I use fake-slide> throw almost exclusively, but it’s also useful to mix it up
fake slide > st. lk : if blocked, tick throw, if hit, st. lk st. mk or hk
fake slide> instant overhead if they’re ducking low.
You can also do fake slide, st. lk, cr. mk, scissors I believe, but I haven’t trained myself to do this yet.
I think you can do fake slide cr. mk> psycho combo, but I would need to confirm if you have enough charge time in training mode.
A cheesy trick, but a lot of times the opponents with good reversals, will only think “reversal DP if I am waking up and the opponent is near me, or jumping in”. But they won’t prep the DP for when they wakeup if you are say, midscreen against them because you could just walk forward and punish a whiffed DP. So a lot of time if you time it right, they will wake up but you are FSing towards them, and they are not ready to Reversal DP because you weren’t near. Then throw the hell out of them.
(It sounds stupid but it works pretty well even against good players sometimes, at least this far into the game’s lifespan. I wish I could make a video for some of this stuff.)
The fake slide is generally good if you know the players you’re playing against are actually decent. I rarely ever use it in random games simply because It does not work on people who either suck at blocking or are just jump happy. Those that suck at blocking will simply repeatedly hit you out of it, or at best trade hits with a short if you know they usually aren’t going to block it. Most of the time the risk is not worth those small times it works in your favor. Unless of course you only play the same people that you know are good.
i should also point out i throw after fake slide roughly 100% of the time - if the fake slide works, they’re blocking low, and throw is the best answer to that. Maybe instant overhead, and maybe block strings, but you can do those after the throw.
I’ve never seen a video with Dictator in that terrible position showcasing a c.fierce working. It does however work very well against T.Hawk’s jumping fierce. The majority of the Dict vs Zangief match videos revolve around s.Roundhouse, s.Forward, Sliding into lairiats and then going into the headstomp directly after that. There are also a few SK here and there, but it mostly revolves around pokes and chips.
My keepaway game is coming along alright, but I still get trapped in the corner by Zangief from time to time and if I don’t have meter, what are my options?
One other question: is there any resource that lists each character’s throw range? I play a vega player all the time and whenever I think I’ve grabbed him he’s already grabbed me. Is this just lag, or is his range allowing him to grab me before I’m able to throw him?
EDIT: thanks for the responses. I’m going to lower the “lag smoothing” or whatever it’s called to see if that has an effect on throwing.
As for Dict vs. Gief, that makes 3 different responses to the corner body splash: st.jab, st.fierce, and cr.fierce. I guess it’s time to experiment.
I’ve been slamming my head against walls due to Chun Li’s super special awesome jumping normals. Is there any consistant way to hit her out of them or should I just get the hell out of dodge?
Have you tried st lp? Straightup jmp beats chuns jumping normals cleanly but it only works if you start your jump before her otherwise you’re better of jumping backwards to bait another jump from her so you can cleanly beat her with jumping forward mp.
Check out the above link for throw range, walk speed and other data.
I personally think the Gief vs Dic match is heavily in Gief’s favor. I find it ridiculously frustrating as Dic because I need to constantly run away the entire match and get piddly poke damage from slides and standing RH. All Gief has to do is knock you down once and you’re close to being fucked. You need great timing & spacing in order to slide his KKK lariat as well, because it recovers so quick. Not a fun match as Dic at all.
I haven’t had any luck with jumping strong, but I’ve found jumping short and jumping fierce to be good choices. IIRC one of them will beat/trade with her jumping short/forward kicks, but get stuffed by her jumping roundhouse. However the other will beat/trade with her jumping roundhouse, but get stuffed by her jumping short/forward. I think jumping short beats/trade with her jumping short/forward, but I’m not 100% sure.
Also consider what range is she jumping at you? Is she jumping close? Then walk under her and grab. If she’s jumping from far you can meet her in the air with the normals listed above. Somoene correct/flame me if I’m wrong though.
neutral j. lk against chun is a horrible idea. It usually gets stuffed, and even on trades will probably get raped damage wise vs whatever normal she will do. I might try that jump back, neutral jump mp thing though.
I really don’t see why you guys have such problems with giefs, 99% of online giefs are fakes, and I do pretty decently against a very good Gief player who has been using him a LOT longer than I’ve been playing Dic. I think it’s a fun as hell matchup, you guys just have to master running away and being hella annoying, and get those wakeup DR’s working.
On paper Dic has a LOT of moves that cleanly beat out a LOT of Giefs, all the tools are there for you to beat Gief if you play well, it is a MUCH easier matchup in theory than a looooot of Dic’s other fights. I can’t think of any other character where you have so many “clean” answers to each of his moves that work 100% of the time, maybe only Claw…
Airthrow, it’s not the random online giefs that give me trouble. I play a few people who are better than me in general and when they use gief, that advantage seems to skyrocket.
Have you read the past 3-4 pages, there were a bunch of suggestions people posted for fighting Gief? Where in the match do you have trouble?
If you know the Gief player is just a higher skilled player than you, it can be very intimidating because he does so much damage so quickly. That is why it’s more important to slow the pace of the match down with your hit and run tactics, and be more patient doing stupid stuff that gets you damage in small bits and pieces, over and over again until you time out with the win, or kill Gief.
IMO people new to ST really over-emphasize match ups. They are there, they are real, but every character has a couple tricks against every character in the game, for sure. Your homework is to find them for all of your characters against THE ENTIRE CAST! That is half the fun, IMO.
I want to know what the use is for HK too, maybe it’s supposed to be a grimey runaway move, cus I never use it so far.
I was using the, stay away while they’re waking up, fake slide> throw today against a couple very good players and it was working really well, but it’s more of a psychological tool. I find walk up st. lk >throw against waking opponents works better when you give them space so that they don’t focus on their reversals as much.
I really would like to know some more “Dic’s ____ beats ___'s (move)”, if anyone has them. I have heard that cr. MK beats Hawk’s jump jab from James Chen, can anyone confirm this?