Bison is a BOSS character therefore should have BOSS character qualities, simple. More damage to his ultras, better Anti-air with Cr. Hp and st. Roundhouse, Fix his lame Psycho crusher [throw invincible, faster, more damage!]. Every time you face a BISON you should feel anxiety or excitment, I don’t get that anymore.
he needs a fresh can of paint
While I agree on the subject of hidden missiles and foot dive, I think the delay on the quick rise is actually a glitch (not sure though), so if that gets removed, would it make it somewhat useful?
Also, if done at the right distance during the neutral game, it could be used to get close more easily. I think I would like this change (given that it actually works), as I never liked the situational utility of PC.
just make st RH 3 frames and increase the dmg to 200
To be honest I think people here are asking for too much improvements to Bison. He’s fast, has good pokes, has a safe offense and numerous ‘relatively’ safe gimmicks (which if used sparingly are kinda handy to have), has a good throw, isn’t hampered by low health/stun and has one of the best corner games .
The only thing I’d want from Capcom is to define the strengths of some characters basic gameplay (as in the role they specialize in). What I mean is if they want Bison to be rushdown, they could give him hardknock downs on some specials, maybe also improve psycho crusher, and other specials, to help him get in, and so on .
Or they could buff him to be suited as an offensive footsies character. The latter is what I would prefer and could be achieved by, like SUPERNOVAX said, unified roundhouse damage, as well as being able to combo into specials from certain pokes (standing medium kick being one of them would be on my wishlist), which would help him net more damage and get into position to start his offense.
If, after the buffs, Bison emerged as the ‘Calm as F*ck’ character who stands back kicking gobs in the head, I’ll be happy. More likely though the only buffs Bison will really get are nerfs on the current top characters.
Also I’ve noticed a lot of people getting caught up with the whole ‘top player mentality’ here, while obviously some problems are due to the player, the whole ’ top player wouldn’t fall for that’ kind of argument shouldn’t be the end all on whether a buff suggestion is valid or not. Plus even if someone is a ‘top player’ it doesn’t mean actually mean there suggestions are actually good by default , just check the Bison suggestions in the link below for instance
That’s one move I’d actually love for him to have now. Not as crazy as it is in CvS2, but still good enough so it can do it’s job.
Anyway rant over.
I actually LMAO reading alioune’s suggestion on Bison gtfo with that BS, lk sk -3 on block LOL and this dude also said make st RH -5 on block and increase its hurtbox, then increase the hurtbox on J.RH because Bison already has a J.MK ROFL someone pass this guy the salt shaker
I actually think most of the suggestions in the Bison forums have been pretty modest. I think proof of this is the list of suggestions Combofiend ended up putting together for each character, which are “common” requests seen over and over again.
So common requests for Ken include:
-faster walk speed
-better U1 juggle damage
-combo sweep
Cody requests:
-better backdash
-a fully invincible EX CU reversal
-crack kick airborne from first frame, which is better than even Rose’s close mk
Yang requests:
-crossup j.mk back
-better st.lk
-better cr.lk
These are all meaningful buffs, and Bison gets… faster cr.hp? More damage on scissor kicks? If anything, the requests haven’t been aggressive enough. Cr.hp being a good AA is great, and I think the st.mp buffs may be good too if it ends up being like SFxT, but otherwise overall it hasn’t been that ridiculous.
Btw, paint the fence was only useful in CvS2 because of the A-groove CC. Without that system mechanic (i.e. in USF4), the move is pretty much useless except for whiffing to build meter.
I’d like Bison to have a little more stun on his attacks. Chirp up a few notches on c.LK, c.MK, scissors and close s.HP.
Another +frame off FADC scissors for easier linking. I feel like Bison is one of the few characters that just doesn’t get much good off spending 2 meters to FADC on hit. Most of it is spent for safety and recovery and they’re kind of expensive for the risk like EX-PC FADC and slide FADC (which is pretty good, but not that difficult to block).
If they can revert stuff on some of the characters for their current testing builds for USF4, then I am pretty optimistic Bison could get the same treatment. This character has to play too perfectly in the high end.
Ah I wasn’t clear enough there, my fault. By too much I didn’t mean that a particular buff by itself isn’t reasonable, I mean that there is too much reasonable buffs if you catch my drift. I’m just gonna use SUPERNOVAX’s list, since each one by itself is fine.
Alright you have qcf qcf U2, which was great in Super and I’m not sure why it was removed. But anyway with this Bison now can scare his opponent into not fireballing, which favors him, and he now has some comeback potential that doesn’t need charge. Great, I’d love this.
Now j.mp, j.mp priority, basically a valid anti air. I don’t use this much tbh, but if it beat most things in the air I definetly would and Bison needs a reliable anti- air anyway.
Ok the damage on standing roundhouse is something I definetly want changed myself, since it does tend to trade
Next a speed up crouch hp. I’d prefer a close standing hp that worked better, since even if used in advance crouch hp seems to trade a lot. But if it works well, why not, he could use a reliable ground anti air.
