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

except against kara grabs!

Just a quick question combo wise- im finding against Sakura, when I crossup j.MK and try my cr.jab x2, cr.lk/cr.mk, the 2nd jab whiffs completely due to her hitbox? So im having to cr.jab, cr.lkx2 lk sk, which is annoying.

Anyone else finding this to be an issue on Sakura, and perhaps anyone else?

This is an issue with a lot of characters that have wonky hitboxes. On crossup, use c.jab, s.short, c.forward xx scissors. If that doesn’t do it, use crossup, c.jab, s.short, s.rh.

So I’ve been messing around with some no charge characters because I’m a dumb asshole that spaces cross-ups wrong all the time.

j.forward, cr.jab -> st.jab -> cr.strong -> st.RH is too fucking sweet. Thank you Tony. <3

trying to stop using c.short 3x (119dmg)/4x (124dmg) -> lk scissors
in favor of
c.short -> c.jab -> s.jab -> c.mk -> HK scissors (198dmg), easy to hit confirm and it connects from the same distance 3 c.shorts normally would.

just as good as c.jab -> s.jab -> c.mk -> HK scissors (203dmg) but it starts off a low!

If you ever feel uncertain with the crossup I have always found substituting cr.mk with cr.lk to lk scissors to be a nice blockstring. To be honest there are a few select character that the crossup is unreliable unless you land it exactly, Juri, Guy and Balrog come to mind the mk or lk always whiffs if you don’t have it spaced exactly because of their weird hitboxes.

The problem with c.jab -> s.jab -> c.mk -> HK scissors is that you wont always get close s.jab to link the c.mk

The combo I’d suggest for a slight bit more consistency (although not an easy combo) is

c.lk -> s.lk -> c.mk -> Fierce Psycho Crusher (Psycho Crusher does 140 now) Combos that you start with c.jab wont be landed as often because c.jab is 4 frames. You wanna start with c.lk if you are just poking and trying to hit conifrm because it’s a very good 3 frame low normal

Oh, but the standing jab doesnt need to be close, s.jab -> c.mk is a one frame link though and so is c.short -> c.jab, whereas cs.jab -> c.mk has a 3 frame gap~
also my combo did start with a c.short (c.lk)

I kinda want to stop using c.LK c.LK c.LK xx LK Knee Press in favor of something better but if you can pull that off well people will try their best to mash through it. Once you hit and pull it through they’ll stop trying to mash a lot of the times.

I’ve been trying some c.jab, s.jab, c.strong xx Psycho/Scissors and c.strong, c.forward xx Psycho/Scissors combo…I feel like the timing for c.strong seems to have improved. Also I forgot if this was the case in vanilla but if you opt to only do one hit of Hell Attack (jumping strong x2) then EX Psycho Crusher and EX Scissors hit completely.

Interesting, though you should not use it against mashers. I like it !

Cr.short -> st.short -> st.short -> cr.forward xx whichever scissors kick is what I do and it does the same damage. It has a bit more range because of st.short.

I like c.lk, c.lp s.lk c.mk the most personally. The s.lk ads consistency to the c.mk link and really after linking the c.lp the rest is so easy.

To tonylew- I think when you link together 2+ c lks try to cancel into mk scissors (though I usually dont go for it unless its at least 3 clks. Its 20 more damage than lk scissors now and imo worth it. Especially if I have meter as I am always quick to cancel the scissors if i notice the last c.lk was blocked.

Can someone test how much damage j. fp (or rh) -> cr. fp -> Super does?

EDIT: Sorry I’m currently in Japan and my hostel doesn’t have a TV.

whats the spacing for them ambiguous cross up?

while this combo is not mind-blowing. it is dirty. as dirty as the c.lk>sk PC crossup.
j.mp>c.mp>fierce PC. It will cross-up the unsuspecting player. :D. Delicious.

…old news my friend.>_>

I can’t remember exactly how much but I know it does less than j.FP, s.FP xx HK Scissors xx Super

In SSF4:
j.fp, cr. fp xx super = 110 + 110 + 80%*340 = 492 damage
j.fp, close s.hp xx super = 110 + 100 + 80%*340 = 482 damage
j.fp, close s.hp xx hk scissors xx super = 110 + 100 + 80%*70 + 70%*340 = 504 damage

Hmm, an easier combo for 12 less damage. Not bad if it’s basically guaranteed death.