Hey mack how do I maintain a reliable headstomp and erection:xeye:. Just joking on the erection part but how come when I try to avoid fireball spam I seem to fly right over with my headstomp and land on the other side? Also when fireball spam leaves you trapped in the corner when do you exactly devil reverse the fuck out. I can never get it right. Does jab , med or fierce make a difference in take off speed. Thanks again oh knowledgeable one.
Hahaha, no problem. OK there are two parts to that one, the headstomp and the DR.
First, the headstomp. I personally like to use the LK one, i think it’s more reliable, it seems to hit lower on the opponent or something, i’ve no data to back that up so i’m open to correction, but i used to mix up HK and LK for stomps, and i used to fly over a fair bit, and when i switched to exclusively LK it seemed to miss a lot less often. Try and experiment with it, but the key thing in not missing is that the move aims for where your opponent’s head was the instant you hit the button to activate it, so if they’re moving they’ll be somewhere else by the time you fly over to them. If they’re moving you might hit them, you might not, but if they’re static, generally you’ll hit them, so try to anticipate and hit them in reaction to a move they haven’t done yet. There are some wierd things with a few hitboxes, ryu seems to have a wierd hitbox when he’s mid fireball, it seems very hard to hit him in the head for a good portion of it, so maybe try and adjust your stomp timing and stomp earlier to suit. I generally find that predicting a fireball and stomping over it like you would try to jump kick it works best. It’s risky if you’re wrong, but it always hits if you guess right, whereas if you try to stomp over a fireball on reaction it’s much more difficult to hit them before they recover and sometimes you’ll fly over. Ryu’s fake fireball in HDR is a bastard if you’re stomping on reaction, and characters like guile who have fast recovery on fireballs can just fireball + jump back punch you all day if you try to react, so watch out for it and predict instead. The earlier and less predictable your stomp the better.
Also learn the differences between the three punch strengths for the skull diver follow up, and learn to cross up, and also up and back, and use all this stuff to fake out your opponent. The LP and MP skull divers are best IMO, LP stays out all the way down and covers you the whole time, and will put your opponent in block stun on the ground unless they guess right and do a reversal, the MP one will come out, stay out for a bit, and then disappear, and if you use it right nice and high in the air on a blocking opponent it can be a great fakie to lead into landing and grabbing them instead, they’re expecting to be put into block stun by the punch but suddenly it’s gone, you land, and they’re thrown instead.
OK-second question, the Devil’s Reverse. The reversal timing is very tight on it. Hit it VERY late and use pianoing if you can, you have like a 1 or 2 frame window, it’s a tight reversal but it works much the same as a dragon punch or flash kick reversal. Wait till the fireball is on top of you, because its the first 2 frames of the DR that have invincibility, if you hit it too early you’re going to take the hit or it won’t come out at all. Also be aware it’s only good for grounded attacks, only the bottom of bison’s body has invincibility, you can use it on a jumping in opponent or a crossing up opponent if you get good at it, but if their jump timing’s good you’ll take a hit.
The LP one has less stun time when you land like i posted earlier, so unless you come up with a better option i’d use that one, aside from when you’re pianoing a reversal. To answer your question on the takeoff speed, i can’t tell if the different punch buttons give you a different speed, but they feel the same, however, a key thing about the DR is that you can control the speed and trajectory of it by using either :uf:, :u:, or :ub: with a punch to activate the move after you charge it. Get the hang of using each of these in the right situation, and treat them like a very different variation of the same special move, because they all have separate uses for specific scenarios. Up and towards is generally the one you want for escaping fireball traps in the corner, you’ll fly outwards over your opponent to safety. Don’t use the second part of the move in this scenario if you don’t need to, you can just use the first bit to escape and land far away. Up and back if you’re being jumped on in the corner is good too.If your opponent jumps too late and leaves you some space to DR, using this direction will bring you up quickly to above them in the corner, and you’ll be able to use the second part of the move and pressing towards to cross them up, hit them mid air, and stick THEM in the corner instead. The second part is very “steerable” in the air, you can dodge around the place and be very slippery when you get a feel for piloting it.