He also does have low damage so let’s buff that. Do it like SUPARNOVAX said, by increasing the damage of some normals. I think it wouldnt be bad to give scissor kicks increasing damage depending on whether it’s mk or hk but no biggie really.
Alright so you have a Bison with reliable anti airs, a good U2 that really helps against projectiles and more damage, along with everything Bison has already. To me, that’s fairly solid and, factored in with the possible (maybe probable) nerfs of some top tier characters, I don’t see the real need for the last two, though again they both don’t seem unreasonable at all by themselves (though I haven’t played much of sf x t so maybe I’m wrong here).
It’s not like I hate Bison, I play Bison myself along with Guile. It’s just that I think it wouldn’t take a lot of buffing to make him a solid character.
I know there’s really no chance of Psycho Banish being in Usf4 but an overhead that negates projectiles does sound very useful for Bison to me.
He has so many projectile evasion tactics already though… nj.HK has anti projectile rear leg hurt box, DR, EX-SK, focus dash. Don’t you guys think it’s OD to ask for something like that? If meter was an issue as brought up by Kim dozens of times, give his pokes more meter on hit and block. At least make the attempts to poke out people and chip off LK scissors count more I say.
Increasing Bison’s chip damage would be an interesting idea. Up lk scissors chip from 23 to something like 40.
Another interesting idea would be to do some slight stun on block, which is basically like adding a guard crush bar.
I don’t see Capcom being that creative though.
The only reason people are asking for U2 being a cqf in my opinion, is because he can do high damage against projectile characters. It ups his comeback ability and neutralizes their offense and it is EASY to do. Bison’s anti projectile abilities for the most part take skill.
Personally I’m not for making U2 a cqf motion again.
I just want them to increase his damage, fix his specials that don’t work and maybe a better AA.
In a real sense it took skill in Super as qcf as well, you still had to react with a very slow ass ultra. As a charge move now you have to depend on your opponent being stupid when you obviously have charge the main drawback of an anti-projectile charge move is you know when Bison can use it if your paying attention at all. The only other way of landing the stupid thing is with hell attack which is bad in this game as most have noted before.
People forget the real value of the ultra in a lot of circumstances is as a deterrent, not necessarily landing it the shotos by the end of Super had adjusted to it anyways, but I was still able to crawl forward and make them think. It could make people think hard about risking the plasma while Bison moves forward simply because I was not hamstrung by having to have charge which is all too obvious.
Mkay, then can we please get a useful ultra in its place. Maybe a Psycho Crusher ultra, that would fit. I hate useless moves.
As do we all
Seems like the team is working on something that will “affect the entire game”. At this point, I think it’s safe to assume it’s gonna be 2 ultras available at the same time.
They also said they will reward intelligent play more, so maybe he’s referring to the fact that they’re reducing the damage on ultras to compensate?
Assuming this is true, I think it’s gonna be great news for Bison. Not only because he can now use both of his ultras, but also because he doesn’t rely on them much to win, so he’s not getting too affected by the damage reduction, unlike many other high-damage characters. Which overall results in an indirect damage increase for Bison.
It’s all speculation, sure, but I do hope it’s true.
(Also, off topic: the 5th character is gonna be Ono. Calling it now).
Making QCF motion U2 isn’t only a fireball character threat. It will punish other things better without a charge.
They can also up his FADC combo damage a little by redistributing scissor damage as well too but I don’t think they will do that.
I used to be able to use it to punish bad jumps, baited specials and other things. Yeah its not just for fireballs, in Super anyways. Now though…its pretty much good for nothing and I don’t like it.
U2 is pathetic. I just still pick it so fireball characters know it can still be used.
The only thing Bison needs for the next version is Guile deleted.
How 'bout giving him tools that Dan enjoys such as an anti-air, FADC ultra.
This 150%. Not sure if anyone saw Dogura’s match vs. Floe (Rufus) but I’ve never seen a better example of Bison playing an absolutely fantastic, intelligent match, and still losing. It was so clear that he lost to Rufus and not to Floe. I agree with Duiae, having played Fei Long for a bit and then going back to Bison and being like “Wtf?!” I had this experience with both Guile and Cammy. The need to guess, mind read, and play meta games was nowhere near the level it was with Bison. And I do grow somewhat tired of hearing about Bison’s corner pressure. There are a ton of characters in this game who apply excellent corner pressure but who are also overall better conceived when it comes to integrating their moves with their tactics and strategies.
I was thinking of something to help Bison against Guile, prob. one of the worst matches in the game.
How about:
- far st Mk getting 5-6 fireball invincibility frames that will cover only the limb, coupled with a slight dmg increase (75 dmg).
The idea is - Bison will be able to trade with a Sonic boom (his st Mk will pass through SB and hit Guile, while SB will hit Bison’s body). This shouldn’t affect any other matchups, since Guile is pretty much the only one who can throw a fireball that close.
I know this a little unorthodox, but what do you guys think, might work ?