Should be fine on hard knockdown setups because you can delay some of Bison’s setups as well since he has kara dash canceling.
Throw -> Dash, wait until the stop then jump or hold up forward and just jump off the last 2~3 frames.
Just need to know HOW much they can delay the frame. Once we figure that out, just need to just find the right normal to cancel or kara cancel the dead frames and setup on that afterward.
Dont see any benefit for bison to use 4 Bars to combo into Ultra … if this would inflict more damage than his Super … than it would be absolutely redundant and would make Super useless.
If RFADC would only cost 3 Bars … now we can talk … !!! I am pretty sure it will cost more than 2 bars because it would make chars with an high damage Ultra (like Akuma) incredible strong … imagine jab, jab, normal RFADC Ultra 1 … o.O
The benefit of 4 Bars to Ultra is that you don’t need charge for punishes.
If it does do more damage than Super, you could still considering using Super if your where using double ultra.
Im likely going to run two ultras because I think having the fireball and air punishers is better overall. Even at 60% damage, Bison users probably won’t get a whole lot of chance to run through a scaled combo into them. Assuming the Red focus scales and does just as much damage as normal Focus, it’s not so bad.
I will probably still use Ultra 2 in most of the matchups I see, with a couple of the more ambiguous ones (Ryu?) getting the split and the ones where Ultra 2 is useless (cough Guile cough) will remain Ultra 1.
10f anti air in exchange for -1 on scissor kick. Scissor kicks better do 120 damage. As far as increased recovery on teleport, Bison better be able to build meter faster.
It’s nice to see my praying for far st.MP to be faster and cancelable but the -1 on blocked LK is kinda iffy. I need to know if they have more push back range, because if they put more push back, he’s at less risk of being attacked and pressured afterward, but the downside is that it gives other characters leeway to get out. That is a fair trade off. If it’s straight up just -1 on blocked LK scissor with nothing else, it’s not gonna be pretty. There’s a fair amount of people with 3f attacks that can just get back on Bison. This is not a good trade off so far.
Yeah, sure crHP is good, farMP also great maybe we’ll get some new combos and another anti-air thanks to the faster start-up.
But nerfing teleport? Doesn’t like, 90% of the cast have an answer to it with option selects? Are they nerfing it since we can delay our wakeup now?
And lkSK -1. I don’t even understand this shit. I hope they haven’t reverted the distance to what it was on Super, because Zangief is turning into a 8-2 matchup if they have.
Teleport was bad to begin with, why would they make it worse? Cr.HP is still to slow to be useful as an anti air, so what is the point of this change? Why the nerfs to tools we use and buffs to tools we will never use cause they are still too slow?
You guys are getting worked up about the wrong things. Yeah -1 on scissor kicks takes away one of his key features, but s.mp being 6f and special cancellable is huge. It improves his hit-confirm and up close pressure tremendously because it means he doesn’t have to combo into cr.mk which has short range. You can do stuff like cr.mp, st.mp on basically the entire cast now, hit confirm into st.lk-> st.mp-> scissors, and use longer combos to gain charge when you otherwise wouldn’t have it.
Having cr.hp being a better AA is solid
If U2 has 40f charge then you can basically do it any time you safe-jump or neutral jump.