M. Bison ftw (Dictator Thread)

You can also use DR/HS on shotos spamming fireballs…If you’re fast enough you’ll hit them.

The headstomp only works once or twice against decent players. After the first few get blocked they just jump straight up and hit it every time. The problem is I do all of this poke/chip damage that takes forever to add up and then all the Zangief player really needs is one throw or roundhouse and it’s basically GG for me if they keep the pressure on.

Can you actually DR up close and smack them pretty much as soon as you leave the ground, before they can recover to DP you? I’m still not really having any luck using this move except to build a meter. It seems like I either keep doing it too soon or too late.

And why do I need to die in a fire? :frowning:

You need to die in a fire because that’s your fate, obviously !
j/k that’s the reputation system, don’t worry about it.

Against Gief, i usually try to not let him approach. If you try to kill him with chip damage, you’ll get thrown. And that’s the last thing you want.
Pay good attention to his range. Most of the Gief i played against tried to approach with the green hand and then throw, but you usually can hit them before the throw.

Against shotos, mix the DR/HS with kicks, if they get hit by kicks they’ll fear throwing too much fbs / throwing them at a bad timing.
The DR is great cause you can stop it where you want => if he knows you’re coming and tries to jump to punish you, you can stop it before reaching him and try to hit him when he’s falling back, or throw after you land.

Well that’s how i play, but i’m no progamer.

Vs Gief what I find works well is playing footsies with him w/ my s.mk and s.rh. Afaik, lariat is the only thing that beats those pokes and you can slide those or just jump straight up and land with rh. The range that works for me vs gief is about the tips of your s.rh so you don’t get swept. As for the HS you can HS and bring it back to a range where you land just barely the range of your s.mk and rhs so you can start your poking game.

On another note, does anyone know if any of Guile’s flashkicks have invlun frames at the start up? Also, does Dict’s jumping short or forward ever trade or cancel a FK? Something I’ve found to be extremely effective in my “tick trap” is that if he gets knocked down and I wait until his character is halfway through the “getting up” animation and do a SK so that it would just land when he’s fully standing it has a 99% hit rate if he tries to do anything other than block.

I’m not sure if it’s just badly timed flash kicks or what, because this same tactic works on many Ryu players too…and I keep expecting a jab/strong DP to pop and they never do. Makes me wonder if these people are just bad at blocking or if they are trying a reversal that keeps failing almost every time.

If you lk headstomp as SOON as you see him lariat on reaction, he won’t recover in time to block it, he will get hit. Same with your problems with fireballs, you should be able to headstomp them on reaction.

Guile does have invulnerability, at least on RH Flashkick.

My guess is that they’re either trying to reversal, or possibly don’t even know about reversals and think that DP on recover beats all.

Is it true that you can headstomp a shoto on reaction after seeing the fireball come out? I was just checking his frame data and I couldn’t find the start up for headstomp, there is one for devils reverse though and it is longer than the fireball startup and execution together… Sooo by on reaction do you mean luckily predicting the fireball, or can you just do it on reaction? If it’s just a guessing game it seems like it’d be better to block and try to walk up and s.RH… I guess it is a little more situational than that though.

It works best fullscreen, but by reaction I mean by reaction, you’re just pressing up and a button when they do fireball.

Today I had 1 chip of life left and ryu meaty supered me waking up, and I DRed out of it completely safe and then combo’d him to death, I bet he was throwing a tantrum in real life. :rofl:

Yeah that’s a thing specific to T.Hawk. His jumping jab has insane priority, but dic can simply duck and it will miss completely. This maybe true as well for Hawk’s jumping d+fierce (body splash), although I’m not 100% sure.

It wasn’t jab, he was repeatedly body splashing me in the corner. Late ducking fierce beats it.

Gonna add Dictator to my list(DeeJay Player) and start learning him. Played some matches yesterday and lost a bunch but it was fun learning!

