Rework his VT so his specials only GAIN properties, but lose none. Make them have same framedata overall.
Having a stable moveset is important. When something costs a fucking lot to use, you shouldn’t have any kind of extra penalties. It just makes no sense and hurts his game overall.
Cr.LP 4f->3f.
This way, he being +1 actually means something.
Cr.HP startup 10f -> 8f. Bison needs better AA. He’s too vulnerable to jumps.
His design doesn’t work without reliable aas. Maybe it would with fast walkspeed or non-charge specials.
Dash forward duration reduced.
If input lag is reduced, it will become much more punishable and useless. Reducing its duration would make it a bit easier to Bison to get close, which he needs to deal damage. Otherwise, he’s completely vulnerable to downback.
Shadow Axe combos from S.MP naturally. +1 on hit. Meant for chargeless approaches for VTC.
This way, it will actually be useful for something without being overpowered.
Blast reworked. Frames 1-4 deals 80 damage and increased pushback, but small hitbox. Frames 5-9 deals 70 damage. Regular pushback and hitbox. Frames 10-12 deals 60 damage, has bigger hitbox, but weaker pushback.
Blast is underwhelming. Weak, vulnerable, leads into nothing and requires charge. This way, this could be a semi-zoning tool.
Scissors 150 stun. Bison’s stun output is too low because every special deals 100, which is not default.
Bison’s stun output is, for no good reason at all, weaker than average.
VT Activation 5f instead of 11.
Damage buff for vt activation. Might solve his damage issues. (he’ supposed to be a dmg dealer, but he’s quite average at hurting people).
Inferno’s active frames buffed by 6f.
Bison doesn’t lean forward during LP Inferno
Both of these changes might help Inferno become more of a neutral game tool, creating some kind of barrier for Bison. Together with Blast and AA changes, it will improve Bison’s defense, which is one of the worst and makes his stun value (950) make poor sense.