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

The damage values change if you’re using it on someone who’s stunned.

You also have to hit j.fp really, really late in order to combo c.fp. Like, unpractically late.

What? Really? I don’t believe I’ve ever had a problem before… I’ll have to check that out. Thanks!

One more thing. I’ve been underwhelmed with U2’s damage. I hear it was fixed in the patch? Anyone have some new numbers?

Crouching fierce right? The only practical way of comboing that off jumping fierce is if the opponent is stunned.

U2 base damage is unchanged. They only corrected the damage when Bison counterhits someone with it.

What wat? how does the fierce pc cross up if you’re comboing into it from c. mp?

The cr. mp catches them in the air and resets them. Before they land, the fp pc crosses them up. I’m not sure if they can block this (are they still in juggle state?). Either way, I’m not sure if they’ll know it’s a crossup and even if they do, you can change to mp PC next time.

Also, U2 counts as a counterhit after a projectile right? Any idea on how much damage it does now compared to before the patch as CH?

I would love to see page1 updated!

It’s a reset, so they just have to learn to block correctly or reversal you from the cross up crusher. I prefer using cr. mp because the spacing is more lenient than cs.fp, and it gives the option of hitting in front, even though it’s unsafe on block.

You only get a counterhit if you hit somebody out of startup. Typically when you’re using U2 you’re catching them in recovery, so it’s not a counterhit.

The initial bug was that Bison was doing less damage on counterhit. I think it does something like 443 damage with full meter now, instead of 405. Base damage is 420.

Alright, the combo-ability of jumping MP is based on how many hits you opt to do. If you do two, you can only juggle with EX Psycho, Scissors, Ultras and Super. If you do one hit you have a wealth of options ranging from spacing (with normals) to knockdown, etc. What I’m asking is, is it worth it to do just one hit for the various options you have with the downside being the timing for a charge attack is harder? I noticed that if you only do one hit, Psycho and Scissors juggle for all hits, plus you can cancel both into Super fully. It’s just that the charge is much tighter unless you catch the opp. at the peak of their jump which doesn’t always happen.

The first hit of Psycho Punisher gets the correct 25% bonus on counter hit. The total is about 450 pre-damage scaling.

A really powerful ch combo is

close FP, cmp, FP PC. Does 312 dmg. Do it after a blocked jab or short. ch s fp, cmp link is pretty easy imo. I think jab is slightly better since its +2 frame as opposed to +1, leaving less chance of you getting ch out of it or thrown out of it. You can also use close mk instead of cl fp.

Also vs most opponents if they are crouching and you get very close you can do clp , close standing lp, close FP xx whatever. There are only 3-4 frames between the st lp and s fp and its good vs mashers (like boxer).

After playing with Dictator for a while, jumping and keeping charge becomes second nature. The best option for j.mp for most gauranteed damage is j.mp(once) s.RH or s.Fierce or twice into ultra. Now the other options are the numerous reset options there are but those aren’t gauranteed.

P.S. I may have mispelled gaurantee

P.P.S. I don’t care.

When cornered I have been able to, what seems like, land a cross up DR on Boxer and some other characters easily when it isn’t read and focused, but usually when cornered its an EX version escape attempt and quite versatile and hard to read. Im really unsure though if it truly is a cross up DR or a failed attempt at blocking…

Exceed has said it alot that j.mp>c.mp reset hp PC is your best be if you want to reset and then crossup PC because if they block it correctly you can’t get punished. If you use s.fp or roundhouse to reset you have to use an PC that will land you in unsafe territory. Also I have noticed that j.mpx2>U2 is just as easy as U1 you just have to hit the two punches in the air a little further, then it doesn’t matter how high they are or at what point in the jump you catch your opponent the U2 will land.

It’s rare, but I think it does exist. I’m 99% sure that Shervin’s Dictator has hit me with x-up DR.

about two days ago I caught someone with a CH s.hk>c.mk>lk SK! and I thought damn I get counterhit s.hks like 20 times a game(exageration), maybe these CH combos are more practical than I thought. Because right after that I landed c.mp>c.mp>PC (not on the same person). I saved the vid from the c.mp combo but unforunately had the other vid rotate out before I could save it :frowning: I’ll put together a list of CH combos I think because while there are some listed they are scattered all throughout the thread. Well at least a list of s.hk counterhit combos…

edit: how the fuck did i do that CH hk combo, I cant even reproduce it once!

Yeah, CH s.HK is +6. CH c.MP is +9(!) … CH c.MP, c.MP xx PC/SK is a great, and relatively easy combo when you can get it.

Stun mixups:

Anyone got a better one than FA Lvl 3 xx (delayed) cr. mp (reset) xx Crossup HP PC?

Alot of the time it’s pointless to go for a <100 damage combo after stun so I’ve been using that reset after big combo stuns. I was hoping someone might have some Justin Wong level stuff like how he will dive kick reset you after the stun focus crumple and you’ll end up back flip reseting in very odd ways.

I also remember being able to Headstomp a crumpled opponent after lvl 3 but I can’t do it for the life of me anymore. I think it only happened once… Not really a mixup but fun to watch.

Aside from the fact that it doesn’t work on certain chars, is there any reason I never see anyone do c.LKx2, s.LK, c.MK xx SK? With RH SK it does ~70 more dmg than c.LKx3 xx SK … which is not insignificant.

It’s a one frame link you can’t plink, and if you miss the link, there’s not enough time to change to lk scissors (at least with my terrible reaction time). The risk/reward just isn’t there, I think.

c.lk, s.lk x2, c.mk xx sk gives you more time to hit confirm the link, but I’m not sure about the spacing.

You can stomp (or ex stomp) most characters after a level 3 focus but for the most part they need to be in the corner. Against bigger characters like 'Gief, Balrog, Rufus and Hawk you don’t need to be in the corner and can follow up with ex skull dive.

It’s possible to both stomp and skull dive some of the smaller characters in the corner too but I haven’t tested it much. I know at least you can both stomp and ex skull dive Cammy for example in the corner.

I haven’t tested it extensively but it seems to be Bison’s most damaging combo after a lvl 3 focus if you can land the ex skull diver but you need to use 2 meter stocks so it’s best saved for show off moments. :cool:

EDIT: Just did some testing with this and it seems you can at least normal or ex stomp almost all the cast even at midscreen. Seems to work a little better against average sized characters like shotos if you backdash after the focus. I might do a full test of when and where you can normal or ex stomp and SD follow up after focus when I have more time.