M. Bison ftw (Dictator Thread)

Anybody willing to do a writeup around how to control devil’s reverse ?

the DR is huge. learning all the different things he does depending on where he is on the stage, and where your oppenet is makes a world of difference and puts you in much more control. id just say go to training mode and just observe bisons numerous actions as you DR around the stage with bison and the oppenet in different places. such as a if you and you oppenet are in the middle of the stage the dr shoots you in different ways then if each of you were in the corner. simple once learned prctice is your friend. to be honost a written guide trying to explain it could come off very confusing, esp. if your dumb like me :).

HDR

  1. Blanka 3.5-6.5 (Feels about the same)
  2. Chun 4-6 (She lost some goodies that made her otherwise overwhelming (neckbreaker in particular))
  3. Honda 4-6 (None of his buffs apply here, but Bison’s do (somewhat))
  4. Hawk 4.5-5.5 (A patient run-away Bison shouldn’t have a worry in the world, short of psychic DPs which equal free damage if he fucks up (which is more often then not). Plus, Bison has a response to all of Hawk’s offensive endevears: cMK beats jLP, jMP beats any other jumping attack, sLP beats Hawk Dives, superior pokes, hawk has to take a risk to open a smart Bison up.)
  5. Guile, DeeJay, Sagat, Ryu, Ken, Sim… 4.5-6 (A well played zoning character is always a problem, but all you need is a knowledge of the match-up to shut these guys up)

Everything else is gravy. Cammy still gives me trouble due to inexperience with the match-up, and a strong Boxer can be a pain, but all in all I’d say that short of the aforementioned match-ups Bison is at least even or advantaged in the rest of his match-ups.

Somebody already has, i used it a while ago, but i can’t find it because SRK is soooo massive and hard to search.If anyone knows where it is please post a link, but the logical place to start looking would be earlier in this thread or the super turbo thread.

This is by no means a full guide, but the key things you need to know are:

When doing the first part, the charge down/up “jump”, you will jump in a different direction depending on whether you hit :ub:,:u:, or :uf: and will jump a slightly different height depending on the punch button you use as well as where your opponent is, much the same as the headstomp.You can jump anywhere from straight up in the air, to towards the middle of the stage, to way the hell across to the other side of the stage depending on what you do here, and it’s one of the most crucial steps to knowing how to escape a corner trap, depending on whether your opponent is jumping up, standing, crouching, etc, etc.

Secondly, depending on which button and direction you press for the second, mid air part of the move, you will arc back and then forward and have varying degrees of “steerability” in mid air.An LP button will give you a smaller “out and back” arc than a MP button, and so on.The later you press the button, the closer you will get to your opponent (obviously), so the more chance you have of taking a hit, but also the more potential you will have to cross up and back while you’re over their head.(the “zig zag” ).This is a great trick to confuse someone into missing a counterattack, fucking up an input command, or losing their back charge, but is risky against anyone with good anti air.Use it very carefully.

The “steering” around in the air part really can’t be taught, it can only be practised till you get a feel for it, but it’s crucial to know how it works to get the most out of the move.Just get into training mode and play around with different permutations of it and figure out what does what.It’s really something a serious dictator player should have a handle on, because DR has about 10 different outcomes depending on what you do, and most of them have a use for certain situations.I use it for anything from a risk free whiff move to build meter in the corner, to a slippery corner escape, to a “oh fuck, he’s right up in my grill” surprise attack, or a fakie move to bait an anti-air when someone’s expecting a headstomp.

Play with it, you’ll be surprised how useful it is.

I finally found that writeup for controlling devils reverse, and general info on using it.It was linked already, earlier in this thread, but the original post was in the ST dictator thread.AFAIK the info is still good for HDR as well as ST.Here’s a link:

http://forums.shoryuken.com/showpost.php?p=5326656&postcount=133

Very useful info.

Thx a bunch.

Hug for you <3

Right now my toughest match is Chun Li, and specifically “laggy Chuns”.
They warp around the screen, use high priority long duration attacks to knock me out my own attacks that are timed/aimed at a position that they are not actual at, and they loop mixed up warping light attacks with throws.

I have lost a higher % to Chun Li in ranked than any other character.
And my % against laggy Chun Li in particular is horrible.

Haha, don’t play ranked.

NC was only good on hf he sux at HD i own him 10-2, my guile is 3 levels above his he can’t adapt.

FYI fellow Dictator mainers. I just posted a new thread on opening moves for specific character matchups in the main HDR subforum. It’s not character specific, hence i didn’t post it here, but basically the idea is that people post their main, whoever it is, and then detail their round opening strategies/choice of opening moves against each of the rest of the cast and why. I thought i’d put a heads up in here, cos my main is Bison, and my post was a fairly detailed list of what i think works against who, and might be useful/interesting to some of you.

