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

Ryu has always been capable of doing that. Always. Bison’s leg has a hurtbox. He’s hittable there. It didn’t change in USF4, nor did Ryu’s Shoryuken. Your opponents simply weren’t doing the right thing.

So if my opinion is in line with all the so called credible people who make the tier lists I’m crying?

What I do on the forum and what I do when I play are two different things. When you play, you need to accept the reality of the game. I don’t play Bison because he is high tier….obviously. If I played characters based on win potential, then I would have dropped him years ago. I play because I like the character. And when I play I accept the weaknesses he has. However, when I come to the forums where idea that can be discussed to possible change the game….better believe I’m going to complain.

Just sayin that there is not only Capcom who can make characters stronger but also players.

I’d rather have them return the damage to the standing roundhouse than to the standing strong
If edition select becomes a thing will you guys be excited or terrified?

Yun OP. Barely any Yun beats me.
Cammy OP. Barely any Cammy beats me.
Fei Long OP. Barely any Fei Long beats me.
Akuma OP. Barely any Akuma beats me.
Sagat OP… There’s a trend.

Will be the same game for me. Random tier whore and average Joe from XBL can’t make use of the characters in their best form anyway. Now if it’s someone who has always mained these characters, then that’s a different story.

That’s incorrect. Your idea has merit in the sense that people may not know how good a character is because some strategies may be unknown.

In reality though, there are a limited number of redundant permutations (all the possible combinations of moves you could make overlapping with one another based on classification) with the risk reward factored in. The net conclusion is the probability each character has to win vs. another, in a given MU. We may not know what that is, but it exists even if no one knows it. Balance is something that exists objectively, it is not determined subjectively or by how hard you play or how bad you want it. It is a consequence of the rules of the game, and all that exists are the rules of the game, and the choices they yield.

So what’s the opinion on ultra 2? As someone with little experience with the character U2 looks good. It can punish fireballs well, cross up, and you can land it from every situation you can land an U1, like a hell attack.

Is there any reason to use U1 other than the damage? I know it has nice chip but is that worth an ultra slot?

U1 connects with ALOT of stuff. U2 is a poor choice in my book. Sure it has some uses, but anyone with any real skill won’t give you a chance to react in time. Not saying it has no uses again, but U1 is so much more damage, and Bison needs every bit he can get. The U1 links for me is the real selling point.

U1 works as an anti air if you’re ready for the jump and does much more damage now in Ultra. Nerfing the damage of U2 was really unnecessary. Cross up U2 doesn’t work, it’s a shenanigan only people not very experienced will fall for. Dont rely on this too much.

You can use U2 if you want to change the gameplan of certain characters. For example, U2 is very good at punishing Ibuki’s kunai vortex, it’s good for punishing Dhalsim’s “instant overhead” even on hit, it’s good against Rose who try to keep away from Bison because she has too much recovery in her fireball… so these characters wont do this so freely against you. They’ll play different, sometimes they’re not ready for this and it proves a great advantage.

As a “thoughtless choice” i’d say U1 much is better.

I notice I don’t use U1 to AA much. Then again, the people I play against don’t jump in at random.

U1 has replaced U2 as my default choice now as it’s way better. RFA combos, AA options and the fact that Scissors is so much better against fireball characters now kinda makes U2 a bit redundant but U2 does have its uses in certain matchups.

I use it against T.Hawk, Blanka, Ibuki, Rose and Sim.

Everyone else is U1 unless I figure out early in a set that they like to throw stupid fireballs a lot or something.

As for me:
Ultra 1 is used for antiair (Rolento, Cammy, Makoto for example), damage dealer and reversals (sometimes we need something to make them scared of going freestyle. Yes, I’m talking about the “random” Ultra), punish (Rufus EX Messiah, Juri EX Pinwheel). Mostly used against melee characters. Can also be used to chip some damage and end the round earlier.
-Abel, Adon, Balrog, Blanka, Cammy, Cody, Deejay, Dudley, Honda, Elena, FeiLong, Gen, Guile, Guy, Hakan, Hugo, Juri, Makoto, Rolento, Rufus, T.Hawk, Yang, Yun, Zangief

Ultra 2 works as anti-fireball and anti mixup from above. Can also be used to punish some stuff (Decapre’s U1, Dhalsim’s U1 and Snipe, Devil Reverse, Oni’s mixups).
-El Fuerte, Dhalsim, Viper, Sagat, Rose, Mirror Match

Double Ultra. Sometimes we don’t need actual damage, but utility. Against Akuma, for example, Bison needs a reversal to stop his offensive and a Ultra 2 to avoid his zoning game. Against Decapre he needs mostly U1, but if she throws a random U1, we can answer with an instant U2.

