SSF4 Bison Hitbox

as far as the cr lk “nerf” i think it looks worse than it actually is. From what I was hearing from many bison who played arcade edition they are saying they can’t notice a difference/ doesnt really effect him. Also it still hits on frame 3 which is dope fast…

Yeah, the nerf confuses me. The box he hits with still extends further than the vulnerable box, so big whoop. What it loses to doesn’t matter since good players don’t mash cr.short for no reason and Bison has always been vulnerable to frame traps.

I’ve been throwing out so many s.HK’s today at Chinatown Fair, I can’t really tell a difference in hit box nerfs. One thing’s for sure, lol I am using it a lot more since the LK Knee Press push back keeps putting me at anti-air range.

I assumed this but thought it might be a bit off. So the new pushback gives Bison great range for AA st.hk and, probably, cr.fp too right?

Anyone notice that C.LK hitbox seems to have its active hitbox extended. Compared to current hitbox it looks like it has slightly more reach.

Its possible the hitbox images capcom are using are approximations though.

Wow you’re right. I just compared them and it seems like Bison’s hittable hitbox goes as far as Bison’s former hitting hitbox was, and now his current hitting hitbox extends just a little bit further. If true… amazing.

I wouldn’t analyze the hitbox pictures that carefully, because any tiny difference is just noise.

When the devs make “little” changes to hit boxes, they are pretty obvious. Anything where you have to count pixels shouldn’t be considered a change.

I guess you’re probably right. Looking at the picture, they seem clearly different, but if you look at Bison’s animation- you see that it looks like they’re in different parts of the animation.

probably not different part of animation
Bison’s head changes depending on enemy position
looks like a small buff to me. Like…from 1.198 to 1.208

You can’t spam c.LK xx LK Knee Press is nerfed because you’re going to be able to do it about twice before the c.LK will whiff. The new position puts Bison slightly further out where you could probably stand in a better spot to react to stuff especially when you corner characters that don’t have good reversals.

Hit detection link…it’s broken…

Can someone re-host it some wheres,…Pleeeease!?

If you guys wanna get a headstart on figuring out the 80 vs 110 range for st.hk, go into training mode and hit a standing dummy.

If you hit with the tip, only one of the reel animation plays.
If you hit with the inside, it randomly chooses which hitstun animation to play. So if you get the other animation, you know you’re in range of 110 damage.

Sticky anyone? Godsend by the way thank you.

Judging from the AE mook, there’s not much change in hit box information from what we have in the first post. But we’re more clear on his hurt boxes and where he can and cannot be hit. I’ll put up scans later.

Updated OP with AE mook scans

cr lk aside, did anything change

>LK Knee Press push back keeps putting me at anti-air range.

this is make me hype, I was so weak against jump in now but this helps.

maybe I should still block for jump in >_>

No, nothing looks changed, aside from cr.lk.

The psycho crusher hurt boxes looks a little too far forward to me, but could just be the particular frame of animation they chose.

I find headstomp’s “instantly airborne” property has a use in this tough situation :
A blanka tries to use UC2(anti ground) on the wake up of a dic, who is about to die and has no meter or ultra, and even a teleport won’t save him casue the electricity lasts very long.
But if dic wakes up a headstomp here, the “1st frame airborne” will help him dodge the ground’s electricity then stomp on blanka and cut out its attack.