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

s.hp, cr.lk xx mk sk is hella easy. cr.mp -> cr.mk xx hk sk/hp psycho does more damage.

Pretty sure you get enough charge.

There’s not enough charge if I start charging with the first hit. Maybe because I use SF4? Someone told me charge times got reduced in Super (how much?).

Oh by the way, where can I find exact Bison frame data change list from vanilla to super? I wonder what has changed and how.

Eventhubs has both vanilla and super frames on the same page.

Honestly when are you going to start charging just when you start the move?

You can also just do cr.lp xx s.lp -> cr.mk xx scissors.

Edit: Sorry I’m kinda being dumb here.

I think you can do s.hp -> cr.lk x2 maybe on some characters. That’s definitely enough charge time.

Oh you’re right, that bnb combo works, you just need to start charging like 10 frames before the first hit and it does 186dmg.
If you start the combo really close to your opponent you can add another cr.LP at the start so you won’t need to worry about charge. Something like:

cr.LP 2x, st.LK, cr.MK xx SK MK (199 dmg, LK SK 193dmg)

There’s not enough charge time to do cs.hp, c.lk xx scissors, but the amount of additional charge time needed is really small.

Besides the ones you guys listed, you can use cr.lp, cs.lp, st.lk, cr.mk xx scissors but it whiffs on some characters.

I’m pretty sure you can just do cs. fp, st. lk, st. rh.

Here’s a quick comparison of Bison’s frame data in vanilla and SSF4 (I might’ve missed something):

http://img706.imageshack.us/img706/6914/captureaj0.jpg

For Psycho Crusher that’s LP version. Same -10 damage reduction goes for MP(130/100 -> 120) and HP(140/100 ->130). Funny how they keep nerfing his HK damage though.

Good combo, but also whiffs on some characters. :frowning:

You have the psycho crusher damage backwards. It was buffed +10 damage for all levels in super.

Also, despite the startup change for skulldiver, I’m pretty sure it’s unchanged in reality and all they did was change what they considered the first frame. It’s definitely not 17 frames slower.

Sweep damage was reduced by 10 and is FADC’able.

The frame data says his super is 1 frame slower for all levels, but I’m not sure that was actually changed. I remember testing lk super and its startup is definitely 7 frames now.

Nice summary though. It’s a commonly asked question.

Oh wow thanks for correcting and adding to the list m16ghost. Here’s the updated version:

http://img716.imageshack.us/img716/5977/capturecn.jpg

Hey im having a problem with the combo that goes cr.lp- st.lp - cr. mk xx SK. I can link the normals just fine, but for some reason I feel I dont have enough charge and thats why the SK wont come out. I can cr.MK to SK all day, but even after a jump-in I cant do that cancel.

I thought at first maybe I was going straight down instead of back down on the cr.lp or the cr.mk but i checked my inputs in training and even watched my hands several times ( I was holding downback) and I got the same result… no SK. If I wait and release the SK when I feel I can, it is blocked by CPU. Someone suggested adding in another hit somewhere, but I’m not sure what normal would be the best. Any help appreciated!

Don’t immediately go from cr.lp to st.lp, take a bit of time transitioning between them. This combo is done best when as a cross in and you’re sure which side you’re going to end up on so you start charging even before the cr.lp connects. Or if you still have trouble with this, you can go for cr.lp>cr.lp>st.lk>cr.mk xx SK

c.lk c.lp c.mk

or c.lp c.lk c.lp c.mk. <- new to me

how is c.lk c.lp input delay? can it bait out something??

What do you mean? Of course if you delay your cr.mk enough you can bait an uppercut. But then you risk losing your pressure.

well I don’t know the RIGHT way to bait out, like c.lk or c.lp…

1)IF my input is good, they can’t SRK you? like c.lp xx c.lk scissor, can the SRK you anytime if you input timing is wrong? or SRK just beat almost any normal anyway?

because sometime I can safe jump and bait out some SRK (like ken) and hit them hard, but on the ground is 50/50, either I eat a kara or lucky bait out a SRK after give c.lk and dash back…

c.lk into c.lp I think is pretty safe? isn’t this the official BnB combo from bison trail? (trail 24, j.mk c.lk c.lp c.mk into heavy scissor)

On startup SRK can beat ANYTHING that’s not invincible. You can delay your blockstring so that they can’t reversal uppercut, but then you’re leaving a gap so that Ryu could do cr.mk xx fireball to push you out. Or he can just delay his uppercut to hit your delayed poke, or just jump out. Also, you can’t do a proper safe jump on Ryu, Ken, or Akuma because of the SF4 engine.

Chained normals are safe because there’s no gap. So is heavy jump in -> ground attack and FA2 -> forward dash -> cr.lk. Chained cr.lp xx cr.lk is safe but then you can’t cancel into scissors without doing another cr.lk (which can be DP’d).

cr.lk -> cr.lp is a 1 frame link and so is cr.lp -> cr.mk. Most people do cr.lp xx s.lp -> cr.mk xx scissors or just cr.lk, cr.lk, cr.lk xx scissors.

One way to beat a DP is to do say cr.lk, walk backwards/block, raw scissor kicks. If they DP you can not do the SK and punish with a full combo. The SK will also usually punish any pokes they threw out. cr.lk xx scissors is good too.

There’s no foolproof way to beat DPs in blockstrings. But one thing that’s awesome about dictator is that his SK trap leaves him at a spacing where it’s too far to FADC their DP so they have to commit to the DP.

So yeah in general DPs beat everything but they’re hella unsafe and people have set ways to deal with reversal DPs.

New combo I’ve been using just for lolz.

cr. jab, close jab, cr. strong, cr. fwd xx scissors/psycho crusher

Downsides
-Only works in certain situations on certain characters
-Can’t hit it after a crossup (except on Makoto)
-Has a 1 frame link (close jab to cr. strong)

Upsides
-Better damage than the usual combo into cr. fwd xx whatever
-Looks stylish as fuck
-Makes you feel awesome
-The look on the other guys face when he gets hit by it

Works on the following characters CROUCHING only:
Ken
Ryu
Akuma
Honda
Viper
Gouken
Ibuki
Dan
Sakura
Juri
Chun
Dhalsim
Bison
Vega
Rufus
Fei Long
Rose
**Zangief
**Abel

Works on this character STANDING only:
Cammy

Works both crouching and standing:
Makoto (Capcom really hates her in this game)

** - Zangief and Abel’s weird pushback causes the first active frame of the cr. fwd to whiff, making it a much tighter link than normal.

crouch lk has more range so it might work on all characters standing after the crouch strong. Hmmm, nigh one cookies.

lk doesn’t have more range, it just hits sooner, so it catches them before they get pushed back too far. With the above combo, the first 3 hits push them too far for a lk.

on characters with a wide hitbox around their torso (sagat, abel), you can actually land st short, st rh after the cr strong. Not as good imo, but still quite stylish.

God damn, that sounds all sorts of stylish. Would be a hell of a “suck my Dic” combo after a dizzy/focus.

mwahahaha

Against those characters, I’ve actually been doing the ‘3 kicks’ combo (note to self: come up with more names for combos).

close fwd, st short, st rh.