The best advice i can give you with both headstomp and DR is to hit training mode and just try every variation you can. Get the dummy to jump up and down and just keep trying things with different buttons, timing, and spacing, see what happens and try to get a feel for how they work. I’ve been using bison as my main for 10 years at least, and i still haven’t completely figured those two moves out, especially the DR, so good luck.:tup:
I just figured out how to combo into dic’s super from his crouching forward. When you tag on the 2x j.MP juggles afterwards it’s an 80% damage combo from a fairly safe and hi-priority ground poke.
Sweet.
I tried it out for the last half an hour in training mode and it’s very dependant on getting the speed just right, but by the time i’d finished practising i had it down 50% of the time.
Assuming dic is on the left and is right up against the opponent, the command i was using was:
Hold :db: to charge, then slide over to :df:, then :db:, then press and hold crouching forward, then go to :df:, then release the kick button for the super while the opponent is still in hit stun.
I was using a TE stick with the standard square gate, which makes DB to DF supers a lot easier if you slide across the bottom of the gate. It seemed to feel (and sound) like there were five parts to the command (except for the charging bit obviously), and the faster i pulled it off the more i was getting it to happen. It felt like it was about 70 or 80% as fast as i could go.
Am i late to the party with this one or did i find something new? Why have i not seen people using it before? I think i’ll work it into my game as a footsie or a wakeup poke/shenanigan. There’s loads of time to slide in after a throw to set it up too. Even if it came off on some sucker once in a while it would be awesome.
You’re neither here nor there. People have mentioned how to cancel normals into charge supers before, but at the same time I’ve only seen it mentioned in the Boxer, and Honda threads. I guess people have already known for a while since ST is so old. In any case it’s probably not in the Dictator thread so it’s good that you put it up, and it’s definitely a good find. I’ll try that out the next chance I get.
Yeah, lots of the cast can do it but nobody ever seems to do it with cr.MK for bison, which IMO is his most useful poke and is one of his safest, highest priority footsies.
Myself and fatboy had a conversation about it in this thread a few pages back, i’ve seen it done with st.LP in one of NKI’s vids, and online on XBL a couple of times. Fatboy figured it was technically possible to cancel other normals using the same method that you use for boxer’s super cancel, but i only managed to pull it off with st.LK till now.
Being able to do it from cr.MK is much more useful for dictator. For example:
Throw, (charge down back) slide in, cr.MK poke xx super, j.MP x2 is a great shenanigan, i’ve been playing with it all day. The cr.MK low poke cuts through wakeup reversals a lot depending on the character, and before they know it they’re entering a world of pain from the super
Jump roundhouse, crouch jab (x2), stand jab (CP) XX Knee Press Nightmare SC, jump strong (x2)
Cross-up forward/roundhouse, crouch jab (x2-3), stand jab (CP) XX Knee Press Nightmare SC, jump strong (x2)
BWWAAAHAHAHAHAHAHAHAHAHAAAAAA!!!
Ok…I know…I don’t even have a combo from a medium attack cancelled into the Knee Press Nightmare SC, but I think the reason why most people use those two is to hit-confirm.
Nonetheless…sigh…I guess I have to add that to my FAQ as I revise it and give you credit.
Edit: Or better yet…can you do…THIS!!! Cross-up roundhouse, close short (x2), crouch forward (CP, NE) XX Knee Press Nightmare SC, jump strong (x2)
I haven’t done it yet, but I’m sure you’d have to hold the short button down while linking to crouch forward, then hold forward down, and then release one or both buttons to avoid improperly Negative Edging those button inputs.
Huh, for some reason I read that the first time through but it didn’t register properly. That makes your post all the better!
Man, I can’t even ToD. I think the only combos I can do are anything involving cr. jab, cr. jab, st. jab, Psycho Crusher, and the post headstomp punch thing into st. forward.
[media=youtube]T-GDR3V8oCM&#t=0m34s"[/media]. Works on characters with fat hit boxes and is easier in the corner (like all cross up combos).
You can cancel standing jab, crouching strong, standing strong, and even standing short, low short, and low forward into SUPER.
