jumping m punch and his standing kicks are your friend
2 Questions for any hi level dictator players in here.
Does anybody know where i can get a good guide on crossing up peeps with Bison’s Roundhouse slide, or if one exists? I was checking out this vid ( [media=youtube]DdSMUs2QLZY[/media] ) and there’s some sneaky shenanigans in there at 1.37 where bison throws dhalsim, dhalsim techs the throw and bison has crossed him up with the slide when he lands.He does the same trick on guile earlier too.
Does anyone know if Is this character or position specific, like a lot of bison’s other tricky crusher and scissor crossups that only work on certain characters when they’re in certain corners, or is it across the board regardless?
Also at 1.40 bison cancels standing jab into super.I’m pretty solid with dic, but i just can’t get the timing down for this, maybe because i use a pad instead of a stick.I can’t seem to combo anything into the super, and i have a feeling it’s because i just can’t get the speed i need for the BFBF motion out of the d-Pad, and it’s kinda only feasible for stick, but i’m not sure, and it’s killing me that there’s a trick in dictator’s book that i can’t pull off.
Am i missing something? I’ve tried everything, is the super on button up, button down, what? All i seem to get is a jab XX into scissor kick, which makes me feel like i just can’t get the BFBF speed i need on a pad. Is the motion just stupid fast and i’m wasting my time with a pad, Is the charge partitioned/split, or is it just a really fast straight cancel, or is there an actual trick to this i just don’t know about?
Anyone got any pointers??
I HAVE A POINTER ON THE SUPER COMBO!!!
I’m actually editing my FAQ with this information, but basically, the answer is to SLOW DOWN the motion. When it comes to charge supers, if you do the motion as slowly as the game will allow it to register as a super, you’ll be able to stick moves in there. You can do charge b, f, b+hold down jab, and quickly press f+kick as slowly as the game will allow and the two will combo. Definitely have to beware of Negative Edging whatever attack you’re cancelling from because any input outside of the super motion after it will negate the motion entirely.
By the way…with this information…technically speaking…you should be able to cancel into the Nightmare Knee Press off of a crouching forward. Technically. I know I can combo into Balrog’s Crazy Buffalo off of his crouching strong using the slow motion method, but I haven’t actually done it with Dictator. The concept should still be the same though. Give it a try.
Woohoo :woot:
Thanks a bunch OJ, i had a feeling that negative edge was giving me too many inputs somewhere and was fucking me up somehow, but i never would have figured out the “slow it down” part.
So it’s basically a BFBF charge partitioned in 2 with a held down jab stuck in on the back+ st.LP part? I’ll be practicing this one in training for the foreseeable future. Will try to get the hang of the crMK XX super as well, i’ll probably be able to button down for the MK, and then back up for the super, i’d imagine it’s just a matter of timing the BFBF motion correctly enough, presuming the :d: input on the cr.MK doesn’t fuck up the super as well. It shouldn’t do, I haven’t seen any video anywhere of anyone pulling that one off though. Having a jump in combo something like j.HK>cr.MK xx Super > juggle MP x 2 would make dictator a killing machine!!
Much appreciated!
BTW: Where is this FAQ you speak of??
OK, for anybody who’se interested, i tried this out a couple of ways for the last 90 mins or so, and got both stLK and crMK to combo into a full super, and tagged on 2x j.MP afterwards.Big damage.
I used LK and MK to negative edge cancel, just cause i prefer bison’s LK to his LP for combos, and it seemed easier than involving another button in there.The only time i got success was using button up to activate the super after i held it down from the attack i was hitting with first.
Standing next to the opponent:
Charge Back, hit LK and hold it, then F,B,F Button up LK will combo if the last F,B,F are done REALLY fast, but it’s very tricky, and feels like theres a tiny window to get it right.
Charge Back, Forward, Back+button Down stLK (hold) and then Forward + Button up LK (charge partitioning) worked more often and seemed easier for me to get the combo, but just like you said OJ, the speed of the BFBF needed to be a lot slower.I even got a cr.MK to combo once, but only once, but at least i know it’s possible. I think that was Charge back, forward, Down+back+cr.MK (button down), Forward+ Button Up MK but i’ll be damned if i could get it to happen again.
