Against Boxer I usually runaway, and scissors beats a lof of rushes. Also I think you are either better or at least equal in throw range to him, most boxers are not at ALL used to being thrown unless it’s a command throw…
You can usually tell when you can jump at Boxer when he is not ducking to go for a combo…also, when crossing him up remember his hitbox is hella weird, it’s farther back than you think it should be…
Well when you cross up after a knockdown which is the only time when you should be, it isn’t too hard since you’ll be inside him sort of but on the other side by the time he gets up.
Scissors>rush punches.
Make sure he doesn’t have a charge when you use scissors though since the headbutt can be pretty lame to deal with.
Yeah, runaway is definitely best mode for the Boxer matchup. One distance that does seem pretty decent is just outside his headbutt range. You can spam crouching mk and it will beat out a lot of his rush attacks, and if he headbutts you can punish with a combo.
I could have sworn that I’ve done it a few times in practice mode by sheer luck and accident. I’ve always thought that you did not have enough time to charge for the Scissor Kicks after crossing up (in the case of the aforementioned combo).
The following happens to me online sometimes. I have no clue what the cause may be:
Trying to combo anything but crouching strong or standing jab into SUPER is a waste of time (other than the float of course).
It is possible but it’s almost infinitely more reliable to use fierce psycho crusher to finish the combo. I wouldn’t bother with finishing with scissor kicks unless your opponent blocked everything and you’re ending the combo with short scissors.
What do you mean by crosses up? You mean the standing short comes out in the same direction you jumped? Or that you pass through your opponent and cross through them on the ground?
The best cross ups for combos are jumping jab, jumping forward, and jumping roundhouse. You can also cross up with devil’s hand, and a really nicely timed head stomp can cross up as well. The follow up punch from head stomp also has some nasty cross up properties to it as well.
Other than when your opponent is cornered, I wouldn’t use jumping short for wake up games.
I don’t think holding back affects the headstomp in any way, but yes you DEFINITELY want to use the Short version to hit fireballs. There is a very, very slight difference in where the headstomps get aimed depending on the button - Short seems to go for a lower part of their body, Forward and Roundhouse go higher. So stick with the Short version if you want to use it to tag fireballs from half-screen or farther.
Heh…this is one of those things that I knew without knowing it. That’s why cancelling into the Short Headstomp from a cr.:lp: or cr.:mk: works as a nice low-high mixup.
And you know this, man!!!
BTW, about the j.:lp: crossup, I know the search function is down right now, but I was remarking about that about a month or so ago. The man hits you with…HIS BELT BUCKLE!!! Razor sharp Shadaloo wings on the belt buckle FTW! Turn on the hitboxes and check it out.
And here’s part of the FAQ I was talking about!!! After working on this thing for at least a month, I think I may finally have a finished FAQ. But, I need your help in checking my work.
Check out these combos. I know some of them may not be all that practical, but what I really need to know is whether or not they work. Use the following key as you read.
, = Link Combo
= Chain Combo or Rapid-Fire Chain
XX = 2-in-1 or Special/Super Move Cancellation
NE = Negative Edge
MP = Motion Partitioning
CP = Charge Partitioning
KC = Kara (Empty) Cancellation
RC = Renda (Rapid-Fire Chain) Cancellation
SC = Super Combo
TT = Tick Throw
@ = Dizzy Combo
R@ = Re-dizzy Combo
ToD = Touch of Death Combo
Basic Combos:
Jump roundhouse, stand roundhouse
Skull Diver, stand fierce
Intermediate Combos:
3. Jump roundhouse, close short, stand roundhouse
4. Skull Diver, crouch strong, crouch forward
5. Jump roundhouse, crouch forward XX Fierce Psycho Crusher
6. Jump roundhouse, crouch forward XX Short Head Stomp
7. Jump roundhouse, crouch jab (x2), stand jab XX Roundhouse Scissor Kick
8. Jump roundhouse, close short, crouch forward XX Fierce Psycho Crusher
Advanced Combos:
9. Jump strong (x2), jump strong, Knee Press Nightmare SC
10. Jump roundhouse, crouch jab (x2), stand jab (CP) XX Knee Press Nightmare SC, jump strong (x2)
11. Cross-up forward, close short (x3), close roundhouse (@)
12. Cross-up Skull Diver, close short (x2), stand roundhouse
13. Cross-up roundhouse, crouch jab (x3), stand jab XX Roundhouse Scissor Kick (ToD)
14. Cross-up roundhouse, close short (x2), crouch forward XX Roundhouse Scissor Kick (ToD)
15. Cross-up roundhouse, crouch jab (x3), stand jab (CP) XX Knee Press Nightmare SC, jump strong (x2)
For combo 8, if you substitute the Psycho Crusher with Roundhouse Scissor Kick it’ll be a dizzy combo with possible ToD on most characters. If I remember correctly, Zangief will barely be alive if you only use that combo for ToD.
Combos 13 & 15 will work on wide characters but on thin characters the 3rd crouching jab will whiff. Might want to specify that.
And in response to you question earlier, no. You can cancel into the Head Stomp from any cancellable normal but it will not be a combo.
I’m looking forward to your FAQ. It seems like you put a lot of work into it. :wgrin:
Thank you, thank you, and thank you. Now that you mentioned the whiffing third crouching jab on combos 13 and 15, I remember that. Thanks for the reminder and all of the other info.
So, I’ve been playing Dictator for a little while now. I’m not very good with him, but I’m not awful either. Still, I accidentally did a weird combo the other day, and would like to know if anyone knows how to consistently reproduce this.
I did a cross up j.mk into st.lk x 4 st.hk - normally, you can get in 3 lks before you have to do the st.hk. At least, for the average player like me. But, I managed to get in 4 lks before doing the standing roundhouse… the odd thing, is that the first lk Bison did, he did while facing the “wrong” direction. To give you an idea of what I mean, look at the first Fei Long combo in this video. Cammy does it too, as does Chun li, and even Bison later in the video.
[media=youtube]K9Ioo6pR7I4[/media]
It might not seem like a huge deal, but if this is a way to get another guaranteed dizzy off a combo, and is actually doable, I’d like to have an idea how. Yes, you can just do cross up into st.lk x 2 cr.mk xx f psycho for another ToD, but still, this is odd, and I’d like to know how to do it on purpose.
So one of the lk’s whiffs, and the other three hit as normal before the RH?
That’s interesting, I have seen Cammy whiff a lot of moves in her crossup combos, I am not sure what causes it, what is interesting is that Bison recovers fast enough from the whiffed one that the other st. lk still combos… definitely interesting.
I would ask NKI about this because a lot of his combos feature it, but all I know is that the ST engine for crossups and which way you face when you do is crappy as hell, so even when I am not trying to I get a lot of wrong direction punches (any boxer player knows what I mean after headbutt grab).
Sorry, no, the first LK does not whiff while facing the wrong direction. If you look at Bison’s combo in that video at 1:55 or so, he does j.mk into cr.mp looks like - the cr.mp is facing the wrong direction, but still connects with Chun’s hitbox. I don’t get how that’s possible or what causes it, but in this trailer, it leads to a dizzy. When I did it online, I did it subbing a st.lk for the cr.mp the guy uses in the video.