The Official Bison Wishlist

Dude, MvC2 Bison might as well be a different character all together. I honestly don’t see how you don’t think SF4 Bison would become Chun Li if he had a fireball, have you never played against one? They don’t exactly only shoot it from full screen.

The thing I’d really like to see – for all characters, but this is of particular benefit in Bison’s case – is for the system to allow buffering of links. This removes from play shotos/Sagat mashing out DPs and Zangief mashing out SPDs in the middle of Bison’s combos.

I feel that, as with secret hit boxes and pretzel inputs, we need to move past one frame links and related execution details. They serve no purpose but to force players to waste time practicing mechanical input timings.

Youre asking for a bit too much. And you really cant use real life comparisons in video games. No character in this game is realistic. If you want realism, go play UFC or Fight Night. And being in G1 doesnt necessarily mean youre good…

Well, this all comes back down to how you use said moves. I use empty Devil Reverse sometimes to fool people into thinking it’s a Head Stomp. Then, I land and throw. After getting tagged by this once or twice people stop expecting an actual Head Stomp, and that can lead to them getting hit by it.

I love your line of reasoning: “If I haven’t seen it done, then it doesn’t work.” Bison’s cr. HP is used much like it was in ST. Against characters whose jump-in attacks go straight out rather than down and at an angle, Bison’s cr. works really well – I use it all the time.

I’d honestly rather you didn’t go on and on – I’m not sure how much more nonsense I can tolerate from you. lol Anyway, I’m not going to sit here and beat my head against a wall trying to reason with you. The fact is you opened a thread with less-than-legitimate complaints. Ummm…I’m sorry that the rest of us are using and enjoying Bison and being successful while we’re at it??? :confused:

I’d like to see the EX Psychocrusher has similar properties to Blanka’s EX Horizontal ball.

I also think it would be really sweet if you could choose which hand you stick out with Devil’s Reverse. Say punch will make him use the right hand and kick use the left or something along those lines.

As for anti-air, I don’t think you need a way to deal with air attacks if the teleport remains intact. There are so many ways to get out of a cross-up trap it seems like it might be a little much if you could also reliably knock your opponent out of the air.

I agree with the OP. Obviously not everything should be implemented, but Bison DOES need a buff or two. While Bison was, in early tier lists, A rank, he’s now slipped (in some tier lists) to C-D. While that may be overreacting, you can’t deny that against a good player, Bison has little options.

Of course he has the rush down game, the fast walk, the throw game, the “mind games” with DR/HS (which aren’t that effective in high level play), the TPs, etc but in reality, is it even close to enough?

Few pros fall for the DR/HS or at least, they don’t do it enough for it to be worth the reward. PCs are nearly useless, SKs are mostly for chip damage, and Bison’s throwing abilities can become predictable. Bison’s TP is pretty slow, his best normal trades quite a few times, he doesn’t have an easy ultra setup, he can’t really do anything with his specials except in the context of a combo, and his greatest strength involves losing his charge.

Now I admit, I’m no pro. I’m not even that good- I’m really just reiterating what has been said on these boards and made observations based on pro level play. If I’m wrong, feel free to correct me. It just seems like Bison’s running out of options in high level play.

Also, I think Capcom would be open to the idea of a special/ultra/super that does the same amount of damage but has more hits. Having a game that is aesthetically pleasing has always been a goal of SFIV. They wanted this game to be successful so they made it as easy as possible.

Realistically? I’m not looking for major attack or special move overhauls. He doesn’t need them anyway, speeding up a few things will change Bison entirely for better.

[list][]Better DR and HS tracking.
[
]Decrease DR start up by 3 frames.
[]Decrease HS start up by 5 frames.
[
]Decrease cr.HP start up by 5 frames.
[]Decrease Psycho Crusher start up by 5 frames.
[
]Decrease Knee Press start up by 2 frames.
[]Decrease teleport recovery by 10 frames or change his teleport to move to static positions on the screen like Akuma instead of front & behind opponent.
[
]up.MP does almost NOTHING. the only thing that normal move hits is C.Viper (super jump) and M.Bison (DR) because 95% of the time nobody can be that high up in the air. Maybe this needs to be changed entirely?
[/list]

BUT if we wanted to make him Sagat-like status and make everyone fear him, and barring the above things I would like to see for him…
[list][]Psycho Banish
[
]Longer and faster normal Psycho Crusher, bring back CE Bison!! LOL
[]Fake slide like HDR
[
]j.MP x2+1 juggle like HDR… or allow st.HP or st.HK to connect after j.MP x2 instead of j.MP x1 hehehehe
[]Kara-throw. Enough said. This might qualify for the realistic wish list but I think if Bison had a Kara-throw, you probably don’t need to do many combos or Knee Press pressure anymore which would make Bison very hard to deal with up close.
[
]close st.MK into overhead. LOL.
[/list]

I think Bison is close, but honestly i have been more frustrated playing him of late than happy. He is a great mid tier, mid skill level character, but when you start getting into high level footsy play where the ability to back off your opponent and land vicious combos to punish them strongly he is greatly lacking.

