My gief friends haven’t been online the last few times I signed on, so I haven’t had a chance to test many new strats yet. I fought a crappy gief today and had no trouble keeping him away and punishing lariats. The problematic parts of the match never came up because he couldn’t get close.
I think my biggest problem is the intimidation factor, honestly. After a knockdown, especially in the corner, I panic because it’s been the death of me so many times before. At least when I’m against good players.
Seriously it’s that good if you have your spacing right you can rape decent geifs with st hk and it will either beat him cleanly or trade in your favor. If he lariats I just slide or if I’m far away I can headstomp it and if he tries to splash me in the corner I either torpedo or if he’s close st lp both beat him cleanly and if your at mid range playing footsie games and you anticipate a jump don’t be afraid to go for a forward jmp.
It’s hard as first but after a while the geif matchup becomes easy as pie as long as you pay attention to your spacing.
Who is willing to answer a bunch of noob questions?
How do you do j. MP, j. MP, j. MP into Super? In other words, when or how do you start charging for the Super Scissor Kicks?
I have noticed that YuuVega does cross up, j.MK (or j.MK), st. LK, st. LK, st. LK, Psyco Crusher? How in the world do you do that? I can do simple combos such as st. LK, cr. MK, Scissor Kicks, but I am having a hard charging the Torpedo and the Scissor Kicks in advanced combos. Are there any tips and/or tricks to this?
Does a meaty cr. MK beat Dragon Punches? What are some of my best options when my opponent is on the ground?
What is the advantage/disadvantage after blocked Scissor Kicks? Am I at an advantage or at a disadvantage? I have noticed that YuuVega usually does a jump back MP after Dictator’s Scissor Kicks get blocked? Is that the safest and most viable option or can I somehow get reversed?
How do you deal with T. Hawk’s Dive special attack?
How do you reverse E. Honda’s j. LK into Ochio Throw? What about Fierce Throw, walk under, cr. LK into Fierce Throw? I hate getting corner-trapped with Honda’s bull shit.
I think you can only do 2x j. mp >Super. I could be wrong though. What I do is j.mp, land, then jump forwards and IMMEDIATELY press d/b as soon as I am airborne, press j. mp late, land, and then super.
Meaty cr. mk only beats DPs if they aren’t on the reversal frame, I believe reversal DP (at least Ken’s jab dp and mp?) will beat a mk. I could be wrong about this, it’s just a feeling.
You are always at a disadvantage after someone blocks your scissors. Yuuvega is doing that because if someone doesn’t punish your blocked scissors on the reversal frame, it is the fastest way to get out of there.
Jump at him before he gets the dive off and juggle with mp.
I have no idea how to beat hondas that aren’t retards, sorry. It’s a hard ass matchup.
[EDIT] The jumping attack has to be pretty deep in order to keep you close to the opponent for the s lk, slk, c mk xx psycho. It’s easier to do this so that you cross up the opponent and YOU are in the corner, if you get what I mean ([media=youtube]6Cq5AlA6yZA[/media], 1:06 this one is blocked, so maybe it’s not such a good example).
If you’re having issues getting the last part of the combo (the special move) out, but you can do the rest of the combo fine, you may want to try pianoing the input for the special move.
This is the same as any meaty attack…what you are basically doing is putting your attack hitboxes on top of their character hitboxes so that as soon as their hitboxes appear (frame 1 after getting up) they will be hit. Obviously, characters who have invulnerability frames can get out of this with good timing if invulnerability begins immediately on startup (dragon punch, flash kick, etc). Some moves also hit on frame 1…these moves will trade or beat you. Blanka ball hits on frame 1, akuma’s dragon punch, and others that I don’t know about. For the moves that I have listed will beat any meaty attack that you do because they hit on frame 1, there is no “safe” version of them. Note that generally it is really hard to reversal properly done meaty attacks though.
Honda doesn’t have a high jump arc, so it’s generally not realistic to walk under any of his jump. I have not had much success regular sliding through a j lk either. Once he gets you with meaty j lk into ochio throws in the corner, I think it’s game over for you unless you have meter, so you may want to try building meter by doing reversal special moves or jumping attacks while he’s in the j lk, you’ll take minimal damage, build meter and may throw off his timing if he’s not expecting it.
I’ve been thinking a lot about it for the past few days and I want to test something. He seems to jump very high up for it instead of directly at the target. I want to test if a shoto with his back to the corner gets his jab DP beat clean since Bison jumps so high up and against the wall.
If you are REALLY, REALLY, close to your opponent, you can land:
(while charging back), 3 x standing short, xx Psycho Crusher/Scissor Kick
(while charging back), 2 x standing short, low forward, xx Psycho Crusher
If an opponent is dizzied and you slide right up next to them these combos work from a standing position. After a cross up things are much harder. And those normals have VERY strict timing to them.
When you cross up your opponent, from the moment you jump forwards, you need to hold forward charge so that when you cross over them the charge immediately becomes a backwards directional charge.
From there, once your jumping cross up roundhouse or forward land, if the cross up was deep enough, you can add on the above combos to whatever jumping kick you chose to cross up with.
But the cross up needs to be VERY, VERY, close to your opponent. And this works better on some characters than other due to the size of the character’s hit boxes.
Also, these combos (after cross up) are much easier to perform if your opponent is cornered.
I would recommend practice mode for these combos. Lots of practice mode.
Remember on a successful cross up you charge in the direction that you are jumping in.
