M. Bison ftw (Dictator Thread)

When I jump from the left to right in order to do a combo, I’d be holding right the entire jump right?

It still doesn’t seem to work for me.

Yeah you definitely cannot be thrown during invincible frames. If that were the case you wouldn’t be able to reversal ticks with Balrog and Fei’s supers, which you definitely can.

I’ve heard Zangief has 11 active frames on his SPD, but I’ve also heard there’s some weirdness and it’s never actually been shown that he can throw you on the later frames… has anyone actually verified this?

Do you mean for a crossup? If it’s a same side combo like j. rh, st. short, cr. mk, scissors, you need to be holding BACK which would be LEFT if jumping to the right…

I really don’t know how it can be explained, but Zangief sometimes goes into a successful SPD during his miss animation the miss frames just get interrupted instantly I think the people who did YBH just tried many times to get the maximum number of frames where Zangief will interrupt his missing frame and go into SPD and that’s how they gave SPD 11 active frames.

If your check YBH T.Hawk section you’ll find he has no active frames because of no miss animation. Also Zangief’s Siberian Suplex has no active frames either !

I meant for a crossup yea.

I can do the TOD just fine if it is a non crossup jump in.

It’s easiest to hold right through the entire jump, but for the cross up combo to work you need to do three hits on the ground once you land. Cross-up, land: standing short x3 -> psycho, or standing short x2 -> crouching mk -> psycho. Doing three hits gives bison enough time to buffer psycho crusher from cross up. From my experience the short x3 combo does not work against all characters, but the short x2 combo does. Also the short x2 combo does more stun.

Oh D:

I’ve been trying to do cross up short x2 or short>c.mk the whole time.

about those combos on claw…
standing short jsut loves to wiff :confused:

Sometimes you have to hold the stick towards them to get more than one short to connect. Like in the combo crossup forward, s. short x3, s. roundhouse. You need to hold towards to get all three of the shorts to connect against most of the cast. However, holding the stick towards them will cause you to lose your charge, which is half the point of Dictator’s combos. :S

I’ve had some luck with the s.mk -> fake slide -> throw trap, it seems to really throw off their timing, especially after using s.rh a lot.

What is there for bread and butter punishers? For when I get to keep charge (blocking balrog headbutt) I use s.lk c.mk rh scissors, when I lose charge (walk forward to punish whiff srk) I use s.lk x3 -> hp psycho crusher (which I often mess up).

Right now my Dic is at a strange point, I’ve built all these gambits and now I need to learn how to break my habits. Things like lk head stomp, skull crusher s.rh are very nice, but when I feel like I’m doing it on autopilot, thats bad.

I really love that his dizzy/damage abilities didn’t get nerfed, I’m having a funt ime playing him.

any way to get out of balrog’s headbutt trap? i only fought one guy doing it and for some reason he was scared to do it, so i’m not sure if there’s a viable way other than just not getting into it in the first place.
also what to do vs. fei long’s flying kick?

Your throw range is larger than Boxer’s throw range, so you can always counter throw him both before his tick and after his tick (ie, he can’t throw you from a range where you can’t throw him, so whenever he can throw you, you can throw him). You can always throw a guy out of a grounded meaty attack, and after a tick the defending character gets the advantage if he and the opponent both press throw on the same frame, so you can always throw him after the tick too. To make this easier, tap fierce then strong (or strong then fierce, whichever’s easier for you) at like drumming-your-fingers-fast speed both as you’re getting up and right after his tick. The guy was probably scared to do the headbutt trap because he knew that Dictator can always escape it.

good to know, thanks

You can also use st. lk x 2 or x3 and then medium kick or roundhouse to combo.

short head stomp, skull diver, s. roundhouse is an awesome sequence (dizzy!), but only if you don’t do it that often. I usually bounce away after a headstomp, but you would be surprised how often you can catch someone with skull diver s. roundhouse if you only do it occasionally, especially if you cross to the other side with skull diver.

Also, the fake slide gives him some amazing mixups. A lot of players still try to block it on reaction, just because that’s what they’re used to doing against the slide. When doing his corner knee press quasi trap, I sometimes fake slide instead of knee press. I’m going to try to start working it into my game more. Hell, last night, I got one guy with fake slide > throw five times in a row. That made him start trying to counter throw all slides, so I started using real slides to knock down. Then it was back on to the mind games.

Any advice versus turtles in general? Sometimes I play really defensive players who just love baiting me to jump (which I’ve more then somewhat cut back on I guess), this usually leads to a shoryuken, or other good anti-air move from a non-shoto character. But the other option is to try to move in on the ground but I lose my charge. Standing pokes with s./c.mk and s.hk don’t do much against a blocking opponent, fake slide is ok, but against a good turtle this is like 50/50 at best. What am I doing wrong?

Particular match-up issues come from honda and shoto’s I suppose. I miss Honda’s torp with like one s.jab and then he leads and turtles hard, or against shoto’s who just pepper me with FB now and then, biating a jump in or headstomp which gets chewed by shoryuken. I try to trade s.HK for the hadukens if i get close, but once I close the distance enough if he turtles it is tough as to keep moving in I have to give up my charge and shoryuken eats any of bisons normal alive. I guess I could go for more throws but since bison’s throw is easily techable(?) it seems pretty low reward for a lot of risk, as when I move in I can eat an easy combo -> haduken.

Obviously my problem is from being too predictable, but what can I be doing differently? There must be some options I’m not using.

Whhoooaaaaahh this is true?

I swear I’ve been in situation where I know the tick throw is coming, but I failed to throw the opponent first (I just tech their throw instead). What if it’s a tick at point blank range, where you’re within the opponent’s throw range and he’s within yours?

This is just more reinforcement that my reactions are shit. :frowning:

If someone’s turtling, I like to stand a bit outside their sweep range and stand still for a couple seconds. React to almost anything they do with straight up jump and then decide if/when you should roundhouse in the air, or maybe mp. This doesn’t get you any serious advantage, but it puts loads of pressure on them. If they let you keep up this range without trying to escape, then start pestering s.rh -> s.rh, or s.mk fake slide throw.

If you dont want to be that confrontational, you can stand back, throw some c.mk or c.jabs, then do headstomp or devil’s reverse if you don’t want to cross midscreen. You should be harrassing them - if you can force them to block a headstomp, you can mix crossup into throw, or c.mk, or skull crusher, or get the previously mentioned range and start harrassing them.

Turtles are begging for the walkup throw :stuck_out_tongue:

Do like Sikyo says. Then through out a st-fwd or st-rh, then wait. Then stand up like you’re going to throw the rh again, then walk up and throw instead.

Whiff st.Short is great for faking st.Fwd/RH. Then walk up throw