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

Yeah I don’t understand why they nerfed it, that move sucked BALLS. Definitely one of the worst special moves in the game. Now there’s literally no reason to use it, not even as a combo ender since SK does the same damage.

At least EX PC will still be good for crossup shenanigans, I suppose.

You could QCF constantly as you walk towards your opponent. It really did shut down a lot of fireball nonsense when you had it. Right now, people just try to find ways to bait it out. Then they easily avoid it. I’d say give it the ability to hit in air too. If they jump to avoid it, let it hit them like a headstomp.

QCF is better when the fireballer has life advantage. Charge is better when Bison does.

When I referred to Ex.Devils Reverse I’m talking about the hitting portion of the move, when you press the two buttons in the air to perform the 2 hit attack. Only that part is effected, dropped speed is faster (harder to react to) but you can’t move as much because you reach the ground quicker. Normal Devils Reverse movement remains the same. The first part of Ex.Devil Reverse (when you leave the ground with 13 frames invincibility) is still the same. You wouldn’t use the second part of Ex.DR (the hitting part) as a escape move as that’s just wasting meter.

We lost a potential escape tool but Scissor Kick effectively replaces it as a chip move.
Its better when it comes to cross ups. Its still as safe on block when it crosses up as it is now, but its safer from reversals in the process. Once you try it out I think you will agree.

Sorry, that was a typo mistake. I meant S.MP being faster.

Why? QCF is better in both cases. When Bison has the life lead, it’s just slightly less worse

Wouldn’t you want the ultra more when you’re at a life deficit?

No. You can focus dash foward and back to build meter without losing life. If you’re good enough, you’ll build enough meter OR the fireballer will stop throwing random stuff at you. Depends on distance and other stuff, of course.

As for having charge, If you’re at full defense, you’ll need EX Scissors and EX Psycho ready.

BYESON! Let’s all play Decapre.

Nah mayn. Bipson till I die. She looks interesting for sure. Not sure I trust Capcom to balance her first time around though.

Lol @ putting disagree.

I’ll be playing both, just because she’s Bison’s biotch. At least with Ultra we can actually play Street Fighter and not “Block Th… Wait you can’t”.

Yeah but I have this annoying feeling that Ultra is gonna be the most broken s**t ever, and that we’re all gonna miss the good ol’ days of “Block Th… Wait you can’t”.

I mean, sure, some stuff is a bit stronger than it should, but all in all, the game still works. I’m afraid that it’s not gonna be the case anymore in Ultra, even if it’s more balanced. DW is such a weird and unnecessary mechanic, that will do some good (vortex, unblockables, OSs and setups), but also completely ruin the flow of the match and how the game plays. Double Ultra is also one of the worse design choices I’ve seen, because it’s for the most part useless, but when it’s not, it’s most likely broken.

And to think about it, I’m not even sure about it being “balanced”, either. I mean I hope I’m wrong, but it still seems like a very badly designed update.

Character wise, all the new characters are just whatever to me. I’ve also come to realize I’m in a love/hate relationship with Bison, in that I love how he looks, but HATE how he plays. Still very unsure.

At this point I think we need to start looking towards the next SF series to have hope for Bison. I want the next SF game to be one where ALL of Bison’s moves actually are useful.

As for Ultra, well I guess we shall see. Who knows what Capcom has done with this one.

I just hate this “Setup Fighter 4” we’re stuck in right now.

All Bisons moves in Super Turbo are useful, but he is weaker overall in that, than he is in AE.

Exactly, is DWU actually put the emphasis back on the neutral game, I’ll be extremely happy.

I also played some Bipson at Final Round in Ultra,

Psycho Crusher on block has changed for the worse, point blank HP Psycho Crusher doesn’t seem as safe anymore, and blocked cross up PC seems worse, although I didn’t frame test it or anything.

Hell Attack Combos are pretty damaging.

Red focus cancels are annoying on stick due to the current button layout, using your thumb (which I’ve never done before) seems like the most consistent way to get it. Personally Mp+Mk+Hp would be a lot more convenient.

I whiff punished some normals with St. Mp xx HK SK for massive damage. Godlike.

St. Mp xx LK SK is good on block at about 2 blocked light attacks range, puts him at a really good distance afterwards to counter poke with st. Mp or walk under jump ins.

EX DR I guess is faster, didn’t really notice all that much of a change.

Headstomp still sucks for the most part.

Cr. Hp is still ass, no matter how fast it is if the hitbox sucks it’s still going to suck.

Delayed wake-up fucks everyone up, punished some Abel setups because he was just auto-piloting from last game.

I would sit down and win for at least an hour at a time, beating some of the players I remember being on stream for being top in their pools too, so he’s not horrible.

Honda vs. Bison matchup massively improved to Bison’s favor, I can definitely say that much. He has to play so honest with the EX headbutt nerf.

Try Cammy. I’m serious. Learn ONE setup, go online. Free PP.

Backthrow -> slight walk foward -> st.lp -> mk strike = “Unblockable” :smiley:

On Viper players = Backthrow -> st.mk -> j.hk = WTF WHY DID I GET HIT BY THAT? Oh yeah… I don’t block…

Did you check if these changes to PC were intended ?
I just don’t see why they would nerf a horrible special move even further. Regular PC is hardly useful as is.

Figured it will be the case. They should fix the hitbox on Cr.hp and reduce the start up by 1 or 2 frames to be a 9-8 anti air, Than I believe it will be a really good anti-air. I hope they at least extend headstomp hitbox slightly or at least make the travel time faster.

^i think it may just be part of a greater effort to nerf anything that is ambiguous+safe

you could do very ambiguous crushers that cause two block ticks which were hard to punish. most people don’t wanna go in the lab to learn easy expc punish timings so what are the chances they’d try to learn against moves that are actually hard to punish? besides, a decent number of characters couldn’t do much against the mix up even if they saw it coming.

i don’t necessarily agree with the decision to nerf the move but i’d say that’s a very accurate guess as to why they did it