Bison (dictator) Thread

You are all awesome guys!!!
I’ve improved greatly my game!

But I have just another question… I noticed that a lot of mind games, pressure strings etc work really well against human opponent, but when I have to fight the cpu at the hardest difficulty I’m easily raped. It’s normale or I am the weaker Dic player in the world?

don’t judge your play on how you do against the cpu. the cpu can be a bitch sometimes, especilly the cpu in HSF2 AE. i normally have to resort to cheap AI exploits to win, and it doesn’t even feel like im playing SF at all. ive seen cpu guile do 2 sb’s in a row, while both were still on screen. not humanly possible. the only way to get better is to play real people, around your level or even alot better than you (that’s how i learn).

and dont forget to look up taira and yuuvega on youtube. probably the best dictator players in the world.

I’ve seen yuuvega and he is …marvelous!!!
But everytime I watch him I realize how much risks takes Bison to be played really well.

It’s just
one error= corner= certain death for what I’ve learned 'til now.

I usually see in Dic top players videos, an intense use of the slide (down hk), especially after a knocking down of the opponent.

Since the slide is considered a risky option, I don’t understand exactly its advantage with the other player on the ground.

Is it a method to cross-up or just a way to get closer to the other player at his standing up?

It’s a way of getting closer to the opponent while charging all of his moves so they can punish on wakeup.

Thx.

I’m feelin no love in this thread Everyone just ignored my question about chun. :crybaby: Sooo… can anyone help me with facing chun? Everytime I face a decent chun user I get shut down.

I won’t lie to you dude. Dic is a bad match up against Chun. I think that’s why no one has responded to this tread in while cuz they don’t know what do do against her either. lol. I myself don’t know of a strategy that will work all the time but I will do my best:

Remember with Dic, your best defense is your offense. Pressure her with s.mk and l.scissors and throw when she’s turtling. don’t do psychos cuz her f.s.strong beats it out cleanly. and dont let her corner you, cuz his options to get out of the corner are pretty limited (super - if you have the bar, or reverse throw which is hard to time). when dic is cornered chun can just pressure with strong and throw. Muteki is quite good at this.

If the ground game fails, take to the air. This is where I think Dic has an advantage over chun. his j/f. strong, strong is really good as well as j/f. mk. They have good priority and will win out against most of jump attacks (j/f mk and neutral j.roundhouse are the only attacks of hers you should really worry about). I tend to use strong, strong more as I find it more consistent. neutral jump roundhouse is a good anti air if Chun does an obvious jump in. Using headstomps and the psycho reverse are also good tools for mindgames. The headstomp has decent priority and the psycho reverse is good for faking an attack while building meter at the some time. After I land a headstomp, I tend to retreat instead of trying to cross her up becasue her throw and her strong are just that scary. Plus it gives me more time to analyze wheter I should pressure on the ground or jump again.

All in all, this a bad matchup for Dic and you really have to play smart. My strategy is based on experience as well as watching yuuvega and taira vids. I know I missed alot of stuff on this matchup so feel free to expound on this, becuase I need help on this matchup as well. Chun is just that good!

thx for the help dude. I somewhat figured out half of the stuff you told me from experience. But man Chun is just… I just wanna :l::lk::lk::db::mk::r::hp: her up the butt. :annoy:

I agree w/ MSG. Dic vs Chun hard match. Even j.strong loses to Chun’s early j.short/forward. Chun can jump more as her wish because Dic has no effective ground anti-air against, and even if her jump ins are read Dic has not enough space control to do air-to-air. And bitch has a fireball to stop half of the sci-kicks…(SBO 07 HSF2 final)

Hey all,

i’m a real beginner w/ ST and i’ve decided to play bison. I’ve started to grasp the basics with him, but i still don’t understand the mechanics behind the devil reverse. It’s not so much the followup punch attack you can do from it, but more the range of the initial part of the move.
Like is it the direction of the up+punch (ie. up+f, up, up+b) that controls the distance of the move, or the strength of the punch used?
Also, does the position of the opponent affect the way bison travels with this, or is the opponent’s position not a factor?
I’m only really using it atm to build meter, and am relying more on the headstomp in other situations because i find it easier to control. What are the major uses for the devil reverse anyway? Guess if i was able to control it better i could understand its uses more.

Cheers in advance. I read earlier posts in this thread but i still couldn’t understand it.

]

Sometimes i use it to cross up. Like if you hop and go behind them, then press punch, and then make dictator go back in front. It may or may not confuse them to block the wrong way. But hey you get chip damage, and meter if you don’t. If you’ve developed your opponent to expect a stomp after knockdown or something, you could throw in a devils reverse to mix it up. I haven’t seen anyone else do this yet but, versus certain characters like guile, if i KNOW they gonna throw out a sonic boom/fireball then I’ll use the hop from devils reverse to get into the corner or next to them. Usually for some odd reason players never expect this and its a field day for throwing or combos since you got them in the corner. Just don’t rely on it too much since you can get hit out of it kinda easily. But yeah can someone explain when dictator hops REALLY high in the air? I could never figure out why that happens.

