M.bison USF4 , any Rumors of buff/nerf changes?

I’d like to see Headpress not whiffing too much. Today, it lasts 44f +ground recovery. In SFxTK, it seems to be 41f+ ground recovery. There’s no need to be Alpha 3 fast. Just a little bit. The proximity block I suggested is very small and only enough so Bison can lock enemies who are below him, not in front of him.

Well I get what your saying. As long as it can be avoided still by backdashes or fast walk speed I’m cool. I just like it as a move that takes skill to use, which is what it is now. If this buff can address some minor issues with it without changing that, I’m cool.

EX empty devil reverse>EX devil reverse should all be one move cost only 1 EX bar!

My idea to fix Devil Reverse and make it really good for baiting moves is to give it some invincibility frames when Bison flips to attack. The part where Bison prepares to attack take 13 frames until the active attack frames starts, my idea is to give 5-6 frames of invincibility immediately when we press the punch button so the first 5-6 frames of the startup (out of the 13 frames) be invincible . This will make us able to react to anyone that try to punish devils reverse and use these invincible frames (in a way similar to backdash but in the air) to avoid what being thrown at us (be it ultra, air-grab or an attempt to punish). This way the move will serve a particular purpose and will be really good at it.

Another thought, what do you guys think about DR being auto correct ?


EMP Hirothoughts about USF4 Bison

Red Focus sound that it will be a much bigger problem for Bison than -1 SK. (-1 SK still sucks though:(

I kinda understand his thoughts on USF4 st.mp , it is there to fix Bison damage and give him a combo that works on the likes of Guy,seth, Able…etc. It is a great damage buff in my opinion but it will not change or add anything else. ( I hope they reduce the pushback on Cr.mp, it is hard to connect cr.mp>st.mp on crouching opponents)

hello all.

my thoughts:

-1 SK: this is absolutely awful unless he gets other big buffs to compensate. Don’t listen to the down players. We don’t get our damage off scissor kicks, SK is a prelude to set up minor damage and knockdowns and close the gap/chip/temporary corner lockdown. Blocked SK means WE get pressured as any 3 frame normal will stuff anything we can do. I use SK to get a spaced neutral frame situation to setup a ghetto guessing game, not to actually score a hit. Capcom seems to think SK itself is the offensive tool when it’s the spacing and frame neutral situation it gives us and that’s just a gross misconception of what their character is.

-HS: No change. Fine as is. Problem is…

-SD: pointless unless it gives us a reward for guessing right with HS. This move needs to lead to pressure or a mixup. Give EX SD + frames on block or neutral or keep it negative on block but give us left/right shenanigans.

-DR: pretty much fine as is. this is a purely defensive tool, you should never aim to make people block or even hit with it. Use it to bait and punish reversals and run away on wakeup. It’s an aerial escape tool with a barebones shield to cover you as you land. What more could it possibly do?

Red Focus sounds gimmicky. I’ll never burn two bars on a half-educated guess. FA as is functions as a fishing tool that leads to pressure on block if you have + frames and crumples on CH. It’s highly diverse but its functionality relies on it being meter less. Red Focus will never really come into play except as a tool to beat multi-hit wakeup reversals, and that’s only if reversals don’t CH shatter RF as it does to normal FA currently. Red FA to say, counter EX Spinning Bird on wakeup and guarantee at least a meaty pressure situation would be great.

Skull Diver is +10 on block … the problem is that the landing recovery influence the block advantage … which totally depends on the timing you use SD … the best way to make it more viable would be more active frames imho. EX SD with invincibility would be crazy !!! We need the left/right mix up for SD … that would make it much better.

Not 100% sure but is RFA not already guard breaking when you hit level 2 ? I always thought it was supposed to do that … as a risky Ultra set up for everybody !?

The best way to fix SD is to decrease landing frames and give EX some invul (like in SFxT). Why is its landing so big anyway? The hitbox is not that great. Can be low profiled, focus attacked, dp’d, antiaired…
If EX is invulnerable, opponents MIGHT be afraid of trying a non-invincible antiair.

