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

Behold the mighty Psycho Sparkle , let them marvel at the beauty of the sparkly purple power.
https://www.youtube.com/watch?v=waDscBTCMtk
its a Charge move with 60 dmg ,poor range and recovery on top not being safe on block…

Ex.Psycho blast is amazing though.

NOOOOOOOOOO!!! IT’S THAT BAD!!! WTF IS WRONG WITH CAPCOM!!!

it is, it even whiff completly some times if canceld from cr.mp because of the hit animation when the opponent is standing. I get annoyed of this special move even more because I always accidentally get it when I buffer fast.

Let me tell you Daemos ,I played him a lot in beta and you wouldn’t like what they have done to him.
[list]
[] His B&B damage is low, I felt I needed to hit the opponents way more than the other characters because his damage is low in his nomral mode.
[
] The damage of his special moves are pathetic. LK.SK deals 70 while HK.SK deals 90 damage. Inferno damage is weakened equally with way smaller hitbox and frame advantage.
[] His teleport dash is just for show and its not good. It not good because you **cannot cross-up ****with it under any conditions.** I tried to dash under a jump a couple of times and you cannot go pass him even if he was in the air. One time I air-to-air my opponent and tried to dash under him to attack him from the other side and I couldn’t do that. I just disappeared and appeared infornt him as he was landing. ( I have watched a video of a Bison player that manged to teleport to change sides when he air-air the opponent, maybe my timing is off when I tried it a couple of times in matches ) I really want his old dash back with better travel distance :frowning:
[
] His headstomp has really bad tracking to the point that many times I read a Hadoken and did a headstomp and because Ken/Ryu moves an inch forward I land behind him.
[] Headstomp deals less damage on airborne opponents, I tested that in training mode, it deals the same damage on grounded opponents though.
[
] Cr.Hp deals less damage on the later frames, tested.
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He did have one or two buffs which was mentioned before. I don’t think he will remain this way though but I am stll worried

And why cant you cancel stomp into DR again?

There isnt even a mixup when you have to commit to it going up…how stupid.

Capcom come on guys sheesh…get it together

Bison’s damage isn’t an issue; he’s a little low for medium confirms (although they have mad range and are plus on block) but has some of the best heavy starters and one meter combos.

I had some ideas that I plan to post as Beta Feedback to give purpose for Blast and Inferno. They have potential.

Yeah, regular Psycho Blast is currently about as useful as Zangief’s running bear grab in SF4: You either use it as a taunt, or you do it by accident and get punished for it. Damage and range is lower than Knee Press, so the only advantage this has above it is knockdown, which isn’t enough.

The fact that is a charge move means you have to be very careful when going from blocking to walking forward and pressing punch, or doing DF+HP after blocking. This is usually easy for a keyboard user like myself, but harder for stick users where diagonals are a bit more illusive.
I think removing the move would make me play better because of less input accidents. Should definately be a motion move, not a charge move.

No I’d rather keep it a charge input and buff it.

What Blast and Inferno could be:

BLAST: While Scissors keeps Bison near the opponent, Blast could be his way to push them away. 80 damage and increased stun to balance it out. Greater pushback on block. Increased hitbox to match animation. Near the corner it would be extra useful since it knocks the opponent down.

INFERNO: A tool to be used in the neutral game. Each button has a different purpose. Low damage.
LP: Sends the opponent high. Bison’s combo ender if he wants to sacrifice damage to knock the enemy down near him, granting him greater pressure. Smaller damage than Scissors. Flame doesn’t last.
MP: Quick flaming protection tower to protect quickly against incoming enemies (like Rashid, Cammy, Karin). Quick startup, flame lasts a while. Unsafe on block and on hit if used as a combo ender (doesn’t knockdown).
HP: Similar to how it was in Beta 1, but even bigger startup and flames last longer. Meant to be a protective wall as well, but can also be used to force the enemy to block in the wakeup and set up a good block advantage.

I’m really upset Capcom made scissors punishable to cater to scrubs. Maybe you’ll all think “oh not this shit again” but this is the truth. Bison in USF4 was a scrub killer because his pressure made them crack easily and in their mind a move’s only punishable if it’s punishable on block. Capcom catered to this linear mindset. But it was his only offensive option, since he has no real way of opening people up. They took it away and didn’t give anything to compensate.

And i agree, his dash teleport sucks. It goes further but it takes a lot longer than a regular dash. In high level play in the future it’ll be easy to see and punish every time a Bison dashes in. It’s no Slayer dash by any means.

I uploaded a lot of Bison videos , I grouped them into this playlist.
https://www.youtube.com/playlist?list=PLzSm1Fu4fBqoXDBkEm50i5fIVu61abwuv

This is the highest damage Bison combo I could find off a Crush Counter
https://www.youtube.com/watch?v=YfbIIiqgUdE

This is a fun combo with 3ExPsycho blast in the corner
https://www.youtube.com/watch?v=cxzqmTgHivU

I got two Rage quit videos.
https://www.youtube.com/watch?v=WKbRL42VEbk
https://www.youtube.com/watch?v=XDiM9DyRs-U

@Muttonman His damage is an issue considering his concept as a slow heavy damage character. His B&B and cross-up combos are really low compared to other characters, to say for example Rashid damage. Out of the characters I tried he deals the lowest damage in his B&B. This is worrying for me since he struggle in footsie or landing his damage outside of jumping attacks for the most part , based on my time with him. Its even more worrying for the game itself if the character who was designed as a high damaging character deals this kind of damage.