I’ll try and explain the mechanics of Devil Reverse [DR] and (on a lesser note) Head Stomp [HS]. The DR has two parts: the first part is the execution of the “Devil Jump done by inputting [chrge. dn (55 frames), Up+P].” That is the basic way to execute the first part. Here’s the possibilities (after charging down obviously): the height & direction of the jump (speed) is determined by… the direction you input [up/twds + P will yield a very low, extremely fast hyperbola in their direction, while up/away + P will cause dic to move slightly away from the opp.] The second part of the DR the Reverse part is executed by pressing punch again (this is where the strength of the punch will make a big difference) at some point in the air after executing the Devil Jump. The greater strength of the punch used the larger the reverse (dic makes a shape closely resembling a circle), however, the recovery time increases with each by 2 frames starting with 11 for jab. The DR also works off what the opp. does; as long as the opp. doesn’t execute a move before you finish the input for the Devil Jump, it’s trajectory won’t be altered; however, if the opp. let’s say jumps in place, depending on the kind of Devil Jump you performed, your Devil Jump will be altered [for the ex. if you had input Up/Twds+Fierce you will get a large hyperbola b/c the processor/engine will be set to have you going a certain height over your opp. at an instantaneous point in time (i.e. the game only sees the fighters [no ground for move height measurements] this is why you get some of the “crazyness” people talk about, and it’s very useful to know how to access this “crazyness” feature at anytime so practice)]. Deep Breath… The HS works pretty much in the same way but is far more useful; due to speed, instant hit on fireball reversals (easy to do), combo possibilities, cross up possibilities, and many other awsome factors :wgrin: I use HS all the time and confuse a lot of people with HS tricks and wicked crosses/mix-ups. Definately learn to use both PERFECTLY i.e. this information is mostly self taught with help from friends and math, and of course the YBH; and you’ll benefit most by just practicing and playing against good dic players. If anyone sees anything wrong with anything I said here please let me know, or just post corrections.
Note: The DR is useful but only for tricks and attempts to confuse opp. can be used offensively, but I wouldn’t recommend it [IMO]

NOTE: You can alter direction with any “air” move in the game by holding towards or away after each individual input.

Thanks for the replay ShinVega, it was exactly the info i needed!

I have found the headstomp alot easier and more straightforward to use, but my use with it is still very basic…

goes and watches more YuuVega and Taira matches

I’ve been trying to pick up Dictator lately. He’s such a weird character, but also really interesting.

One trick I’ve had pretty good success with recently is when you’re near your opponent as they’re waking up, you can do headstomp on most characters without fear of getting hit because its hitbox is so strong, so they’ll know to just try and block it. But you can mix that up with neutral-up devil’s jump (without doing the reverse part) so that when they’re looking to block a headstomp, you instead very quickly land right to them and throw them before they realize what’s going on.

Another trick I’ve been using also has to do with the headstomp. As your opponent is waking up, you often want to do crouching forward, crouching forward on them, and if they mess up a throw or don’t block for whatever reason, you cancel into scissor kicks for big damage and a possible dizzy. Everyone knows this, so everyone’s pretty well trained to block low on wakeup for two crouching forwards. One way to mix this up is to then walk forward a bit and throw, but another way is to cancel the first crouching forward into a quick headstomp for a fast little overhead.

One question about that situation, though. Sometimes it seems like the headstomp comes very fast, and other times it seems like Dic kinda hovers in the air a bit beforehand, giving the opponent time to block. I always input the command the same way, so why does this happen sometimes? Is it random? Is it based on my opponent’s character, maybe?

Check ShinVega’s post…there was also a post earlier in this thread about the rules/properties of Dictators headstomp. Some of it has to do with the hitboxes of certain moves and how the headstomp will track and seak it out. Hitting fireballs with it, for example, is the headstomp seaking the opponent’s hitbox during the fireball frames…as I understood it. Sometimes this weirdness will happen against DP’s, where if done at a certain time the headstomp will just float over the dp, while when timed correctly the HS will hit the DP because of the hit box appearing at a specific point in the DP animation (or something like that…).

Instant jumping mk is a great overhead, especially if it’ll kill them.

how exactly do you do bisons touch of death?

i’m playing ST bison in sf:ae and trying to do crossup mk, lk, lk, c.mk, hp psycho crusher.

the problem is getting the c.mk to connect as the 2 lks knock them back too far.

I’ve been having problems with that too. Is it character-specific?

Finally read through this whole thread, good stuff. Think I’m gonna start playing Dic as my 3rd guy now.

About getting tick thrown, obviously if the opponent is in your throw range (and only Sim, Honda, Gief, and Blanka have longer normal throw ranges) you wanna throw, but if you’re not in range, your best bet is just to hold up (or up-back or up-toward) on the stick. Dictator gets airborne really fast (the fastest, maybe? seems like it, but does anyone have real data?), so this can actually be possible if your opponent messes up. Let’s say your opponent goes for tick throw, but does the actual throw too late. Doing scissor kicks isn’t a good idea because while you’ll get off the ground in about the same amount of time you would with just jumping, the scissors will probably get beaten by whatever normal move your opponent tried to throw with. If your opponent didn’t throw and went for a dragon punch/super (etc) instead, scissors will lose to that cleanly, and if your opponent just did a tick and no move after, scissors will get blocked and your opponent will get a free whatever-he-wants because you did an unsafe move at an unsafe range. So, yeah, if you get ticked from outside your throw range, just hold up-back.