M.Bison General Thread: Come here prepared to fight a madman, and instead you will find a GOD!

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Really? I didn’t notice Bison using a non ex SK once in that trailer

Maybe they went the alpha route with HK.

Bison used non-ex sk in his SFV ID card that was released through twitter vine.

Non v trigger also allows psycho blast into headpress. Vtrigger allows into ex headpress twice. Check the trailer around 48secs.

The new stance has lots of evidences from numerous parts of the trailer. The waving arms stuff is probably an idle animation. The default animation is crossed arms.

Yeah but that one is OTG and it followed an Ex Psycho Sphere, just like the v-trigger one which followed a powered up ex psycho sphere. This could be the Ex Psycho Sphere putting them in a juggle/OTGable state. Either way, I hope you are right.

Yeah I noticed the new stance as well. It’s like Bison is now fighting more with the psycho power and less with his Lerdrit style he has classically been said to have.

Yeah, EX one. But it’s still a damaging combo. Bison deals damage now. Even with no followup, I doubt Bison doesnt have a 130-150 damage (sfiv standards, I know) special that can be done after a Cr.MP.
J.HP - Knee - Cr.MP - Special is a damaging meterless combo by SF4 standards. No hardcore links. Only a possible 1f link.

Supposing J.HP deals 110 damage, the Heavy Knee strike deals 100, Crouch MP 60, Scissors HK 140, EX Blast Sphere 100, Headpress 120:

J.HP, Close HK, Cr.MP, Scissors HK-> 110 + 100 + 48 + 98 -> 356
with one EX, exchange Scissors and put EX Blast into Headpress:
110 + 100 + 48 + 70 + 72 = 400

Considering Bison has 4 out of 5 bars in Strength in his Vine profile, he is probably a damage dealer now, which make these numbers plausible in my opinion.

That ledrit stuff is just BS that refuses to die. Bison’s official fighting style was and still is ‘Psycho Power’. Anyway I wouldn’t interpret it that way, so much as I think Capcom are just spending more time on making the characters become their own. Note Charlie’s new fighting stance is also indicative of the damaged arm and shoulder (that’s kinda just hanging there), possibly showing he has less control over it than his natural arm.

I always thought this should’ve been his general stance and demeanor during fights, Bison’s fighting stance is simultaneously reveals one of his strongest and weakest traits at once: His arrogance. It’s very SF2 movie (before he ‘fights Ryu and Ken on their own level’) and Alpha Bison when he moves forward or backward; it’s so very him.

I’m gonna miss the permanent handjob stance (not).

While we saw the stance, nothing was revealed about his walk and backdash. It would be cool if they reproduced his alpha 3 animations for these movements

I’m gonna assume the backdash is also a variation of the Psycho Warp, which they’ve already incorporated into so many different parts of the character (dashes, super, ex SK, Ex HS) that you won’t feel their absence much if they removed the special move. I’m on the fence about the levitating walk animations from Alpha, it makes the action of levitation more special when it happens when it’s used conservatively IMO. Especially since there are only a handful of characters capable of it.

Please no. Invulnerable backdashes were a dumb enough addition to IV, teleport backdashes might be even worse.

Inv. backdashes are very useful for the chars who don’t have reliable reversals like Chun, Rose, Vega, etc. That’s why the players of those chars use it more. Believe me we would be grateful for a reliable reversal instead of inv. backdashes too.

With the same logic if he really has a teleport dash, that will point out his lack of a good AA again imo. (Obviously except for his super)

Psycho Sphere/Blast and Psycho Furnace/Hellfire look like decent AAs don’t they?

Characters need inv. backdash in IV simply because the game adds hard knockdown with a million frames. Previous games usually limited these - full knockdown in ST (double ground bounce) usually only occurred during stun, regular sweep knockdowns got you up quickly. Alpha allowed you to tech-roll out of anything that wasn’t a throw. 3rd Strike only had hard knockdowns off supers, everything else could be back-rolled out off.

The problem with invincible backdashes is that it affects not just wake ups, but the neutral game as well.

In what sense?

It’s quite obvious. You can’t backroll/techroll in neutral.

With invincible backdashes, you get a free, get out of footsie/poking range tool. This is one of the things that hurts SFIV’s mid-range game.

Teleporting dashes come with flaws. BISon s foward dash, for example,doesnt seem to be invulnerable from frame 1 andseems much longer (framedata, not distance) than his sfiv dash. If his backdash is a teleport, his dash time could be much bigger than 25f to compensate so its not abuseable.

Also, Its not bad if only one character or two have it. It is the kind of uniqueness that fits the character s personality and other appearances (cutscenes, anime, animated movie). Teleports (except ashura senku) were too unreliable in sfiv.

And that’s what I’m saying. Imagine I’m being pressured by normals as Chun. Where Ryu has srk to stop her frametraps Chun has nothing without a bar. So I backdash. I think its only fair. It would only be unfair and “a problem” as you put it, if Ryu had Rose’s backdash.

Anyway I think we’re straying from the main topic. I agree with Kriger. It’s not a problem if some chars have it. But the question is: at the expense of what?

The problem here is that you’re basing this only from one game - SFIV.

Other SFs didn’t exactly have this same problem with frame traps, simply because the mid range footies. game was much more important and you were less reliant on frame traps. IV has a ton of bad decisions in terms of design that tend to push the game more towards close range at the cost of footsies.

does he have footdive?

otherwise not playing :expressionless:

Invincible backdashes are there only because of focus attacks. If they weren’t invincible, you’d get hit with meaty lvl 3 focus attack all day.