I never see that happen. I always get a trade in my favor against reversal srk. And since ex knocks down so I don’t have to worry about the ultra followup.
I do lose to reversal cannon spikes and various c.hp moves though, but that’s range dependent.
I don’t think it’s the links per se that are dumb but rather the combination of ridiculous 8 frame reversal window, insane range dragon punch leading to shitloads of damage on hit (even better if you fuck up and get a trade lol)) and auto-input correction when you get crossed up. Oh and he also used to rely heavily on meaties which are practically non-existent in this game.
All those things kinda dissuade you from using too much pressure with even the slightest gaps because you WILL get punished in this game. There’s hardly any incentive to doing stuff like multiple walk up standing short etc. I like Bison’s design and all, but the very nature of SFIV seems to limit his game and make him way more one-dimensional (I’m in no way saying he’s a bad character).
Most of his move properties seem fine though safe scissors from any range always struck me as pretty stupid. If I were to change anything at all, it would be the ability to to control the Devil’s Reverse even before inputting the attack so you could crossup with the empty jump part. I don’t think that would be excessive, just add an extra little (gimmicky) mixup.
Edit: Also, I remember people saying that Bison was ridiculously overpowered in the Beta. What was it that made him so overwhelming?
But if I was to ask for something; realistically, I’d want his crouching fierce to come out a bit faster, so it would work better as an anti air but I probably wouldn’t use it anyway. Dash back roundhouse FTW (or teleport depending on positioning)
Eh, I’ve predicted Ryu’s fireballs and got DP’d trying to teleport behind him. There are a lot of examples like that. I can’t think of them off the top of my head, but I’ve been hit by a lot of things after teleporting behind the person.
People weren’t used to his tricks? His DR/HS shenanigans are annoying at first until everyone figured out what worked against it (walking backwards, air throws, sometimes DP). His walk->throw is annoying once you realize that it’s he’ll either do that or a combo that probably begins low (so hello option select).
The only thing I’d like to see is his projectile from Alpha incorporated into his movelist. I don’t mean replacing PC like it did in Alpha. Maybe make it like the same command as Boxer’s Sweep Rush Punch. And maybe a faster PC (more like the PC in ST)
Sure, there are tons of things you can’t punish with TP. But I would argue that TP isn’t meant to counter smaller things like FBs because frankly, that would be OP. FAs were designed to let people close distance without having to resort to jump-ins, but it comes with strings attached, as any well designed move does. A fast, behind the back teleport would completely circumvent that entire mechanic.
As it stands, you can use the teleport to avoid chip damage on a big move, such as a super, ultra, or a fierce srk, which is fine imo.
Most character’s bnbs sans jump-ins do about 200, so it’s not too bad.
Sagat’s st.RH needs both hits to do 150, otherwise the tip just does 110. To put it into perspective, Bison’s st.hk does 120, and his far st.hp 130. Sagat’s roundhouse hitbox is much better though.
Super Turbo Devils Reverse to return for mixup play.
SLIGHTLY better tracking on headstomp. (At least force a block, tired of Guile crouching roundhouse, or other special moves being done blindly and causing it to whiff.) Players should be able to force it to whiff intentionally, but I’m tired of all the accidental whiffs. They shouldn’t be rewarded just because the move itself is stupid.
I’m not sure if this has been mentioned yet, but the Devil’s Reverse should have more invincibility frame when you roll back. I’ll use it to bait out a Shoryuken, yet they’ll still hit me even if I correctly predicted it.
ok I have thought allot about this and I don’t want to here how dictator is fine the way he is because if your not going to change dictator then please for the love of god NERF RYU, SAGAT, GEIF and anyone else who can handle every situation.
here is something dictator could use.
lets be honest folks who really uses the PC constantly except for very specific situations. more often the SC is far superior and has faster start up.
how about this. lets say the PC had slightly faster speed but the same startup time. so you could get a faster PC like in older games with limited anti-air ability like before.
additionally the start up should be invulnerable. now you might say oh god no “bison would be too strong”. I have to say get the F out of here. in a game that is built on turtling and runaway this would help the rushdown bison players and make DP happy idiots have to think.
thirdly I would make HP PC safe assuming bison had room after he passes through them and only at close range. LP PC would be the same.
here is why it is not to strong and why it would help him.
suppose I am in the face of some supper tortes say a ryu player. you might be trying to Lk harras with SC maybe even a HS or two HK on anticipation that they will jump. but remember at any moment and in most cases on reaction they can just LP DP out of it, but if you have the first startup frames of PC invincible then if they DP expecting you to HK or HS or SC or ANYTHING they will wiff and the PC will catch them.
same for anyone who jumps at bison. if you PC when they jump you might not hit them but you escape. this alone would balence out bison. it would also make a near useless move workable.
I was playing last night and I had an ex-HS beaten by him throwing a hadoken the moment I was supposed to connect. WTF?
I disagree somewhat. When you HP PC you should at least travel all the way through them, given the current uselessness of the move.
I just find that too many of Bisons attacks are waaaay too punishable. People sing praises about LK SK, but I feel that is mainly because everything else leaves you too open.
Been reading through the thread. And i agree, that HS should be buffed a bit by speeding it up quite a bit. Think the hit box is fine imo. But i would actually like to see the headstomp be pulled out as a pressure tactic rather than be used as a viable “imma turtle and chip you from all the way across the screen” kinda move. This being said, I would like to see it being modified to be similar to Balrog’s move [charge:l:/:db:,:df:+:p:(hold)] in which he would hit with an overhead. Now, i want to keep the original motion input…just mentioning my envisioned HS usage. With this being said, bison’s HS wouldn’t be broken, but it would constantly keep the opponent on his toes (just adding some more shenanigans/pressure possibilities).
And just for lulz, I wanna see Bison actually using his teleport as part of the attack. For this HS example, to cut down the frames, M. Bison will teleport above the opponent’s head in a brightly lit neon pink fashion with a scheming grin:badboy: across his face…just waiting to let his psycho powers hack the earth’s gravitation pull and thus multiplying a half foot of free fall length into 20 =).