You can find that info on the Zangief page of the ST wiki. This is so important on certain matchups yet I never see other Giefs using this. Am I the only one who does this? Maybe they are not aware about it?
Anyway, only Jab SPD can get up to 11 more frames, Strong can get only 8 and Fierce only 6 more. Getting more than 3 frames on the Fierce SPD is very hard without triple tapping, when ticking from crouching Jabs I find it difficult to do.
well, I prefer higher damage over more active frames, fierce spd pretty much all the time
I use this in HDR with Hawk to higher my chances of getting the spd. I piano from HP down to LP. I still neg edge just because habit, but there really isn’t any benefit of doing that in HDR.
[media=youtube]kT1zJ9_OAiA[/media]
This guy’s youtube channel hibernated for a while but he recently uploaded some video using hitbox viewer and also a few old school Japanese ST basic walk through of each characters (just all the special moves + 1 combo).
Nice find on the TY channel. Saving now
Lot of this industrial type music on the videos reminds me of 90s arcade. Not sure why though. I just see some angsty kid wearing a KMFDM shirt playing KI when I hear some of this stuff…
Thats very basic stuff… but still nice nonetheless.
A small option select against Vega I found (which may be common knowledge): on his wakeup do crossup HK/MK, then d+HK immediately afterwards. If he blocked or got hit the slide doesn’t come out and you can follow up with a combo or whatever, but if Vega attempts to reversal with backflip the slide will track him down and hit him automatically.
[media=youtube]C6r0cNVyqJg[/media]
Pretty good tutorial vid on basic stuff you all probably know. But it’s great advice for new and intermediate players, and I actually like the basic production value of the video. I love how the music reminds me of that Tomo tape made back in the 90s, or the end credits soundtrack to every 80s action movie ever made.
[media=youtube]CpKdI5qdX_w[/media]
In case anyone was ever curious why Dictator’s short head stomp has so much better priority than the other two versions, here’s why.
For all hitboxes, there are a set of four bytes; two of them are vertical and horizontal size, and two of them are vertical and horizontal position. Three of the values are identical between all versions of the move (both sizes, and horizontal position). However, the values for forward and roundhouse are 10 for the vertical position, and got fat-fingered to 01 on the short version.
Since these are hex values, that’s a difference of 15 pixels, shifted downward. That’s why his stomp hitbox is so low.
if you haven’t subscribed yet, you should.
this japanese guy keep posting tutorials that are of very high production value, and he’s making the subtitle in english.
these remind me of the ones made by giga msx, too bad he was upset at something and took all of his videos off youtube
[media=youtube]6mynasMvUL4[/media]
[media=youtube]IJYfZhRAb5Y[/media]
i don’t know what drives him to work on these, it seems to be time consuming to create. but i’m grateful regardless
he doesn’t main dictator and he’s doing these for fun.
if you all can subscribe, click “like” and/or leave him a positive comment, hopefully it will encourage him to keep doing and maybe extend to other characters as well!
I’m surprised he doesn’t main dictator, considering how many dictator-related videos he’s put out in recent weeks. It’s all very good information, and some of it which is quite new to me. I have no idea Dictator could easily cr.forward Hawk’s j.jab to beat him clean, but there must be a way for Hawk to get around that.
Also, I’m pretty sure st.fierce is useful against Hawk as well, since it usually trades in his favor, and is another useful AA tool to keep Hawk from starting his typhoon loops.
Indeed, hawk j.jab and j.short can’t hit dictator if he’s crouching, you can sit and do nothing and you will not get hit, i think this work with blanka and cammy too, but im not sure.
S.fierce is good against the other hawk jump ins but need spacing, it beats hawk j.fierce clean with the correct spacing if not it will trade, but is a little harder to use against hawk than gief.
Standing jab and fierce are very risky against Gief IMO. Both moves should be used with moderation. As Zangief you can just whiff an aerial RH and grab bison with a SPD when landing. (Similar to Blanka’s Standing strong as anti air)
I’d be impressed if it worked against Cammy and Blanka as well. I know very few moves that can trip guard Blanka’s j.fierce or Cammy’s j.strong, two of the best air-to-ground moves in the game.
