M. Bison ftw (Dictator Thread)

Stop saying this is a combo. A combo is inescapable once the 1st hit connects. Even without meter, Dictator can charge d, take the 1st 2 hits and reversal Devil’s Reverse out of there before the bite. Even if Blanka crosses up.

If the blanka player notices or is good enough to hit confirm doesn’t intentionally taking the jump-in mean 30-50% combo and maybe even ToD ?

It is risky, but my point is that it is escapable, and not a combo.

for all practical intents and purposes it is definitely a combo.

sheesh.

EDIT: it’s an UNBLOCKABLE combo lol.

double edit: the devil’s reverse is only 1 frame, even if you take the hit and do the reverse, won’t blanka’s s.fierce tag you out of the air?

Nothing with a throw/bite is a “combo” in the truest sense of the word, but except for a super, there’s NOTHING that dictator can do about it aside from a very very high risk scenario and taking hits that could result in a very easy TOD, so it may as well be a combo, it’s more or less guaranteed damage.He has no decent reversal, no reliable anti air, and an inferior throw range, so if the LK hits, he’s f*cked. I personally would rather take the bite afterwards and have a chance of a jump escape after it than take hits and risk a DR out.Charging a devil’s reverse is crazy in that scenario IMO.While it is technically possible it’s of almost zero use, because it results in Dic taking damage, and is super risky with a lot of bad shit that could happen, and absolutely no damage reward for doing it, unless your opponent is asleep enough for the DR punch to hit them, in which case they shouldn’t even be playing street fighter in the first place.

Point is i think, that once dictator gets himself hit by a properly spaced j.LK, as someone else has posted, only very very bad things can happen to him from there, and it’s never going to come out in his favour.I think the best strategy seems to be to concentrate on just being somewhere else and not getting jumped in on instead of trying to escape the j.LK trap once it’s sprung.

EDIT:

Yep, probably, which makes the whole shenanigan even MORE annoying in the first place.Just be somewhere else when he jumps in…seriously!

Devil’s Reverse can escape Blanka’s st.Fierce. You have to use the uf version which is faster than the ub or u version. Devil’s Reverse can actually escape meaty Slaps from Honda and a lot of other attacks. It’s much more useful than it ever was in Classic ST.

Yes it is very very risky, but against Blankas that have their tick game down tight and are intent on biting you to death, it is an option. I never said it’s a good option, but it *is *an option. Think about it from the Blanka player’s POV. You go to do your bite after your ticks and Dictator has escaped into the air. A lot of Blankas will become unsettled as they weren’t expecting that and *may *make a mistake, allowing you to turn the tables on them by getting hit by the Devil’s Reverse, or just blocking it and allowing you to escape or start your own offense.

Of course the better the Blanka player is the harder it will be to unbalance their biting strategy, *but *it is an option. Or else, like you said, you might as well sit there and get bitten to death. Personally, I’d rather try it just once in a match to see how the Blanka player reacts, and possibly turn the match into my favor, rather than just hoping for an opening or a mistake on the Blanka player’s part.

I remember someone asking me why I rated this match a 6-4. I used to think it was a 7-3 for Blanka, but after a lot of practice against Empirion and Papi, you learn how to manage it.

You are right to say that you do not want to be in the j.lk range, but that statement is incomplete. You do not want to be grounded when the j.lk comes. Jump up mp can beat it, as well as j back hk. The timing is tricky, and it depends on when the Blanka player sticks his lk out. A lot of Blankas, once in range, will immediately go for that j.lk, so be on the lookout for it and punish it.

Alternatively, you can also cr.hk out of there. Fake slide, depending on positioning, is sometimes enough to also get out. Once you’re out, run until you reset to your preferred distance.

Meanwhile, st.mk is very good for stuffing Blanka Balls. Not only does it beat the fierce version, it also hits the jab version that a lot of Blanka players use to close the gap. They will have to walk towards you, which then makes them good targets for proper scissors or the occasional psycho crusher.

The most annoying aspect of fighting Blanka is his virtual immunity to cross ups. Learn to neutral safe jump for this match up. I’m not sure on Blanka’s wake up time is, but it feels semi quick. You can bait Blanka up balls against a lot of people and punish accordingly. I know that you can stuff the up ball with a properly spaced jump in and timing, but I can never get it reliably and I don’t have anyone to practice it against for hours on end.

The fight can feel a lost cause at times, but it is doable.

The range is key - if he jumps in deep, you can reversal throw him. If he jumps in at the tip, you can sometimes jump away after his standing lp, but counter throwing is often times impossible due to throw range differences. Also, if it’s after a knock down, take the hit but build up your meter with Devil’s Reverse. It does two things: 1) it sometimes makes you airborne before you take the hit, meaning you usually don’t get bitten and it resets the scenario, and 2) it builds meter eventually allowing you to super the fuck out.

