The SSF4 Dictator Request Thread

sorry but what is this exactly? anyways, hasn’t it already been stated that some characters will receive changes to frame properties? Sakura can now crossup with j.mk, that has to be a change involving her hitbox and frames. i heard sagat’s mk has changed too, which entails a change in frames/hitbox too.

to the second bold, i thought that was one of the things that everyone is looking forward to in the sequel?

Ok so IMO Bison’s new ultra is looking like it alone will move him up a bit in the tier list. Bison’s amazing from close range because of his rush down potential and amazing normals. It’s full to mid screen where he has problems. The only way for players to keep you out is by fireball spacing, because a smart player will only throw fireballs when you walk forward and lose charge. Well, now you can get back in for free right when you have ultra because you can walk forward and input it. Plus, if it hits full screen and activates in front or back then not only could it be an ambiguous cross up gimmick but it can punish full screen fireballs (maybe with a dash). Oh and it’s an over head.

Bison was already a super solid character, with this, he’s about to be one of the best. Thank you capcom!

You can Psycho Punish after FA crumple if that’s what you’re asking. The ultra distance on its own seems to travel about two character lengths meaning anything performed next to the opponent will land behind him and nothing you can do will shorten that distance. From full screen, it seems you can only travel far enough so that you land almost in front of him. If you want to perform any mix-up/cross-up shenanigans, I guess you’ll need to do the ultra at a mid-length distance. Hope that answers your question.

Also, normals feel the same though Bison’s crouching fierce does look a little faster coming out. But I couldn’t tell if it was better as an AA tool. No overhead for those wondering and headstomps/EX headstomps seem the same and are still easy to dodge. I guess Capcom threw us Bison players a somewhat useful Ultra to make up for everything else.

I wouldn’t mind an overhead, but I’d rather have a launcher and/or better pressure game(like short Knee Press being plus frames on block).

I’m excited for this ultra, but who wants to bet Ryu can jump back roundhouse us out of it?

If it can hit airborne then I doubt it, it’s too fast. But if Ryu can jump back RH it, it wouldn’t be much of a problem. I don’t think the gameplan will be to just bust out U2, it’s to punish. And if Ryu is in a situation to do u/b+RH in reaction, then he’s also in a position to just block it and then punish for more damage(because I’m sure this will have a ton of recovery).

I noticed a crouching normal with fierce will take you out of the ultra if your landing right near them in front or behind. Because of this, I feel it’s best use the ultra to counter fireballs.

Psycho Punisher looks awesome and all, but I’m really curious as to if they did anything with Nightmare Booster yet. Unless it gets some kind of buff I really see it becoming obsolete. Right now PP looks FAR better than NB.

I hope the idea is to make PP his pure mistake punishment move, and retool NB so that its a better AA tool and/or more combo-friendly.

Time will tell.

No, you guys arguing about charge char vs qcf is like arguing playing low tier is more fun than ezmode s-tier. It’s not even the same. Making the Ultra a motion and ON DEMAND is what Bison needs, not being handicapped by a charge Ultra and letting it break when people jump/rush/cross him up and shattering opportunities. Nightmare Booster may or may not be sacked in Super. They could change a billion things. In fact, it’s still a pretty good Ultra against a lot of people, just not exactly the best against most of fireball users.

ANYWAYS. I don’t think it will be much work for them to edit some frame data around. Hitboxes? Probably have to re-render some stuff for him but I don’t see a real need besides two or three things namely Skulldiver, Devil’s Reverse, and Psycho Crusher maybe. Even those are iffy. At best, I do hope they change a few frame data properties from some normals and completely take out neutral j.MP since it doesn’t hit more than half a dozen things PRACTICALLY if you have s-tier yomi to anticipate it.

All in all, just some tweaks + this new Ultra will make Bison pretty amazing. 2010 will be a good year. Make it rain purple!

