Is there any benefit to this over cr. short x2, scissors? I guess because it puts you at +3 on hit and since it doesn’t knock down and creates some space, it opens up an interesting new position for your opponent to deal with, it would be worth including in my game.
No real benefit, but it’s good to have in your arsenal should you ever be without a charge(which you will be every now and then in a match).
Does cr.mp - cr.mk xx scissors/PC only work on counter hit or crumple?
nope, u just need timing… it’s linkinable
J.hk, s.hp xx Scissors
J.hp, c.lp, c.lkx2 xx Scissors xx super (my fav)
while opponent is in the air j.mp, before opponent hits the ground s.hp xx scissors
These are my 3 fav combos to pull off right now…
I don’t know if these have been posted on this thread yet, but I think they’re super useful:
Headstomp, then punch follow up, cr. mk, scissor kick XX Super (optional).
Much easier to do is Headstomp, EX punch followup, cr. mk, scissors.
I find the easiest way to do the non-EX version is to headstomp, crossover them for a bit (i.e, press forward from your perspective), then hold back and hit them with the followup while holding back, then wait a brief moment, and do cr. mk. Hella good.
You can also use it for craziness like headstomp, punch followup, cr. mk, headstomp.
c.mk > ex.PC
VS
C.mk/lk > (ex) Scissors
While the former looks cooler, is the latter safer to do?
Am I also the only one who can’t be bothered with Knee Press Nightmare? It just seems much more viable and efficient to use my super stock for ex moves.
You only use super in a combo as a finisher.
But is it viable to actually save your stock for the very combo you speak of or use your stock effectively in ex moves?
Better to save your stock since his ex-moves are so useful. In fact I wouldn’t even bother to combo into his Ex moves unless you really needed the damage (for the kill, or to leave them with one pixel for chip or whatever).
That said, I recall a match of Inoue vs. Daigo(Inoue being the best Dictator player most likely) where he saved up all his meter and went for a super at one point (after a slide). I’m not sure if it was worth doing that, especially against Daigo.
I can’t even time 3x c.short xx Scissors. I really don’t know what’s wrong with me. If I use Turbo it’s a simple matter. Which I don’t want to do, but use to see the timing. There is no way I can mash out the combo at the same speed as turbo. But tapping the keys, I just don’t get how you guys are timing those three kicks reliably. I’ve even tried timing it to music or beats. It’s inconsistent, I can get it off, maybe, 30% of the time.
Only reliable combo I got is c.forward xx heavy scissors. Anything relying on multiple jabs and shorts just get auto blocked the majority of the time. Especially online, but it still is happening to me in training.
I feel like I’m running in circles. People say “Practice more”, but after practicing this for a few weeks now, I think I can honestly say I need someone to show me how these combos are being done, because I’m running up a wall.
Look at the frame data and construct a combo that has the most leniancy in timing. Honestly I have no trouble at all doing crouch LPx2, crouch LK, scissors, or crouch LP, close LP, crouch MK, scissors, but looking at the frame data, it’s pretty clear why crouch LKx3 is hard.
I find it to be more difficult and risky to do such combos online due to the risk of lag and it has happened, I don’t want to sound like a sore loser but I have lost simply because LAG KILLED ME!
though c.mp > ex PC and jump in + HK > LK, LK > S.HK works like a charm.
Timing is more lenient since the standing jab gives more time to input the crouching mk than a crouching jab.
Can anybody explain to me the rules regarding M.Bison’s air juggles?
For example, opp in air:
jumping strong, strong, land, Ultra works
jumping strong, strong, land, ex scissors or ex PC works
jumping strong, land, jumping strong, strong works
So why doesn’t jumping strong, strong, land, jumping strong work?
Also, I have heard you can get two hits from EX scissors after jumping strong, strong, but does anybody know of the timing?
conk out,
not ridiculously fun, just…
DICTATOR!!!
Can some explain to me why a FA dashup cr.mp cr.mk xx hk SK works like a charm but xup.mk cr.mp crmk xx hk SK doesn’t work?
Is it because when they are in crumple your next attack hits as a counter?
fuck I wish this was a working xup
Yeah I asked this same question before and was given the answer that it DOES NOT have to be a counter hit, yet I can only get the combo to work as a CH or crumple.
I can’t do it for the life of me after a crossup
I need some help. Can someone explain to me what I’m trying to time here for these two combos?
c.lp x3, c.lk x1 to sk or just c.lpx1, c.lkx1 to sk.
I can do the jabs to lk kick part all the time but I miss scissor kick a great deal and I’m not sure if I’m not doing the motion to fast or if I’m waiting for a millisecond after the kick connects the timing seems completely different then just doing a c.lk into sk or any one hit to sk. Can someone please explain what I’m trying to do here so I can practice it in newb terms?
Thanks!
when i do this combo I dont try to cancel C.lk into SK but I try to link em for the simply fact that you need all the charge time u can get.
you dont have to do a ex sk for 2hits you could do any sk for the extra 2hits, and if your s.c gauge is on super you can go straight into knee press nightmare after scissors kick.