More invincibility on SK and PC startups. getting thrown while trying to throw out a pc is lame. How the fuck is somebody grabbing a dude who is ON PURPLE FIRE? I can’t hit Ryu/Ken/Sagat/etc out of DP, so why can EVERYBODY grab bison when he is in the process of either kicking you in the face or lunging at you while going all purpley.
- Bison already has invulnerability on both EX Psycho Crusher and EX Knee Press. Honestly, that’s plenty. Yes, it’s annoying to get thrown out of those moves, I agree, but you’re walking a very dangerous line by making the normal versions invulnerable, too. LK Knee Press is already safe. Now, imagine that being invulnerable in addition. That’s a move that, by design, would be just begging to be spammed.
And PC should be multiple hit, for 2 reasons: no more armor break, it would just beat FA by hitting more than once, and it would make it a good combo choice over SK if it hit like 3-4 times, thus making higher hit combos (same damage, just looks cool to get a 10 hit combo). If a shoryuken can hit 3+ times, so can some of our moves.
- First of all, EX Pyscho Crusher DOES break Focus by hitting more than once. It also nullifies projectiles when done properly. Second, I don’t really see the point in making a move do the same damage but hit more times. I mean, that really doesn’t add a single benefit to his game other than apparently being aesthetically pleasing (???). :wtf:
HS tracking. Having an ex move easily defeated by moving an inch backwards is lame. Having a jump attack (HS or DR) that can EASILY be defeated by simply jump attacking/grabbing is equally lame. I also think that HS should armor break, as opposed to his PC. I have no idea how you can absorb a guy jumping on your head.
- Dude…okay. lol I sort of had to chuckle at this one for reasons I would assume to be blatantly obvious. Have you seen how much damage EX Head Stomp does!!! If that thing tracked, that would be pretty freakin’ ridiculous. You may as well say ‘Bison needs a heat-seeking, nuclear warhead in his arsenal.’ Devil Reverse and Head Stomp both work beautifully when they’re used correctly. You can take from that what you’d like, but perhaps that’s an area you just need work in.
Projectile. Yes, I know this is a wierd request, but it doesn’t need to be a shoto style fireball. Give him the exploding energy ball he has in the Marvel vs Capcom games. Slow moving, and at a certain range it explodes, which if it hits would launch your opponent. At least that way you could set up your opponent for a PC or a SC, or whatever you feel like, including an ultra. Which leads me to:
**- Bison simply doesn’t need a projectile in this game – period. Bison’s character archetype is not conducive to projectiles, which is probably why his “Alpha” version flopped so hard. Bison relies on in-your-face rush down with his amazing throw and poke pressure. Giving him a projectile would honestly be sort of a waste of time considering you should never really be in a position to just camp with Bison. **
MORE ULTRA/SUPER SETUPS! Seriously, all we gots is j.mp x 2 and FA. Both are very dangerous if you mess up. I also think the ultra and super need to actually look different. I mean, bother are just double scissor kicks with something different on the end.
**- Okay, I will agree that he could use maybe one more good Ultra set-up. Considering that the top 5 or so characters have um-teen thousand ways to easily land theirs, it would be nice if Bison could implement his more often, too. However, again, you’re bickering over the aesthetic of a move when that would, literally, do nothing for Bison in regard to gameplay. Rather frivolous if you ask me… **
At least ONE solid AA. Yes, sHK is hella useful, but still ends up trading far too often. Hell, you don’t need to even give him a new move. Just friggin’ make his ex-HS actually 100% track, and be completely invincible till you reach your jump peak. Or give him a Blanka electricity style attack, but using Psycho Power instead.
- Bison’s standing HK is pretty god-like as it is. Furthermore, a well-placed cr. HP will almost always beat out good jump-ins like Ryu’s jumping HK. It sounds to me like you simply haven’t put in the work to learn how to use these moves properly. You should SELDOM be trading with standing HK after you’ve learned the correct ranges against specific characters. As far as EX Head Stomp goes, that move is insane enough. If you execute it while your opponent is coming down from a jump-in, you’re pretty much guaranteed to turn them into grape juice. lol It seriously does not need to track; you’re really stuck on that idea. :rolleyes:
Teleporting to safety should get you to safety. I hate when you are getting jumpins against you, you teleport backwards, and are still recovering while they jump at you again. Should be full screen TP ALWAYS if you input it.
- Bison’s teleport is tricky to use, I’ll admit that. However, the reason for that is that it’s not meant to be the same get-out-of-jail-free card that Akuma’s is. Bison’s teleport has some really amazing trickery if you know how to use it, and it’s fantastic for getting out of cross-ups, tick throws, wake-ups (with space behind him), and even for bating things like wake-up DPs. At point-blank, Bison’s forward kick teleport will actually move him backwards just slightly. He’ll end up at about cr. MK range, and this safely places him out DP harm’s way.
A non Charge attack. If you don’t have any charge going, your options are pretty much limited to footsies. Good fighters know that this will fuck you over. If you ain’t charging, you’re easy prey.
- Okay, dude… This is the one that made me realize that you need waaaay more time in the oven. Bison without charge is just as (if not more) dangerous than Bison WITH charge. Bison has some of the most oppressive pokes in Street Fighter IV. Coupled with his unreal throw game, they are more than enough to win with. When Bison doesn’t have to worry about sitting back and charging, he’s free to just keep bulldogging forward relentlessly. Bison’s charge moves are generally only used as caps to combos. They should not just be thrown out ignorantly. You basically just admitted to everyone on here that your Street Fighter fundamentals are lacking. Perhaps you should work on those more before claiming that they don’t work.