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What about giving him his double punch attack from CvS1?
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What about giving him his double punch attack from CvS1?
It’s Spiral, Ultima.
I want to be able to Negative Edge my teleport.
I’m not sure if I’d give this to both moves, but I’d like the EX Versions of Devil Reverse or Skull Diver to not be two hits. Rather, I’d like them to Armor Break focus attacks instead. Whatever (um, most of?) they lose to now is fine, but I think Bison’s specials have a problem to losing both to player options as well as the universal subsystems which apparently end up helping everyone else other than him. I think shoto Low Forward beating Skull Diver definitely needs to go, so hell yes to that longer active hit box.
Some folks like gimmicks with huge holes and working twice as hard… I don’t particularly give a shit about them or the parrots who want to be them, and I know Capcom is gonna buff Bison at least in some shape or fashion. We will probably be pleasantly surprised if anything, or not surprised in that he can’t be your “I’m in the one percentile of players” category shrug.
**It isn’t ???
Plays CVS2 because he can’t remember**
make bison’s s.HK beat shotos jumping HK
make bison’s c.HP as an anti-air linker like sagat’s f.HK to ultra, except the opponent is launched upward like goukens throw
that would be so awesome to c.HP to EX headstop to EX skull diver
EX skull diver link to ultra in corner
EX pycho crusher escapes chun-lis backflip kick cross up move
thats all.
im already happy with everything else
No fucking way. If YOU have an inability to perform a simple charge motion at any given moment in the fight than you need to adapt. Keep charge characters with all their charge motions intact for the players who prefer and excel at them.
Bison needs to become high risk/high reward again, screw giving him more defensive options. For me, I think he needs three main changes;
1- DR and Skull diver need to be able to cross up. Both along with HS need to have better speed and tracking. (I’ll gladly trade HS damage in favor of better speed and tracking). Being able to combo from skull diver into ultra would be epic.
2- A PC that comes out faster and moves at faster speeds. In fact PC should be just like EX PC. No damage increase, merely more speed and range. A bigger hitbox is optional but it would add to PC’s AA potential.
3- Get rid of Nightmare Booster and restore Bison’s dignity by giving him his CvS2/Alpha3 Mega Psycho Crusher. Faster, hits harder and give him some sexy come back potential. As a secondary Ultra, I propose the Psycho Cannon from the EX series but this is optional.
These 3 points IMO will add more depth to the character, make him more fun to play and above all solve some of Bison’s deathly problems at high level play. Headstomp spamming only works against noobs, once they figure that out Bison suffers greatly with very risky assaults that do not reward him for his effort, his ultra cannot save him because you can only really use it to punish a player’s mistake and those mistakes are rare and few at high level play.
This pretty much sums up what i feel the balance attitude towards bison should be.
Also no matter what happens i think skull diver and devils reverse should be given more use. Skull diver is almost always a bad idea, so why have it? DR is ok as a runaway/meter move, but if you’re going to do that why not just buff his teleport to be his runaway/meter move?
he would benefit tremendously. this would instantly give him a fireball-forwards/backwards teleport mixup, which i’m not sure he really needs.
edit:
Agree. I would modify Skulldiver in the following way:
-EX Skulldiver allows you to choose direction
-Reduce damage to non-EX Skulldiver.
-Leave at 2 hits
-Slightly increase active hit frames or extend the hit box but not both.
The move is easily telegraphed anyway, but this allows Bison has to burn meter to gain the additional crossup.
I can understand if PC can’t be too fast since it’s an armor breaking move, so that could be left alone, as sad as the move is.
If I had to add another request:
-make c.hp special cancelable
This doesn’t change much because Bison’s crouching fierce is already slow as balls, so it can’t really be used in any of his current combos. It’s not even fast enough to combo from a jump-in. However, it does allow Bison to combo c.hp into a headstomp, which I thought would be pretty fun, even if only from focus crumples. If the opponent was bad enough to get caught with a (very) late Skulldiver afterwards, Bison could then combo back into c.hp into headstomp again.
So the sequence would be: c.hp xx headstomp, (reset) , skulldiver, c.hp xx headstomp, (reset), etc.
Combined with the above changes to skulldiver, this would give Bison another pressure loop, except he would have to burn meter for it to be really effective.
Personally I’d like to see the Alpha cape and float animation.
his head stomp anti airs on reaction 99% of the time…
Make HS adjustable/controllable in the air…just like DR or Fuerte’s while in the air…
I forgot to add that Skull Diver should auto turn around (i.e. cross up), like it does in every single other SF game.
