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

lp= long punch? Sk= short kick?..I know, I’m full of FAIL. lolz

lp is jab

sk is scissors kick

Scissorkick Questions.

#1- Do you have to press ( Charge) - b,f,b+k so it will have enough charge to loop it back to back or can u just press ( Charge) b,f+k to make it loop?

#2- can any characters use a special attack to stop scissorkick loops or is it to fast because of the frames?

#1)yes b,f,b+lk
#2)some attacks can stop the loop, others can’t, you have to experiment. srk from shotos beats it for sure

One combo I noticed isn’t really used enough (and I am just starting to incorporate it into my game) is simply c. mp + S. HK. It is great to use to punish whiffed shoryukens when you have no charge or out of close FP range.

Punishing whiffed DP’s with just s. HK is not enough to discourage spamming them imo.

Those c.shortsx3/4 are so damn hard to link.

I’ve stopped using anymore than 2 c.shorts at a time, cause they’re so bad on block.

in reply to question number 2, the good thing about these loops is that they are safe on block because after your lk scissors is blocked you are at even frames. If you try to restart the loop with c.short you will only get beaten out by moves that beat c.short (which are actually pretty numerous). it’s still good if you have the value of surprise though, and it can also bait reversals. try doing c.short into scissors, and then following up with EX psycho crusher or even your ultra (if you’re in a gambling mood).

Can you do this combo consistenly? I feel like the timing would be tough and if you miss the s.hk they will just mash out another dp on you in between the hits.

I rarely see st.hp into sk as a punish. Your crouching for 2 secs get the stick to standing back hit hp the sk. Neurosis used it against justin.250 damage even focus st.hp into sk is nice.33o some thing damage.

But 2 c shorts won’t build enough charge time for a sk, I think you need at least 3. That’s why I always try for it anyway.

c.short x 3 only gives you enough time to charge if you go into the c.short from a dash and start buffering charge during the dash animation. walk up c.short x 3 doesn’t give enough charge time. walk up c.short x 4 does give enough charge time.

double tap short and find a rhythm if you have trouble with c.shortx3>sk. I was able to get it down pretty well yesterday in training room. Now it’s a matter of doing it under pressure.

I was experimenting with stuff yesterday and I noticed that after a cross up it’s good to go for c.lp, s.lk, c.mk, hk sk. Not too long ago I kept doing c.lp, s.lp after a cross up and sometimes I would get far s.lp which is hard to link into c.mk.

c.mp>s.hk is easy if you plink it:
c.mp, s.hk~s.mk~s.lk

drum the buttons from hk to lk

C. lk x3 is probably the combo I had the hardest time getting down, and when I started playing bison I didnt think it was necessary considering its like 140 damage. But it is absolutely necessary to master this…every bit of damage helps and this makes your footsie game 3x scarier to anyone after you land it once. All it is = muscle memory, practice that shit!

I felt the same way at first but after playing bison for a long time I noticed that I hit a lot of c.lks but I never finished the link. That is an extra 60-80 dmg I miss plus a knockdown. It is critical that this combo be mastered because it makes bison capable of shifting match momentum with a knockdown off an inconspicuous little annoying poke. c.lk

c.lk x3 xx m.sk is a good combo because it comes off of Bison’s fastest normal, but make sure you are maximizing your damage wherever you can. At 133 damage, the combo barely does more damage than a throw. If you combo into light scissors instead, it actually does less.

I watching some video of some finals of a Korean tournament, and the Bison only used c.lk x3 xx scissors, even after a lvl 2 FA crumple, which made me wonder. Cs.hp xx h.sk does much more damage, and c.lp, cs.lp, c.mk xx h.sk is also really easy to hit if for some reason you didn’t charge right away.

cl.HP xx PC does more stun than scissor kick, actually. It doesn’t work on Dhalsim though (The cl.HP whiffs), at least after a lvl2 FA. I’ll do some more testing on this tomorrow or something.

Also, I’m sorry if this has been delved into already (I didn’t notice it, but I wouldn’t be surprised if I looked right past a post on it), but I recently tested crossup j.MK, c.LP, c.LP, c.MK xx PC on every character, since it seemed to connect a lot easier on some characters. Here’s a rough list of how reliably it connects on each character (It usually depends on where the j.MK connects, if at all). I’m sure you can figure what the symbols represent on your own.

Abel: +++

Akuma: +++

Balrog (Boxer): X

Blanka:+++

C. Viper:+++

Cammy:+

Chun Li:+++

Dan:+

Dhalsim:+++

E. Honda:+++

El Fuerte:X

Fei Long:+++

Gen:+++

Gouken:+++

Guile:+

Ken:++

M. Bison (Dictator):+++

Rose:+++

Rufus:+++

Ryu:+

Sagat:+++

Sakura:X

Seth:+

Vega (Claw): +++

Zangief: ++

*If the c.MK whiffs at the end, and the character has a rating of ++ or +++, then it’s most likely because you didn’t link the c.MK properly.

**Also… if you crossup with j.HK instead, it’s more reliable all around. It can even make the combo work against Boxer and Fuerte, if you hit it at the right spot.

i have been using c.lp, s.lk, c.mk, sk after cross-ups and it has been working out great for me.

if you jump and hit a the second mp on the j.mpx2 to ultra combo on an opponent still standing can you still combo it? like seth with his j.hp to ultra or can it only be done with an air juggle… ill test it myself but if the thread gets answered before i can test it thats cool too…

one thing i def disagree with the j.hk over the j.mk, the mk seems to be very solid in connecting in a cross while the hk has to be timed and placing has to be near perfect.

You can do the ex scissors right after the jumping 2x MP. The regular doesnt seem to hit. I dont know if ex psycho crusher or ex stomp can connect. Regular hits dont seem to connect