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

i’ve been really curious about this.

if a player can end a combo w/ PC why not use that over SK?(barring occasions where doing so would put that player into a bad position i.e corner)

is it a matter of rush down?

knee press puts u in a better spot, and ots better pn block. i only use psycho power if im in the corner and i hit them. that way we will switch possitions

Here is my advice to you. Go to training mode, set the dummy to autoblock, give yourself infinite meter, turn off stun and turn input and attack data on.

Practice this combo in 2 parts.

Part one: crouching lp, standing lp

Get the timing on this so that it registers a two hit combo. Remember to hold back so you keep your charge. When you go for the standing lp part go to a standing block postion to maintain your charge and then immediatly go to crouching block. Practice this combo off of a dash. This will actually make you more comfortable doing this combo in clutch situations.

Part two: crouching mk cancelled into sk

This first hit is a link, so your timing must be done correctly. To help with the timing, I suggest you plink this one. walk to the dummy and while holding crouching back hit the mk button followed quickly by the lk button. Your almost hitting the buttons at the same time. When you see and hear the kick hit, hit forward and kick. You do this very quickly. It should register as a 3 hit combo. If you release your plink buttons to slowly you will get an ex sk. This happens because you are negative edgeing your plink while cancelling. To avoid this, dont hold the buttons down just tap and release. The input looks something like this

push mk~ push lk (let go mk ~ let go lk) forward m kick

After you get this down put part one and two together. Part two follows immedietly after part one without hesitation. It should register as a 5 hit combo. Then mix it up by starting with jumping mk, crossup mk, dash off a crumble stun and plain dash.

Hope this helps. It seems tough at first but after 20 minutes in training mode you should get it. After you get it you should try to force yourself to do it 10 times in a row. Keep doing it till you get it down.

Sometimes the mk will come out but then the scissor kick wont come out. I tryed the plinking system with mk~lp i guess that was wrong wrong. So if i plink the mk followd by a quick lk i will get the mk to come out if i do it right, if not i will know its wrong because the EX scissor kick wil come out? I guess its back to another hour of practice mode. Ya know im in G1 and its pitifull that i cant get this combo to work. I see lots of bison vids and almost every body uses this type of bnb combos. I also cant do his jump hk , st.hp xx scissor kick online but off line i can do it with ease all the time, online is crazy. If you guys have more info on how to work this bnb or more reliable combos than this ,that would be nice

First post updated. Thanks to JPChato for organizing everything.

If you plink mk with lk, you will get the mk to come out regaurdless followed by a sk. If you held down your plink too long you will get an ex sk instead of a regular sk. You want to work on the plink release timing here only to avoid doing EX kick. You dont want to burn your meter.

Wow I didnt know that, I knew there was a difference, but I didnt think it was that.
Yeah, That would explain it.
I would see Bison crouch and almost look like he Kara’d in the the knee press. I had to end up doing crouching c.LP combos.

im still not getting it , i need to see some plinking videos with bison, i dont know how people are getting this combo to work.

u don’t need no plinking man… just practice with cr.lk instead of cr.mk until u get cr.lp, cr.lp, s.lk, cr.lk EVERYTIME u have 4 frames to link cr.lk…!!! …then practice adding the scissors till u get the whole combo atleast almost every time… then practice with cr.mk instead… practice practice practice…

ok, ill try my best, time to go to practice mode until i master it, THANKS much

since u guys r updating the combo list… i looked over it and it’s got quite some good info bt it’s also missing some stuff… so i took some time and gotten a good bunch of the other combos m. bison has… so i’ll post it here and u guys can look over it and add it to the first post… btw i think it’s a waste to waste an ex meter doing ex scissors where u can do hk scissors because the difference ends up being less than 10 dmg… so i’ve only included ex scissors for combos that end with cr.lk…

regular combos

cr.lp, cr.lp, s.lk, cr.mk xx lk_hk scissors = 201/219 dmg & 313 stun
cr.lk xx lk_ex scissors = 120/160 dmg & 200 stun
cr.lk, cr.lk, cr.lk, cr.lk xx lk_ex scissors = 130/154 dmg & 265 stun
cr.mp, s.mk = 150 dmg & 200 stun
cr.mp, s.hk = 200 dmg & 300 stun
cr.mp, cr.mk xx lk_hk scissors = 230/262 dmg & 320 stun
(counter hit) cr.mp, cr.mp, s.mk = 236 dmg & 305 stun
(counter hit) cr.mp, cr.mp xx lk_hk scissors = 212/292 dmg & 345 stun lk sk gets 1 hit
(counter hit) s.hk, s.mk = 220 dmg & 350 stun
(counter hit) s.hk, s.hk = 270 dmg & 450 stun won’t work on ryu, ken, dan, cammy, chun-li & e-honda
(counter hit) s.hk, cr.mk xx hk scissors = 324 dmg & 470 stun works only on bison & fei-long

