Well since you asked and this was already discussed in the Bison thread so just gonna repost…
**Psycho Fist **(b,f+P) Basically this.
Scissor Kicks (b,f+K), he should talk shit every time he does this move. Strength of kick determines insult (Ex Version just laughs maniacally).
Psycho Banish (d,u+P), from CvS2, overhead + anti-projectile. Strength of punch determines speed and size of flames from hand/hit box.
Death Flutter (d,u+K), From Omega SF4; Ex version is faster and has invincibility frames on start up for escape. You can fully control Bison’s trajectory in mid air during the Death Flutter jump.
Headstomp (K, after Death Flutter), homes in on target’s head automatically. Ex Version teleports Bison immediately over head, knocks down. This would be functionally similar to the traditional Headstomp (d,+u+K) and would replace it.
Skulldiver (P, after Headstomp), Ex version, hits slightly harder, you can combo after it. You can control this, move over the opponent, and cross up with it
Devil’s Reverse (P, After Death Flutter), Ex version faster, hits harder, and you can combo after it. You can’t control this, the Devil’s Reverse strikes at a predetermined angle based on which punch you used.
**Death Throw **(P+K, after Death Flutter), Air throw, Bison grabs your face and smashes it into the ground from mid air, ignites your body with FAYAAHRR upon impact.
**Psycho Warp **(DP or B.DP + KKK/PPP) Also laughs and talks shit during this but now can also be done in AIR! Still has shit recovery, but AIR. TELEPORTATION. Focus.
**Super 1: Psycho Cannon **(b,f,b,f+P) From SFEX series
Super 2: Knee Press Nightmare (b,f,b,f+K) CvS2, SFEx, SFxT variant, none of that Nightmare Booster trash.
Revenge 1: Psycho Punisher (b,f,b,f+PPP)
Revenge 2: Final Psycho Crusher (b,f,b,f+PPP)
And cape. Please.
Re: Palette Swap Shotos
If characters like Ken or Akuma make it in (and they probably will), I really wanna see them diversified and give them some bold changes. Make them deviate from Ryu as much as possible.
For Ken, I think he should lose the fireball completely, make his game style more aggressive rushdown style rather than a zoning character with more focus on shoryuken and tatsu variants, flaming surely. Omega mode had a few pretty good ideas for him (not the foot hadouken though). If we must keep a fireball, make it a super move. This outfit in red would also look great as his standard look (without that necklace though).
For Akuma, he should adopt some of Oni’s moves such as the Demon Slash/Palm, many of his command normals, supers/ultras, or new moves altogether but lose his SRK special completely. Changing up his tatsu special wouldn’t hurt either. He can keep his air/ground fireball game. He ought to take another page from Oni’s book and lose the top part of his gi. Akuma would therefore have the most torn up gi, Ryu would be middle of the road, and Ken’s gi would be not torn up at all cuz he’s rich that way.
For Sean and Dan, I don’t want to ever see them playable in another SF game again so no update needed. Cameo appearances in stages and the storyline are acceptable.