You guys notice how god awful the hurtboxes are on Alex and Karin’s jump in attacks. I’m finding C.MP can pretty consistently anti air all of their jumps in from most angles.
However its some what flakey against Karin’s J.MK if its coming down right on top of your head.
Looking at the hurboxes on both those characters jump ins I would imagine those two are the most likely candidates for CC S.HK
All Cammy jump in’s have bad hurtboxes with the exception of J.MP. I don’t see her use that much, but then again she’s mainly going be dive kicking.
Most other characters have less vulnerable hurtboxes on their standard jump in attacks.
However a few other notable attacks that can be stuffed are
Mika’s J.HK
Zangief’s Body Splash, J.HP and J.HK.
Its 50:50 against Birdies J.MP cross up.
I’m finding if Laura jumps from max range or a little less than that I can also anti air consistently with C.MP. but any close than that and her J.HP will. She needs to be slightly close still for her J.MK to win.
Nash was a none runner his J.HK owned C.MP.
Like wise with Chun-Li’s S.HK its godlike. However the rest of her jumps are also rubbish in this department. If you push her to the corner and she neutral jumps, C.MP will stuff all her neutral jumps clean and with more range too.
Against Ryu again from distant jump ins I was able to stuff J.MK/HK and J.HP with C.MP.
I tried using Cr.MP, but it failed horribly. Bison’s dead angle is not in front of him, but over him, and Cr.MP doesn’t work to cover that. It’s really a bad idea against someone with a clue.
Sounds like you where not using in the right situations. What does it matter if your opponent has a clue, they can’t change the hurtboxes on Karin or Alex. One of the main complaints is the slow speed of C.HP if this works in some situations then people who don’t have the reactions to use C.HP can use this instead.
The issue with speed is related to how safe you feel. If you’re far from the opponent, where Cr.HP does alright, you’re not worried about approaches and you’ll react fast enough. J.LK, Cr.HP, even J.MP are enough.
Things get messy when the opponent is near Bison. We have to be extra careful because there’s a lot going on and Bison doesn’t perform that well at closer ranges when he’s the defending one. That’s when jumping on him becomes strong and Cr.HP becomes almost useless (whiffs for several reasons). In these cases (the most critical ones), Cr.MP will fail as well because they’ll be over Bison already.
Against high crossups, however, Cr.MP is good. Bison’s hurtbox lunges foward and makes them whiff, but these are a completely different situation.
Believe it or not, I’ve been experimenting with cr.lp as an anti air. It seems to work better when they’re almost right on top of you. But I’ve only tested it on Karin so far in training. And the timing is very strict.
Seeing as Bison has the best throw range in the game, is there any setups to create a spacing that means we would be at the tip of Bison’s throw range? This would mean opponents throw attempts would whiff and leave them open to a punish, whereas we would get a throw if we want one.
The most simple setup for this is jumping mk, stand jab on a blocking opponent. It gives perfect spacing (their throw will whiff), allowing you to throw them or cr.mk, lp inferno if you wish. I’m sure most people who have been only maining Bison will know this (I’ve been playing too many characters lol).
I was wondering if he had a more elaborate setup? You can also do jump mk, crouch short too which is probably better because it’s a low.
I have also realised that if they start pausing and sticking out a medium to beat your options, you can crush counter or v skill.
Edit - This is kinda on the same subject so thought I’d share, though I’m specifically looking for ways to space it so we can still throw. In this video, the example used for Bison is st.lk which pushes him out of throw range.
Inferno xx V-Trigger, then immediate EX. Head Press. The EX. Head Press can not be avoided by any recovery option.
The damage and stun is the exact same as using EX. Knee Press after the V-Trigger cancel albeit with stricter timing. However VT EX. Head Press sets up meaty Psycho Axe, which will be +7 on hit and +2 on block.
If you hit them with Pyscho Axe your close enough to combo into S.MP, C.MP xx Inferno which does decent damage and leads to more meaty pressure.
Another albeit much less useful setup is VT EX. Pyscho Blast from over half screen to full screen range will also you to combo into an unavoidable EX.Head Press if you time the EX. Head Press to coincide with the detonation of the EX. Pyscho Blast.
I’ve seen him do that in other videos, mostly with regular ex DR. I think for the most part he’s trying to get it to hit or cross up and taking advantage of the confusion after the wiff. I’ve seen some people punish him consistently for it.
I begin to think that it’s more reliable to use more V-Reversal than V-Trigger.
At least you can use 2 and have you VT after.
You break the player offense and force him to play on defensive for few seconds for him recovering his white damage, and if he doesn’the you can capitalise good chunk of damage, more than in VT combo.
I think that VT gimmicks begin to be too predictable and a lot of bison players start to play careless in VT and get bodied easily (that’s my case)
Here’s my speculation for now, must do some test in future plays.
Uploading match videos from the Street Fighter V weekly. I may as well wander over to SRK to see what the Dictator forum is discussing while I wait …
It took till now for someone to say this? You’re not just onto something, you’re onto THE thing with Dictator’s V-Meter.
I strongly recommend saving that meter for V-Reversal for some pretty blatant reasons (I’m repeating some of what you said, but sometimes it takes multiple people saying it ;P):
Dictator obviously lacks great reversal options outside of Critical Art. V-Reversal is his go to for shoving opponents off.
It’s one of the better V-Reversals in the game, with its only big weakness being stationary (which makes it easier than some of the more mobile versions to counter throw … yet if they didn’t bait it, it can shove the opponent out of throw range). The hitbox spans out to the front, top, and back of his body, so it will connect off of any situation where the opponent is tossing a move up close (including cross ups). When it connects, it floors the opponent and can set up an oki situation. It doesn’t just change the momentum of an offensive opponent, but can be used to maintain pressure as well if you’re baiting with it.
Most of what made Dictator’s V-Trigger hype was week 1 gimmicky stuff. When people didn’t know what to look out for, it was crazy. But everything is fucking GDLK if you don’t know what to look for. Now days, I rarely run into anyone who is experienced that finds his V-Trigger threatening.
This doesn’t mean V-Trigger is useless. It can save your ass when you do something like fuck up a slide or you ended an offensive push in a very unsafe manner (Shit! They blocked slide! Mash V-Trigger and keep the offensive going so I can eject out of this safely! I mean, I meant to do that!). V-Trigger set ups can also swipe the win when a game comes down to pixels and you need the clutch more than the other guy.
BUT, prioritizing V-Meter for V-Reversal, and not a V-Trigger set up, is the solid way to play almost every match up. V-Trigger buffs for a short amount of time < shoving people off and stealing the momentum.