So would you say the Dic v. Hawk match is even or bison favored? I still imagine that the matchup is quite a grind, considering that Hawk is still able to sako tick him few reliable ways of escaping other than his super. From what I saw of match footage, it seems difficult to lock down Dic in typhoon loops since he’s somehow able to j.strong quite a lot of the time in order to escape.
Is this related to that weird glitch where sometimes you’ll try to combo Dic off of a j.attack, and he’ll somehow bounce out of it, even though it should’ve been a combo? Does he have some weird frame data to his jump, like fewer pre-jump frames?
So would a combination of using st.jab and cr.forward against a jumping Gief be effective? I would take some pretty solid reactions in order to identify whether or not Gief whiffed an air attack to go for the grab, but at least at a theoretical level, Bison should be able to defend against jump attacks fairly well.
No, hawk vs bison is bison favored i’ll say 6-4, but if you ask me about ohawk vs bison, thats another history, i’ll say 6-4 hawk side (some dictator players say this match is even worse).
You pointed the problem with the match, a lot of good hawk players try to sako tick dictator and thats a nono, for me thats a good thing because i can escape the set up and frustrate the hawk player, eventually he will start losing a lot more than he should, however if the hawk player just tick dictator with c.forward or c.strong you can loop him and i can’t do nothing but die.
Bison has the less prejump frames of all the characters, i don’t know the data exactly but i think those are 3 or 4 frames, thats why like you said, there are a lot of bison players who just hold jump backward when they are getting comboed, if you miss time your combo the next hit will hit an aerial bison and it will not combo.
Against gief i use almost everything to anti air him, s.fierce, s.jab. s.forward and roundhouse, c.forward, jump neutral roundhouse and fierce, j.strong of course and heck sometimes the slide works. It depends of the situation, like you said you need your good reactions to select the correct anti air for every situation, and don’t forget that some of them only works with the correct spacing, if you screw it… well you are dead.
Hope it helps.
Gief’s aerial attacks do not have good priority: his only real advantage is having a short jump arc, which can make his jumps hard to react to, IMHO. Dictator can punish/trade jump-ins with several attacks of his. Neutral RH and Strong, diagonal Strong, diagonal RH, cr.Fwd, st.Jab/RH/Fierce, Psycho Crusher, etc. If Gief is close, Dictator can just use any standing move and sac-throw, too. As for Hawk, diagonal Strong would probably beat anything Hawk tries, if the player reacts fast enough. Each successful attack should give Dictator a cross-up chance, which is particularly hard to miss against Hawk.
Edit: nvrm, Kyouya beat me to it.
Good answers. Good God I need to play you. I keep getting wrecked by Bison’s in tournaments and I’m getting sick and tired of losing in tournaments due to me not having enough matchup experience against half the cast. This is the third time (including Evo) that I’ve lost to Bisons and I have no clue what to do against the guy. I think it’s due to the fact that I rely on my zoning ability to win most of my matchups, and you can’t zone Bison in the traditional way that you would a Chun, Guile, or Deejay.
I had a feeling he had less prejump frames. I was watching geo v. Papercut and I noticed that he kept reliably escaping the typhoon loop except in the corner. This also explains why Bison would bounce out of combos. Good shit.
One last thing. The following is what I learned from talking to Zaspacer. I know Bison’s j.forward or j.short (that knee thing) doesn’t seem to be able to cross-up shotos. I always have to block the regular direction, and then change block directions, since he lands on the other side of me. If a Bison can space out a j.roundhouse, it will ambiguously cross-up, but it seems difficult to do this. Is this right? Is there any way to reliable way to guard against this? Uppercut? Spin kick? Or do I just have to guess and be lucky?
Dictator is a MU I have trouble with, too, specially in lag. As for the cross-up, SRK is definitely a no-no: you get hit on the head and eat the full dizzy combo. I use ↓↘→←+kicks against it.
Could you elaborate on this? At X-Mania I played against Professor Jones’ Dictator a couple of times and I managed to beat him two times in a row by Sako ticking him up and down the screen. Though I did have some trouble recently trying to loop Dictator with that…