As mentioned, T. Hawk’s jumping jab whiffs Bison entirely when he crouches, even if he doesn’t press a button! It works, trust us.
MK is actually more reliable at crossing up in most instances. There are however some characters that are pretty much impossible to crossup with MK (Balrog, Dee Jay) and you have to use HK instead. Against most everyone else, MK just has a more reliable hitbox for crossing up, especially on knocked down opponents.
Depending on the distance he jumps in from, Bison’s crouching HP (there it is again…) can beat Guile’s jumping attack, but I’ve gotten stuffed trying it too… maybe it has to be done early? That’s Bison’s best chance of stopping Guile if you don’t want to just block it all, anyway.
Poking with standing HK whenever you’re in range to connect with it is very important against Guile, since at the very least you can often end up trading (in your favor) with Sonic Booms. Unfortunately you’ll often get pushed back out of range after a jumping MK - crouching MK string, but it’s something to keep in mind if Guile’s throwing lots of Sonic Booms.
Definitely use jumping MK for most of your crossups. Only go for RH if you are absolutely sure you’re going to hit it and hit it late. I also find it a lot easier to go from a crossup MK into a combo than from RH anyways.
Also, a patch is announced for HDR on the front page. It probably will not affect Dictator at all. It could affect Akuma and the numerous online glitches, though.
when i use the headstomp it sometimes doesn’t stomp.
it ends like a devil’s reverse.
when does that happen? kinda annoys me.
is there some kind of hidden canceling i don’t know?
Yeah, I was wondering that myself. Is there some sort of property that prohibits a headstomp from being attempted based on the animation the opponent is in. I’ve cleanly headstomped characters at the apex of their jumps, yet at times when I use it in between fireballs from Ryu Dictator will unexpectedly just pass right over him without any sign of a headstomp. It can be quite rhythm breaking in my experience, and lead to a dragon punch in the face if it catches you too off guard.
Yes, it has become quite a nuisance for me. I personally can’t seem to recognize an animation pattern that causes it. Maybe I’m just too dense, certainly quite possible, but as of right now it seems kind of random. I can understand missing if they are in the air or doing some sort of speedy movement special move(psycho crusher, cannon drill, etc.), that at least to me makes some sort of physics/logical sense to me. However I can’t for the life of me comprehend what would prevent Dictator from doing the headstomp when the person is standing with both feeting on the ground.
I’ve always heard that the lk stomp was the most reliable, but I still get random misses using that. Some clarification on the stomp would definitely be useful.
I notice a lot of the time if Honda gets me cornered people like to do a jump kick to HHS. My strat has usually been to just take the tick damage and as soon as the HHS animaiton finishes do a j.mk crossup(the spacing after the HHS seems to always be perfect for this) and combo it with either 3x s.wk s.hk, or c.mk s.wk xx scissors. However today the Honda I faced was able to get ochio throw off every time after the crossup. Is that just the nature of the beast or is my timing just lacking on this combo?
I was using a free hosting service before without a Domain name.
That hosting service stopped working about a week ago.
I have now signed up for a pay service and got a Domain name for it. (streetfighterdojo.com)
This page should stay up, and even if I switch hosting services in a couple years, I will still have the domain name so the link will still work.