I’ll probably never pull them off, but at least theoretically there are some wicked jump-in combos you could do with that once dic has had enough charge time before he starts the super. J.HK, st.LK, stLK xx Super > Juggle MP x 2 has to be about 75% damage.Eek!
Anybody care to post a video?:bgrin:
What is the exact window of frames you have to do Dictator’s instant overhead (jumping diagonal forward) against a crouch opponent?
I’m just curious as to what the timing is. I still see top players hitting forward (medium kick) too late in the jump. Definitely a good tactic at all levels of play but the input execution is strict stuff. Hit that practice mode!
I don’t know the exact number of frames, but I know it varies depending on the opponent. It’s harder against short characters, easier against tall characters.
[media=youtube]ugqR1u3lUMI[/media]
Watch @ 1:30.
.sry. had to.
Can anyone post their strats for the dictator vs blanka matchup.I seem to be having loads of trouble with clever blankas lately.Specifically with his close j.LK>poke or bite, and all the shenanigans that come after a bite, and tricks like hop crossup/back to negate charge.
I seem to lose so much poke damage from guessing wrong and getting stuck in the corner-way more than versus any other characters.Generally my strategy for blanka is keep him the fuck out, don’t skull dive after a headstomp cos of electricity, and generally get in, do damage, get out quickly, but once blanka gets close it always takes a lot of luck, and a lot of work to win it.
His jumping LK and crossup mixups are a nightmare because of dic’s non existent anti air.Besides st.LP (which is unreliable or trades 50/50 against blanka), nothing works.
Anybody got any good keepout strats, and more importantly some good “what to do after a knockdown/jump-in” strats??
after bite, immediate jump back + strong will get you out of every shenanigan except blanka’s immediate jumping jab/roundhouse. and even if you get hit you can hold up back and jump strong again to get even more space.
a lot of dics do that to me, and I find it incredibly aggravating. same with dashing bullshit. if they dash you can jump out.
For the crossup Hops, I rapid fire cr.Jabs. If you can figure out the pattern of jump ins before the bite, you can slide/walk under his next jump in and get out of there or throw him yourself, and then get some revenge with some tick throws of your own.
I asked sirlin about that, and really liked his advice.
Just have in your head that if blanka hits you with a jumping short, it = 100% damage for you.
Also, you want to block every blanka ball, because you can psycho crusher to punish every time with good timing.
wtf?
j.short s.strong bite is a guaranteed combo on bison
also does psycho crusher still punish blanka ball in HD?
I’m not sure what you’re wtf about, but yes, getting hit with jump short is super duper bad, and only bad things can happen from there.
Yeah it does, you don’t even have to have reversal timing.
It is still pretty tight though, so it takes a little practice to get the timing right.
Also, while I did say you want to block blanka balls, he will probably whiff ball into bite pretty quick, so don’t be afraid to standing jab him out of it.
Thanks for that, i had figured out the jump back MP but i will keep it in mind for the dashes too.
Yep, block>fierce crusher will hit every time, you just have to be quick after the block.Blanka balls are not safe against bison.
I know i probably don’t have anything that can beat the bite, in terms of a decent reversal, but i should be able to jump out of the way of it if i see it coming, right?? Any advice?
nope. a well timed bite will grab you during your pre jump frames.
If you anticipate the jumpin you could anti air him or jump away. Your only other option without meter is to charge db, take the hit of the j.Short, st.Strong and then reversal Devil’s Reverse before the bite. But that’s very risky as Blanka could do a combo that dizzies. That’s what I do with Guile and Chun Li against bite-happy Blankas. If you have Super tho, slam that dog before he bites lol.
Crap. i thought so. I usually try to reversal throw a tick bite, but i never seem to be able to beat a good blanka’s bite with my throw. OK then, looks like my strategy for blanka is gonna have to be build super meter constantly and play runaway like a madman.(just like fighting T.Hawk or Cammy )
Thanks all for the tips.Good info.
that’s mostly because you CAN’T beat a good blanka’s bite. Blanka can throw dic from 92 pixels away, dic must be within 82 pixels of blanka to throw him. A good blanka is going to be just far enough away from you such that he’ll get a throw and you’ll get a reversal fierce/strong instead of the throw. see here: http://nki.combovideos.com/data.html#distance
It’s why I said j.lk s.strong bite is a combo.
another note: if he cross kicks the j.lk it’ll be much harder to super cause of the side switch.