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

I was saying during the beta that I thought Ryu was much stronger than Bison. Ryu got nerfed even harder.

I’d like this too. I think it’s generally accepted that SFIV omega mode was a spiritual predecessor to SFV, and they gave him an overhead and a command grab in that version. I figured at least one would make it into SFV :frowning:

I don’t think we should be focusing on where he is power wise compared to the rest of the cast right now. He might still be really good, that’s not the problem. The problem is that he has two largely useless moves that absolutely COULD serve unique purposes, but right now aren’t doing that. The EX versions are fine, but the normal versions serve no purpose right now.

Did anyone test if blast nullifies projectiles?
If so, it might be a valid answer to things like Nash’s sonic boom > Moonsault Slash and have situation use.

I’m just trying to figure out if there’s any use for blast that hasn’t been considered yet.

Blast and Inferno nullify projectiles

Cammy and R.Mika don’t have them, and it would really be against everything Bison had been about to give him an overhead

Slow walkspeed and great anti airs is currently against everything Bison had been about.

Why wouldn’t you just use his V Skill against the booms instead?

You get hit by Moonsault Slash regardless of if you hold or just tap.

Got to finally mess around with Bison today, and I gotta agree with some of the stuff said in this forum.

I don’t see a point to his non ex versions of Inferno or Blast.

His walk speed is a complete joke. I thought my PC was lagging or something when I loaded him up, until I realized nope, that’s his fucking speed.

That being said, a lot of his other stuff seems nice. I don’t mind his normals too much, although the version I played, when you did hell attack in the air, the second punch doesn’t come out unless your opponent gets hit). Something seemed a little off about the animation for his jLK, but I couldn’t quite put my finger one what it was.

I was kind of expecting him to have an overhead with that one f+HP or whatever move that is.

cLP,cLP,cLK no longer seemed to work now either, seems pushback knocks them out of cLK range pretty quick. Seems crouching kicks in general, don’t have as much range.

But why were you trying to hit clk?

It’s his only low starter without a ch so I think it’s natural to try it from time to time, but this game is a lot more about ch and cch, so low starters are less important; sooner or later they will poke and you will catch them.

Pressure with low shorts has to be less meaningful in this game because of the lack of crouch tech OS and invincible backdash. There’s basically little reason to stand in this game, because your two big defensive-standing options are gone. At this point all it does is catch people trying to jump away.

I don’t know if c.LK is faster than c.LP, but you could still do c.LK c.LP s.LK xx LK Scissors at point blank range to punish lightly if it doesn’t permit a s.MP or c.MP combo starter.

At the very least you could clip someone’s ankles with it and hope they mash out something for you to punish by the time you push them out of your face with three c.LK’s

He had solid antiairs in Alpha

Saw some Bison in the Dhalsim build. Nobody knows how to play there, but I think his jump is slightly shorter and Inferno is motion again.

So, no gameplay footage of Sim yet? =/

Does phase 2 Head stomp have less priority, or is Ken’s wakeup DP better than Ryu’s in beta phase 1? I swear in phase 1 I was able to trade or sometimes even hit Ryu cleanly out of DP sometimes on his wakeup. Tried this against a few Kens and not once did I trade, they hit me clean every time.

Felt the same to me, Mercile.

A bit off-topic, but I did enjoy Bison’s new SFVI Costume.

He has a cape!!!

Makes me wish one of his alts in SFV is his Alpha 3 costume.

Yeah, the cape is great. And the best part for me is the fanged smile, perfect to make him a vampire.