Adjustments 201701 Ver.

M. BISON

Adjustment Description
Stun meter Changed from 950 to 1000
Psycho Impact 1. Reduced damage from 130 to 110

2. Reduced stun damage from 170 to 120

3. Reduced CA meter gain

4. Increased advantage on hit by 4F
Psycho Fall 1. Reduced stun damage from 200 to 170

2. Reduced CA meter gain

3. Decreased advantage on hit by 2F
Standing LP 1. Changed attack recovery from 6F to 7F
(Advantage on hit and block has not been changed)

2. Increased how long opponent reels on hit by 1F
(Advantage on hit has not changed)
Standing LK 1. Changed attack startup from 4F to 3F
(Increased overall animation by 1F)

2. Changed attack recovery from 8F to 10F
(Advantage on block has not been changed)

3. Changed advantage on hit from +4F to +2F

4. Shrunk forward hit box

5. Moved position that animation begins after taking damage or cancelling attack forward
(Accordingly adjusted position of hit box, hurt box, and collision box)
Standing MP 1. Changed attack recovery from 12F to 14F
(Advantage on hit and block has not been changed)

2. Reduced pushback on block

3. Expanded hurt box around hit box in forward direction

4. Added hurt box around feet during attack recovery

5. Moved position that animation begins after taking damage or cancelling attack forward
(Accordingly adjusted position of hit box, hurt box, and collision box)

6. Fixed bug that when hit before 1F of animation, was not registered as a counter
Standing HP 1. Increased damage from 80 to 90

2. Expanded hit box in forward direction

3. Expanded hurt box in forward direction

4. Added hurt box around feet during attack recovery

5. Moved position that animation begins after taking damage or cancelling attack forward
(Accordingly adjusted position of hit box, hurt box, and collision box)
Crouching LP 1. Expanded hit box in forward direction

2. Expanded hurt box in forward direction

3. Added hurt box around feet

4. Increased pushback on hit and block

5. Extended how long hit box stays out from 2F to 3F
Crouching LK Sped up when can be cancelled into mash cancel attacks by 1F
Crouching MP 1. Removed hurt box before attack startup

2. Changed advantage on block from 0F to +1F

3. Extended how long hit box stays out from 2F to 3F

4. Shrunk upper hit box

5. Moved position that animation begins after taking damage or cancelling attack forward
(Accordingly adjusted position of hit box, hurt box, and collision box)
Crouching HP 1. Reduced damage during 12F - 14F from 70 to 80

2. Added hit box during 12F - 14F that will hit opponents behind M. Bison
Crouching HK 1. Added hurt box before attack startup

2. Shrunk forward hit box

3. Expanded hurt box around hit box in forward direction
Jumping MK 1. Shrunk lower hit box

2. Reduced how long hit box stays out from 8F to 6F
Psycho Axe 1. Changed attack startup from 16F to 18F
(Increased overall animation by 2F)

2. Increased stun damage from 100 to 150

3. Can juggle opponents who have been knocked back

4. Changed property on hit in the air to knockdown
Shadow Axe 1. Changed startup of second hit from 16F to 14F

2. Reduced damage of second hit from 60 to 50

3. Increased stun damage from 60 to 120

4. Sped up transition from Standing MP

5. Changed advantage on hit from +6F to +2F

6. Changed advantage on block from -5F to -8F
V-Skill - Psycho Reflect 1. Changed so that can only fire projectile when performing V-Skill a second time after successfully countering an opponent''s attack without following up with another attack

2. Expanded counter box in upward direction

3. Increased juggle potential on hit with secondary attack
V-Trigger - Psycho Power 1. Extended duration of effect

2. Increased the amount of timer consumed for special moves
V-Reversal - Psycho Burst 1. Changed attack startup from 15F to 16F

2. Changed physical strike/projectile invincibility during animation from 1F - 16F to 1F - 30F

3. Changed pushback and advantage on hit
L Psycho Blast 1. Increased CA meter gain on activation

2. Increased CA meter gain on hit and block

3. Reduced pushback on block
M Psycho Blast 1. Reduced CA meter gain on activation

2. Increased CA meter gain on hit and block

3. Reduced knockback on hit

4. Reduced pushback on block
H Psycho Blast 1. Reduced CA meter gain on activation

2. Increased CA meter gain on hit and block

3. Reduced knockback on hit

4. Reduced pushback on block
Psycho Blast (V-Trigger) 1. Reduced CA meter gain on activation

2. Increased CA meter gain on hit and block

3. Reduced knockback on hit

4. Reduced pushback on block
EX Psycho Blast 1. Changed total animation from 42F to 40F

2. Extended how long projectile remains on the screen
EX Psycho Blast (V-Trigger) 1. Changed total animation from 43F to 38F