Couldn’t agree more.

The teleport dash needs a lot of work to be good. I keep comparing it to Slayer in GGXRD… it really needs some of those traits to be useful. At the very least teleport distance options to teleport through for a cross up.

And I don’t think there is any way they can leave all of his specials negative on block. To lose scissors as a safe pressure tool is like not being able to fireball as Ryu.

I mean he is ultra slow walk now and has no mixups. He has to have good pressure that moves him horizontally and in the corner, or he is never going to make sense.

He has some of the best 1 meter damage (and positioning) and his VT lets him massively increase damage off of confirms.

Basically his jab combo damage is meh and his medium hit confirm meterless damage is a bit under the average but the fact that he can heavy hit confirms which pop his damage up to average and have CCH properties (for all the damage).

.

The normal teleport dash is nearly pointless as far as I could see. You can use it to go through fireballs, but it’s not particularly easy to do. I didn’t test how good it was at avoiding low pokes.

V Skill should build meter regardless if you absorb or reflect. The absorb on it’s own should just get half the meter of a full absorb and reflect.

I genuinely think they should nerf his Super so that they can give him better options for when he doesn’t actually have it stocked. I think it’s not helping his overall balance. Being able to do it at any point of a jump is pretty silly IMO.

Not really. I mean the entire active animation involves him floating in mid air surrounded by a Psycho Field. Logically, he should be able to do it anywhere. They already nerfed its damage, coupled the fact that Bison likes his ex specials and vex specials places restrictions on his super indirectly.

What bothers me the most about all this is that I really think a lot of these nerfs are popularity nerfs because of the outcry after E3. I hope Capcom revises these changes, because if these are final we may be looking at an uphill vanilla SFV experience.

Allow me to contribute with a ragequit as well.

https://www.youtube.com/watch?v=eK3QUJEHSMc&index=6&list=PLqlOtCAOLf_rPlTHy2S-B5ZkfPzTG8DMy

I’m aware I have many issues to fix. My fingers still betray me. Wanted to punish a Shoryuken with a S.HK and ended up activating V-Trigger, for example… plus, I can’t AA properly sometimes.

The main reason I’d want it a motion is that it would make the game less into “crouch d/b” and give him a more flexible neutral game. Flexibility = more fun. It’s not a sonic boom where you have to rush down Guile the moment you see him drop his charge anyway.
Charge moves are most useful when comboing your opponent’s face, and he already has Knee Press and Inferno for this purpose.

I am also fine with having no real reversals as long as his other tools are varied enough.

A few things:
-Regular teleport dash can go through projectiles and it isn’t particularly hard to do. However, against certain projectiles (I only have experience with Nash’s slow sonic boom), you will be at negative because you need to wait before teleporting. It does have hit invincibility as well, not just projectile. However, it is not reasonable to time this as the startup is longer than most moves (you would need to teleport before they attack) and the active invulnerability frames are not long. I do not know if he has throw invincibility.

-The range of his normals and his walk speed are low because it’s clear he’s supposed to be a counter hit character. Think of characters in other Street Fighters who were counter hit characters, like SFIV Cody and Dudley. Neither had particularly good walk speed or long range, fast pokes. I agree that his regular damage is too low, especially compared to previous counter hit characters because he doesn’t have the ability to poke confirm into special, unless you are poking with s hk or counter hit with c mp. I still don’t like c mk, but I suppose if you’re poking with that it’s the same story as c mp, you need a counter hit in order to convert.

-Regarding blast: Blast already throws them away with a soft knock down. It doesn’t throw them far, but in Bison’s current incarnation, I think any move that throws them fullscreen is difficult to follow up. Think about forward throw or critical art. You have no options after it unless you want to do a risky headstomp. You can double dash, but then you are even or negative and not even at close range. This is not to say the move is good, but this is to say it does already differentiate from scissors because it causes a soft knockdown. I wonder if v-trigger cancel could lead to setups? I have also many times gotten blast when I reacted to a cch after s hk and tried to df hp but got blast instead. It’s a matter of consistency: if you can’t df to do scissors why can you df to get blast?

-Regarding low damage: Beta 1 characters are all low damage and low setup compared to beta 2 characters. I fully expect a beta 1 buff or beta 2 nerf across the board. Birdie is the only Beta 1 character whose damage is close to Karin’s.

contributing

https://www.youtube.com/watch?v=vgOj_r-LrmU

I agree with most people’s concerns in this thread but I seriously wouldn’t mind the scissors nerf staying if they just gave him an link-able overhead…, I may be wrong but doesn’t the entire cast have an overhead apart from bison ?

Surely an overhead would make up for most of the nerfs to a great extent and make his corner pressure a real threat.

With an overhead you would be able open up opponents and at least give him a 50/50 throw/overhead into combo mixup.

P.S may make him OP but capcom feel free to overlook that fact :wink: