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

Against gief,yeah, its really a problem… that’s why I’ve been testing some different anti airs
I don’t like S.HK as anti air against him anyway. Gief, like some others characters, has some high priority air normals that beat/trade s.hk

Me too, the only other one you got is cr.hp, and it works trades usually with some of his jump in’s and gets stuffed by others. Would be nice if st.cl.hp was a viable one but by the time he gets close enough for the change over from the far version your already forced to block or get hit.

One huge problem I find against gief is his empty jump->j.hp hurtbox being small. The timing to beat J.HP and J.MK is quite different.
A mistake and you eat a jump-in. Not nice

My solution:
These jump-ins only really work at certain distances/angles…BUT…these distances are usually the ones you try to keep yourself at because of his S.MP / LP SPD range.
Lots of trouble so far…
My personal solution to this problem is to force myself into these distances and get ready for a gief jump.
If you’re expecting a jump, Ultra1, foward J.HP and foward J.MP will actually work as good AA too.

Punish a jump with good damage and people will think twice before jumping again. Enjoy some seconds of ground gief… because they’ll eventually jump again

Thinking about some new stuff I would like to see for Dictator. I know its wishful thinking since the changes are already confirmed but if there changes between arcade and console release I would like to see something like the following.

Like his Super, Dic’s Ultra 1 should have complete projectile immunity. A few times you think you can punish fireballs up close you get snagged by a slow travelling fireball thats hits the rear of Bison after invincible frames wear off, most notable against Sim and Guile. A very small buff.

The should fix Ex.Devils Reverse so that opponents can not dash out of a focus after the first hit. In its current state I don’t see a point to this move. Still won’t make the move great but makes it slightly less useless.

2 More active frames on Skull Diver. The ability to switch sides. Again it would still be easily counterable, but a bit more reason for Dic to use it.

s.MP being 1 frame faster on start up and special cancelable.

Would give the ability to link off cl.LP, and although a 1 frame link compared to c.MK’s easy 3 frames it does do 25 more damage than c.MK and 10 more than similarly difficult c.MP. For the extra damage might be worth performing the tighter link.

For example you use it in BnB combo’s or in a punisher combo where you need to build charge and can’t just c.MP/HP xx Knee Press your opponent.

I’d also like to see cl.MK do less push back and have cl.MK,c.MK xx Knee Press combo work on everyone or most of the cast.

I think a massive but subtle buff would be if that Super fully juggled on airborne opponents.

Currently Bison’s best Super combo is j.HP,cl.HP xx HK Knee Press xx Super for a decent 506 damage. That would jump to 560 if we could cancel HP Pyscho Crusher and get all the hits. Like wise if could combo off j.MP for 390 damage, j.MP, HP Psycho Crusher xx Super for 462 damage. Any punish combo involving the Super would be considerably buffed. cl.HP xx HP Psycho Crusher xx Super would do 512 damage. Catching an opponent focus attacking by cancelling c.HK xx Super would give you 440 damage even if they tried to backdash.

It would still be considerable effort for Bison to be able to save meter. But I think it would give a practical reason to do it.

Basically a few new tools to play with. Buffs without changing damage values for any moves.

Brief thoughts from Japanese players on AE:
Gods Garden x 4Gamer Interview: AE First Impressions (2/2) ? Triple Tracksuit Runners

Nemo was semi-right with the roundhouse change, but otherwise they have their opinions.

The article actually discusses some of their anecdotes on subtle changes that weren’t listed in the developer blog, so there may or may not have been additional changes made to Bison. An interesting one is that Nemo thinks that Guile’s hands are vulnerable now during SB, but Mago disagrees. This is only important where SB magically stuffs Bison’s s.mk:

Would be a reasonable buff against sim, but his b+lk being slower makes it harder for him to push you back out.

As for Guile, I think the startup speed is more a problem than the invincibility. It’s already hard for Dudley to ultra through his booms, and his ultra is faster.

Would definitely make it more usable, but we’ve been requesting that for ages.

I was actually hoping s.mp would become special cancelable in AE, because it would change the way Bison played. Oh well.

Really have no clue why cl.mk pushes back so far. Probably a nerf to Bison’s combo potential somewhere in vanilla beta.

Would be a huuuuuge damage buff. For most of the reasons you stated.

