LK Scissors works as well.
s.hk is +3 on block but its i8.
c.mp is +2 on block i5.
Okay, his Downforward HP is not an overhead. Iāl eat my crow now.
But the question is, WHY THE FUCK ISNāT HIS DOWNFORWARD HP AN OVERHEAD? That just makes no sense.
I must be thinking VC off of HP into MP, then.
I may be late on this, if so ignore me, but does standing fierce come out faster? Feels like it.
I just tested HP Psycho Blast with a dummy programmed to jump after using it against me blocking then jumping, and we seemed to jump at the exact same moment, so it is probably ±1 frame advantage. Can be used as a natural frame trap with standing HP. If they block you are safe. If they donāt you get a combo. If they try to move or retaliate after blocking the HP they get hit by the PB. Might be useful or not. Didnāt get to test other strengths yet.
I think the motion should be changed from being charge so that it is useable in his neutral game, and it should have better frames on block.
I am starting to like this iteration of Dictator. His close normals are still godlike when it comes to frames, and Knee Press is easily hit confirmed off of light attacks anyway, so it being unsafe isnāt the biggest of problems. Canāt pressure with it, but one can always toss out a stand HK as a brutally dangerous crush counter in block strings. Love the new HK.
Now if only my computer would stop doing random shutdowns when playing.
Pretty sure that all non-ex psycho blasts are unsafe. I tested every strength with Kenās reversal ex shoryu. You donāt need to do the jump test because you can record guard reversals now.
EDIT: Just tested again, you can do it from max range and be safe with mp and hp. I havenāt tried what block string will take you to max range.
If this is true then this special is pretty much in SF4 Zangief Running Bear grab tier.
The problem with lk sk being -3 was never about pressure (which never existed since it was -2 to begin with), confirms, or blind cancels from c.lp/c.mp into sk. Itās about characters like Chun and Vega who out range Bison and can just walk him down outside of his st.mk range. (and probably grapplers - more testing needed)
Random computer shutdowns can be a sign of a graphics card problem. Usually overheating.
Good points. I hadnāt considered this.
Random computer shutdowns can be a sign of a graphics card problem. Usually overheating.
Yeah, I thought so too, but I am running an open cabinet and thereās not a lot of dust in there. Started happening a few days ago and got worse today.
Bisonās LK SK is -4 according to the video footage Iām looking at. I was also able to block and punish with Kenās 4f DP. This was a point blank SK.
psycho blast is absolute ass now. shame because i was going to use it diligently rather than scissors.
I had a hard time figuring inferno and blast s usefulness as well.
Suggested buffs: blast is motion and inferno s flame lasts longer
I always felt there wasnāt enough variation between the H,M,L Blasts. The knockdown distance is a nice touch, but the difference in damage is negligible. The hurtbox doesnāt get bigger or gain more hits for example, nor does it change angles or distance. Its saving grace is the ex version, but that doesnāt excuse it.
I think before changing anything about it, it should get a damage buff. Right now it feels that some normals do more damage than it. Another option is to buff the knockback distance, so that the H Blast will send the opponent completely flying into the opposite corner.
I think Bison does suffer in footsies by not having a bufferable special when he has no charge. So many other characters in this game have a poke that they can buffer into a special on reaction. Comparatively, his pokes themselves arenāt really scary since they donāt lead to anything unless itās a s hk or ch c mp that links into itself.
Itās beta and theyāre still taking a lot feedback.
Would actually like to see more of a Bison player presence at the Capcom Unity forums for SF5. Constructive feedback focusing on Bison and not like, well X, Y and Z has this, so Bison should be balance to have it too etc etc.
The Psycho Blast range nerf is pretty noticeable. I liked to use c.MK, s.LK xx Blast on some cross up ranges to knock them down but itād whiff and I get hit.
And -4 LK SK on block is yucky. Very yucky.
One thing I am noticing about using some of the normals, Iāve had stuff go right under cr.MP and htiting me. Not fun, then again thatās all Iām seeing being used in a lot of Bison mirrors. Iām finding some slight application for cr.MK which counters some of these low pokes that go under cr.MP but you canāt even cancel off it.
What kills him is his awful walk speed, he feelās heavier than Birdie. Theatās why he fallās in the footsie department.
Also i hate his regular stomp, itās slow and the other guy just has to walk a bit and the stomp will whiff completely. I wish he had his homing stomp from ST.
I honestly donāt know how youāre supposed to play Bison now in SF5. You canāt scissor pressure in the corner because itās -4. You canāt play footsies with his horrible walkspeed. You donāt have real mixups. You canāt zone.
How are you supposed to play Bison?

I honestly donāt know how youāre supposed to play Bison now in SF5. You canāt scissor pressure in the corner because itās -4. You canāt play footsies with his horrible walkspeed. You donāt have real mixups. You canāt zone.
How are you supposed to play Bison?
Coming Soonā¢.

How are you supposed to play Bison?
I have been playing like Makoto in SFIV without the forward moving normals or IAT.
-His forward dash is still better than others.
-His normals are like walls. c mp, s hk, s mp, to a lesser extent s mk.
-Iām using s hk as an anti air a little like Makotoās c mk, when the jump angle is closer. Iām using c hp as an anti air a little like Makotoās s hp, when they are high or a little in front of me.
-s hk starts everything. Itās like his version of karakusa. s hk, c mp xx scissors. s hk cch, df hp, c mp xx scissors, s hk cch, s hp v-trigger cancel, s hp xx hk scissors. Itās true that s hk in this game isnāt like SFIV, but itās still your go-to normal.
General observations:
-Counter poking with s hk, s mp. If I had better footsies s hp might work too.
-Most of the matches I played that ended well were ones where I pushed them into the corner. This is surprisingly easy to do, especially if you get counter hits and cchās. Scissor strings still work on hit, so abuse itā¦be more careful on block.
-Scissors can still punish some moves that others find hard to punish. Rashidās condor spire, for one.