How is that a bad thing (unless he is Kim Jong-il)?
I have played him before, and although it was a little laggy, I can at least show him some useful Seth info. Besides, my new apartment has pretty lame internet connection at times.
this guy is korean lol.
yeah lag sucks but i’d appreciate any useful seth info or just to see how someone else plays him with in-game tips with a headset. my korean is good enough to live here but not enough to communicate in-depth with the folks over here be it in the arcades or through mic online. just hit me up anytime soviet.
Eh, after more reading of laudanum’s and soviet’s posts, I started realizing how I almost never DR or HS anymore. I always think of them as being “situational,” but the fact is, that situation almost never comes up in a lot of matchups. I’m more inclined to say Bison is going to need buffs in the new game now, especially after reading interviews about the tweaks they intend to make. They seem to be intent on improving everyone, and if Ryu, Akuma, Sagat, and gief are getting improvements, we’re going to need to keep up. The last thing I want is developers saying “oh hey, he has so many 5-5 matches now with really good characters, he doesn’t need much,” but then buffing up Ryu with all kinds of bullshit he doesn’t need.
All in all, I’m a little worried about Bison. If he doesn’t get a little more damage, a better DR, and some kind of offensive ultra options, he risks being left behind.
I will be honest, and say that I use HS more than I let on. Too bad it ends up failing cuz my opponent slightly walks backwards and I stomp through his eyebrows and land in front of him, eating punishment. I also use it a lot on knockdown, just for the chip damage and fact that if you delay EX HS long enough for your opponent to stand up, you can catch them trying to throw tech you, but getting stomped instead.
Only time I use DR though is against people who I want to bait, or when I almost have a bar of meter, so I will DR until I gets it.
anywho, on capcom’s page, the Bison Bio is up now.
anybody able to translate any of that? I highly doubt any of it is useful, but I still would like to know lol
Yeah, as it stands HS is only good for chip or EX as a psychic anti-air. Otherwise you’re taking such a big risk that I can’t justify using it.
DR is almost worse. I try and position myself and end up eating a fireball/dash punch/any number of moves. You gotta love DR’ing over a tiger shot and eating a kara tiger knee while you’re recovering. In my opinion this should be a semi-go-to approach move, yet it gets beat by so much, and you can’t even position with it.
A crouching move, moving along the ground, should not beat devil’s reverse. The move is already so punishable that it deserves somewhat of a hitbox buff.
Yeah, I have noticed a few times that it seems DR is only good for moving forward a few feet…yet dashing just seems better lol
Have had to drill that into folks’ skulls for a while, once folks got done making “take a shot” jokes and realized there are some serious issues with the character. I still hear crap like “Yeah, I do a lot of psycho crusher on wake up stuff” and it’s like “When’s Bison ever gonna get the knockdown to set that up?”
I always knew there were issues, but I really didn’t think they were anything more than damage-output related. When I started thinking about the fact that I can almost never use three out of Bison’s four moves, I started realizing how much bigger the issues were. Hell, I used to think that the reversal window being so lenient was the only thing that truly made Bison have difficulties in his tough matches, but even in his good matchups he still has more problems getting in than most rushdown characters.
I don’t feel he is a very consistent character. He’s almost borderline weird. These moves work good against good and bad players. I’m almost never using DR to hit anybody anymore, just fly out and retreat to keep myself spaced against the match ups I feel need it more.
Like, OK, you look at someone basic and balanced like Ryu. Let’s look at his moves. Fireball, uppercut, hurricane kick. They serve the same function, they deal with different things like zoning, AA, going through fireballs, and then you look at Bison’s moves. Scissor kick, psycho crusher same yet different. DR and HS has a starting move and a followup. But they’re not used consistently in the same situation for some match ups.
The players you fight who are kind of numb to fear and mindgames are probably the ones that beat Bison the most. He has to make the other player flinch and react and make mistakes. Have you guys counted how many times you went ahead and performed a punch, kick, or special move and ate the psychic uppercut instead?
One thing I will admit about it is it forces your opponent to deal with you.
Not really. Same in combos except for minor negligible differences. Also SK leaves you in better position if it lands in a combo, or if LK SK is used. SK also FADC’s. PC is fucking horrible any way you look at it. What little ways you COULD justify it’s uses, are FAAAAAAAAR outweighed by it’s negatives. You’re lucky to see ten PC’s in a mirror match.
I will be honest. I only lose when I do a stupid mistake (ie-trying to finish a match a certain way, rather than go for the quick victory), or when I fight a GOOD player with a character I ain’t used to (ie- Gen, Guiles, etc). Ryu and Sagats are obviously varied depending on the skill of the user. Akuma hasn’t beaten me in memory. Fuck you Rufus. Balrog is hit or miss too.
i think better non-charge combos would help, it sucks that low forward and cr.lk can’t link to anything except for specials. thats whats so beneficial about having motion characters. bison can dash up and use the range of his cr.mk and get a little poke in, but folks like viper, shotos, etc. can get a special off of it instantly. it would also help a great deal with zoning if you could link roundhouse from cr.mk and cr.lk in 1 or 2 frames. as is, you’d have to do cr.lk, s.lk, s.rh which is kind of tough considering cr.lk’s range is actually kind of poor.
i wouldnt mind trying to get that combo down solid but then again even if you hit with the tip of your cr.lk hitbox, it’d be too far to hit with s.lk. this would be a nice change and something along the lines of what i could see them doing.
