Yeah, I should work on that. I’ve been trying to pick up Dictator as a fun character, but I suck at all his combos so I end up relying on random scissorkicks or Psycho chip traplike stuff. That said, I’m really in love with point blank cr. jab, cr. strong, lp torpedo, cr. mk, scissor. The only problem is it leaves a lot of room for counter pokes.
NO IT DOESN’T!!! Cr.:lp:, cr.:mp: is a link!!!
Dude…when are you going to read my FAQ?
Crap. Actually, can you PM the link. I want to put that in my Boxer Guide.
Are you asking about the cross-up combo?
Or are saying you can’t get the combo to land from the front?
The combo you listed (j.Hk, st.LK, Cr.Forward, scissors) IS the frontside TOD combo.
It should dizzy most every time.
The cross-up combo is the version that uses the 2x st.LK into cr.MK.
That is incorrect.
His jump arc is what it is because that’s what they gave him in World Warrior:
[media=youtube]UFt06wroKlU[/media]
The cross-up TODs work because the execution of the combo provides enough time to charge.
Just like any other cross-up into charge move combo with other characters.
It’s a forward dash.
It has the animation of his cr.HK sweep.
You have to break horizontal charge to do it.
It has its uses.
Currently it is not used frequently or to devastating effect by most Dictators.
I do not know whether of not HDR Dictator play will evolve to use this move more/less.
I don’t agree.
Many of my fights do focus on trying to land a TOD.
But often this is through first trying to get a knock-down on my opponent, then setting-up a safe ambiguous jump attack from which to hit confirm into the TOD.
Constantly jumping at my opponents can create problems, and constantly jumping at some opponents can create REALLY BIG problems.
Awesome!
What inputs did TechnicalMonkey do there? Anyone?
Then my post was incorrect.
I will update it to MK instead of LK.
This is another good trick, I will add it to that list.
Safe jumps are very important.
I had been reviewing vids to compile a list of safe jump options vs. each character.
But I haven’t done any work on it in a while.
If you want to start a safe jump options vs. each character list that would be great.
DDYYYYAAAAAAHHHHH!!!
Umm…ok…just looked at a more reliable source…namely NKI’s Frame Data…and…ummm…cr.:lp:, cr.:mp: is NOT a link!!! AAAAHHH!!! Cr.:lp: only gives Dictator a 4 frame advantage. Cr.:mp: has five startup frames and then hits on the 6th one, so…your opponent has two frames in which they could counter you.
Sorry for the misinformation!!!
But…if you want to tighten up that attack string…either just use jabs or start with cl.:lk: or start with cr.:mp:. Cl.:lk: is, by far, the quickest recovering attack in the game! I believe I just said that a few posts up. It also hits mid. Cr.:mp: will give you 5 frames of advantage, so that’s enough to link all of his weak attacks except for st.:lk: (not cl.:lk:, st.:lk:…the far knee).
You just have to struggle and mash buttons like crazy. He was already mashing because of the dizzy so he likely struggled on the first frame of the bite and kept going. It’s probably easier to struggle on those HAPP parts.
http://nki.combovideos.com/data.html#antobi
What do you mean exactly? Like a safe-jump guide for every character match up?
Well probably just which moves a character can use to safe jump with. Since there are technically three characters that can’t be safe jumped, but I’ll swear to the grave its actually five characters.
Ken, Blanka, and Akuma can’t be safejumped.
Sagat, Hawk can’t be safejumped if the CPU is playing them. :wonder:
It sounded like for the bite escape and legs he had some sort of set mash/wiggle rhythm.
You guys pretty much hit on what I was thinking.
A guide covering which opponents (and their moves) are safe jumpable, the properties on the opponent’s moves, which moves you can use to safe jump with, and vids if available showing the execution.
