Dictator Combo Thread: He rules with an Iron Fist...of Energy!

Sorry if this has already been posted, but I was practicing some bison stuff last night… I thought it would be interesting:

J.hp, cls.hp xx hl scissor xx fadc, cr.lp x3, cr.mk, hp psycho crusher.

407 damage.

I forgot the stun, but I’m sure it’s higher than the damage.

I can hit this combo about 70% of the time now, after 1 night of practicing it. Have fun with it. :lovin:

Also, I found out (may have already been known) that you can focus dash through Ryu’s fireball and ultra right after the dash (gotta be at a certain distance). It didn’t work on Sagat though… :sad:

Also, I think everyone should practice cr.mp, st.rh. It’s probably the best way to punish wiffs when you don’t have a charge.

more on j.mp 1 hit stuff… sadly none of these work if u do it immediately off the ground… but if u delay even a little bit then they work…

j.mp 1 hit > slide = 160 dmg…
j.mp 1 hit > hp pc = 180 dmg…

& i just got a psycho crusher cross-up after it with a reset… but timing is very very tricky…

u have to hit j.mp at the peak of the jump bison’s head has to be slightly higher than his opponent then land and do cr.mp xx lp psycho crusher… the cr.mp will reset and lp pc will cross-up… i thought it was pretty neat…

also another cool reset was j.mp 1 hit > s.lk xx ex stomp/devil mix-up… i tried other moves but they push back to far and stomp whiffs…

What’s the best block string / combo to do after a cross-up?

I usually do c.lp s.lp c.mk xx lkscissor

Thats sounds like some nice ish, definitely going to go hit training mode…been looking for some new stuff. Thanks.

off topic but, have you dropped Vega for bison bebop?

Cool, thanks.

Anyone have a better one? Or is this ideal?

what are some of the best combos to do after you nail them with the punch after head stomp? I normally stick with c.mp then PC, however I’ve seen a few people nail me with 6 or 7 hit combos off a headstomp. Also, how should I handle charging up the PC after the headstomp? I find it hard to HS, then punch, while still charging (too many whiffs).

also, how do you combo the punch after the headstomp? I’ve only managed to do it once (head stomp, punch on the way down, and it counted as a combo).

after skullcrusher you can do any normal combo such as c.lp->s.lk->c.mk->scissors

whenever doing crouching forward mine as well do roundhouse scissors. This is his standard bnb tho. If you need charge add in standing short before crouch forward. Based off the jap guide you can punish things with standing fierce> crouching forward> roundhouse kneepress. That does a lot of damage. Its a one frame link tho so good luck.

I’ve been looking into this aswell.

j.mp 1 hit to EX SK works (this can also be done with the j.mp 2 hit)

I’ve been trying for the life of me to see if j.mp 1 hit s.hp xx h SK would work. I know the heavy punch can hit almost every time, but it just doesnt seem to want to connect. finals are in my way right now, but i expect to try a ton of new things with him.

oh i think most know this, but if you got two ex bars and you land a ex headstomp on someone that is in the air, you can follow up before they fall to the ground with an ex skullcrusher also. i think the dmg comes out to like above 300 or so. As for landing it in a game, just once, people know not to jump into bison.

Ewwww. Dang.
It’s probably not worth it.

That won’t connect. The s.fierce just resets them.

the ex sk only connects with 1 hit… where pc does good damage and if u have nothing better to do but waste ur meter u can cancel into super for 324 dmg…

& as for the ex stomp > ex diver combo here is all the information u need… http://forums.shoryuken.com/showthread.php?t=183922

Humpski: do cr.lp, s.lk, cr.mk xx scissors… because after the cross-up s.lp most of the time comes out as the far version…

SoVi3t: if u land skull diver best combo afterwards is s.mk_cr.mp, cr.mk xx scissors… but that’s pretty hard to land… so u can also do s.lk, cr.mk xx scissors…

sometimes I have issues landing the crossup b&b against boxer, his hitbox is weird and sometimes the hits whiff (and I don’t think it’s my timing since this doesn’t happen against other characters) so I came up with crossup HK, cLP sLK sLK sHK which is easy (expecially if you plink thge last sHK) and does 247 damage and 445 stun which is pretty nice

When you headstomp, you want to push forward a bit so you are behind the opponent slightly, then hold down-back + p. Holding down-back will bring you in front of your opponent again to hit them and get the charge started.

Headstomp > glowing fist > c.mp > scissors/pc isn’t too bad.
I don’t know if you can exchange c.mp with c.mk to keep the combo. I’ve had a much higher success rate with c.mp.
Thinking about it… you can probably do a super at the end of this, too.

You can use the same method with the Ex version.
Headstomp > Ex-fist > c.mp/c.mk > whatever you want to end with.
This one is easier since Ex-fist will give you more charge time due to 2-hits.

If you guys got issues with linking the c.LK, look at the Plinking thread in the main SF4 forum.

Aiming for meterless highest possible damage, I found a new baby: close stMK, cMK link and with plinking it’s actually viable in match, anc close stMk does more damage than cMP!
close stMk does a little more pushback than cMP though, so it doesn’t work on every character. Can’t land it at all on a standing boxer to save my life, but works on standing Ryu who doesn’t have a fat hitbox so I think it works on most characters. So, on every characters on which it works, go for it!!

For reference, listing damage/stun
any combo that ends in HP crusher can end in HK scissors instead: exactly same damage, less stun but sometimes it can be better for positioning (like when you are cornering the opponent it’s better to go for scissor since you’ll corner yourself with crusher:
Jump in HP, HPxxHP Crusher
334/560
Lv3FA, HPxxHP Crusher
337/500

Jump HP, cMP, CMKxxHP Crusher
347/520
Lv3FA, cMP, CMKxxHP Crusher
341/470

Jump HP, sMK, cMKxxHP Crusher
357/520
Lv3FA, sMK, cMKxxHP Crusher
349/470

If you have a full super meter and want to tack a super on, due to damage scaling the best options are:
Jump HP, sHP, HKscissors xx Super for 524 damage
Lv3FA, sHP, HKscissors xx Super for 499 damage (this does more than Lv3 FA into lv1 ultra, but a bit less than lv2 ultra version - keep that in mind if you have both meters and you really want to maximize damage)


BEST STUN COMBO? (i think so!)

Hard combo with 2 consecutive 1-frame links, and the first one cant be p-linked, but comes with huge stun (Bison highest stun combo I think)
Jump HP, sHP, sLK, sHK
338/580
Lv3FA, sHP, sLK, sHK
339/515

I don’t think it works on every character, i tested it on Ryu and the sLK *barely * hits.

you can plink it as people are calling it. If you get it down thats 70 extra damage which i think is worth it. I just havent the time to practice.

It doesnt work on block either. I been trying to find some nice strings to fool people with and that was the first move i tried. While a great idea it just wont work on block, too much pushback. If anyone can think of an idea though let me know.

Maybe close jab (+4 frames)>crouch forward? Not sure if that will be too surprising

well that’s why I’m listing that as a combo. Great combo tool (who doesn’t like a viable tool to maximize damage?), meh on block

close jab into cLk is an airtight blockstring, while close jab into cMK is reversable even with perfect timing but executing it after a close LP can bait a throw tech and thus the cMK lands as a counterhit, so I guess it’s a nice tool against players who play properly and don’t mash reversals all the time

i think thats what im looking for. I got a special something for people that like to mash dp on block lol. I call it stop attacking and punish them nicly afterwards lol