M. Bison ftw (Dictator Thread)

Oh wow, yeah I know what you’re talking about, did not know that Dic had that… my guess is it’s something rare because it’s timing+character specific (do you remember who it was against?) I’ve only seen Cammy and maybe Chun do it… I am assuming it was on Gief, Hawk or Honda since they have big hitboxes?

How exactly do you guys do this combo? Is it is “simple” as doing the first part of the combo and then doing the super really, really, fast? Or is there some trick to it?

In other words are these the inputs: :uf::db::hk: :lp: :lp: :l::lp: :r::l::r::k:

I’d do it by pressing :uf::db::hk: :lp: :lp: :l::r::l::lp::r::k:

With the last LP done with the stick in neutral.

Exactly. :slight_smile: Once the FAQ is out, you’ll see that I actually explain the different methods used to combo into Super Combos. The “CP” after that standing jab stand for “Charge Partitioning”. I’m not exactly certain that I used that term correctly, but I was trying to describe what Snatcher just described.

Yes, you did a backwards move. There are several FAQs and combo videos out there that show you what you can do with backwards moves. However, they’re not reliable because you’re pretty much doing the move *immediately after landing from your cross-up attack. I’m talking like…the first frame of landing. That’s very hard to time consistently.

If you get a backwards attack to connect in a combo, consider it a bonus, but if I were you, I’d rely on not using them. In fact, your safest option may be to do combos where if the first attack upon landing was a backwards attack, it would still hit your opponent and you could repeat that attack when your character turns around.

Hmmm…I wonder though…any turbo button users out there? Can you get a backwards attack to come out consistently that way?

That trick to the super is the same one you do for Balrog’s…

Ah…thanks a lot!

Not much has been said about the Fei matchup aside from:

  1. bait flame kick and s. rh. pc/ scissors
  2. c. mk stuffs rekkas
  3. J. mp stuffs overhead

Please elaborate on this matchup:

  1. Is this match in Dic’s favor? Why?
  2. If Fei chicken wings from afar, this is punishable by s. rh or slide (or j rh depending on distance), but what about from up close. What about if it you block the first hit or two?
  3. What does Dic do to win this match? Is it mainly keeping them away?

Edit: also, whats the motion for dic’s mk xx head stomp xx “flying punch behind the guy” loop. Obviously its charging down, c. mk xx head stomp, but what do you do for the rest? like controlling how you move behing the guy after the head stomp, which punch button to push? Are you charging down immediately after you do the motion for the stomp, or after the stomp connects and you are going behing the guy?

Once the Head Stomp hits, press back or forward on the joystick and Dictator will jump in that direction. You have control of him in the air, so use that to your advantage.

I guess you never used him back in the Champion Edition days. :slight_smile: He was the first character I tried. :slight_smile:

No I didnt. Dictator just seemed weird to me. I had no idea how to use him back then. Yes, all you do is just PC all day in CE, but I was always Ryu back in the day. Maybe if we had youtube during the Tomo era things would have been different.

In any event, I still need matchup advice versus Fei and Sagat (I know that extended PC beats low tiger shot).

Whens that combo vid of yours coming out?

I wish I could do a video. :slight_smile: My FAQ will be coming out as soon as I can verify that the combos I have listed actually work…and who they work against. It won’t be easy to actually have time, though, because a 10-month old (and pleasing my wife with how well I take care of him) is WAAAAAYYY more important to me. :slight_smile:

I am in some need of help from good Bison players. http://streetfighterdojo.com/superturbo/dictator/dictatormatches.html has some really good information, but some of the matchups seem somewhat off to me, and unfortunately, videos only tell so much.

The matchups where I currently feel comfortable, as in,
I understand, for the most part, the game plan, the spacing required and how to approach/punish the player:

Ryu, Ken, Dhalsim, Vega/claw, Bison/dic, Fei, Cammy, Sagat, Guile

Matchups where it feels hard, but still doable:

Gief, T Hawk, Balrog, Honda.

Gief and T Hawk are keep away games. Easier said than done. T Hawk’s splash attack (j. down fierce) is a pain. His jumping jab isn’t so bad, since you can just cr.mk xx scissors. You can also st.fierce most of his jumpins, and st.jab is also good. But once you’re in the corner, it’s a matter of guessing if the DR will get through a tick throw attempt or if the Hawk player mixes in a dp to knock you back down. Any tips to facilitate the matchup are welcome. About 5-5.

Versus Gief, st.mk and st.hk are good, slide and fake slide can also help, as well as st.hp to beat a lot of the jumpins. Still, once he’s got pressure going, it’s rough. Getting cornered = bleeding anus. 5/5 matchup for me.

Cr.mk vs Boxer is good, as is st.mk for me. Scissors punish stupid rushins, and cr.mk xx scissors is good for punishing psychic shoulder thrust attempts. Bad spacing means he just wins though. He jumps in with hk I believe, and if you’re not spaced right for it to whiff or to trade/beat with st.fierce, you’re in a world of pain from my experience. Usually 6-4 for Boxer, or if I’m feeling particularly awesome that day, 5-5.

I’ve played Megaman’s Honda enough now to where average to good Honda players aren’t very scary anymore. I feel I have a good handle on the match. It’s pretty rough, but even if the Honda player doesn’t make a mistake (fierce torpedo = j.hk ToD most times) you can still zone him, beat his jumpins with st.fierce, beat torpedo with st.jab or just run away as needed. Still, a strong 6-4 matchup for Honda for me. (8-2 vs Megaman)

Matchups where I want to stab Capcom in the fucking ear:

Dee Jay, Blanka, Chun Li

Deejay’s j.jab is amazingly frustrating. I know I can beat it with cr.mk xx scissors at the right distance, but the good Dee Jays don’t just randomly jump at you from shit distance. I struggle even against mediocre Deejays. Street fighter dojo lists it as a 5/5 matchup, but I don’t see it - it really feels like a 6-4 or even 7-3 shutdown. I know I can’t be the only one having issues with this Jamaican asshole. I usually end up switching to my crappy Ryu to try and beat him. Help?