Good luck.

Good advice, thanks, I’ll practice this one, as i’ve kind of started to develop a feel for when blanka is going to try to jump in on me based on what i’ve learned about his key tactics in the matchup.

Yep, i use this a lot against blanka, IMO it’s one of dic’s best methods of corner escape in that matchup (as well as a lot of others) provided you spot that you’re gonna get jumped in on. Once you correctly guess that blanka is gonna repeatedly jump LK at you, you can reliably just slide right under it.Fake slide is riskier because of the shorter distance covered, but it leaves you in range for a counter attack if you’re brave.(Personally the farther away i am from blanka the happier i’ll be, so i’ll take the real slide over the fake one every time).

The only problem with this tactic for escape is if the blanka player is mixing up jLK>jLK with jLK into bite, or goes for jLK, crMK xx Fierce Ball combo (these are both really common against bison-train him to hi block for a while and then either bite or combo low).In that situation, if the blanka player doesn’t opt for a 2nd jump in and instead stays on the cround and continues attacking and you guess wrong and try to slide, your slide starts so slowly that it leaves you wide open to either getting bitten and resetting the corner trap, or eating the full combo, so while it’s a reliable escape if you guess right, it usually really hurts if you guess wrong.

Very good advice, thanks.I’m gonna try to incorporate this into my game and mix it up with my usual block>psycho crusher punishment for balls.I’ve noticed that a lot of good blankas once they see a block and punish on the fast roll will start whoring fake roll into bite, because i’m sitting there holding block. Mixing in st.MK will still be some guaranteed damage, but will keep them guessing enough not to rely on fake roll all the time.:tup:

EDIT:

I might be wrong, but isn’t blanka’s vertical ball able to hit on the first active frame, making it impossible to safe jump him? I never try to safe jump, jump in meaty, or crossup blanka for exactly that reason, and sirlin’s HDR articles seem to back me up ( http://www.sirlin.net/articles/street-fighter-hd-remix-blanka.html ) but if there’s a trick i’m missing for the matchup i would love to know about it.I have timed jumps early, so that i’m back on the ground and blocking as his vertical ball reversal starts, baiting it, as you suggested, but that’s not what a a “safe” jump is, AFAIK.

Can someone confirm?

Stolen from the wiki

Hmmm…Forward jumping MK hitbox sticks well out in front of/below bison if i remember correctly, it feels like it offers him protection from any hitbox that’s BELOW him in the air, similar to forward jump LK.I’ll have to get into training later on and take a look at the hitboxes on the vertical ball.

A timed jump in attack on blanka that would cut through that damn ball would be a godsend.You wouldn’t be able to link anything off it, but at least you wouldn’t have to be afraid to jump in on him, and could even up the pressure in the match a bit.

Thanks again.

EDIT: If i could make one feature request that i’d love to have added to HD remix, it’d probably be a recording mode in training to practice stuff like this.Being able to set up things like this scenario and practise it would be priceless in this game, and it’s a real shame that it was left out.That, and being able to see hitboxes on pause without the menu GUI in the way. For a game that was pure fan service and has such a hardcore fanbase, stuff like that is far more important than all the little cosmetic niggles that a lot of people have.It really should have been included.

J. back MP after a Blanka bite is an option for getting out of trouble but Blanka has a way to counter that even after a second J. back MP.

Also, I’ve noticed that some Bisons try the exact opposite when I go for a J. LP. They actually J. forward MP early and go for the juggle. That works maybe once. Blanka has a counter for that too. :wink:

Basically, trying to jump away or towards Blanka after a bite is still very risky.

st lp after bite =)

Anybody feel differently about dic’s matchps now then they did before?

Emm, i feel better about some matchups (T.Hawk, Honda, Dhalsim, anyone else with a good corner trap) but more or less feel the same with the rest, at least on the crucial stuff. I think he was definitely just nicely buffed, he got some fun tricks, and a couple of good improvementts for specific problems, and didn’t get any real disadvantages, other than stuff that affects everyone because of the lower tier characters being buffed up a bit.

I do like the improved devil’s reverse for corner traps, but an extra frame or two of invincibility would have made it really useful. Escaping corner traps with it is pretty tight, timing-wise and could be a bit more flexible given there’s no damage payoff for it, and it’s risky. The improved priority on standing jab is great for a few specific situations like hitting torpedoes and balls more reliably without trading, it’s also Godlike against T.Hawk’s fucking hawk dive BS (it takes it out of the game completely), and a little better as an anti-air. To be fair, if it was any more reliable, it probably would have buffed one of his main weaknesses, his lack of ground to air defence a little too much, but to me this is still the most annoying thing about using him, along with the only decent attacking reversal he has being dependant on you building meter like a madman before you get cornered.