Oh well, really no point in this thread now.

edit: Actually if super juggled for full damage on airborne opponents, Bison could use it as a reliable AA.

well i just know that if they switch UC1 to qcfx2 and UC2 with lot of damage while on charge, I can’t be happier that FADC into UC1, even is 300 damage it still moves me since wakamoto voice acting just sooooo best bipson :clown:

why FADC into UC1 so freaking hard, I have spend at least 120 hr on this BS, a new hardest crap since bison trail 24.

Hmm. Going to burn a dollar to test this, although I am sure it’s not going to be full damage.

LK Super can actually work as a semi-decent AA, however you don’t get the last hit usually and thats where most of the damage is…plus you just wasted 4 bars.

Though I doubt anything has changed aka you can do it, but its generally a bad idea since you don’t get most of the damage I hope you can prove me mistaken. I would love to have another viable tool.

My guess that it won’t be worth the meter at all. Save yourself 3 bars and just use EX PC imo.

Just got back from the arcade, and there MAY be a ninja buff to bison in AE. I saw cr.strong, cr.strong xx psycho crusher combo on blanka (crouching, just so you know all the conditions), and I’m pretty sure it wasn’t counter hit. The guy on the sticks said that he has seen it before, and thinks that they may have buffed cr strong in some way. NOW, there are a few possibilities here:

-They removed a frame of recovery from cr.strong
-They lowered the startup of the move
-This is some strange late active frame thing, and doesn’t work consistently
-The first strong was counterhit after all, and I just missed it.

I unfortunately didn’t get a chance to test it out much before I left, and I’m leaving NYC tomorrow, so I’m not going to have access to an AE cab for a little while. However, for those of you who do, please test this out. If they did actually buff the move, it opens up some pretty cool combo opportunities.

If you can do c.LP -> close s.LP -> c.MP easy then the startup was buffed. if you can do c.MP c.MK link easier, then the recovery was probably buffed.

Did Capcom really grant my wish of giving Bison more combos???

So can anyone answer the following questions.

  1. Can anyone confirm if LK Knee Press travels further?

  2. With the additional push back on LK Knee Press are we out of Zangiefs SPD range if he blocks it?

  3. Does Chun-Li Ultra 1 juggle fail happen against Bison?

  4. With the new reduced bounce back on MP/HP Blanka Balls can we punish them with anything different than what we can do now?

  5. Does Rufus’s Ultra 2 fully punish Bison’s Ex.Psycho Crusher if he blocks it point blank?

For #2 I wouldn’t really want to hit zangief with a lk scissor from anywhere but max distance anyways. Maybe I didn’t play against enough giefs in super, but in ae it’s a freee jab spd (at least) otherwise.

Eh? Since when is being at neutral (0) on block a free jab spd?

You might’ve stuck out a limb and he grabbed it. That new LP SPD range is very noticeable.

yeah fuck this game now, I think its still fun. But having to many versions is gay. And Capcom fucked us all over! All games get changed too much, gaming is getting to lame to bare! Its Fei fighter 4 now, and that is super gay!

on holiday in taiwan, tom’s world arcade just got ssf4ae on sunday, so i got to try it out some today. i think the cab had some monitor lag or something i couldnt get used to, i was dropping bnb combos like whoa. still a ton of fun though, no one put up much of a fight except a guy, a cody, and a fei long but it was also in the middle of the day so maybe more ppl come out at night.

s.hk nerf hurts a lot v gief, because now gief just doesnt give a shit about trades. that jab spd if fucking deadly too

i didnt mind too much the change to u2 input, but i bet ppl just weren’t paying attention to when i had charge. i did find it way easier to react with the charge motion than with the old qcfx2 but maybe that’s because i’ve always played charge characters

i only fought one yang and no yuns :frowning:

…I had no idea that was you lol.

I don’t see why Bison has to have some of the best wake up and escape options in the game, with all the other advantages he has.

And lets get rid off teleport and replace with another combo ender special.

He needs to have good reversals because his anti airs really aren’t anything to right home about and he is an above average sized target. Stand fierce kick is nice but needs proper spacing and timing to work correctly. Crouch heavy punch would be legit if the starup wasn’t so bad. Go try out Sakura’s crouch heavy punch or Juri’s crouch mp and you’ll see what a good anti air is really like. Take zero skills to use really, timing is so lenient. Bison has good proactive anti-airs like the predicted headstomp or my favorite is neutral jump heavy kick to stop jump ins. Warp is nice and needed imo because his game relies so much on spacing and it aids him in that department.