I can handle my own against Papichao or Gishdeath with regards to Blanka, but it’s still really tough. I lose more than I win against them. J.mk into st.mp into bite is obnoxious, and timing the counter throw is a bitch online. My game plan usually consists of staying away, throwing st.mks to beat jab rolls, or basically, whenever Blanka takes to the air, I try to follow suit from far enough with a j.hk. It doesn’t always work, and his virtual immunity to cross ups post knockdowns is a pain in the ass. Any tips? As of right now, this seems like a 6-4 Blanka match.

Last, but not least, is miss j.mk. Did I mention that j.mk is almost as fkn brutal as Dee jay’s j.jab or Blanka’s j.mk? Because it is. It stuffs everything. Against shit Chun lis, it’s easy enough. Walk under jumps, and throw. Rinse, repeat. Against good Chuns… well, I usually try and stick a head stomp in whenever she’s building up meter via fireballs, or again, j.hk straight up to stuff her monstrous j.mk, but I struggle a lot in this match. Never mind when she’s just st.mp-ing into grabs.Very frustrating match. I feel it’s a 6-4 Chun Li at least.

Videos of Yuuvega and Taira are nice enough to watch, but it’s not always evident finding their gameplan. Any tips on those last 3 would be great.

Whoops!

Yeah, that info on www.streetfighterdojo.com is INCORRECT.
In fact, looks like a lot of them were wrong.

I have gone and changed them to be in-line with the Japan peer rankings off Nohoho’s site: http://curryallergy.blogspot.com/2008/11/super-turbo-new-arcadia-diagram.html

Dee Jay should be a 6.5/10 difficulty.

Sorry for the mistake.

Wow, it’s hard to explain the relief I feel. I kept looking at those numbers and feeling utterly retarded for losing those matchups. It’s cool to know that I’m not the only one experiencing it this way.

From looking at the link you posted, I don’t understand why Bison would even be close to top tier anymore. He has 10 bad matchups out of 15. Looks like he’s solid mid tier in Japan. I know that that’s from ST, and some of the invuln windows from Devil’s Reverse might add a .5 here or there but still, it’s interesting to see where the Japanese put him.

I’ve been playing on GGPO and still having issues with DJ. The biggest issue is that his j.jab is a quick band-aid for him. He can take silly risks, jump backwards with his jab and he’s mostly safe from any sort of retaliation. I try and jump straight up over his max outs from about mid screen. It’s tricky to space right, because he can walk up and cr.hk you out of most of your jumps, or even st.mp if you are too close, but if you’re too far, he can just j.jab. Someone told me if he j.jabs at you, to walk up a bit, block it high on the stun, so he can’t combo into anything from that and you can usually throw him. It does work, but it’s not always the most reliable.

i dont know if this helps

Deejay
While if you can get close enough st. mk stuffs max outs and alternately st. hk stuffs Dee jay’s pesky slide. other than that I struggle against Dee jay too, I prudently pressure with Headstomps and look for a gap for a scissor kicks. In my opinion i would try to stay on top of dee jay…

Chun Li
Of course Chuns legs beat pyscho and scissors but, at least on Vanilla St, when chun is trying to do her lightening legs a standing lk, mk, or rh will come out first. If you are fast enough you can punish (the lk, mk, or rh) her before the lightening legs come out. Yeah and DR mix-ups are hella helpful against chun. Her AA is not the strongest so you may be able to slip a BnB in or mix-up for a throw off a jump in. Again this is another defensive match-up, to me atleast, with minimum pressure.

send me a friend request though we can get some matches in ( im not as good as zaspacer but im alright…= )

I just have one question, is knee press into crouching medium kick a true link? Or is there frame in there where it can be interrupted (if executed properly). I’m kinda playing him for a fun a little myself.

Scissor > cr.Forward is not a combo. The cr.Forward can be reversal Shoryukened, Thrust Kicked, etc.

i know it’s not a combo but I wondered if it was a block link IF DONE PROPERLY and does the spacing matter, because I know if the scissors are done too close I just throw him before he can do anything.

I think blitzfu just answered your question. I’d add that, according to ye ol’ T.Akiba Frame Data (http://nki.combovideos.com/flame.html), the :lk: Scissor Kick would give you the best opportunity to do something like that. Spacing would be vitally important because you would have to make contact after the first frame of the second hit of that move in order to get frame advantage. For the :mk: and :hk: versions, you would need to make contact with the second and third hitting frames of the second hit, respectively.

If you check out the frame data for yourself, you’ll probably see how I’m coming up with that. Remember that hard attacks and special moves cause 20 frames of block stun.

I couldn’t have answered it as well as OJ, but yeah, what he said.

If I understand your question correctly Syxx, you’re wondering if Scissor > cr.Forward is a combo link. Meaning, does the opponent stay in block stun long enough to be locked down by the cr.Forward after the Scissor.

Have I understood your question correctly?

If so, then no, the opponent does not stay in block stun. They can reversal SPD, Torpedo, just about any reversal attack that will beat the cr.Forward. And that goes for all strengths of the Scissor, and even any spacing will not truly lock an opponent down. Even the throw can be reversal thrown and reversal attacked.

It looks incredibly tight, maybe one of the tightest non-combo links in the game, but it’s not. The best way to do it is meaty Short Scissor in the corner, where only the second hit is blocked into cr.Forward. Short because I believe it has the shortest recovery time, I could be wrong and OJ would probably be able to answer that, but that is the tightest way to do it IMO.