Spiral/Corrosive:
I suppose giving the EX Skull Diver/DR two hits was their way of dealing with Focus Attacks. I don’t think I’d like to take away armour-break properties from Psycho Crusher (if they were to improve it) and give it to those moves. If they were to make the changes I suggested (i.e. faster headstomp w/better tracking, longer hitbox on diver, auto turnaround on diver, DR can cross up at close to mid range), giving them armour break properties on EX might be a bit too much.
re: 2nd Ultra
Since SFIV Bison is a cross between CvS2 and Alpha Bison, they might indeed give him Psycho Cannon (SFEX) or Psycho Explosion (Marvel series) as a secondary Ultra. I’d prefer to have back Mega Psycho Crusher myself, but as an alternate super, not an ultra. Which would be okay I guess. Nightmare Booster is still the most satisfying ultra in the game and I’d rather not tamper with the aesthetics of it if we must have ultras at all.
The problem with EX Devil’s Reverse is that it not only loses to traditional counters, but you can actually Focus Backdash the first hit before the second even connects. There’s absolutely zero reason to use it as an offensive option, which is why I feel that it should just armor break and have some kind of scare factor, that or make it so that you can’t just backdash the first hit and completely avoid the second. It’s kind of pathetic at this point how many holes his specials have.
The Nightmare Booster looks and sounds good, it really is satisfying to pull off. But it’s a very slow ultra and is only truly spectacular when the Psycho Crusher at the end connects. Mega Psycho Crusher please.
Also for those wondering the about the difference between a Mega Psycho Crusher and a Super Psycho Crusher, well it’s quite simple. The Mega Psycho Crusher AKA Psycho Break Smasher tends to have a bigger hitbox, travels faster and higher above the ground for better AA; it could also involve Bison teleporting off-screen first (Seen in Alpha3, Ex2/3, SvC and to some extent CvS2).
What Ultima said. Giving DS and Skull diver more velocity, altitude and the ability to cross up is more than enough to sustain an offensive. I like PC having armor break to be honest.
Also I’m gonna just throw this out… But air teleport anyone? hides
Boxer has more than one armor breaking move, I really think some of you guys are selling yourselves short on offensive options because you feel as if the rest of the cast is gonna give theirs up. Anyway, I already said I wasn’t sure about both moves, but I’m leaning more toward Devil Reverse than Skull Diver. I never said to take away Armor Break from Psycho Crusher, so why you would assume that we have to move shit around on Dictator’s specials is beyond me. The idea is to GIVE him stuff.
Well Boxer shouldn’t have more than one armor breaking move to begin with IMO.
However, if I were to entertain your suggestion I would definitely give DR the armor break; simply because it would scare the shit out of his opponents and strengthen his mix-up game.
On the other hand, if PC is indeed improved, faster, covers more distance, better hitbox then I don’t see how it can keep its armor breaking properties.
I can’t speak for Boxer, maybe our resident turncoat could talk about that. I wouldn’t take away Boxer’s Armor Break options, personally. Hell, I’d be inclined to say something really ignorant like “EX Devil Reverse should have super armor lol.” (That’s a joke, I just threw it out there, maybe someone could go somewhere other than ignorant with that)
Either way, I think having more than one reliable attack option (the psycho crusher, which isn’t even that good) for the Focus Attack is essential at this point, because I’m definitely seeing that you can still use the Armor properties of moves like the focus to beat things such as Scissor Kicks or Hadoukens. Balrog can armor dash punch through scissor kick, Ryu’s focus is fast enough to take a hit, trade and go into a beefy combo. I think it’s time that we start giving more leeway to offensive options moreso than anything else. I don’t really give a shit about the other characters at this point, they have offensive options coming out of every orifice. I’d like Bison to do the same.
I know some folks really want that buffed Psycho Crusher, but all I’d really do is speed up its start up. I think making it cover the full length of the screen at super high speed is a bit much, but making Bison’s moves harder to react to and giving them more offensive worth in the face of the Focus Attack/Super Armor sub-system is much more important. EX Dash Upper or Change of Direction beating DR just isn’t my idea of “good times.” There are still innate weaknesses in his moves, I’m just trying to make it so that he’s not having both characters and subsystems working against him.
I never though about doing that. If i think they will quick stand i usually do LP Psycho and hit them meaty. LP at that max range gives you a slight frame advantage iirc. All I know is that I usually go into 3x c.short xx scissors after it and it works.
I just want SF2-style Psycho Crusher back i.e. I want to be able to use it as anti-air, a poke move, a cross-under, and a decent getaway move. Also, to NOT BE ON THE GROUND ON STARTUP FOR SO DAMN LONG.
Corrosive:
Boxer has more than one armour-break move? The only one I know is headbutt. I thought each character was limited to one outside of reversals. I’ll have to double check.
Anyway, how about making EX DR a free juggle setup like the first hit of j.MP-> j.MP.
I still want his back throw to be a free juggle setup though. That way they can keep Nightmare Booster as it is, because his other options off of the back throw would be really limited.
He has Overhead Smash and the basic Smash without the need of a reversal. Headbutt doesn’t armor break unless it’s a reversal, as do the rest of his moves if used as reversals aside from the aforementioned 2 which, well, yeah.
I’ve got nothing else on DR or Skull Diver. Hopefully Capcom fixes one of them. Also, a juggle set up off death tower/back throw sounds pretty cool.
Give him back his St.RH from VST/HDR.