  • Akuma, Chun, Dan, Decapre, Evil Ryu, Gouken, Ibuki, Ken, Oni, Poison, Ryu, Sakura, Seth, Vega

These are my choices.

I can’t tell if Guile is a lot easier, or people I play just stuck. Of course it’s easier, but it doesn’t even feel anywhere near close to 7-3…

I still want to learn someone else because of Bison’s issues, just dunno who.

Has it always been possible to do fj.HP - Ultra 1? I tried it in training and it did work… wasn’t even expecting it. It’s not easy though you have to land the HP very late.

So i’ve been testing this and i think it might be useful… it’s a true blockstring so we can chip people to death with a safe jump. The Ultra 1 only will come out if they get hit or block it because of hitstop, so there’s no risk of it missing i guess… and hopefully the 3K will turn into far HK which will catch backdashes but i have to try this one yet.

No it is because it is now a 10 frame start up. I think it is bad idea to do the motion if you think they might block though, cause they you sill be punished hard.

Yeah i’ll use it mainly for chipping since it’s a true blockstring. But also for some very situational punishes.

Against fireball characters, when you jump you will know if it hits. But you can hit confirm it though I believe. You have to do the motion so fast that all you need to do is simply do the motion but not press the KKK. Instead press another kick button like c.mk or s.mk.

Sorry for double post, rather than an edit, but I want to make the point.

If you look at Evo now it makes it so obvious. Bison is basically a lame out character. He has low risk on his attacks, but poor reward, He has to keep you out and get the life lead, and run the clock. It’s the exact opposite of the way the character is supposed to be designed.

The -1 or the teleport, while they factor in in some sense, really are only surface issues. The real problem is his damage output, and his crappy special moves. Bison in previous iterations has always had strong pokes and SK looks and stuff. But his PC was fast as hell, and his air moves worked well. He also inflicted heavy damage. He only has weak pokes now so all he can do is use his speed to run the clock. There is no incentive to go in cause he lacks defense and has poor damage output. If he had high damage output there would be an incentive to go in. But going in opens up the door for him to lose big.

This is just stupid. The character either needs a radical overhaul of his special moves, or he needs more damage. I understand that they don’t want him to be braindead, but then they need to buff his special moves.

Just look at Evo. Tampa Bison is the main proponent of Bison being much better now. And we all agree, he is way better off than he was before because he isn’t susceptible to gimmicks and things which are inexcusable. Now he can’t be abused, but he is still forced to lame out because he has poor reward, hence even though his attacks are safe, once you factor into the ambiguities associated with offense (and even some defense) he lacks any incentive to attack beyond desperation, keeping the opponent guessing to prevent them from blatantly rushing you, and gaining the life lead.

It’s just stupid and Bison doesn’t served to be made like this. Bottom line is it isn’t fun. It isn’t fun to not be able to use pressure consistently and to have lame out as the basis of the strategy of the character. And I know there are some who would seek to say that this is a result of Ultra changes, but it really isn’t. Bison does not gain anything by NOT having an AA. and the -1 and teleport are not game breaking to his offense, as we know understand. So really the above criticism applies to the character even in AE.

It’s just not fun, and it’s not cool.

Some Bison buffs that could help him out

  1. increase cr.lk damage to 30
  2. Standing lk to a 3 frame start up
  3. an overhead of some kind.

for me:
1 - increase smp dmg back to 90.
2 - revert u2 back to 450
3 - revert ex psycho back to 150
4 - increase stun for psycho by 50
5 - make bison fall faster after a connected headstomp