I meant charge partitioning as the way it was in 3rd strike, I don’t know if there are other meanings. It’s not the same as charge buffering, if that’s what you meant. For those unfamiliar, charge partitioning in 3rd strike was a mechanic that allowed you to “sum” the charge frames from two different periods of time (if they happened close to each other). If, for example, you have to charge 60 frames for a special move, instead of charging 60 frames altogether, you could charge 30 frames, interrupt by slightly walking forward or dashing, and then charge the remaining 30 frames. However if you *already *have a charge, you lose it immediately if you interrupt it.
It may sound complicated to do in a real match, and that’s because it is, but that’s where the player’s skill really shows: when you watch RX or Kuroda playing Urien, they do things that seem impossible, making Urien look like a non-charge character. For example, if CP was in SF4, Bison could jump, and as soon as he lands, do an headstomp. Or even jump, dash forward, headstomp. It seems impossible at first, however the trick is where to hide the first part of the charge.
It looks really cool, as it shows how incredibly technical charge characters were in that game, and skill made up almost completely for the deficencies of the character.
As for Bison, it would add a whole new arsenal of tricks, for example you could walk forward, poke with st.mk, dash forward/backwards and immediately after scissor kick/whatever charge move. In general, he would be able to move way more freely, and he wouldn’t be forced to hold back the entire 2 seconds for a charge, making it very obvious for the opponent to know when he could attack.