The SSF4 Dictator Request Thread

I don’t recall you being able to do that in ST…

I really hope he gets a non charging attack (fireball, fence, etc) that can be used in combos.

Not ST, but the Champion Edition and Hyper Fighting:

[media=youtube]KQ6c_Fj0aY4[/media]

I think it gained the knockdown property starting from Super.

Totally agree he needs some buff…he’s not a strong character at high level play… his game plan is basically a ground game with footies… continually trying to land c.lk into combo…

HS and DR are both risky moves that are only used few times during a match…

Instead of a ground ultra something that would be more interesting/flashy/nearly as good is if they gave him a throw option during the skulldiver mixup which functions almost like Akumas demon flip throw where Bison grabs the opponent before he lands and somehow throws them high into the air and they’re in a juggle state at which point you can j mp x 2 ultra, DR them, j mpx1 kick, maybe even stomp them blah blah whatever. Just make sure it can’t be a full raw ultrad or else itd be ridiculous.

If they did something like and made the skulldiver startup fast/be active longer and able to crossup hey skulldiver mixup is suddenly really worth a shit. Although I’m sure they could make it more useful even without the throw, but if Regular headstomp is still really shitty in ssf4 at least this might make it worth the risk.

I like the idea of this. Plus, if they would give him a throw, why not add in a kick? I was thinking adding in his J. MK as a kick option for something like that. That way, you can use mix up your opponent.

ok i really havent looked to much but i was thinking that the answer to dictators problelms might be answered with some more combo links or normal links to keep his mind games going and to help him with charge and damage output… i think its a solid idea and should be given a little thought.

IF they did change Scissors:

rather than SK knockdown, OR crumple, I’d vote for something along the lines of what happens when Fuerte nails you with his clothesline attack (that can be technically infinitied), similiar to the ST video posted on the last page (to allow ppl to SK, sMK, SK and shit like that)

Damn this thread is going in circles…

Psycho Shot -> Psycho Banish -> EX Knee Press crumple -> ? -> ? -> Psycho Shot

You forgot the Psycho Cannon…

Teleport Idea:

Make them like the Marvel Super Heroes vs. Street Fighter version.

For anyone who doesn’t remember: in that game, Bison’s teleport was DP + P/K. The button used corresponded to that button’s position in the 3P/3K grid:

LP MP HP
LK MK HK

All 6 positions would show Bison warping in at the same time, but all except one were “fakes.” So if you input DP + MP, Bison would disappear, reappear in all 6 positions, and all of those Bison images would vanish except the REAL one in the MP (top center) position.

I sought out a YouTube video but couldn’t find any showing the move.

Dr. B can teleport to any position in the universe. His stick has that many buttons.

super psycho crusher being the second ultra. everything else i’m okay with.

I dunno man. Functionally they were pretty good but… damn it was just ugly man.

I’d be happy with just a lower recovery on his 'ports, honestly.

the MvC teleport only worked that way, cuz you could SK in the air after a teleport. If you threw that in SSFIV (which I really wish they could), most of the time you would likely eat punishment.

I loved playing bison in Marvel super heroes vs street fighter. Fly mode bison was amazing, when scrub ryu would do his super for chip I would activate fly mode, fly behind him and then do psycho super. you could also do scissor kick right out of a headstomp. also skull diver would cause you to loop back into the air again.

Scissors Kick stays on the ground for too long, including parts where it makes zero sense (i.e. on the frame where he’s completely upside down - he’s still grounded on that frame). In past games, when Bison got hit out of Scissors, which happened occasionally because he’s constantly pressuring you with it, he was considered to be in the air and would just flip and land safely, eating only the damage of whatever hit him initially. In SFIV, however, because he’s grounded for the majority of the move, every time he gets hit out of it, he stands up and east full combo.

This is especially problematic off a cross-up, which usually happens because Bison did a Scissors (for pressure) and the opponent jumped forward at just the right time. In previous games, he would get hit out of the scissors, flip, land, and be able to continue to pressure, or at least be at equal advantage to the opponent. Now in that situation, he’ll eat a full cross up combo. This just further kills his offense and forces him to rely on DR running and s.HK spamming. It’s wrong and it needs to be fixed.

Yeah eating a full combo out of scissors start up is unfortunate, and I believe it’s an unintended result of the FADC system. Special moves have to remain grounded in order to be FADC’d, so the choice was probably made between allowing Bison to FADC out of scissors, or to make him instantly airborne like in previous games. Since FADC is a new mechanic to this game, they decided on the former.

Scissor kick is considered grounded until the end of the 1st hit.

[media=youtube]wEEcjihRTkY[/media]

around 5:34

From the looks of the new SSF4 new mode trailer, doesn’t look like Skulldiver’s gonna cross up.