Thing is, both Blast and Inferno can essentially neutralize fireballs just like Absorb does. The V-skill has the added advantage of the 2 hit counter fireball and I guess that is makes it better, because you canât stay away and just shoot fireballs at him. He forces you to engage him.
Yes, Bison can obliterate fireballs this game, but what about against characters with no fireballs? How is the V-skill consistently and safely reliable? In this scenario it feels useless, and this is what I meant by too situational; Psycho Absorb either is amazing or useless it seems depending on the match up.
His V Skill is probably the best anti-fireball V Skill around
Blast and Inferno have longer startups, recovery, and donât control space as well. That said, it is kind of terrible if the opponent doesnât have a fireball due to having a decent sized startup which makes parrying limbs not a worthwhile proposition and getting stuffed by lows. Itâs a very polarizing V Skill because it either completely removes options or is useless, and I think thatâs kind of shitty design.
They couldâve kept the concept of the Psycho Saber and merged it with Psycho Banish, meaning the V-skill can reflect/retaliate with its own fireball and still be short range overhead command normal that nullifies projectiles. Considering he already had these moves in his repertoire, it wouldâve made more sense to me than introduce a new situational Psycho Parry/Psycho Counter.
I think his Psycho Drain command grab kinda made it in, superficially at least. Since his forward and back throws somewhat resemble it. I do miss his âDeath Towerâ throw originally from the Ex series though.
Not all V-Skills aren universally useful. Nashâs even more situational.
Bisonâs can be used as parry in a way that, if a move is safe because of its long blockstun, it wonât be against his V-Skill because, like Ryuâs, it forces a certain amount of blockstun.
I guess when the game is out for a while and we start learning the match ups and frame data, we will have a long do/donât list of normals/specials/supers that we can and cannot absorb. This will help gauge the v-skills true potential usefulness.
@Daemos i just figure that it seems pretty OP , thatâs all. Really not used to dictator feeling like a high tier character , etc.
will be really happy if he stays the same tho.
I know what you mean, it almost feels dirty knowing that your favorite character could be OP. Then I tell myself that the last decade was not fair to Bison and this next era ought to make up for it. High tier is where he rightfully belongs and the natural order must be restored! :pirate:
I actually donât want Bison to be OP, mainly because I donât want a lot of people whining about it (and he gets unfairly nerfed), and I donât want Bandwagon Bisons flooding online play. You know the type, those people who whore themselves out to any trending character just so they can rise in the ranks. Good thing that charge inputs puts off a lot of these people.
Anyway, I was losing hope in the V-skill actually, and 3:25 helped put me at ease.
I tried Bison in the Rashid build in Dreamhack. These are the things I noticed ;
[list]
[] V-Trigger depletes faster now as noted before
[] Cr.MP looks like it either lost some active frames or range, I am not sure but it didnât feel the same as in the beta, maybe I am just imagining things.
[] His anti-air is situational and require strict spacing and timing otherwise it will lose or trade often, its not as good as Birdieâs. The best distance I could figure to use his cr.hp effectively was at the max range of st.mk and using cr.hp when they are at the top of their jumping arc, it has exceptional vertical reach.
[] His command normal is one hit and I donât seem to be able to combo after, I donât know what purpose this command normal has since its slow and donât hit overhead. Same thing with Cr.mk as reported in the older build, can no longer combo afterword.
[] Bison V-Trigger cancels have been noticeably toned down in damage, it does not deal as much as it did in the Beta.
[] the inputs for charge moves are strict, you need to finish you input with forward in order to get the move to came out, I couldnât get the special by inputting down forward. I dropped lots of hits as I am used to inputting down forward to always have a charge for exHeadstomp in SF4.
[/list]
Bonus potato quality photo
Are we sure if itâs Bisonâs v-trigger damage that has been toned down, or has damage in general for characters been toned down since Beta? Iâm leaning more towards the latter, in which case Iâm not too bothered by this change. The V-trigger depleting faster is fine, it still lasts a long fucking time.
I assume the presence of Bisonâs fireball is what requires the change of charge to Sonic Boom strictness. Iâm sure they donât want to make it easy to do fireball -> devilâs reverse mixup.