Make Bison more competitive

OP imo. With being able to cancel them one after another and be safe on block, it would only require bison to tag his opponent with anything to chip him to death. Specially with frame advantages from psycho ball that ranges from +15 to +17 and inferno being +19 to +29 when cancelled into VTrigger.

I mean, it COULD have some interesting mind game by forcing his opponent to use V-Reversal (or we simply dash away from it) but imo it would be a bit too much for the game

Just started playing Bison. I honestly like the way he is and am having a lot of fun with him. It’s interesting having a character with such glaring weaknesses coupled with powerful strengths. Also, seeing a top Bison like Galtu play and perfectly hold his own against other top players like Daigo’s Ryu makes me wonder how weak Bison really is.

If I had to choose one change to give him, it would be a slightly farther wakeup backroll.

Don’t fall for the trap. Go to CFN and see how Galtu really fares against top players.

A lot of has been said, but I’ll say my piece as well. I don’t really care about damage and stun numbers. The fundamentals of the character are broken.

  1. Beta 1 Psycho Inferno (positive on block).
  2. Improve Knee Press frame data on block.
  3. Legitimate anti-air options.
  4. Improved walk speed.
  5. Teleport backdash.
  6. Improved forward dash frames.
  7. s.MP, df.HP target combo is not punishable on block.
  8. df.HP moves you forward enough that s.HP never misses on crush.
  9. A second V-Skill input that allows you to passively charge meter. Think S-Groove from CvS2. It could charge V-Meter or EX-Meter, I don’t think it matters. However, like Birdie, Bison needs a V-Skill that punishes the opponent for only running away.
  10. Improved Head Stomp tracking. Just a bit. Sometimes you can Head Stomp, your opponent will throw a fireball, and you will land behind your opponent because their hitbox shifted forward. That is obviously ridiculous, since Head Stomp is there FOR punishing fireballs on a read. I would be happy if I was given control over the Head Stomp’s movement to some degree, even.

I think these 10 changes would provide a viable M. Bison. I think you could do more, and he would still not be too strong in this game, but I would be happy with this.

This keeps the initial spirit of the character intact while making him more effective at what he does. Bison was supposed to be a pressure/frame trap character, so I am generally not for him receiving an overhead, but I wouldn’t hate it either.

This may sound weird, but I wish Bison’s psycho power normals (the ones that glow purple with psycho power) did abnormally high damage for normals. He’s the only character who actually has energy flowing in his normals. So I’d like for the damage of all these normals to be increased by like 15 to account for the psycho power in them. They should also do more chip dmg on block.

I doubt this would fix anything, but it would feel so much more satisfying for me hitting these normals and playing him.

This always made sense for VT, given that it boosts his Psycho Power. Imagine if during VT, all HP normals (including Axe) got buffs to their damage and hitbox (and the flames are visibly larger). It would be Alpha 3 all over again.

Bison needs buffs to his damage anyway. Seeing the some of the stuff the S1 characters can do, fills me with envy.

When you look at Bison’s V-Skill its limited in use even against most fireball characters.
Against Ryu and Ken its viable, there is a meta game of will Bison reflect the fireball or just store it and then anti air. If Bison can reflect from closer than half screen away which is quite difficult the speed of the fireball prevents opponents dashing in or jumping.

Against all the other projectile character its much more limited.
If Chun, Nash or Guile throw a fireball and decide to follow up behind it, Bison has no option but to block and take pressure.
Chun can V-Skill to get in or C.MP to poke him.
Nash can full screen Jaguar kick him and like Guile can follow up behind a fireball and poke him if he V-Skill for a free crush counter. Neutral jump is easily counter.
Sim just IAT behind Bison if he reflects to punish the fireball or forces a block and starts pressure.

What I would suggest as before is a decrease in start up to 3 frames and an ability to restore V-Trigger when its active.
But also a second variant of his V-Skill where upon reflection Bison can go into a counter stance by pressing say light punch during the reflect animation, this stance makes Bison immobile, has the same active frames as Ryu’s parry and same recovery, and is counter hitable on recovery, it would also be throw able throughout. But if the opponent hits Bison during the active part, they are frozen like in Ryu’s parry and Bison automatically performs a MP.Psycho Inferno.

This would make those characters who have pretty much a fool proof counter to reflect have to think abit more and open up a new meta. They can bait out the counter by not doing anything or empty jumping but they may then allow Bison to return the fireball for free and if they block at close range Bison is around +10 on it. It would make the V-Skill more viable against multi hitting moves as well. It would carry a considerable degree of risk as well.