But the low jab(s), standing jab, 2-in1- SUPER combos, and a crouching/standing forward into 2-in-1 SUPER are incredibly more practical than trying to cancel a normal kick into a SUPER.
Unfortunately YouTube isn’t working for me right now but I was going to link as many videos of ST that I could remember off hand where a Dictator player used a 2-in-1 SUPER combo.
I clearly remember a video where Giga was playing against a Sim player and did [media=youtube]l_zzT_QqrtY&#t=1m35s"]jumping strong, low jab, standing jab, 2-in-1 SUPER. Also some of the more difficult cross up combos with the SUPER involved are found in combo videos. And I even think that NKI had a combo where he did a corner trick and then combo’d a SUPER off of a low forward with Dictator. Here’s an interesting one, obviously impossible in match play, cross up roundhouse, opposite low strong, stand short, low strong, 2-in-1 SUPER. And another, [.
Here’s two more [media=youtube]IvcgdhfinWI&#t=3m44s"]ridiculous combos](http://www.youtube.com/watch?v=7cYJEvGUXAQ&#t=1m16s"[/media). [URL=“http://www.youtube.com/watch?v=8tIh1ni026w&#t=3m55s”[/media] some assorted combos outside of ridiculous SUPER combos.
Exactly. The best combos are also the most practical ones. Hit confirming a low forward into SUPER sounds like an amazing idea but in execution it is worthless enough that I’ve never seen it match play (and I watch a lot of matches).
[media=youtube]AJN8Hze8Bns&#t=1m19s[/media]
Great post, sir. I got a lot of useful information from that. Thanks!
Some of those super combos are INSANE.:wow: Thanks for the links.
I agree with you that the best combos are the most practical ones, i think dic’s got 4 or 5 bread and butter combos that you need and the rest are largely irrelevant, because there’s either a better option or the opportunity to land them rarely comes up. It’s not a B&B combo, but i do definitely think that cancelling a low forward into a super into a couple of juggles can be useful and has a place in match play. Sure you can’t hit confirm it, it’s too quick-it’s only really useful to punish after a poke with the low forward lands, but i think how useful it is depends on your style of play. A lot of dic players including myself get a lot of damage out of dic’s poking game, and i think this adds a bit of scariness to that aspect of him. One poke landing could mean 80%+ damage?? That would scare me into being careful.
I’ve seen loads of top players use meaty low forward, low forward xx scissors/crusher on opponents on wakeup for a 4 hitter, De Mavrick’s bison (which is excellent BTW) does it a lot for example, and it’s a great shenanigan that works really well a lot of the time and makes the opponent really afraid of getting hit with a poke and forces them to change their wakeup gameplan to suit.
Low forward xx super into j.MP x2 is similar to that shenanigan except it does more damage, the poke is hi priority and cuts through a lot of stuff that a lot of the cast will try on wakeup, if it’s meaty it will beat most things that have startup frames and if it lands the super hits after it and with the 2 juggles after that it’s round over.
I don’t think it’s going to change dic’s position in the tiers by any means, but it’s a useful trick to add to his repertoire.
Woohoo!! Thanks OJ. I knew i’d make it into the most mentioned FAQ on shoryuken one day. :woot:
I compare this to what I find myself doing in Third Strike with Ken or Chun Li…cr.:mk: XX Super.
It’s definitely useful when you’re very sure that they’ll get hit by it. Of course, if you’re wrong, you not only wasted a super, you’ll also get supered back.
Now, if I were you, I’d try something like…
Meaty cr.:mk:, cr.:mk: XX Kneepress Nightmare SC.
That would be a little safer because by that second cr.:mk:, you can see whether or not you’re hitting with it and either stop the combo or…do what you would do without meter anyway…the appropriate safe Scissor Kick. As far as I can tell, the :hk: Scissor Kick and the Kneepress Nightmare have the same horizontal speed, so there’s no reason for you not to add what I mentioned to your repertoire also.
Don’t say I never gave you anything.
No problem. There are a lot of knowledgeable players on here and I do consider you one of them.
