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

Hard to say. Bison has a lot of tools, but Chun has better rush game (imo). Plus, Chun has a fireball and a more viable ultra.

So I guess the trade off is in defense for slightly better offense and stun. I’m not entirely sure who I’ll be switching to, but I’m giving up Vega for sure.

p.s. Bison is more fun than Chun though… decisions, decisions. :wasted:

If I land a neutral j.hk, what can I combo into, if anything?

u can do lots…

nj.hk, s.hp xx scissors
nj.hk, cr.mp, cr.mk xx scissors
nj.hk, cr.lp, s.lk, cr.mk xx scissors
nj.hk, s.hk…

I really like

nj.hk, s.hp, hk sk
nj.hk, s.hk

both are easy, and both do lots of dmg

standing Fierce into Roundhouse knee press is exactly what I needed. Thanks.

is fadc-ing the end of a scissors into another string worth the two bars?

Good for throw mixup as well. It’s pretty much the closest he’ll have to a kara throw.

Sup dude, I use both and they both save me in tournaments for different reasons. The main difference is the mindset when using them…Chun has low vitality, so she has to be way more safe about what she does. Bison is more safe overall. Hopefully the videos of the recent tournament are released, maybe people in this forum could point things out to me. But I play Bison pretty basic, I like to use his footsie game because st.forward and st.roundhouse combined is a SERIOUS duo. st.forward going over low helps out his roundhouse much more.


I know I don’t post here much but I feel Bison is pretty self-explanatory. But for on topic…I’m sure these have been mentioned, but I think deserve another mention;

with no charge:

cr.jab, cl.jab, st.short, cr.short into short SK. It gives me my charge all the time and I haven’t failed with it, though I haven’t done extensive testing in training mode. All I know is that it works, good for walk up/ambiguous cross up combos.

cr.jab, cl.jab st.short, st.roundhouse. Very basic, I’m sure everyone knew, but it’s mad good. Puts you in a nice position and you have charge after.

Well, aside from those…throwing a lot can come in handy. But the meter building from the full screen opts for me to go for it when I have the lead and want to be safe.

hm i have a hard time maintaining a charge during nj.hk into normal xx scissors. also, nj. hk doesn’t always leave you in range for cl.fp, and sometimes the last hit of c.jab, s.jab, c.short/c.fwd whiffs :bluu:

do you pretty much have to eyeball your range and adjust your combo accordingly, or are there ways to consistently score a scissor knockdown off any range nj.hk?

If you aren’t sure you’re in range for close FP, use cr. mk>scissors after neutral jump in. Works on any range.

Reads blog :tup:

Haven’t been keeping up with sf4 at all just got back into it last week here’s the most useful combos I’ve seen:

fadc ultra
crmkxxex scissor
crlpx2xxcrlkx2xxlk scissor
fadcxxcrlpxxstlkxxcrmkxxlk scissor or ex
jhpxxsthpxxlk scissor
jmpx2xxultra
mkx2xxstrh

DS you mind updating your OP? 25 pages is a lot to sort through.

IMO super is completely useless outside of using it at the end of a combo for chipkill since ex hs and sk are so good. Any good followups to regular stomp or skulldiver?

umm using ex scissors in combos is completely unnecessary… and ya wasting a full bar for super is stupid …not to mention against a good player u will most likely never be able to have a whole bar… but if it will give u the win & u have it i say do it… i had a hair line of life left after blocking a cannon spike and cammy had almost 1/3… punished her with a hk super ftw…

“mkx2xxstrh” that doesn’t combo… do u mean s.lk, s.lk, s.hk?

and for the skull diver u can do s.lk, cr.mk xx hk scissors… if u can place urself really well then go for cr.mp, cr.mk xx hk scissors…

Sorry, it’s hella out of date because of crap that has been going on in my life and my lack of proper equipment… but now I have my buttons on the way to complete my stick and another xbox, so I should be updating soon.

Until then, Masteroth and Sanchez are the two people on the Bison forum posting the most useful information, IMO.

I will see you at evo!!!

That right there is money. The st.lk gives you just enough charge to land it 100% (depending on distance after the diver, of course.).

On the skull diver finish, before I would try the cr.mk, cr.mp to scissors, an I would get it 1-4 tries, the spacing on that an then charging for the SK is tight, but with the other finisher you posted I get it too too easy, thanks a bunch. For now Ill use that but for damage purposes Ill keep practicing the tougher one.

Thanks mastar that’s a nice followup to skull n yeah I meant lkx2 lol.

BTW axel kelly looks like harry potter in that av.

Very nice find, but I have a question… Cl. HK is +3 on hit, and Cr. MK is 6 Frame startup, doesn’t this mean it won’t link? Or am I reading the wrong parts?

I actually know sanchez but I hardly see or talk to that foo… I just have trouble with certain match ups and stuff, thought the blog would have some tips. I read the match up thread too btw

unfortunately that combo ONLY works on fei-long & bison himself… and it HAS to be a counter hit… on counter hit u usually just add +1 for most attacks… but i guess s.hk becomes +6 on counter hit… that’s why u can link combo another s.hk into it… oh and cr.mk is 5 frames of start-up…

so counter hit s.hk > s.hk works on everyone BUT ryu, ken, dan, cammy, chun-li and e-honda… so for those guys u will have to settle with s.hk, s.mk…