SWEEEEEEET

as for his ultra, QCFx2 sounds great, lets hope they keep that…sounds like this ultra will be almost a counter ultra. Why do people keep saying he headstomps during it? I never saw a HS, just a sort of teleport without teh purple then Ultra…

and yeah, first thing I thought of when I saw the QCF was ‘great, another teleport accident ultra’

How does the controlling of the ultra work???

and Laudanum, Nightmare Booster has other uses aside from jMPx2. You can also get it off FA obviously, and your opponent can’t punish meaty slides unless they wanna eat ultra. Few other uses as well (i would still like to be able to get it off jumpin’s, like how many other ultra’s work). Who knows, they could add better invincibility/hitbox to it, and make it a VIABLE AA ultra (punish ANY jump attacks, rather than just a few characters)

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It is a headstomp, the stream was just so choppy that it made it look like a tele, I thought the same thing when I first saw it.

i’m not gonna lie. That’s gonna be downright frightening, especially without the need to have charge lol.

I’m even more impressed now.

How exactly does the control work??? Can you hit a guy RIGHT in front of you with it? Full screen? I still couldn’t tell if the stomp hit, or if he just jumped behind his opponent.

And yeah, I noticed a lot more smooth cLK’s in the videos, but considering you have guys like Wong playing it, it’s hard to say whether regular bison players will have an easier time with cLK x3

i get the feeling people are gonna be BITCHING about bison in SSFIV lol

(and in a different sense then his current “all his moves suck” status)

Soviet ^ yeap that’s all true. FA is actually the most frequently I end up landing nightmare booster, next being FA bait, dash up or back and hell attack, all dependent on the opponent’s pattern. After I use FA on block to land some shorts to scissors I usually dash back the next time I use it to punish the reversal attempt. I never use it as an AA or off of meaty slides although it’s worked for me a few times in the past. Never worked well for me though.

anyways, I’m thinking nightmare booster will still have its uses. If i knew who I was playing I’d definitely stick with nightmare booster against Rufus and maybe some others. however psycho punisher will be a must against shotos. Imagine the fear factor of not ever being able to risk a DP on wakeup when you have an ultra, especially in the corner where ultra would be a guaranteed land. Doing meaties against DP characters, even people like Fei and Cammy with DP like reversals will be far less risky giving you more incentive to pressure and far more reward for baiting. With NB I hesitate far too much when trying to punish whiffed DP’s with it because of the charge required but with ultra 2 we can do it at the drop of a hat. I’ll also be definitely FA absorbing a lot of projectiles, before it’s nice to cover ground at distances but now it will have more of a strategic purpose because the faster you get that ultra the more legit you can get offensively and also shut down the opponent’s options which with NB only limited jumps.

It is a bit worrisome to think that it’d promote more rushdown but depending on how it does as an AA it could not only keep your opponents grounded, but shut down their zoning tools to help you get in on them. overall it’s definitely going to change up bison’s game, lets just hope we get some of the other changes we’re looking for.

I’m also glad PP isn’t so straight forward with obvious setups. It keeps the character unique and a ‘player’s’ character. You still have to have the twitch to punish and the reading to know when to bait, it’s just that we get a bigger reward for smart play.

They should stuff buff Nightmare Booster a bit. Maybe better vertical height of the hitbox so I can hook more people that jump against me.

I do hope Nightmare Booster isn’t left behind, of course, but the fact that Psycho Punisher is a motion and not a charge means I will certainly be using it mainly. And I suspect that this will be the same for most Bison mainers. So honestly, it would be of little consequence if NB is left as is.

So does anyone know whether PP can be combo’d into yet? FADC or any other way?

Dunos, not much info, but it looks like it’ll fit snuggly into how I like to play Bison.

This just needs a lot of good reliable set ups. Fuck FADC ULtra, waste of meter.

Fair point. Bison’s Ex moves are so useful I rarely end up with two bars anyways.

Can’t wait for a bit more info/few more vids so we can have a look at the setups.

Edited. Stupid double post.

More fear to his corner game. :>