I’d like just two things:
1 . Change his ducking fierce so it goes up slightly more and comes out as fast as a Shoto. Something to prevent opponents from living on top of Bison.

  1. Some kind of launcher to allow him to juggle in his ultra some how from the ground position.

And overhead attack like Guile’s would be fantastic. Everything else can stay the same.

Mostly Chun Li throws one out, then follows behind it, with moves to follow. This really wouldn’t be the case if Bison had his MvC2 fireball.

That wasn’t my line of reasoning. My reasoning is that you never see high level bisons use it, because it sucks. You have way better options if you’re ever forced to actually have to use cHP

Umm, if you watch the super bar, you can always tell which is coming at you. HS adds to the bar, DR does not. That’s how ANY top player knows which is coming at them. DR/HS mindgames sorta stop working in G2.

wow, wtf is with the personal attacks today? Too many people on this forum need to get fucking laid. I AM enjoying bison, and I AM successful at him. I can virtually guarantee I am better than you are. By far. But you really don’t see me fucking attacking other people on this forum for posting their opinions, do you? I clearly see a dozen other people stating problems they feel that bison has. If you think he’s so perfect, you really don’t need to be in a bison wishlist thread, now do you?

I thought about that too. But I sorta feel that would be to dirty when combined with some of his other attacks.

A dirty overhead makes me think of Sagat’s. There’s no real reason for him to have one.

this is all I could ever ask for…that is, as long as it juggles, and FADCs lol

Psycho banish has been a dp motion previously…I think it might make more sense/be more fitting in SF IV if he had a FADC-able psycho impact (a la CvS 1/CvS 2 counter attack)

That’s just me thinking about how to give him a juggling FADC-able move though :stuck_out_tongue:

right, I forgot about that. Psycho Banish needs to be changed to rdp motion :badboy:

you see where I’m going with this lol

EDIT:
psycho impact works too if it juggles on first hit(FADC’able) and ground slams on the second. But it has to be rdp motion as well, or bison won’t be able to retain charge.

This right here is what I was talking about earlier when I said subtle changes would be OP. The teleport is already invulnerable on startup, which removed the glaring weakness it had in CvS2. Reducing the recovery would almost effectively make him impossible to hit. Also, Akuma’s teleport is already pretty OP, giving it to more characters is a little silly.

I’ll admit these threads are pretty entertaining, both for the creativity it inspires and for the drama it stirs up.

I think being a charge character limits him to the Ultra set ups we see on some of the other characters.

He just needs some speed tweaks to his attacks and he’s already good. Think about how fast people can react to your during local games. Milliseconds of time from visual confirmation to your nerves energizing your fingertips to hit the attacks and then back to the screen. Few frames here and there will make people think twice. And Bison is a punk like that, a good Bison will make people think twice about their actions. Look in general matches, how many times have you attempted a j.HK or j.HP on someone and the opponent knocks you out with a j.LP or j.LK at the right time? You’ll rethink your actions.

I’m not sure what the designers envisioned when they created Bison for SF4, but at the start remember how Bison was so great to watch because people couldn’t react to or predict him well enough from the Japanese videos. Nowadays people turtle him out or pick out his bad defense and rush him down before he gets enough ex-stock to escape. His DR and HS is easy to react to because they’re slow, his psycho crusher is hard to use unless it’s EX, you’re obviously using it to chip or escape if they are glued to you.

Overhead might be too much. I think about how I personally use him and seeing how Japanese Bisons use him, they don’t stay in normal attack ranges too long if they’re not throwing or link comboing or pressuring with Knee Press. Head Stomp is a little slow, if it was sped up it is good enough because you have to block high for it anyway. It’s good enough for mixup, because if you go in with an empty DR, you throw while they think you’re doing HS. If both of these special moves were sped up people will have to pay a lot of attention. It will be ground and aerial mix ups from hell.

I don’t think that many people pay attention to his meter to see if it’s DR or HS, they just see if the feet lands on them or if Bison pulls back while they turtle away. :x

what’s psycho banish?

that’s why I wanted a FADC juggle move that uses RDP. This way bison can [:l:]:db::d::db: FADC ~:r::r::l::r: and combo into ultra

tone down his ultra damage if necessary, I don’t care as long as it can be combo’ed

It’s a move that nullifies fireballs (a la gief’s green hand) but dictator doesn’t move forward. In CvS it hit 3 times for lp, 4 for mp, 5 for hp and it was best utilized in A-groove custom combos because of how many times it hits in a short period of time. It did not juggle. The hitbox covered pretty much everything in front of your upper body, so when it was roll cancelled it actually made a decent anti air. It was not an overhead.

Rog only does like 400 damage total when he combos into his ultra…that’s still good enough because his ultra is viable. I totally agree w/ you zeno.

It was a move from the CvS games where Bison had an overhead that could nullify fireballs. In the end though, it’s best use was for his A-Groove “Paint the Fence” custom combo because it would hit 5 times, so you could literally get a 40-hit combo on someone and take out 2/3rds of someone’s life. That was basically the reason why Bison was considered top tier in cvs2, ala Sagat’s Ultra setups in SF4.