sweet jesus fuck full invuln on exsk? so basically for the cost of 1 bar we get out of any would-be OS that wasn’t a jump-back OS
if it’s full projectile invinc on exsk that’s still ridiculously good too. that tips any fireballer MU into bison’s favour without question, save guile which gets improved greatly
if it’s same invinc as it currently is PLUS additional projectile invinc frames on the end (but not fully), that’s still pretty damn good too.
i’m a bit concerned that this buff may be too strong against anyone that isn’t guile. right now you get rewarded for great spacing and it feels fun to go through FBs and hit your opponent. i’m worried that the gracefulness of positioning all game to bait out a fireball and hit your opponent may be lost too
Hey someone quick, do a mod on the new changes for Bison lol! I agree with giving more hell attack more priority, loses to Chun’s air to air game all the time!
Full EX invinc. on EX psycho would also be a big benefit, hate the fate that you can be grabbed out of it!
I too thought it would be a bit ridiculous at first, but the more I think about it, the more it makes sense. Bison can already punish fireballs against shotos and such: it’s not like he can now punish things that he couldn’t before, they just made it easier. I think it only affects MU against characters with a very slow fireball (Guile, Chun, Deejay), which is what Bison struggles with the most.
The only problem I see is that this change absolutely KILLS Akuma’s air fireball game against Bison. But maybe that’s what they were going for, in an attempt to make the game more offensive.
You guys are overestimating the invulnerability on EXSK. Yes its good, sure, I’m in agreement. But fireballs aren’t really a problem for bison save for guile really. I swim, jump and punish fireballs all day anyway. They are more of an annoyance than a thorn in my side.
The hell attack being able to combo into normal PC is cool. I have been asking for that buff for ever and a day.
But none of this stuff is really game breaking or huge in my book. Maybe you have to make me a believer on the EX SK but I’m still looking for improvements on air moves and maybe even PC or better hell attack.
Honestly the new AA isn’t all that anyway like happy medicine said. after all it is only 2 frames better. But I’m cool with that. I want to see his other special moves fixed correctly. Skill diver is still garbage along with DR. HS is ok for me. I just want skull diver and devils reverse to be fixed. Maybe even a PC buff and rescind those damn nerfs and I would be cool with that.
@exogen
Just curious, what would you do to fix DR? Make it crossup like CvS2? Armor break? Safe on block? Because imo, if you do anything like that, it would become rather spammable. DR is fine as is, just a shitty meter building gimmick.
I do agree on skull diver though, that move is garbage
The hell attack into regular PC would be very nice … not OP but a nice damage and meter building buff … if you would be able to stay in front when using LP PC for the HP PC mix up … it would be super solid.
The one thing that I really want … and than I would be ok is simply give Skull Diver 5-6 active frames and give it the old school left/right mix up !!! In combination with the cr.mp > st.mp x special follow up … this would be amazing and more than worth to take the risk and spend the meter for EX SD!
Ah … and another thing … why not just reduce pushback from cr.mp !? This would make things so much easier … cr.mp > st.mp … OR cr.mp > cr.mk … on the whole cast … Plz … just do it !!!
That’s not how I see it. By making scissor kick -1, it actually indirectly nerfs Bison’s damage. Yeah +10 on all kneepresses (on 2nd hit, lawl) is nice and all, but
by not being able to use sk loops as frequently reduces opportunity to deal more chip damage or possibly clip someone pressing buttons/ doing something stupid with scissor kick, which in turn also reduces Bison’s opportunity for a soft knockdown, giving an already limited character less options and less pressure.
Also, Honda, Gief, and Guile just got much worse.
“One step forward, two steps back” is best way to describe Bison’s changes. Esp. when taking consideration other character’s improvements.
Yes, I understand. They’re going for raw damage, ignoring damage opportunities.
I’d rather see those moves buffed and more viable… not for actually hitting, but for chipping.
Yeah, Hell Attack feels pretty useless with it’s current priority. Maybe it’s just because I’m not that good, but I only can land that into ultra in longer sets when I have a feel for the match. It’s too random to try and get it off of a read imo.
Good question. I think I would make it so his flip back happens faster. As I use the move, or try to anyway, it seems it would best function as part of a Bison vortex. When I think about improving head stomp I think about how easily broken and spammable it could become. I then realise it corrently functions rather well as a follow up move mainly aside from instances where it can AA or punish certain moves. Mainly again it works as a follow up move on wakeup. but some moves can beat it out like mp. DP for ken. But then this is where DR comes in because it can be used to punish the player who thinks I will stomp, instead I do DR and punish DP. This causes knockdown which puts you back in the vortex. If SD was a bit better it would make for a really good mixup game for knockdowns.
DR could flip to the other side which would make him really vulnerable if bison guesses wrong, or they could just make it flip back high and faster to avoid those who know to wait to the last second to punish stomp or DR. The main problem with DR is that it can be punished, in those instances where stomp can be punished as well, but simply waiting till the last second to the point where Bison cannot fall any lower because he is committed to landing the DR, or if he flips back he can’t get the height to escape the DP in time.
DEVIL REVERSE
1 - Decrease recovery to 6-7f (not easily countered by Ultras and Focus); 2 - Fall a bit faster;
3 - Reduce meter gain on whiff to 0; 4 - 1st frame grounded; 5 - Strike invul to EX and damage reduction (from SFxT)
HEADPRESS
1 - Just a bit of proximity block; 2 - Just a bit faster
3 - 1st frame grounded; 4 - Reduce EX damage to compensate easier chipping
I could go for all those changes except the head press ones. I really don’t think the head press needs any changes. Maybe a bit faster sure, but that would be only to stop those who can get up fast on wakeup like Rog and backdash it. Other than that, I wouldn’t change anything.
I really like all the ideas … HS itself does not really need more buffs … this move has the potential to be broken if you are not carefully adjusting it … that is the reason the only buffed it just a bit, because there are some characters that would have immense problems dealing with a buffed HS.