Psycho Crusher: Needs better start up, better recovery, and needs to not be considered to be on the ground on start up for so long.
Scissors Kick: Needs to be considered to be in the air for the majority of this move, not on the ground.
Head Stomp: Needs faster speed and/or better tracking. No more avoiding it simply by walking. I’ll give up some of its anti-air properties and lowering the damage on the EX version if I get a better normal stomp.
Somersault Skulldiver: Needs faster start up and the active box needs to last longer (preferably all the way to the ground). Also needs to be less wonky; it’s weird and hard to control compared to all his other versions of this.
Devil Reverse: Needs to arc lower while flying, also needs to be able to cross up with the dive if I pass over my opponent’s head.
Super and Ultra are fine. But he could really use another way to land Ultra other than j.MPx2 or fully charged FA. My recommendation: Make his back throw a launcher like in CFJ. I’ll take the weakening of his s.HK to compensate.
I think it’s fine that the opponent can avoid bison’s stomp by walking/dashing, otherwise bison pretty much gets a free approach.
What really gets to me though, is the HS tracking messing up on a bunch of random moves that only budges the opponent forward a LITTLE bit. Chun’s c.hp, guile’s c.hk, sagat’s f.hk, gief’s EX spd from point blank(WTF?), and so on.
oh yea, low moves dodging underneath DR is pretty silly too. Shoto’s c.mk, sim’s slide, blanka’s cower stance. These don’t really bother me though, just makes me feel silly when it happens.