I think that he could really use a regular Sweep like if you hold down forward he should not slide but, sweep you kind of like ryu and kens sweep.
Also i would like to see a FADC into ultra like if you cr.lk cr.lk cr.lk into lk knee press it should pop them up allowing you to cancel after the first knee press hit then dash in to jumping mp into ultra that would be really nice.
Yeahhhh. Lotta bad ideas up there ^
prof21:
> Yeah, they need to fix PC in some way. Honestly, it all stems from a fundamentally bad design in SF2. PC and Scissor Kick were both cool moves but really, they didn’t serve any unique purpose in regards to each other.
This is incorrect. Psycho Crusher and Scissors Kick - especially in Sf2, and especially in their first playable appearance - were completely different. about the only thing common in them was that they moved Bison forward. Psycho Crusher was a high damage knock down attack that inflict big chip damage (in CE it did absurd chip damage, like 20% for HP PC blocked, which was more than it did if it hit), and Scissors Kick was a combo/lockdown tool. With SSF2 and onwards, they made Scissors Kick knock down because they couldn’t figure out any other way to make it good without being broken. At that point, both moves became a little closer, but they still had uses - PC did more damage and stun damage and was still good for escaping the corner and better at applying pressure against certain characters (Blanka, Gief to a lesser extent), while Scissors Kick was a better all purpose pressure weapon.
It was CvS1 that started giving us the shit Psycho Crusher that got even shittier in SFIV. It still flew far and fast and was good for getting away from the corner if someone jumped at you, but it was useless for flying through opponents since the move didn’t inflict the block stun that it used to, so it was break dead easy for someone to just block and punish you when you ended up on the other side. Scissors Kick was still good though.
SFIV, of course, has possibly the worse Psycho Crusher ever (not sure about SvC Bison). Way too slow, way too easy to punish, it has no use whatsoever other than a very occasional LP Psycho Crusher at max distance to do a single bit of chip damage. He might as well not have it. Worse, he has little else to use. EVen in CvS1/2, where the move was shit, his other moves were still good; in SFIV, ALL his special moves are broken in one way or the other (LK Scissors is the only useful move he has, and even that move isn’t that great if you don’t precede it with a block string). HS doesn’t work, DR doesn’t work.
To the person who said that if they improve HS they should do something to prevent spamming it, FUCK YOU. If the stages aren’t going to be cut by 30% and fuckers are going to be jumping backwards constantly - and I see no indication that this won’t be the case in SSFIV - then let me spam my HS, thanks.
Sadly, I’m actually not counting on Bison getting the overhaul he needs.He will likely get only some slight modifications, and will end up just like he is in SSFIV (i.e. boring and ineffectual), maybe with a better 2nd Ultra to combo into.
Forgive me, but I’m not fully up on SF4 game mechanics, but it strikes me that Ryu would combo into Bison’s ultra easier than Bison would into even Rufus’s, given the normal and special moves otherwise available. Given that all Ultras have fairly long startup frames, I don’t see a new ultra helping all that much, unless it has a better invincibilty on startup or better variety on block locations like blanka’s to make it more likely you get off at least some unblocked damage and the ‘grave’ portion.
What am I missing?
I want more maneuvers to trap people and make them flinch. Traps don’t necessarily need to deal damage, but just to fuck with their heads really. :0
I use lp psycho crusher as a very crap fake out that works sometimes. Used at maximum distance it causes a little chip and puts you down for a safe recovery, gaining some ground in the meantime. Psycho crusher is bad, but it has its’ uses still. And at that same range it beats focus absorb happy players completely.
In fact I want lp psycho crusher to remain unchanged in SSF4, except for maybe less recovery. I want mp and hp crushers changed, of course, but lp crusher is pretty good for what it does.
I still can’t get my head around making Psycho Crusher like it used to be i.e. travelling right through your opponent and recovering safely. That just doesn’t seem right in SF4s’ system.
I was thinking to just change its’ functionality altogether. Let me know if you think that the following would be broken;
Reduce the start up on all 3 crushers greatly. Make them have supreme priority over almost everything, but keep the recovery as is. It will basically be a horizontal shoryuken. Ryu sticks out a crouching forward? Crush it. Sagat tries his lk tiger knee nonsense on Bison? Haha. Crush it.
You get the picture.
imagines interrupting block-strings with psycho crusher ftw…i love it
well reducing the start up on the crusher is a good idea… i would like to use it more often in combos… ( right now i only use it when opponent stunned and i can safely j.hp, st.hp, hp PC)
But i guess with the demand of remodeling PC into a horizontal srk would be too good if its still usable as an anti air (at the moment only ex version)
i only want one of the following at least… :_(
-
either make it a good anti air and so that you dont get punched out of it (like blanka ball on reaction)
or -
give it invincible frames (grab and hit invincible) until activ hit frames (basically a srk)
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could be broken, but if you think about it… just neutral jump and punish PC would be equal to block srk and punish… only difference is that you dont take any chip damage…
oh and increase blockstun… pls O.O