IDK, I’m not too concerned about them fixing DR and Headstomp. They’re the sort of moves that seem like they’d either be broken and overpowered or bad, with not much middle ground. SD can only be landed after a Headstomp, which I hardly ever use anyway as it’s super unsafe and I mostly use SD for meter-build while falling back to the ground. DR I used to use for meter until people got smarter and learned to punish it. Mostly use it very sparingly now.

I’d rather they focused on his tools that actually have a chance at being good/useful to us than them buffing moves I wouldn’t use anyway.

I don’t think they should be spammable. The way they are in SFxT is good enough. They’re by no means overpowered, but they CAN be used sometimes. In SF4, using them is simply suicidal.

DR’s startup is 34 frames, not 13. 13 frames is the length of time before you can cancel from the jump into the actual attack portion. Adding invincibility to the startup of the DR attack wouldn’t do much because Bison is usually too high to get hit; DR is usually stuffed during the jump or during the attack landing.

I would rather Capcom give more purpose and utility to less used moves because it would give Bison more options and diversify his playstyle. If they buff the moves that already have utility like lk scissor kick, then it just pigeonholes his gameplay to the those exact moves.

I think buffing skulldiver to be useful because it would make scissor kick knockdown -> headstomp chip -> skulldiver worth doing just for the block advantage and charge, even if it wouldn’t actually hit that often.

Agree with M16 ghost… otherwise Bison x others will be just a variation of S.MK, S.HK, Scissors LK and EX Psycho
Buffed enough, this could be enough to defeat the whole cast, but, my god…how boring is that

I will just go back to my linear corner by myself, then.

Stick 2f invincible at start of head press ala HDR lol

Look at Guile at 1;00;30.

Hahahaha that looks stupid xD

Thanks for clearing it up.
Regarding DR, what if they reduced the start up on devil reverse followup and gave it invincibility on startup with auto correct to allow him to counter immediately with an attack. So instead of the long animation of him preparing to attack he will just turn around quickly and hit you on the spot. This will be how the light punch version will function, other variation will be the same as it is now but with auto correct. I realize it may still not be great but at least it will be an improvement.
Another idea is to make empty light punch devil reverse a counter move where the attack follwoup will only appear when Bison is attacked and the opponent will be hit on the spot, kinda like Gokuen counter but on the air.
.

They won’t implement anything complex.

DR has no real offensive potential, it’s merely a runaway tool you shouldn’t be trying to hit with it. It leads to nothing and does loose change in dmg. It’s fine as is IMO. Use the EX to get out of dodge, use the meter less version to build some meter, reposition oneself, and to bait.

My ideal change list would be:

LK Scissors : back to 0 on block, front load all the dmg for FADC combos. Bison suffers greatly by not having many ways to take advantage of FADC mechanic.
EX Scissors: more utility, either 0 on block or full projectile invincibility.
Head stomp: maybe causes proximity block slightly earlier
SD: EX version is like SFXT’s. Can cross up like in all other previous iterations of Bison
Hell Attack: SFXT
U1: Faster startup for anti-air potential.
U2: Much faster startup or return to motion. Currently it’s unviable to use on reaction. I face palm every time I hear someone say having a motion ultra for him is unfitting for a charge character. Motion or fast startup. What’s the point of having this Ultra when it is outclassed by so many other anti-fireball ultras?

That’s all he would need. Making EX SD and Hell Attack more like SFXTs would be excellent buffs. Make U1 and U2 more viable. It’s not like characters that have ways of landing Ultra are somehow lacking in other areas for balance and it’s not like Bison has advantages that make Ultras unnecessary for him.

I would agree with these changes. That’s all most of us have been ever asking for anyway is for Capcom to fix the shitty moves bison has. We aren’t asking for anything new, just existing moves to be effective.

EX scissors being 0 on block would be derpy.

Then make it -1.

new build, new changes for usf4 (nothing for bison yet though)

While watching some USF4 matches, I noticed that characters seems to generally build meter at a faster rate than before. Maybe they did this to encourage using red focus more often. That or I am just imaging things.

If they gonna leave L.SK -1 than I hope they at least make it armor break :frowning: