I think Psycho Blast should be + frames on block. Something like +0 for light, +2 for medium, and +4 for heavy. Damage should also be 80/90/110. This would make the move serve a purpose, and the knockback would prevent it from creating a permanent lockdown situation.
I also find it weird that Inferno has no invincibility frames or no anti-air capabilities.
Also, is it just me, or is the charge down -> up buffer much stricter than SF4? I find I have to be much more precise in hitting up and attack at the same time to avoid jumping.
I didn’t notice the cr.hp change you were talking about.
In the first Beta it always whiffed for me against some angles. It seems to be working just like before. Not perfect, but godly.
I’m sad about the damage changes. Bison is not weaker, but the game is. I liked the chunks of life disappearing in the first versions.
Not sure why they decided to nerf cr. Fierce… interesting decision.
Though the changes to his V Trigger and normal cancels are definitely interesting and can have some cool applications. Cancelling Inferno into V-Trigger is pretty fun.
My absolute favorite thing so far is CH st. RH, DF+ Fierce xx VTrigger, St. Fierce xx Scissors. Something about that oh so satisfying Crush Counter effect, coupled with the huge Haymaker bitchslaps… so much fun.
I think we should wait for the dust to settle a bit before we determine Bison’s status. For one, most everyone’s damage has been normalized, everyone basically got some nerfs. So Bison in relation to these characters might not be as weak as we think. Two, we still have 5 months to release, and hopefully we’ll be seeing some more positive tweaks for the roster.
Blast and Inferno should do SOMETHING. He might still be good without them, but right now it’s just like, why do them instead of scissors in most situations? Gotta have some variety there.
I like Bison but he’s so fucking free to frame trap shit… What’s the point of having 3 stocks for V-Trigger when you desperately need to Guard Cancel in matchups? May as well make it 2 stocks so he can do his shit sooner.
I don’t like how you can’t steer Devil’s Reverse at all. I can stop the Head Stomp earlier with the Reverse but anyone with half a brain will think “Oh, he’s doing that and he lost trip guard. Lemme’ walk in and sweep him.”
And I like his Overhead but it’s slow… WTF? Seriously? It has to be this slow? It gets jabbed out for free dude.
Wait, he has an overhead? Are you talking about DF + Fierce? As far as I know, it’s not an overhead. However, it IS a Crush Counter, and combos into cr. strong on normal hit. On Crush Counter you can combo into st. Fierce.
Honestly, I think he’s fine right now. This iteration of Bison definitely seems to be a wall of a character, and is meant to be played defensively. With the nerfs to Inferno and Scissors, I can’t help but think Capcom is trying to push Bison into this direction. As it stands, I feel like he’s one of those characters that stone walls you into frustration, and utilizes his V system to further leverage his strategy.
V-Meter usage is pretty interesting with Bison so far…
Defensively, you can use it for a V-reversal to get some space, or rely on your own defensive skills to get yourself into a safer position. Spend your meter now and reset the situation to get back to that Brick Wall strategy… remember that blocking gives V meter. Another way SFV rewards good defense.
…Or save your V meter for offensive purposes down the line. With the buffs to his V Trigger cancels, I think the payoff is pretty balanced either way. Safe offensive V-Trigger cancels are definitely going to turn on his offense in a hurry.
I don’t disagree, but he has other AA options. I know cr. Fierce got nerfed and trades like crazy now…
But, he can still jump strong and jump back Fierce, which are great AAs. And now with his new dash, you can just teleport to the other side. It takes a bit of timing, but if you can cr. Fierce on reaction, you can definitely dash.