not seeing any new applicability here. If you are getting hit by fireballs during your later super animation the opponent can block anyway, even if you have fb invincibility now. It seems like a “buff” without any applicability, so far.
It’s a decent buff. It’ll help against slow moving projectiles like guile’s/chun’s/sim’s. This way, punishing with super isn’t as spacing dependent as with EX-scissors.
I can readily recall instances where I’ve traded with a slow fireball because I got tagged as the invincibility wore out.
The problem is that it’s only a 340 damage punish that Bison doesn’t even get every round, and then there’s the opportunity cost of losing 4 EX moves. Bison also has trouble building meter on fireball characters who zone him out.
Meh we’ll see. I just don’t see how they realistically expect U2 to be used. Do their testers have gdlk reactions?
Yeah it’s a buff. Cuz EX-Knee Press has garbage range and once, it’s equivalent to MK Knee Press distance if I recall. I think HK Super has the HK Knee Press distance and it does cover a bit more stage like up to 3/5 or 3/4 of the screen.
I don’t see Bison vs Guile getting any more easier in AE. 4f air throw, ok maybe there’s a very small bit of breathing room when you meet him in air and we can get to hit him before the throw box is active. He’s pretty much pre-throwing us now before he even pushes the buttons.
Sonic Hurricane damage nerf will make jumping in a little less regretful here and there; it will just give us a little more random chance to stay alive.
Knee Press Nightmare being full projectile invincible is kinda iffy. My problem here is how well is Bison going to build meter in this match up in general? It’s rough to theorize the potential of meter building. Bison players are gonna have to really plan ahead for the second and third rounds against good Guiles.
This was one of the only match up I was hoping Capcom would kinda balance out a bit for in AE. I guess I’m going to hope for a little more changes come release. If not, this match up isn’t budging from 3:7 and you probably still won’t see any Bison taking top 4 or top 8 as long as any Guile’s are in their way.
Currently you only have fireball immunity at the start of your super. Now you will have fireball immunity for the entire duration.
Let’s say Ryu is standing on one end of the screen and Bison is on the other. Ryu throws his fireball and Bison immediately activates his super. Currently, Bison will be hit out of his super. In AE, Bison will pass through the fireball no matter what.
Of course I don’t think we’ll be doing full screen fireball punishes, but that example details the difference. We can essentially throw out our super as a fireball punisher sooner than we could before, allowing for quicker punishes.
More like the creation of punishes where none formerly existed. It’ll still be obnoxious to space for a clean punish on Sonic Boom, but at least with full meter Bison will have SOME option outside of already-in-Guile’s-grill range to make him think twice about chucking a Sonic Boom (although Guile of course still has much more slack to walk around and adjust his spacing than Bison does, but every little buff in that matchup is a breath of fresh air).
Yep, 110 damage Roundhouse is pretty boss. Just 10 off from vanilla damage. If they buff some other bit of normal damage, that would be great as well, 30 damage c.LP/c.LK, 40 damage s.LK, and bring s.MK to 80 damage please.
i think i can go back to maining bison now. These changes don’t affect how i played him to begin with. They could of really fucked him over with added start up frames, messing around with sk and making it unsafe on block (u have no idea what a blessing it is bison’s l sk is safe on block. I’d kill for Juri’s l pinwheel to be safe like that) they could of nerfed ex psycho crusher’s hitbox and made it like vanilla again. This is fine.
edit: I actually love what they did to his roundhouse because…
whenever I try to poke somone at a distance, I always used st mk because it doesn’t whiff on crouching people and I like the hitbox better. I only used roundhouse as a punish or when someone is up close to me, so i will be enjoying the additional damage. Sucks tho about anti air trades… and now im most def using juri against gief lol
still dont understand why capcom wont budge and just make cr.HP faster for AA purposes. Also eliminate standing Far HP, useless move, standing HP should be like close HP at all times. i swear that isnt too much to ask. capcom is weird.
Honestly I feel the nerf stick didn’t touch bison all I have to do is use st.hp/cr.hp as an AA more.And against good competition using either ultra is rare.
uh if you pull s.hp early (like c.hp, but earlier aginst shoto, in that case, s.hk will whiff the time you push s.hk but it will hit or trade with s.hp)
s.HP is no joke, it BUFF damage in SSF4 for a reason, I think is either trading or frame trap reason?? is like goken s.hp but slower and more powerful.
I trade with ken like 3 times, 4th time they start jump back, I was laughing hard since I was doing NOTHING but just trade with him, the damage on s.hp is pretty BS if you ask, and for cheap but effective jump in shoto scrub, this is new answer beside dash under/slide, PC cross over or a Head Stomp/EX STOMP SKULLDIVER loop.
killing scrub is such fun, and a jumpy one love using taunt to you…
for jump back lover, dash and s.hk them all day you like, since if bison is in the position, s.hk can only be stop if they can stop jumping which is you want them to do…
but whiff s.HP is costly in high level, I was eating a Guile FADC into Ultra (yeah no sht, that is mind blowing…) he focus my s.hp on the tip I guess he just want to show me that what he can do but just being in the right time, if I get s.hk I may defend it…
So let me get this straight, st.rh is 90 dmg if you use it for an AA and 110 if you manage to hit someone on the ground? If that’s true way to nerf an already weak AA game…
More often than not st.rh trades as it is, the only way 90 dmg is acceptable is if they mess with the hitbox of the move and make it trade a whole lot less. Sure the 110 dmg on a ground hit is nice but yeah why would they stay on the ground now? Bison is pretty free to being jumped on read bad trades, or the move getting straight up stuffed by a good chunk of the cast as it is and this is gonna make it worse.
tldr: st.rh better hope for a hitbox change to make it more effective as an AA.