If Bison gets a +3 frame advantage and immediately goes into Ultra 1, the opponent can’t jump.
Ryu can’t Shoryuken out of it either.
Characters like T.Hawk, Blanka probably can’t do stuff to escape. Just take the 120 damage chip
I think there’s some hidden nerf going on because i can’t hit close HP, st.lk anymore. I don’t know if st.lk was nerfed or the pushback of close HP was increased… i just can’t hit it. And i used to do it in AE 2012. I tried on Ryu and i was never able to hit once.
But overall i’m really liking Ultra Bison. Loving the far MP.
I made a little recording of using Red Focus with Bison.
If you notice guys, the chip damage is back to VANILLA levels!!! I’m loving that shit. but the only thing that has me really upset is how the s.mp is a 1 frame link. Seriously Capcom? That is very annoying. but it’s great for poking.
It still works. You can cross up, st. fierce, st. lk , st.mp xx HK scissors on some characters.
I am loving Ultra Bison, Cr.hp made a huge difference on my playstyle. Bison is not free to jump on anymore which really improved his status as a space control character.
The damage on his regular combos still need some buffs similar to the damage buffs given to Rose. But overall he has more a opportunities to deal good damage with his anti-air so he is not limited as before in terms of damage. The hell attack damage is really scary now because you deal 19% easily even with jumping back mp.
I think with the new Ultra 1 start-up we could connect Ultra after Ex.Skull diver , however the timing is very strict. It is easy now to conncet Ultra 1 after a deep jumping-in hp.
Yeah my bad. It only hits Ryu on counterhit otherwise it whiffs. Since i only use this as frame trap that’s why it used to hit in battles in AE 2012. I think i’ll drop it for cr.MP, far MP though.
vanilla levels = +3 damage per scissors.
Changes according to Dantarion’s file difference tool http://watissf.dantarion.com/sfultradiff/:
There aren’t really any stealth changes. The files do elaborate on a few things though:
-Headstomp startup (EX and non-EX) was sped up by making him fly faster very slightly (as opposed to making the hitbox come out earlier). This means headstomp should be 2 frames shorter overall.
-The increased chip on scissor kicks is directly a result of the increased damage. There’s no “extra” chip damage on top of the normal chip,
-They increased the juggle potential of psycho crusher to 2, like I thought
-Hell attack causes a float state just like the first j.mp.
Stealth change:
-The second hit of all non-EX scissor kicks gives 17 meter now on hit, instead of 16, which Kim said he noticed. This is imperceptible though. For reference, one bar is 250 meter.
Most of the other changes are related to DWU, red focus canceling, and universal stuff. There was a lot of work done to make the psycho crusher juggle properly without causing it to hit twice. Thanks Gagapa, lol
Nice about the headstomp.
Coming here to say what we already know but I’m really excited.
I’m really liking Ultra Bison so far. I got used to far s.MP really fast and its a really good poke. I’m hitting a lot of people on counter hit with that before a blocked cr.LP, st.LP, st.LK string if I make a small pause.
The juggle buff on hell attack is nice because I’m saving more bars for other purposes.
I played like 100 matches yesterday and I can’t remember if I ever used the Teleport once I’m just too afraid of being punished. But I think that’s a good thing.
Overall I feel like I can be more aggressive with him.
wait, you used to spend meter in J.MP combos?
A long time ago, yes. In AE I usually go for resets.
But your question tells me I’m missing something, so besides going for an Ultra it could be cool to know what you do in that situation.
Guys, so did I tell you or what, Bison is good now?
J.MP > Hell Attack = 80 damage
J.MP > Hell Attack > EX Scissors (1 hit) = 136 damage
J.MP > Hell Attack > EX Psycho (1 hit) = 140 + bad position afterwards
J.MP > S.HK = 160 damage
J.MP > Cr.HK = 150 damage + autosafejump
now:
J.MP > Hell Attack > Psycho LP (positioning) = 176
J.MP > Hell Attack > Psycho HP (damage) = 192
I see, thanks. I’ll keep in consideration all the options to have some variety.
For USF4, consider these:
Midscreen:
J.MP > Cr.HK = low damage + autosafejump
J.MP > Hell Attack > Psycho LP = moderate damage, good positioning
J.MP > Hell Attack > Psycho HP = loses charge, high damage
Corner:
J.MP > Cr.HK = low damage + autosafejump
J.MP > S.HK = low damage. Easy link. Keeps them in the corner.
J.MP > Hell Attack > Psycho HP = Corner yourself. High damage
J.MP > Hell Attack > EX Scissors against Blanka in the corner (2 hits. Max damage)
Don’t know if this has been mentioned but hell attack into Ultra 1 can whiff now. I’ve never had it whiff in the 6 years I’ve played Bison happened today against a Rolento.
So watch your timing the 10 frames start-up seems to have a slight downside. (very slight)
That’s good to know SpiderCrawl.
Is anyone having trouble landing the s.mp in combos? The timing is VERY strict. I keep dropping it.
I have a question since I have to wait for the PC Version ;_;, Is it possible to combo a far s.MP after a Counterhit HK and cancel it into Scissors ?