2 specials that when used correctly once each can lead to Bison’s highest damaging combos.

VT2 is good for the Psycho Crusher, command grab damage is pretty low and it is hard to take advantage of the bomb since it does not detonate on knockdown so just do it to extend pressure after a risky move such slide. I imagine VT2 mentality going to be all about the Psycho Crusher and the command grab is there just to incite people to try to back dash or jump. It is a good VT but VT1 is still much better.

It would be better if the command grab and PC dealt a little more damage or more stun.

My first impression is that yes its all about psycho crusher. We will need good crossup setups though because those we’ve seen can be easily reacted to it seems like.

From what I’ve seen so far, VT1 is the way to go. VT2 MIGHT be useful in certain match-ups, but it’s definitely not the go-to V-Trigger, especially when you consider the V-Skill meter build buff.

The new walk speed is delicious! I didn’t expect them to make it so noticeable, but this should really help footsies quite a bit.

I feel like VT2 has a lot of potential that we’re not considering. I’m not sure of all the possibilities yet but there’s just something about having an option that literally limits our opponents movement that’s very appealing.

A lot of us (including myself) are so caught up in the excitement of having a command grab to the point where we’re probably overextending ourselves to land it. Once we develop that “command grab character” mindset, its gonna be a problem. I do agree that it should do more damage though.

I think Problem X said it best. VT2 is meant to be used in footsies to add on crazy damage and oki in a safer way than VT1.

The fact that it can anti air from anywhere on the screen (and be confirmed to psycho crusher), be used in blockstrings for great pressure, add on great damage to whiff punishes and even make every unsafe move that we’ve ever had safe is awesome.

Maybe I’m just being blinding optimistic but I’m excited for the tech that we’ll come up with in the future. I already love VT2 for the Gief matchup. Keeps him at bay since I couldn’t exactly go for 50/50 dash mixups on a good one with VT1.

I am much more fond of V-triggers that give new tools, rather than just being a new combo-prolonger tool. That’s why I am very hype for both Bipson and Alex trigger II.

My notes so far.

The juggle to LK.Knee Press or Ex.Knee Press is a nice buff after HP.Pyscho Blast is nice. We got more damage and stun from ranges where we are not close enough to juggle to LP.Blast and better oki off it.

EX.DR no longer combo’s into LP.Blast or EX.Inferno due to the added landing recovery. Small nerf overall though.
Even with the nerfs the move got its still decent. +8 on block is still good. It still has the 16 invincible frames and the ability to side switch and chase down opponents.

I notice they changed the oki after Critical Art lands, the opponent is no longer flush in the corner but a bit out from the corner. We can still dash up and throw.

EX.Psycho Blast is +4 on block point blank range, was that more before? Always thought it was +8 or something.

Due to the faster start of MK.Knee Press you can now combo into it on taller characters from regular Devils Reverse. Tiny buff.

Walk speed is noticeable improvement.

The nerfs to S.HK and Psycho Axe are unfortunate taken in isolation but I’m fine with them because they seem part of a universal change to slightly tone down Crush Counters in neutral.
I also like the other universal changes of V-Trigger scalling harder and a general reduction in Jab AA effectiveness and improvements to jump attacks.

The buffs to V-Skill and C.HP are pretty good overall, although slow as AA at least C.HP will become reliable and less prone to trading.

As for VT2.

Forward throw full screen (i.ie not into the corner) and do instant Pyscho Crusher leaves you at +4 on block.
Ex.Head Press, followed by instant Pyscho Crusher causes the Psycho Crusher to hit twice for 170 damage and 200 stun. Not a cross up so its of little use to it. Hope there is some ambiguous set ups found that utilize the two hit PC.

Not overly impressed with VT2 yet.
The moves don’t do much damage in isolation but in fairness I can understand why as the combo damage would be insane.

Having said that 100 damage and stun on command grab is a bit low as there is no certainty you will land the detonation. The lack of oki after command grab is disappointing. You get a manually timed Axe at best.
Its a shame Detonation isn’t +15 on block instead of +14. As it stands we only get a crush counter set up against characters with no 4 frame normals.
Likewise 6 frame start up means its more effective against 4 framers. +2 after Knee Press on hit, point blank S.MP on block or dash oki after EX.Knee Press/Head Press and Crticial Art allows you to go for command grab without fear of interruption against 4 framers.

We are reliant on S.LP and C.LP to trap the 3 frame characters although that can set up be done after oki from our EX moves.

Still you can go for command grab against everyone after a blocked Devils Reverse (assuming not done from a super low activated DR from EX.Head Press of course)

As it stands the low damage off Command Grab and not amazing odds of converting the detonation, I would not be surprised if people just take the command throw.

The juggle combo’s into PC are swish and all but I’m not liking the fact your often putting yourself in the corner.
The anti fireball utility is not really needed, fireballs are generally not strong in this game and Bison has plenty ways around them all ready.

I think once the novelty fades, they should consider buffing VT2.

The LK scissors startup and pushback buff is nice. I was able to harass people with it because it’s easier to surprise your opponent with it and also you slowly push your opponent to the corner. And you might get a whiff punish if the opponent over extends to try and punish it with a move that doesn’t reach.

I’m annoyed with the LP Blast startup change, I’m always dropping crLP xx LP Blast.

The sLK nerf feels weird but once I have transitioned properly into S3 it won’t be too bad.

For me the crHP buff is really felt and even though I wish it was 8f rather than 10f, at least it’s very usable now.

Youre plus 24 on command grab. You have to dash at a weird time though

cr.MK can finally link into mk scissors thanks to the -1 frame scissors startup buff. I remember it being such an annoyance when it couldn’t.

I’m loving the faster walkspeed also.

The faster lk Scissors buff is freaking beautiful. It’s actually one of his better pressure tools again thankfully.


Goumaru doin work

I also feel that VT2 is only for the psycho crushas. Also the threat of being command grabbed, not better than psycho powa but i like it.

The buff to L SK is nice, using it alot more at nice ranges in neutral, reminded me of sf4 Bison.

Loving the EX SK buff after HP Inferno. Gotta implement it into my gameplay.

What are you guys using for vtc in vt2?

I like vt2 so far. It being two bars I’ve managed to get multiple in one round. Also I can v reversal multiple times and still bank on getting the op to go into vt2 mode. Also the command grab opens up a new up close game with Bison. I’m digging it.

So far… only Shadow Axe.
You get HP into command throw after that.

But what to do then? The excitement from the stuff you can do with it in Training Mode faded somewhat quickly, once I wanted to try it on a real Opponent. :slight_smile:
The star of VT2 really is the Psycho Crusher.

I saw Tampa bison using st mp vtc a bunch today. I have to mess with it some more in training mode. I agree, the crusher really is the star here. Also saw Tampa doing max range crusher to get in and hitting counter hit every time coming out. Folks don’t know the frame data on its ranges yet.

^^ Speaking of, anyone have the frame data for Psycho Crusher?