I don’t even think his V-Skill deserves that Counter Hit state.

What if his V-Skill is dash cancellable?

I was thinking about something like that but how would that work ? Dash cancelable anytime ? only in VTrigger ?

Anytime, but vtr dash is much better

I want his Vgauge to not drain on use in Vtrigger, and just drain over a set amount of time

Anti airable jab would be good

I’ve thought of 2 buffs for Bison i think are fair:

  • st.LK +5 on hit. This way we’d be able to combo CH st.LK into st.MP into cr.MP. I think a character who relies SOLELY on frame traps like Bison needs to hit harder from his counter hits. Some characters already combo 2 mediums from a CH LP, it’d be fair to give this to Bison. I chose st.LK because it’s +2 on block instead of +3 so we’d have different uses for the buttons.
  • Axe +2 on block on VT so his neutral on VT won’t turn into a dash fest in the hope it works.

I wonder if Capcom will do like usf4 and ask us what we would like to see for our character. I have mixed feelings regarding this.

I hope not.

The game needs to be balanced at the highest level, not Unity level.

I am jealous of Nash’s dashes. Even though the character has no invincible reversal, his dashes more than compensate for mobility and escape. Bison needs Nash level of dashes outside of VT to justify his walk speed and lack of reversals. He’ll still be more or less free on wake up but at least getting him to fall in the first place should be a herculean task (hence why we also need supreme AA).

I don’t think he needs more damage. I just think Bison needs to be able to use his VSkill better. Either by letting him store the hit for later to use it as a fire ball, or by opening it up for more opportunities to use it as a counter.

I also think that maybe moving the hurt box of Devil’s Reverse higher would help out. It would be great if it didn’t get stuff by people pressing simple anti air buttons instead of using Genuine Reversals Like DPs.

That said, I wouldn’t say no to hitting harder.

He actually does need to deal Birdie/Necalli levels of damage for his archetype to fully actualize.

idk if he NEEDS to do necalli level damage because Bison has mixups/Throw range/footsies that Necalli doesn’t have. Yes they don’t overcome the tools that Necalli has but they don’t have to be on equal on every point. Hence why we are also thinking about other kinds of buffs to make him a better character than just damage. I wouldn’t mind him doing this current damage if:

  • our AAs were better
  • we get backdash teleport
  • VT is timed based instead of usage based
    VT VSkill (absorbs EX Projectiles/ Reflects 3hits projectile/ Builds EX meter)
  • frame data on ALL our moves in VT become how they are in normal mode BUT we keep the extra buffs (invincibility, frame advantages, etc)
    we are supposed to get buffed in VT, not get worse moves
  • better frame data on our heavy normals (faster stHP, crHP and crHK, stHK like in beta 4[ 8f, no extra hurtbox in front of it])
  • +2 d+HP and Shadow axe at -1
  • better VSkill (3F startup, counters low moves)

I mean, there are different ways to make him better. Of course if we choose the original idea of him being a wall, there are some things we will have to forget about and will have to focus primarily on him just having a better AA and better damage. Otherwise, he can become a much more versatile character by giving him small buffs in different areas

Yeah I always get scared when I get crush countered by a Bison. The damage is alright in that regard, especially considering Bison gets to keep his pressure on after the combo knockdown. But what I really want is to have options that are not just based on other people walking into his pokes. Also, I got beat all week by Necallis doing wake up jab, Kens doing wake up tatsu and Lauras doing whatever the fuck they want cause Bison isn’t going to punish significantly any of her jump ins and one good jump ins gives her the win.

I got beat quite a few time on air-to-air even using Hell Attack.

Bison’s tools need to get better. He doesn’t need to have more damage or an overhead or things like that. Just give him tools that work the way they’re intended to. If Bison is a wall, don’t extend crazy hurtboxes out of all his moves. Birdie and Alex are more of a wall than Bison with their armored moves and perfect anti-airs.

I like cerberusfx’s list of changes. Give me crazy good normals if I’m not gonna have any defense whatsoever.

Shadow Axe at -1 ? I’m gonna abuse that shit for days. But at least it’ll be fair that I lose to someone who knocked me down once on a single good read while I’ve done work for three quarters of the game trying to open up my opponent.

I want our old st.rh back as well.