Believe it or not, i was thinking along the same lines. I’m just plain not good enough to pull off the hit confirm combos that VF4 posted, and i use meaty low forward, low forward, scissor kicks on people on wakeup all the time cos it gives you plenty of time to hit confirm before committing to the special move. My next training session’s going to be me seeing if i can combine the 2 shenanigans for a totally safe hit confirm off the 2 low forwards into super. I’ll post back if i can figure out the timing for it.
By the way, if it’s of any use to anyone, that low forward low forward xx scissors shenanigan can be cancelled into an up+back devil’s reverse instead of the scissor kick if you don’t manage to land the poke and it’s blocked instead. Depending on what you want positioning-wise you can fly back and get some distance quickly while they’re in block stun if you need to, and not leave yourself in a dodgy position beside them if you don’t manage to land the combo.
It’s a wierd move to cancel into, you hardly ever see it done, but it’s good if you know a block string is not going to work and you just want to get the hell away or whatever. Just make sure to activate the up+back devil’s reverse to fly you away from the opponent, the other ones will float you up into the air and make you a sitting duck for a dragon punch or whatever.
I love combo videos.
found a good tip against T.Hawk players, which was previously a match i hated.
standing fierce stuffs a LOT of his shit. hawk dives (for big damage, too), mistimed rising hawks, even some of his standing normals he likes to throw out.
Abusing this makes him go for splashes from further away, which you can j.mp and get a reset.
smg00 anyone wanna practice wit bison east coast add me
and i have a question is it possible to headbutt combo l.mk crusher 4 hitter dizzy if it doesnt alrdy dizzy?
Wait…ask that again? Are you asking for combos after hitting with the Skull Diver (the followup punch after either the Headstomp or the Devil’s Reverse)?
In any case, if you want Dictator combos, check out my HDR Combo FAQ on GameFAQs.com. It’s got everything you’d need…except for the meaty cr.:mk: stuff that was just mentioned a few posts ago.
If this is what you were asking, the devil’s reverse won’t combo but there’s lots of stuff you can do after a headstomp. Devil’s reverse knocks down if it hits, and as far as i know the opponent won’t be “jugge-able” in mid air (according to sirlin’s development notes). Headstomp is much more viable for combos that start from tricky use of the skull diver follow up move. If you land a headstomp, try some of these:
Crossup LP skull diver, cr.MK xx Fierce crusher. (it’s tricky but possible, and is painful. Make sure to use the crossup LK skull diver and activate the punch as soon as you cross up. This is so you can begin charging for the crusher as soon as you hit the button for the skull diver without (1) having to wait till you’re in range to hit, which will lose you charging time on the way down, and without (2) steering you away from the opponent if you try to hold away to charge with no punch active. The LP skull diver will stay out all the way to the ground while you’re charging, but you’ll stay directly above the opponent, and it will still hit meaty enough on most grounded opponents to allow you to combo the cr.MK afterwards. The trick with this one is to wait the longest amount of time you can to link the skull diver punch into the cr.MK, and then again wait as long as you can before you activate the crusher so it will still combo.You have plenty of time to play around with the links on this one, if you try a really fast, tight 3-hit combo you won’t have enough charge time to get the crusher. This will usually get about 40-50% damage and a stun, follow up with a TOD for the win.
Skull diver, st.LK, st.LK, st.HK (Difficult link but needs no charge to do, so you can steer around a bit before you activate the skull diver if needed. Push forward as you link the standing short kicks together or it probably won’t combo. You can chain up to 3 of them before the roundhouse if you practice it. You can also use a standing medium kick at the end instead of the roundhouse if you want a better chance of landing it, but the roundhouse will usually stun.
Skull diver straight into standing roundhouse is also really easy to land and will dizzy most of the time if you’ve hit with the headstomp before it rather than it having been blocked.
Champion Edition Dictator 101 right there! Good info on that and the rest of your post, Mackdaddi!
yea i do that skull into hk all the time i just trying to add more combos besides the ones alrdy listed good info as always tho
A for the DJ problem the LKcorner trap in to jump MK back in to the corner trap is a great way to take DJ power down and, theres not anything he can do but, block or try and slide out but, if he slide then its a free combo for you…