This is [media=youtube]8OGf9TYl4Ig"[/media] of the cross up roundhouse combos, starting at 2:28 in the video. You’ll see ProfessorJones knocks down his opponent, then crosses him up very deeply, and goes into the 2x standing short, low forward, psycho crusher combo.
[media=youtube]zpyW-LS1GwM&feature=related"[/media] is even better as if you freeze frame around 1:47 you can see Muteki crossed up so badly that his character model is facing the wrong way as he eats the cross up roundhouse.
Airthrow, Blagdhalia, gig4ls, and VFF, thanks a lot guys.
Not only are those cross up combos hard to do, but they are also fairly hard to set up. YuuVega makes it look easy; it feels as if he had cross up, j.HK (or j. MK), st. LK, st. LK, cr. MK, Psycho Crusher mapped to a single button, lol. If you can do the aforementioned combo with a 80% consistancy, you really put yourself in a great position to win many matches and you also compensate for Dictator’s weaknesses by having the opportunity to pull a lot of incredible come backs.
Anyway, I can do st. LK, cr. MK, Scissor Kicks / Psycho Crusher easily, but I need to practice the more advanced combos.
PS: What are the differences between CE Dictator’s Psycho Crusher and the Psycho Crusher in HDR? I watched some Hyper Street Fighter II matches and I noticed that Bison’s Psycho Crusher is extremely abusable in that game yet it seems rather mediocre in HDR. I only find myself using it to escape corners.
The old version of the PC was sick. You see people in those matches just force the opponent to block and do that over and over again. The main reason for this is that with the old PC, it can cross you up as they block. The new one does not.
Rundown on current PC:
lp PC is pretty safe on block
mp PC is useful in that corner trap that posted back a while ago. If not used properly, you can fall into the opponent’s throw range or close range.
hk PC is the runaway PC, limited AA but usually that’s just a bonus to being able to run away. Note that almost all characters can nail you after you pass through them with this on block.
I just realized that jump in HP, cr. mk, psycho does 50% and is about 10x more reliable than trying to do the touch of death (at least on these shitty hori ex2 sticks, I can do it pretty reliably on my sanwa stick).
I honestly don’t combo all that much, I play a very pokey and hit and run based Dic, but I definitely need to work on my damage output more, and that is toooo easy for so much damage. Dizzies like hell too.
Hey, guys, I wasn’t sure if I was adding anything new to everyone’s repertoire or just regurgitating the same stuff everyone knows, but I found another use for Psycho Crusher: it will cleanly sail right over Blanka’s Ground Shave Rolling. You won’t get a hit, but the important part seems to be that you won’t actually BE hit or get put into block-stun. Again, sorry if I’m repeating something that everyone already knew; I just figured, “Hey, every, little bit helps.”
Also, I’m really, REALLY new to Dictator – I mean new, like, I’ve only been playing him for a couple of days. lol Anyway, I was just wondering: is the charge time on the Knee Press longer than that on the Psycho Crusher? I never really have trouble landing cross-up MK/HK -> standing LK (x3) -> Psycho Crusher, but I do have trouble using Knee Press at the end. I can land both variations, but the P. Crusher finish is the only one that I’m really consistent with.
Finally, last, but definitely not least: has anyone discovered any other really good uses for Devil’s Reverse? The main three that I’ve seen people talk about are A. escaping tick-throws B. escaping some fireball traps and C. full-screen meter building.
Okay, I lied… lol THIS is the last thing: I noticed that some of you were having trouble landing Dictator’s cross-ups, and I just so happen to have a spot of advice that seemed to help me. Go to training mode with no guard, of course, and do a point-blank Knee Press. Stay in the exact spot where Dictator stops when it’s finished. Now, after the bounce, your opponent should be just about perfectly spaced out for you. FYI: it’s very, VERY close to the default spacing at the beginning of a round.
You can also use it to mess with your opponent’s blocking, as shown in the video I linked below. That video also has some useful info so I’d suggest watching the whole thing.
Jump in HP? Interesting, I’ve been doing it with HK so far, but yeah that combo is hella effective. Granted I’ve only given myself the opportunity to land it like once in the last 50 matches. Runaway dic ftw!
I’m amazed that I haven’t seen anyone mention that you can hit-confirm combo a Psycho Crusher much like Boxer does his Rushing Punch. Use that jab, man! You can usually do stuff like j.HK, cr.WP (x2), st.WP XX Psycho Crusher from the front. On crossup, you can do cr.WP (x3-4), st.WP XX Scissor Kick. (Three cr.jabs gives you time to charge the Scissor Kick, but a Psycho Crusher will still hit, too.) If you do that on a dizzy opponent, you usually leave them only one more hard attack away from being dizzy again.
The cl.WK (x2), cr.MP link probably does more damage, but it’s a little bit harder to do than the jabs. I can do both, but I find myself jabbing more for hit-confirmming purposes.
With the c lp, c lp, s lp xx psycho crusher combo, lp psycho crusher won’t hit, right? you need hp?
Also if someone has a link to a vid where the c hp beats a shoto j hk please paste it…from what I’m seeing it is the only reliable AA against that attack and I can’t even do it.
Oops…forgot to mention that. Yes, :hp: Psycho Crusher.
You don’t really need a video…just have Ryu or Ken jump in on you and make them land on the top of his fist. It sticks out for a little while, so the timing isn’t too hard. Of course, if they try to cross you up with that, you might have a problem.