anti-air combos

ex head stomp > ex skull diver = 280 dmg & 300 stun 330 dmg & 350 stun on counter hit
j.mp 1 hit, s.hp/s.hk = 170 dmg & 250 stun
j.mp delayed 1 hit, hp_ex psycho crusher = 180/190 dmg & 250 stun
j.mp delayed 1 hit, hp psycho crusher xx hk super = 324 dmg & 250 stun
j.mp x2, ultra = 458 dmg & 100 stun
fa lvl 1, ultra = 448 dmg & 100 stun
fa lvl 2, s.hk = 186 dmg & 310 stun
fa lvl 3, cr.hk = 238 dmg & 360 stun
fa lvl 3, ex pc/sk = 262 dmg
fa lvl 3, j.mp x2, ultra = 481 dmg

jump-in combos

j.mk cross-up or not, cr.lp, s.lk, cr.mk xx lk_hk scissors = 233/251 dmg & 350 stun
j.hk cross-up or not, cr.lp, s.lk, cr.mk xx lk_hk scissors = 263/281 dmg & 450 stun
j.hp, s.hp xx lk_hk scissors = 310/334 dmg & 520 stun

FA combos

fa lvl 2/3, s.hp xx hk scissors = 277/337 dmg & 415/465 stun
fa lvl 2/3, cr.lp, s.lk, cr.mk xx hk scissors = 242/302 dmg & 360/410 stun
fa lvl 2/3, cr.mp, cr.mk xx hk scissors = 281/341 dmg & 390/440 stun
fa lvl 3, ex stomp, ex diver = 366 dmg & 430 stun only works on zangief & balrog
fa lvl 2/3, ultra = 436/486 dmg & 150/200 stun

my bad for multiple posts… ps3 word limits

skull diver combos

cr.hp xx super = 498 dmg & 300 stun
cr.lk, cr.lk xx lk_ex scissors = 226/254 dmg & 295 stun
s.lk, cr.mk xx lk_hk scissors = 276/297 dmg & 335 stun
cr.mp, cr.mk xx lk_hk scissors = 326/347 dmg & 385 stun
cr.mp, s.mk = 256 dmg & 280 stun
cr.mp, s.hk = 296 dmg & 360 stun
s.hk = 240 dmg & 300 stun

ex skull diver combos

cr.mp, cr.mk xx lk_hk scissors = 366/387 dmg & 485 stun
cr.mp xx lk_hk scissors = 320/344 dmg & 420 stun
cr.mp, s.mk = 296 dmg & 380 stun
cr.mp, s.hk = 336 dmg & 460 stun
s.hk = 280 dmg & 400 stun

Just FYI, you can’t plink light attacks.

in case anyone cares after ex scull diver you can sr.forward cr.forward roundhouse knee press for 397 damage and 400 stun

two areas of my game i have been working on lately: safe jumping and strategic forward teleporting. hopefully you guys can give me some guidance.

safe jumping: when i first learned about this, i was told that it was range specific, and that i ought to be aiming at the belly or below of a rising opponent. my winningness has been improving as i improve my ability to properly time my safe jumps. but the thought just occurred to me: is it possible to crossup safe jump? i ask, because i have been on the receiving end of meaty gief body splashes that really ruin my standard get out of jail wakeup options. also, if this is possible (e.g. safe jumping =/= range specific) then we could have an ambiguous safe jump between a crossing j.hk or a forward hitting j.fp. and that would be sick.

forward teleporting (ppp). i understand bison is vulnerable for about 13 frames at the end of the teleport-- which makes this teleporting forward an awful idea in footsies. however, i have had surprising success with forward teleporting as a way of getting in against certain keep out characters/strategies. for example, i have forward teleported against fierce hados and gotten free throws. i’m pretty sure i got them in recovery, and that the throws were guaranteed (which means maybe a b&b is as well??). also, against other teleporting characters, you can counter teleport forward against their backwards teleport. i haven’t scored any consistent guaranteed damag in these instances, but usually the shock of me still being in their face has been enough of a mind fuck for me to successfully continue pressure and the hurting.

let me know what you guys think.

My understanding of safe jumping is that it is timing related, not distance related. In other words, you jump with your active frames being the last few frames you’re in the air…let’s say you’re in the air with active frames for 2 frames before you land. You jump in on Ken and he does a 3 frame hp shoryu. This would be safe because on the 3rd frame you’d be done and on the ground, blocking.

Teleporting needs more cowbell…no doubt it’s the worst teleport in the game, but it’s still a teleport.

What exactly is M. Bison’s BnB? :confused:

The two generally agreed upon bnb are:
c lk * 3 or 4 xx scissors
c lk, s close lp, c mk xx scissors (a popular variation is c lk s lk c mk xx scissors)

Sanchez’s bnbs are:
c mk xx teleport
taunt

c.lp, s.lp, c.mk, sk
c.lpx3, c.lk/mk, sk

s.hk