I do hope Skull diver gets some sort of adjustment to make it more threatening. The hitbox or angle needs to be adjusted if they don’t fix the shoto c.mk hitbox (lets them avoid it for free). A couple of more active frames and giving it crossup ability would be nice. I suggested a throw option like Akuma’s demon flip throw but that might be a bit much.
DR needs crossup obviously but it also should have much faster recovery and probably a better hitbox. The move is so slow the least it would do is beat most other hitboxes. Just copy/paste Sagats j.mp hitbox onto it.
I just think it needs faster recovery so Bison can build meter much more safely while he’s having fireballs shot at him. As it is now he can be ultra’d by some characters just for doing it. So many other characters can build meter from across the screen without worrying about getting punished for it.
No, screw that crap. I dont want Bison to be a meter-building, camping in the corner, db whore. Enough is enough. SF4 was way too turtle-friendly, and footsies bore, that’s why ppl stay across building meter.
i want Bison’s FA to recover quickly and his dash to cover more ground. I think Skull Diver needs to be given better hitbox properties and DR just needs to cross up.
Here’s to hoping SSF4 is about being on the offensive and keeping a good fluid momentum instead of how boring and defensive Sf4 was starting to become.
In visual terms, they just pop into the air on the second hit, like being throw from the explosion. Basically things slow down so Bison gets charge as you down back for the Skull Diver itself so that it’s threatening if Bison hits it, add in some buffs and you have a “high risk/high reward” move. I wouldn’t change some of the punishes that are capable of happening for Skull Diver, but shoto low forward evading it, that kind of shit has to stop. Anything that took a bit more precision to do to punish it, I think should still work, but right now I feel like the move is one of the most useless moves I’ve seen.
Really, I’m up for anything makes it useful, but juggle state seemed like something that could make it really scary depending on how it launches, how much charge time you can squeeze in from a launch, etc.
listen dudes I don’t think anyone payed my post on the previous page any mind. the skull driver needs to be tweaked because it is literally worthless. I mean it can be punished by EVERYONE on reaction in almost all cases with normals let alone specials or FA’s. the thing needs to be a mixup, meaning you have exactly 50/50 % chance of guessing how bison will use the skull driver. if you guess wrong and you get hit that’s your problem. if you don’t want to do anything and just block he can combo and repeat. that’s the price you pay.
as for upping his damage. most definitely. his combos are not as crazy as other characters and if they are going to continue to rape him by not giving him an adequate way to combo into ultra then they might as well just up his damage somewhat. nothing absurd but a bit more.
PC needs to be way faster and that is universally agreed upon. it needs to be able to punish those fools who jump back.
Devil reverse needs to be a cross-up again like in ST. currently it is a useless move.
I think the main issue with bison is really just tweaking his existing moves to make him better.
the problem is that SF4 bison amounts to nothing more then dashes, grabs, FA’s, SK’s, and kicks. that’s pretty much it. everything else is either way to unsafe, punishable on reaction or just not enough damage given the risk.
Dont get me wrong. I love Bison. and I’m gonna learn all his new shit in Super. But chances are im maining Makoto and Cody and keeping the Dic as a backup. Trust me. This is still a tuesday!
Agreed. Most people rate Sagats roundhouse as the best in the game. That is not to say Bisons is bad…I would say its 2nd by far, maybe joint with sagats due to the context that it would be used in (pressure).
I don’t think its asking too much for Bisons RH to match sagats for damage, especially as its slower off the mark.
The game hasn’t been done but word from an accquaitance of mine that played one of the betas he said Bison’s cr.mk xx sk does almost 20 percent more damage.Which I beleive him becuase iit matches data that sk has a damage increase but this means maybe they increased damage on normals. Sadly he said that dr ,hs, and pc remain unchanged.He told me top tiers in his opinion is ken(said he has improved footsies and a faster fireball), dudley and makoto.
Ugh if they don’t do something about Pc that’s gay. The move has no use right now except for the ex version which doesn’t make it any better.
someone will probably cry about the damage increase though like they did about his PC in the first beta so he’ll end up with a 50% damage decrease overall.
Did he say anything about Skulldiver? I’m guessing unchanged as well. Damage increase is nice but that’s very boring if its the only change.