2. Reduced damage from 130 to 120

3. Somewhat reduced projectile speed

4. Changed so that can only have one of the same type of projectile on the screen at a time
Head Press Increased damage on hit in the air from 80 to 100
EX Head Press 1. Reduced recovery on hit on the ground by 9F

2. Reduced damage on hit in the air from 130 to 100

3. Can quick recover on hit in the air

4. Adjusted how long both M. Bison and opponent are frozen on hit in the air to make it easier to perform successful hit with Somersault Skull Diver

5. Changed timing of physical strike invincibility at attack startup from 1F - 4F to 3F - 7F
EX Head Press (V-Trigger) 1. Changed to full invincibility to 1F - 25F of animation

2. Changed advantage on block from +2F to -2F

3. Increased pushback on block
L Psycho Inferno 1. Reduced damage from 90 to 80

2. Increased stun damage from 100 to 150
M Psycho Inferno 1. Reduced damage from 100 to 90

2. Increased stun damage from 100 to 150
H Psycho Inferno 1. Reduced damage from 110 to 100

2. Increased stun damage from 100 to 150

3. Adjusted so that can juggle opponents with L Psycho Blast on hit
Psycho Inferno (V-Trigger) 1. Reduced damage from 130 to 100

2. Increased stun damage from 100 to 150

3. Reduced CA meter gain on activation, hit, and block

4. Fixed bug that when hit during active frames, was not registered as a counter
EX Psycho Inferno (V-Trigger) 1. Changed attack startup from 18F to 15F

2. Changed total animation from 64F to 61F
L Double Knee Press (Normal/V-Trigger) 1. Changed attack startup during V-Trigger from 16F to 13F
(Reduced total animation by 3F)

2. Increased normal damage from 70 to 80

3. Increased normal stun damage from 100 to 150

4. Increased CA meter gain on hit and block

5. Changed advantage on hit from +3F to +2F

6. During V-Trigger, changed invincibility during animation from 6F - 10F to 6F - 9F

7. During V-Trigger, sped up window to transition into other attacks by 1F
M Double Knee Press (Normal/V-Trigger) 1. Changed attack startup during V-Trigger from 19F to 15F
(Reduced total animation by 4F)

2. Increased normal damage from 80 to 90

3. Increased normal stun damage from 100 to 150

4. Increased CA meter gain on hit and block

5. Changed advantage on hit from +3F to +2F

6. During V-Trigger, hanged invincibility during animation from 6F - 12F to 6F - 11F

7. During V-Trigger, sped up window to transition into other attacks by 1F
H Double Knee Press (Normal/V-Trigger) 1. Changed attack startup during V-Trigger from 22F to 19F
(Reduced total animation by 3F)

2. Increased normal damage from 90 to 100

3. Increased normal stun damage from 100 to 150

4. Increased CA meter gain on hit and block

5. Changed advantage on hit from +3F to +2F

6. Reduced normal pushback on hit

7. During V-Trigger, changed invincibility during animation from 6F - 15F to 6F - 13F

8. During V-Trigger, sped up window to transition into other attacks by 1F
EX Double Knee Press (Normal/V-Trigger) 1. Reduced recovery on hit by 6F

2. Reduced damage during V-Trigger from 170 to 160

3. Removed throw invincibility during 1F - 3F of V-Trigger
Devil Reverse (Normal/V-Trigger) 1. Increased CA meter gain at activation

2. Increased CA meter gain at hit and block
EX Devil Reverse 1. Changed so that during animation, do not move backwards even if player inputs back

2. Adjusted to move somewhat forward before falling
Somersault Skull Diver 1. Reduced damage from 80 to 70

2. Increased CA meter gain on activation, hit, and block

3. Shrunk upper hit box, and expanded lower hit box

4. Expanded hurt box around hit box in forward direction

5. Removed throwable box around hit box

6. Increased how long opponent is reeling by 5F on ground hit

7. Changed hit property to knockdown on hit in the air

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