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

The trick is to perform the full focus an immediately dash forward!! i stress the immediately dash forward because the simple art of cr. mp will send him flying backwards…

when u hop/dash forward immediately after the hit and do your cr. mp it just makes dan stand straight up… perform this in the corner

@MONEY 503 -

if its your last ‘hard’ trial the best way to get that combo off is performing a crossover on dan then perform cr. lk, cr. lp, cr. mk, SK… thats my way. i also tried a very last second (extremly deep) jumping mk… but it has to be the last frame before you land

You can do J. MP, J. MP (two in the air), so that the first one comes out in case they jump , and if not, wait on the second one to use as your air to ground move, if it lands you can combo into anything after, ie., j. mp, (whiff), j. mp, st. lk, cr. mk, scissors

I am too lazy to fire up the xbox right now, but I was wondering if this combo is possible? Someone try it and tell me:

jump in (whichever you prefer), cr. lp, st. lk, cr. mk, Scissors XX super?

This works.

With the jump in also? Thanks buddy. :tup:

Does it do anymore damage than j. rh, st. fierce, scissors xx super though, or is it just for style points?

Also, can you do 2x st. lk?

Yes, IIRC. I’ve done cl.LP,st.LK,st.HK so I’m sure you can link two st.lk’s.

im doing c.lp st.lk x2, st.hk

yes it works and it looks like bison’s kneeing his balls

I do c. jab, c. jab, then I get EX SRK’ed cause the Ken player was mashing really gud.

So now I’ve switched to walkup and block, let them do their uppercut/c. fierce xx uppercut/super/ultra then:

low forward xx forward SK

I rule

I had that issue until i had to force myself to distinguish linking an comboing… when u do this you should get two out with no problem… especially against those mashing kens. Time yourself…an use ex sk to finish off or at least trade if you get those extreme situation againt mash shotos.

steer clear of combos when faced with mashers.

their weakness? blocks and throws

Uhhhhh, that isn’t good advice, no offense. Combo the shit out of mashers.

Considering the command interpretor in this game, he’s right.

When I think mashers I think shoto scrubs who mash FP DP’s, why would you just throw them instead of combo?

It is not like mashers can combo break in this game, you hit them with one hit and they take fat ass damage.

D: combos are good, i like bisons throws but seriously, combo or throw…kinda obvious D:

Is it possible to FA level 3, dash back, j.fp, s.fp, PC? I’m not by my 360 so I can’t test it out.

i think it would take too long and you would hit them out of the stagger or whatever its called.

Could someone please explain to me the properties of his Ultra? I swear it has zero frames of invulnerability on startup vs projectiles and it also seems like it can be stopped with a simple crouching jab. When do you actually use this outside of a special attack that left the opponent open? I’ve had people jump kick towards me, start the Ultra and they are still above my head while it’s initiating yet land in front of me and block it. It’s like time stands still for me yet not the other player, similar to how you can react to an Ultra point blank by doing your own Ultra during the animation.

use it after a j.mp juggle.

his ultra is pointless in my opinion unless someone uses they’re ultra or you do the obvious mp thing you prolly wont hit anything with it. ive gotten grabbed out of mine more than once…freakin gay

His Ultra is amazing anti air actually, you just need to work on his timing. However this is a COMBO thread, so ask in another thread. I read this thread to look for ill combos not to see people whine about one of the better ultras in the entire game.

Because when you got to do a combo you’ve done 1000 times only to have some random masher bust out a reversal fierce dragon punch into super to lose the match…it kinda breaks your heart.

Edit: Not really a combo but more of a setup,

someone tries to jump out of the corner you go air to air with them and hit one mp land and do a close fierce to psycho crusher, when Bison hits the corner he stops instantly and you recover before your opponent does (since the fierce doesn’t cause knock down they just land next to you)

from here you can go into low shorts or throw them back in the corner. From what I’ve tested (maybe someone can help me confirm this), but when I would try to grab and the opponent went for a reversal dragon punch, instead of the grab coming out I would just block it.