What kills is me how much better you have to be when playing Bison than basically the whole cast. EVERYBODY in the Bison matchup has that one thing that can turn the tide around, even if its just Focus into ultra or that one reversal into ultra; that one comeback move that turns the tide and puts Bison in a bad spot. Then as a Bison player you see how much work you did for absolute shit reward, only to lose to sheer probability.
Bison’s problem is the same as gambling. The house always wins. Bison’s pressure forces him to give the opponent opportunities to take damage on Bison if they guess his tricks right. If they guess right they do way more damage than he does. Therefore the more pressure you apply, even if the opponent is being more or less random and intelligent, the more likely you are to use as Bison. Add to that the fact that he has horrible vertical defense, and is in a bad spot if he gets knocked down (which is why his vertical defense being bad is such a problem), and you have a recipe for the odds being against him based on sheer probability alone. Again, the house always wins when Bison steps into Capcom’s casino.
the best you can do as a bison player is just try to do as little as possible so you can bait out players for high damage, but this is slim pickings given that good players take less risk.
What will fix this is more damage yes, for his BnB combos, which s.mp helps to achieve.
But what the added damage won’t help is his lack of tactical options, which result from the fact that his move list is so bad. Fixing his moves such as the skull diver and psycho crusher let him punish things like endless back jumps and corssups without having to give him an AA and make his game better on untechable knockdowns after throws.
Honestly, I dont think that Bison is in a bad spot if he gets knocked down compared to the rest of the cast.
I tested the sh… out of Blacktoofs mod, always in mind that some of the changes are not 100% correct.
cr.hp startup buff feels good but I definetely would decrease the start up to 9 frames … it trades a lot against high prio. jump ins.
cr.lp + st.mp are great buffs and boost his damage output per round.
EX SK --> It is crazy good in the Shoto MU or against other good fireballers … it is not that great against Guile … but it helps …
I was most surprised about the start-up of HS … it really feels like it is much harder to evade if you go for wake up pressure with it and also EX HS as AA feels better !!!
If they give him a buff to Skull diver and maybe reduce pushback of cr.mp … I think he will be solid
startup reduction to U2, proximity block to Headstomp, proper invul to EX PC and lower recovery for SD and DR would be the final changes I would give Bison
Stand middle punch: Starts up faster (8F->6F)
Stand middle punch: Now special, super, ex focus attack cancellable
Crouching heavy punch: Starts up faster (12F->10F)
Hell Attack: Follow up attacks now combo once this connects
Bison Teleport: Recovery increased (42F->47F)
Light Knee Press: Disadvantage on block increased (0F->-1F)
Light Knee Press: Damage increased (6030->6040)
Medium Knee Press: Damage increased (6050->6060)
Heavy Knee Press: Damage increased (7060->7070)
EX Knee Press: Damage increased (7070->7080)
EX Knee Press: Projectile invincibility extended (1F~12F->1F~19F)
Head Press: Starts up faster (22F->20F)
EX Devil’s Reverse: Comes down from the sky faster
Light/Medium/Heavy Psycho Crusher: Will hit opponents who are in a float state
EX Psycho Crusher: Damage reduced (7575->7560)
Psycho Punisher: Damage reduced (450->420)
Psycho Punisher: Charge time reduced (55F->40F)
i have no clue what this change is for
EX Devil’s Reverse: Comes down from the sky faster
I’m digging the dp -> FADC universal change, I’ve always thought it shouldn’t grant you an ultra on hit AND a mixup on block. Now you basically have to choose one between them, so no more herp-derp random dp FADC every single time (I’m looking at you, Gamerbee).
Right now Ken and Balrog seem to be the scariest chars right now. Bison is back to shitty with the cr.lp buff removed, but no surprises here.
I think Honda will be okay because EX headbutt will be punishable now. That alone will make the matchup easier.
Bison is going to crap all over shotos (and others) though. dp FADC on both defense and offense is now riskier, DWU reduces effectiveness of safejump OS, and EX scissors flies through fireballs with little regard to spacing.
Best I can figure, it will make a lot more occurences of EX HS -> EX DR combos. And gives most characters less time to deal with possible followups from HS. Currently, they need to buff HS and DR somehow, as those two moves are seldom used for anything besides chip damage or meter building.
what gets me, is:
So does jMP x 2 now allow anything to be comboed after (rather than pretty much ex PC as it is now)? This would allow for some AMAZING reset options or 50/50s.
the slightly faster HS might be good too. I would like to know if it prevents more characters from being able to simply walk away from HS most of the time
you will not be able to follow up j.mpx2 with anything. the only change is that they made the second hit of j.mp behave like the first hit, which is to cause a float state. so basically if you hit the opponent in the air with just the second j.mp, then you can juggle into anything, but not if you hit with both j.mp’s.
Got a question for the Bison specialist in the room, and might be a buff that we can ask capcom for. This change is directly aimed at Guile BTW. Do you guys think that giving Bison ex-armor instead of projectile invincibility to his ex-scissor kicks would allow Bison the ability to get in on guile easier. This way Bison can react to the sonic boom as soon as he sees it and put guile on his back. Bison would not be able to go through multi-hit fireballs as the trade off.
The way I see it is at 19f invincibility bison should not have much trouble punishing fireballs on reaction from most of the shotos and other characters, but really does nothing for slow fireball characters like guile and deejay. This change allows Bison to punish all 1 hit fireballs on reaction no matter what the speed. Guile would not be allowed to sit and throw lp sonic booms all day.
EX Oicho lost strike invincibility in the latest build. It’s only throw invincible now.
By all accounts, Honda lands half the distance he used to after blocked EX-HB. If eryu can punish EX HB on block now, I’m pretty sure Bison can at least s.hk if not st.mk it. Best case would be if he could cr.mp xx combo it.
No, the buff to EX SK’s invincibility does exactly that, at least on paper: it lets you activate EX SK earlier, as soon as you see the fireball, instead of waiting for it to be close to you. It was designed against slow fireballs, because by the time a slow fireball gets close to you, the opponent has already recovered. It’s less effective against faster fireballs, as you can already punish them in AE2012. The problem is that even with this buff, Guile’s booms are still too fast and still a problem to deal with.
Regarding Ex armor, I’m not sure if I understood correctly, but the way I see it, armor can only be worse than invincibility, there’s no advantage over it.
From the footage I saw, it’s punishable by basically everything with a bit of range. SK, PC, st.mk and maybe st.hk should punish it just fine.