Aside from that, the rest of the stuff he got is just fun. I LOVE fake slide into throw, and think it’s a great addition to his shennanigans, but i still find myself accidentally fake sliding instead of real sliding every once in a while, and getting hit because of it, which is annoying. His straight up jump MP being a launcher, which i don’t think it was in ST (correct me if i’m wrong, i never really used it before), is great. I like to occasionally catch people with it just as they get up from a knockdown. I neutral jump beside them at the last second before they get up, they commit to a move or try to throw cause they’re too late to react, then i use it to launch them on my way back down, then juggle them with the forward jump double MP, then tag them with the super if i have meter.It’s a really fun way to win a round, or something different to do for a combo if you get a dizzy.

Overall, aside from a few problem situations for him that were addressed quite well, i think he’s more or less the same.Lethal on the attack, but seriously lacking in defence, and frustrating to use if you’re on the back foot.

If he had any more buffs to his defensive options it would be really nasty, IMO. He does NOT need any more invincible frames on devil’s reverse, it would be too good. He has that weakness for a reason.

Yeah, i know :sad: I can’t really argue with you there.

I have to say, i think sirlin got it spot on with dictator TBH, probably because he mains him and knows the character really well. I just selfishly want him to be better because of all the times i’ve been fucked up by a jump in from blanka or whoever, but that’s just me playing favourites.If i was to step away from my main and be objective i couldn’t really argue a case for any more buffs for him.If he had his anti air arsenal beefed up and had a decent reversal or a strong defensive escape, he’d be seriously overpowered, and the game would descend into a bison mirror match farce.

…He’d be fucking good fun to use though…:bgrin:

This is full with obscene amounts of win. I’ve been incorporating it into my game all week, and it totally changes the matchup, and cuts out loads of blanka’s bullshit.Thanks for the great tip rakaam.:tup:

A quick question for anybody who’d like to answer. Still on the bison v blanka matchup, how do people punish his super when it’s not used as an anti air, like it should be, when he starts it from mid to far distance, and holds it, waiting for you to do something.I’ve been waiting for it to go, blocking it low, and countering with a roundhouse scissor kick, because i’m afraid to try knocking him out of it cause of it’s insane priority.I seem to be getting some damage on blankas with that, but i’m not sure if that’s cause they can’t block it in time or if they’re just trying something stupid instead, and my scissors beats it.

Is there a better option?? What should i use when i see it coming?

I’ve seen people do this and it also works for me. Crouch and start hitting jab like no tomorrow, it cancels the move completely.

The M. Bison! A wrestler that knows the M. Bison! LOL Wonder where he got that from!

I thought cr.LP was unreliable cause it trades with blanka’s super a lot of the time?I was using this but kept getting hit because of it, and the potential risk for reward is a lot more than i want.If i hit i get a jab, if blanka hits he gets 20-40% damage. Maybe i should just mash faster to make sure i don’t trade hits?

Will try it out some against the CPU or whatever though. Also standing jab may work.I don’t know if it will hit the ball or not but it’s got much better priority than the crouching one.

Thanks for the suggestion.

If memory serves, I’m pretty sure psycho crusher beats the super after the initial invuln little hop Blanka does. I’m not home right now, so I can’t test it but it’s easy enough for you to try it out in practice mode.

If you have enough health to safely block, then block it.

Don’t jump at him, he can just wait and punish you with the ball. Don’t jump back, he will just do the ball, and if it misses, good Blankas will either have an up ball ready to hit you immediately after the super ends, or electrocute you as you fall back down. Trying to jump over him doesn’t work, because the super will switch sides, and neutral jumping is risky, because you don’t know when the Blanka player will release.

Instead, wait it out. Crouch and wait. You block, it does some chip damage, you reversal and get a knock down for free.

If you don’t have enough health and he does super, you’re just going to have to be fast. Don’t anticipate - just react, and be fast.

You have the advantage in the situation either way. He cannot roll in place forever. Blanka slowly increases his rotation speed over time, and it will eventually release by itself. So, you know he has to release. Just be ready for it. Use Devil’s Reverse as well, not just regular jump, if you can. The reason is that it it lets you keep some measure of control in the air - if he rolls, then you don’t need finish the move, just do an empty DR and you’ll be safely away across the screen. If he hasn’t yet rolled, then complete the move in the air and give yourself some added moments.

Just be patient, don’t jump too early and you’ll be fine. Alternatively, if you have your super, use it and break his head open for using his like a retard.

tl;dr: block and play it safe, you’re doing the right thing.