Scissor kicks are already safe if you space them right.
OVA Fudging HEAD!
LOOK OUT ABOVE HERE COMES THE JELLY!
Give him his ****ing cape! What the hell Capcom?
edit: Oh, it says constructive in OP sorry.
I would say better priority on psycho crusher, although I’m not sure if that would break him. Maybe one frame less on cooldown with his sk… again not sure if it would make him broke haha.
not against balrog or vega…SKs beside lk SK aren’t safe.
Um I guess frames shaved off of c.hp is my only hope. An overhead woud be godlike, but the way capcom seems to be doing it, Im thinking thats not ever gonna happen.
Buffs: Tracking headstomp.
Make the somersault skull diver headstomp followup armour breaking.
Crossup DR. All stuff that should have been there from the start.
All SK’s get 20 more damage because…
Nerfs: Increase pushback on SK’s, after about 3 loops he should be out of range to continue raw, needing to at least take one step closer to connect the next cr.LK, just to give characters without a reversal some breathing room.
Slightly decrease horizontal range of st.RH, it’s pretty silly right now how much this one normal does.
You sure about that?
Coulda sworn you can actually get advantage if you hit on the last active frame of mk scissors. Likewise, I thought hitting on the last active frame of hk scissors puts you at like, -1 or -2 or something (punishable by next to nothing).
Don’t.
Change.
ANYTHING.
Seriously, I’ll break out in cold sweats if they so much as breathe word of balance tweaks for arcade SSF4. Bison’s come so goddamn far for Super 4, I would really hate to see some well-intentioned tweaks take him in the wrong direction (namely, down the tier list).
I’ll even put up with the slow startup of c. HP if it means keeping everything else that’s so fucking great about Bison.
If nothing else, please, please, PLEASE don’t let Capcom so much as BREATHE on s. HK. That move is a beautiful thing.
Make s.HK trade with less stuff when anti-airing or c.hp faster for anti-airing.
Other have said this and I’m saying it again.
Other that than I feel Bison is solid and doesn’t have any glaring issues aside from no way to get out but a reliable anti-air would alleviate this problem. I honestly feel greedy for asking for anything, I think Bison is a great character as he is.
Some supers can hit hk scissors no matter how you do it. Not sure if its the same for mk or not.
Without putting a ton of thought into it(need to sleep), fun Bison changes:
Take way invuln from EX DR and EX PC.
Take away teleport.
Bring all damage back to vanilla level besides PCs.
Make s .hk completely horizontal and give it a nice big range increase (just a pixel beyond Chuns c.hk).
Make s.mk recover a bit faster so its not easy to punish it via focus.
Lower recovery on mk and hk scissors, just make them do less block stun to even it out.
VERY slight range boost to s.lk, comes out in 3 frames, 40dmg.
c.mk slight range boost so it doesnt randomly whiff mid combo as it seems to sometimes.
Lp PC starts up in 9 frames and can give very good frame advantage if spaced perfectly…easier to make safe in general.
Slide comes out in 11 frames and moves slightly faster.
Skull diver crosses up, starts up in 4 frames, active for 4 frames, hitbox general buff and so it can hit goofy evasion attempts (shoto c.mk).
DR crosses up, much less recovery, give it a god like hitbox.
HS slight hitbox buff so if someone decides to walk under it they better have done so quickly. Make it recover in 10 frames as opposed to 16.
Make jump in mk/hk/hp actually ambiguous crossup options.
Throw range increased.
Basically Bison’s only defensive options gets him destroyed if theyre baited. Need to stay on top on the opponent or you lose. No meter? Better guess right when mixed up/knocked down.
There Bison is now back to being an offensive powerhouse with no defense!
Psycho Crusher. Slightly faster travel speed. Slightly better recovery. 10 more damage on each Psycho Crusher. Cross up Psycho Crusher should do full damage as opposed to the reduced damage it does now.
Undo the nerfs he got on S.HK, C.MK and S.HP.
Jumping MK should be an overhead like in ST.
Skull Diver should be side switchable. Its active frames should be increased slightly and it should not be avoidable by character who whiff low moves.
Devils Reverse should travel different distances depending on what version is used. LP is a short hop. MP is same as current and HP lands directly behind opponent. This assumes you did not perform the attack in mid air.
The actual attack should hit on cross up.
All Headpress should force block when within a quater of the screen of the opponent.
Ex. Headpress should be air throw invincible.
DR and SD should cross up and/or armor break. HS and DR be made slightly faster.
The only thing I hope is that Capcom will not read the tier lists too blindly and nerf Dic. He’s a really good character but definitively not a god tier (and Guile is still our worst nightmare).
I wouldn’t mind some slight U2 nerf though. Making it more unsafe on block would be just fair.
Make it a 9 frame startup and -30 on block and I’ll be fine with it. I want to be able to react to Guile’s sonic boom and Punish it. It’s not like It’s a hit confirmable ultra.
I also wouldn’t mind if PC got AA properties similar to Honda’s new headbutt.
Honda’s headbutt has the same properties as vanilla honda.
I believe LP headbutt has some invuln frames now.
well i want a 2 hit overhead that confirms into cr.mk that also doubles as a kara
i want psycho punisher to be fast enough to punish everything in the game
i want alpha style fbs and while capcom is at it a fake slide would be nice
also if its not too much of a hassle itd be really good if he got his psycho banish back from cvs2. see what im thinking is that instead of having knee press nightmare as his super they could give him a custom combo super thatd work like a-groove also itd be really cool if he has both super and ultra meters full he can burn both of em to turn into shin bison from alpha 3 and hed have his instant start up mega cr’wh3itoq 3htiou23qh42jro2u '[1h5h o3riohj2ru32hrobje;twjk;erhw jk;r hw;r hueruo2q32
i agree
Without the changes Min is proposing, Bison will remain bottom-tier.
My last post would be dream Bison, but without breaking him(and more realistically) I still say slide needs to be a bit faster. How many normal moves are that easy to block on reaction?
Also if you decide to walk forward vs headstomp at the very last second HS will whiff…if the person is that slow they should get their headstomped. So a slight hitbox boost on that.
uh, well I am trying to learn how to play with Bison so I can drop some of my characters and so far, I think he is damn near perfect. I thought he was top tier in Vanilla and he got better in ssf4. shrug No changes. we don’t want him to be unbeatable. It just wouldn’t be fun…
If any changes are done, just make headstomp have a bit larger hitbox.
My 2 cents