It’s the first post on the thread at the below link.Arguments/suggestions are welcome:

http://forums.shoryuken.com/showthread.php?p=6602182#post6602182

I’ve been having a hell of a time trying to do some of the combos in FreshOJ’s FAQ for Dictator (http://www.gamefaqs.com/console/xbox360/file/939066/56195).

For example, I can’t do his jumping roundhouse into standing roundhouse. The second roundhouse is always blocked. Same with the Skull Diver into standing Fierce. There is a way to make the second hit actually connect, right, or am I missing something?

Also, I’m not having a whole lot of trouble doing things like Close short (x2), crouch forward XX Fierce Psycho Crusher/RH Scissors, except the psycho/scissors never comes out. If I just sit there and charge, I can cancel crouch forward into them, but when I’m doing the combo it never comes out. Actually, that applies to all the combos on the list that end with psycho/scissors. I think it might have something to do with my charging, but I’m charging before I even start the combo, so I don’t know what’s up?

Anyone want to help a newb?

You need to land the jumping roundhouse very very late into your jump. If you hit the jumping roundhouse too early your opponent will recover before you land and connect with the standing roundhouse.

Timing jumping attacks at the right time is an incredibly important aspect in ST and especially for a jumping combo heavy character like Dictator.

Skull diver I assume is the headstomp followup.

Same as the above combo. You need to perform the followup as close as you can to being on the ground before you land and you need to be close to your opponent as well. Standing fierce doesn’t have the best range and you might be too far away depending on the position of your followup.

Sounds like your timing is off or you are not holding charge properly.

Go into training mode and practice practice practice.

Can someone give me tips on how to do Bison’s scissors> FADC>… combos? I can never get low jab to combo after the dash. :sad:

lol 01.

lol julian…

This.There really is no substitute for practice on this one.The longer the gap between the first and second attacks in the combo making contact, the farther back your opponent will be pushed and harder it will be for you to make sure there’s no gap to allow them to block, so you need to hit them with the kick literally the instant before you land in front of them to start the second attack.You will eventually get the hang of it, just try activating the kick later and later in your jump till it works, but if you want an easy way to figure out the timing for it try this:

In practice mode, try using his jumping heavy punch instead of his jumping heavy kick to start the combo.The jumping forward heavy punch, unlike the kick, only hits for a split second, and so has to be done very very late in order for it to connect with a standing opponent on the ground.If you can get the hang of the timing for jumping in and actually hitting someone with the punch, and then apply the same late timing to hitting the button for the kick, you’ll find it’s easier to get a handle on the timing for the combo.

It’s been said, but practice, practice, practice.Anybody who is any good at all at street fighter has come up against the same bunch of hurdles you’ll hit over the next while, and the only way you get better is keep trying.

I figured that I was doing the roundhouse too early, but when I pressed it too late it just didn’t come out at all. I’ll just have to time it better.

Thanks for the help, both you and Mackdaddi.

Just remember this very important fact…

Jumping attacks, when they hit, only stun for 11 frames…which is basically like hitting with a weak attack while you’re on the ground. I’ve been doing j.:hk:, st.:hk: since Champion Edition because I spent the time mastering how to connect with jump-ins in World Warrior.

You have to know two things:

  1. How fast does your jumping move come out?
  2. What are the earliest and latest possible instants you can hit with it before you land and still combo the next attack?

As you practice, you’ll find a certain height to aim for and that will help you combo jumping and grounded attacks together.

Keep practicing. Dictator’s jumping roundhouse is pretty easy to use once you get the hang of it.

Anybody got any good strategies for the Bison mirror match? I’ve been running into bison players lately that i know i’m better than or at least as good as, and being beaten more than my fair share, so i feel like my approach to it is wrong.

It’s wierd being on the receiving end of the “screw up once and you die” thing that normally works in my favour. Problem is, my bison game is heavy on risk, -i’ll take damage to keep looking for that one opportunity to get in and combo, and if i play my attacking game it seems like i leave a good bison too much opportunity to counter TOD me.It’s either go all out for the win, and trade lots of SKs and PCs until someone’s KO’d or wait and be cagey and rely on dictators shaky defense to counter, which seems dangerous.

Lately my strategy has been to lay off on offense and look for opportunities to get throws, or crLP/crMK xx Scissor counters in against His blocked scissors and PCs. Kind of a block and counter strategy, but the biggest problem with blocking everything is i’m really open to sneaky throws.As well as that it just feels wrong to try to be so defensive with dic, because i’m so offensive with him against almost everybody else. It’s like i’m making the round the other guy’s for the taking…

Anybody got any tips on how to approach this match?Am i crazy to defend?? Sould i RTSD instead and hope for the best??

From my experience you’re best to stick with what you know and go for the rush down.If you can get Dic in a corner standing lkxx lk scissors is near impossible for the other Dic to escape from if you can keep it up.

Good example here:[media=youtube]JFWWjm_0OUQ[/media]

Edit:obviously with that being vanilla ST Bison doesn’t have the invincibility frames at the start of DR to attempt an escape but the odd time I do still play HD I still find it effective.