I don’t really have any issues hitting a fireball (including sonic booms) characters with a headstomp at full screen, but occasionally it gets blocked, and I’m not sure if I’m just a few frames off or what, because usually it hits and I don’t feel like I’m doing anything different. Are the start up frames for the different fireball speeds different? Also, the short headstomp seems like the only stomp to use for everything because the other two always just sail past and miss 100% of the time. I guess that would be ok if you had some big lead in life and wanted to get close, but I haven’t been in a situation yet to do that. You can’t use the eye gouge/head punch (whatever) portion of that move if the stomp doesn’t hit can you? It also seems like the stomp doesn’t change trajectory if they move, it targets where they were when you initiated it and if they take a step or two forawrd it will sail past them (farther than where they were at the start up).

In regular ST startup fireball speeds were all different, in Remix I know Sagat’s FB’s all have the same startup now, but I think other FB’s are all the same frame data as vanilla ST. Trust me, you are probably just not reacting in time.

I only ever use short, not sure what reason you would ever use any of the other headstomps…devil’s reverse yeah all buttons are useful, but I dunno about headstomp.

You can on block also, on whiff no.

Also, I believe it was you who asked when you would ever use st. lk as a combo starter on a real match? I just did it today. Blocked a psychic Ken fierce DP up close, built charge while standing in place with rapidfire st. lk’s, then timed it so when he landed he ate st. lk > cr mk > scissors.

I wish Jason Nelson would post in this thread, he knows the most random facts about Dictator ever.

The missed/blocked DP’s were one situation I thought may work if Ken can’t just throw out another jab DP upon landing, which if you block he can, which is why I thought it was said you have to get used to not blocking against Ken so you’re not put into block stun and can react without allowing them to DP again or block upon landing. Most decent Ken players don’t randomly fierce DP up close, it’s almost always jab unless I’ve given them any reason to think I’m going to jump while at mid range.

What do you do about a missed or blocked Ken super since it seems like it will almost always land behind you (if they start it close) and at least half of the time I get thrown if trying to throw him upon landing. Simply take a step back and roundhouse/slide , or can you actually do a jumping (straight up) roundhouse and combo if your timing is good? Or better yet, would what you just described doing vs a fierce DP work the same, or will you have enough charge time since it doesn’t seem to switch sides until the apex and while landing? And when exactly can they block, is it as soon as they land, or could something like a SK hit with both hits as they touch down? Most of them time if they are landing in front of me, I still don’t do a SK or crusher because I think I’ll either fly right past them, or they will be able to block and counter.

Don’t know if this has been answered before but I can’t get st. shorts to link into st. roundhouse with any sort of consistency. I’ve pretty much given up on trying st. short x 3 into st. roundhouse, but even with st. short x 2 I can only get it to combo with st. roundhouse about 30-40% of the time. I’m holding forward the whole time while doing this combo. I’ve tried to mash, I’ve tried to time it, nothing is working! :shake:

Do not mash - you have to time it very precisely. Just get better at timing it I guess, it’s not an easy link.

Heh, I made a post about this in the Ken thread. Because I (as well as other people) have the same problem–especially when blocking Ken’s super and he lands behind you. I basically just jump straight up and hit him out of the air (I don’t go for a combo) with roundhouse. Although I believe that his fierce DP has worse recovery than his super.

And yeah good Kens rarely do fierce DPs unless they know you are jumping.

EDIT: Shit it’s better to punish him with jump strong combos than jump roundhouse. I reaaaallllyyy need to work jump strong into my game more often. I’m such a noob lol.

When does Ken’s super lose invuln, halfway up, at the apex or on the way down? I also normally don’t ever try to use my super in a juggle because it seems like I can only ever get one hit off the super, and even if both hit it still seems like it’s better used as a backup escape, to blow through fireballs or to chip their last remaining life when you know it will kill them. If however I end up actually hitting with the super (while on the ground) of course I follow it up with jumping strongs. And lastly, when exactly do you need to do the super on wakeup to have it work as soon as you stand? Sometimes I get it, other times I just stand up into a blocked fireball and die.

Hey guys, im having a hard time trying to crossup MK, s. lk, s. lk. cr. MK into PC. I keep moving backwards!!! My c.MK doesn’t reach!