I don’t believe this is correct.
It is not, but there is a reason why he feels that way: close standing short comes out faster and recovers even faster, so it gives more frame advantage at the same time it demands less timing to link. Actual data:
close standing short
start-up: 3
active: 2
recovery:1
far standing short
start-up: 5
active: 4
recovery:4
Funny relatively useless fact: close and far standing roundhouse have the same frame data and animation, but the active hitbox is closer to the ground for the close version. The defensive hitbox is larger, but as it’s the closer version, it is a meaningless vulnerability. I guess it is so to prevent it from missing ducking characters at point-blank range.
Why would a light attack do more stun than another light attack? I’m pretty sure all light attacks have 11 frames of hit/blockstun.
Perhaps, together with the longer start-up and recovery, he is comparing the first attack with some second or third one, which are known to offer a 1-frame smaller advantage than the first attack of a combination. Now I don’t recall what happened to hit/blockstun or impact freeze that causes this.
Is there any specific screen position necessary to crossup slide after your opponent softens a throw? Is it usable on all characters?
All characters are vulnerable to crossup slide after they tech a [media=youtube]-IhmEaOhnHo&#t=7m23s"]throw in the corner. Some characters, Chun and Dhalsim in particular, can be crossed up with a slide after a teched throw from mid screen. You can also bait reversals and punish them into aerial recovery and then go for crossup slide. You can also go air-to-air and then [URL=“http://www.youtube.com/watch?v=h-qLhj3GKjI&#t=7m30s”[/media] your opponent in the corner.
Crossup slide after air-to-air or punishing a whiffed air move was used back during CPSI SF. The throw tech followup is new to SSSFIIX because throw techs were introduced then.
Finally someone showing how to do the 5 hit link combo and the rest of the TOD setups.
[media=youtube]lf9u1r8AzQY[/media]
Seriously? You needed a video for that? LOL.
lol you seriously ask that?
Video guides and tuts have existed all this time because people use them as reference to learn new things.
Damn it…i keep falling for the troll bait.
This forums are so dead that all that seems to be left is trolling anyways lol.
yes pasky. its a help tutorial.
Thanks for the video. However, I will still fail at it, most likely. I would definitely love to troll my friends with those BS victories. I guess when I learn to use Devil’s Reverse properly, learn the TOD combos, stop using the RH Scissors up close and learn the jumping cross-up spacing, things will get a bit better.
You can’t do the combo and yet someone who uses the combo for a victory is BS? Bit hypocritical ;-\
Dictator at Gian Recital (Japan’s 7th Annual Super Turbo 5on5)
???II X 5on5), Recorded on 11/04/29 TOUGEKI-SBO- on USTREAM. Video Game Marathon
14:52 Dictator (Yuuvega) vs. Boxer
29:34 Dictator (gold) vs. Ryu
46:56 Dictator (Taira) vs. Chun Li
1:08:12 Dictator (purple) vs. Chun Li
1:36:11 Dictator (gold) vs. Boxer
1:38:00 Dictator (gold) vs. Deejay
No-one likes losing a round off a single hit, man. This does not mean he does not need it in high level.
This was an exxample. That was gross, and as Yuu could not land it, Boxer won.
Haha if you think that’s gross how about this:
[media=youtube]_eaOYqvTQtQ[/media]
Off the top of my head other characters besides dict w/ practical crossup dizzy combos:
ken, gief, cammy, blanka, deejay
A lot of characters can dizzy (especially easily dizzyable chars like sim) off a deep front jump-in.
Maybe you should reconsider ST if you don’t like games w/ high damage, touch of death combos, and unescapable/nigh-unescapable loopable setups.
Dictator has a very dangerous offense and a very vulnerable defense.
Dictator often takes matches in which he is able to set-up his potentially lethal dangerous offense to fire.
And on the flip side, Dictator often loses matches where his opponents can successfully maintain powerful zoning (offense or defense) or capitalize on an opening with an extremely effective pressure mix-up offense.
But that does not diminish the high degree of gamesmanship that each player can bring to bear on the matches.
And individual matchups will see variations on the strengths of the above elements, who plays cat and who plays mouse, etc.
I meant Boxer completely destroying Dictator, with close to no chance of retaliation. Reach, damage, speed, priority, invulnerability and constant offense.
Funny that you pick Boxer because I think Dictator has a bunch of matches that are about that same level of difficulty, and versus Chun is definitely worse. I don’t think it’s quite as bad as you are portraying it.
Dictator damage
The damage from old and new versions is the same for this character, with the exception of N.Dictator’s diagonal strong, which has different properties.
close
4 dmg, 0-5 sd, 40 st, 2 super
19 dmg, 5-11 sd, 60 st, 4 super
24 dmg, 10-16 sd, 80 st, 5 super
12 dmg, 0-5 sd, 40 st, 2 super
19 dmg, 5-11 sd, 60 st, 4 super
26 dmg, 10-16 sd, 80 st, 5 super
far
4 dmg, 0-5 sd, 40 st, 2 super
19 dmg, 5-11 sd, 60 st, 4 super
24 dmg, 10-16 sd, 80 st, 5 super
12 dmg, 0-5 sd, 40 st, 2 super
21 dmg, 5-11 sd, 60 st, 4 super
26 dmg 10-16 sd, 80 st, 5 super
crouching
4 dmg, 0-5 sd, 40 st, 2 super
19 dmg, 5-11 sd, 60 st, 4 super
24 dmg, 10-16 sd, 80 st, 5 super
12 dmg, 0-5 sd, 40 st, 2 super
21 dmg, 5-11 sd, 60 st, 4 super
26 dmg, 5-11 sd, 130 st, 5 super
neutral
11 dmg, 1-7 sd, 40 st, 2 super
19 dmg, 5-11 sd, 50 st, 4 super
24 dmg, 11-17 sd, 60 st, 5 super
11 dmg, 1-7 sd, 40 st, 2 super
21 dmg, 5-11 sd, 50 st, 4 super
26 dmg, 11-17 sd, 80 st, 5 super
diagonal
11 dmg, 1-7 sd, 40 st, 2 super
11 dmg, 0-4 sd, 20 st, 4 super (old version has the same data as neutral)
24 dmg, 11-17 sd, 60 st, 5 super
11 dmg, 1-7 sd, 40 st, 2 super
21 dmg, 5-11 sd, 50 st, 4 super
26 dmg, 11-17 sd, 60 st, 5 super
Head Stomp
17 dmg, 10-15 sd, 100 st, 8 super
19 dmg, 10-15 sd, 100 st, 8 super
21 dmg, 10-15 sd, 100 st, 8 super
Skull Diver
22 dmg, 10-15 sd, 100 st, 0 super
24 dmg, 10-15 sd, 100 st, 0 super
26 dmg, 10-15 sd, 100 st, 0 super
Demon’s Reverse
24 dmg, 10-15 sd, 100 st, 8 super
26 dmg, 10-15 sd, 100 st, 8 super
27 dmg, 10-15 sd, 100 st, 8 super
Psycho Crusher
22 dmg, 10-15 sd, 100 st, 6 super
24 dmg, 10-15 sd, 100 st, 6 super
26 dmg, 10-15 sd, 100 st, 6 super
Knee Press
19/11 dmg, 10-15/1-7 sd, 100/50 st, 6 super
21/11 dmg, 10-15/1-7 sd, 100/50 st, 6 super
22/11 dmg, 10-15/1-7 sd, 100/50 st, 6 super
super
17 dmg, 0-3 sd, 20 st, -48 super
throw
32-34(behind) dmg, 8-13 sd, 100 st, 0 super