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

S.HK is very, very good. +3 on block. If the counter hit connects, follow up with Psycho Axe, Cr.MP, Inferno MP or Scissors EX for some great damage.

I feel like some matches I’m going to shift to using a lot of scissor kicks and then others a lot of psycho blasts and some infernos. But with inferno’s being so punishable, you’re going to have to use it as a guaranteed punish. It feels pretty safe in Vtrigger though.

Other than that lol… with some of these nerfs in play he still feels pretty good to use. As a starting point I’d use him 30% like a SF4 Bison and the rest we’re just going to have to figure out how they are handling his new moves and where to slip them into application.

And head press is like 2x easier to punish in this game than ever before. You have Chun, Nash and Karin with easy 1 button anti airs against it. It is kind of ridiculous.

Now that you mentioned headstomp… just look at this. Great tracking:

https://www.youtube.com/watch?v=vC6Mhmt6VjI

This used to be a much more serious issue back in SFIV. At least now we can DR.

But Devil’s Reverse is still ass. You’re just begging to be Anti-Aired in a game where 90% of the cast has a good AA. V-Trigger Devil’s Reverse is at least a little better.

Yeah, but you’re not supposed to DR to approach. It’s a feint move. I’ve punished AAs that were supposed to hit Headpress

I think the DR angles should be re-configured.

LP = Drops backward (Defensive)
MP = Drops Straight down (Neutral)
HP = Drops forward, like a dive kick. (Offensive)
Ex = Sexy version of the HP divekick

I beat this guy :smiley:

Have you guys noticed the weird bubbling/slimey sound when the opponent is enflamed by psycho flames? Sounds really weird. I much prefer the psycho sounds in SF4.

Did not know s.HK was +3, that would have been useful. I was under the impression it was unsafe on block like everything else.

He could still use an actual use for blast/pillar, they can keep scissors negative on block and make these moves more useful to further differentiate from SF4 Bison. Maybe make the HP version +1 or +2 again, and give the other two negative frames but different angles to cover.

I’ve pl

I’m a Makato main in USF4, for SFV Bison I have applied the same principle…go motherfucking hard. Go hard until you bleed. Never has a character in fighting game history rewarded me as much as this Bison does. Just the threat of everything he has scares people. Mobility wise he’s hot garbage outside of teleport dash (that may get nerfed too). I only use EX Psycho Ball for round ender set-ups; you’d be surprised how many people try to jump over it and still get bopped by it. I may be wrong, but I think his Cr.F as AA may have gotten nerfed. It seemed to be trading more often with jump in attacks, whereas as the first beta it was guaranteed clean hit.

It stinks that LK SK got nerfed but it was almost too good in the first beta. I fought maybe two players who knew how to properly punish on block. Otherwise I abused it. His V gauge I use primarily for alpha counter. If…I do use V trigger it’s for EX head Stomp. I think only DF+F has enough hitstun to allow you combo into V trigger and also let’s switch back to building charge faster. Standing HK may also allow that, but that tends to push people away and also the charge window is much smaller.

Diagonal jump Fierce is a good air to air button. Diagonal jump 2x mp can lead into EX Inferno, OTG headstomp (if they don’t quick get up).

P.S. If anyone knows the player who had the handle ā€œSoulSickā€ (I think he was top 60 when I played him), tell him I want my points. I abused his Rashid (lvl 19) and he rage quit on me. He could very well be a better SF than me, but he ran with my beta points (I know they don’t mean shit).

You can extend combos with s hp into v-trigger too.

v-trigger ex stomp is good.

It’s a HKD now so end all your combos with it.

gig4ls & Muttonman, thanks for the tip. For what ever reason I rarely utilized either fierce buttons (except DF+F). It’s a learning process…

One funny thing. Whenever I had someone pushed to the corner I’d simply stand about 2 character lengths back and simply wait for them to jump.

  1. First jump = EX head stomp
  2. Second Jump = Cr. F
  3. They walk forward and attack = alpha counter (if I have meter) to push them back in the corner.

This sequence put many a folks on tilt very quickly.

This is what I’m talking about when I say he’s a wall. You’re not going to get any fancy 20 hit combos, you’re not going to get cute gimmicky resets. You’re just going to pressure them with your wall of normals and your inexorably slow walk speed.

It seems to me that Bison’s ex meter and v gauge require some really wise resource management because he has so many great options that both bars provide. The fact that his V reversal is so damn good (even relative to other characters) can create a situation where you would sacrifice the tools and powers provided by his V trigger. It’s gonna be a lot of fun figuring how he plays in SF5. So glad they went this route than try to recreate who he was from other games.

This is why I suspect you could choose whether to build super meter or v-gauge by using his v-skill depending on what you needed.

Crossposting from the Beta Phase 2 Feedback topic

MP Inferno has a purpose in Psycho Axe combos as it gets you the most possible damage meterless and gives you the best 1 bar in VT combo (Inferno xx EX HS). LP not really, and HP only off of Hell Attack juggles. VT Blast is useful for SK VTC combo as you can combo into st.lk off of a LK or MK SK VTC and then go Blast xx EX SK.

I mean, they’re still pretty much worthless. Bison definitely has an issue with a lot of dead buttons on his specials, probably the most in the game for a non-grappler (as MP Command Grabs are useless outside of specific setups), and I do hope they’ll fix it. How I know not; perhaps going back to MP and HP Infernos not comboing out of cr.mp on regular hit but being + on block with LP being the combo variant? Make them motion again and able to be spaced to safety? For SKs, make LK safe on block; like a further ranged st.mk that requires charge, as MK and HK have their own purposes now. No clue what to do with Blast, but if it’s only going to do 60 damage it sure as shit should be safe

Any ideas here?

Sadly this feature hasn’t been seen since beta 1. It was really unique and inspired, sad to see it go.