-Ryu-
Kurahashi (Ryu) vs. Taira (Dictator)
0:56 in toward.jumping.Short (frontside)
[media=youtube]Gh3MeCcW2hw&feature=related3#t=0m56s[/media]
Kurahashi (Ryu) vs. Milky (Dictator)2:13 in toward.jumping.Short (frontside)
[media=youtube]qKy8z-nVVX0&feature=related#t=2m13s[/media]
-Honda-
Taira (Dictator) vs. Hamaki (Honda)
1:19 in toward.jumping.Forward (frontside)
[media=youtube]JFWWjm_0OUQ#t=1m19s[/media]
Yuuvega (Dictator) vs. Kusumondo (Honda)
2:05 in toward.jumping.Short (frontside)
[media=youtube]MGoFiNteQeU#t=2m05s[/media]
Taira (Dictator) vs. Shogatsu? (Honda)
1:17 in jump.toward.Forward
[media=youtube]KLO35aWgNRI&feature=channel_page#t=1m17s[/media]
Pardon the naivete of this question, but I’m confused.
Regarding moves you can use to safe jump with…wouldn’t the qualifications of that move simply be that it hits crouching opponents? If you’re jumping in with an attack and you’re timing it to hit right after the reversal frame, the only way it should miss is if the opponent is in the invincible frames of their reversal special move…right? What am I missing?
Making a safe-jump guide is pretty daunting. There are so many situations where you have to safe-jump differently depending on character match-up, distance, SUPER meter, and corner.
For example, T.Hawk’s jumping jab misses against a crouching Dicatator and Blanka, so you can’t safe-jump with that attack. Ken and Blanka can’t be safe-jumped on because they have first frame attacking reversals. Zangief’s cross-up splash can beat Ryu’s jab dragon punch even if is it done as a reversal.
Dictator’s jumping overhead can be done safely as a meaty attack. Let’s say you knock a Ryu player down and want to use Dictator’s jumping forward on wake up. Well you make the attack only overlap the first four frames after Ryu is standing. If Ryu blocks low then he eats the attack. If he blocks high he blocks the attack but because you did a jumping away forward he can’t retaliate immediately. If he gets a reversal dragon punch you’ll be out of range by the time the attack frames come out. I believes Chun’s instant overhead actually stuffs Ryu’s dragon punches which is even better.
Jumping away forward is basically a safe meaty attack. Though the timing is incredibly difficult. You’ll see YuuVega and Taira miss the execution quite a bit. Go into training mode and set the CPU opponent to crouching and try to hit them with a jumping away forward with Dictator. Check your success rate.
Does this work on all characters guaranteed? I’ve been considering making a list for it, but before I’d do that, I’d like to see if someone else had done so.
Not necessarily, The frame after the reversal frame, the opponent is forced to stand, so if they are holding down back at that moment, you’ll still hit them, since the game will think they are crouching although they are standing(i haven’t confirmed this part). I am almost 100% sure though that any attack will hit right after the reversal frame.
I’ve noticed that you can’t go straight from reversal frame to crouching, there’s a frame in there where your character has to stand.
It really comes down to how much Bison can overlap his hit box with theirs before he executes the move.
Some characters Bison can really overlap the boxes, and it’s easy to hit them.
Other characters just won’t let Bison overlap his hitbox much if at all.
It seems that most characters allow more hit box overlap when crouching.
This allows more target space, so allows to hit better.
It seems to work better on crouching characters.
It was hard to hit Vega, Dee Jay, T. Hawk, Blanka, Honda. (I think you have to get the MK out VERY early to hit some of these like Blanka and Honda as their crouching hit boxes are very low)
I could not seem to hit Bison, Balrog.
It only seems to only work on some standing characters.
It worked on Sagat, Zangief, Blanka, Guile, Dhalsim, Balrog, and T.Hawk (T. Hawk was a little harder to hit).
Also take into account that certain characters should be able to punish this move more than others. (like Honda or Blanka)
And this was tested away from the corner.
Doing this while your back is to the corner makes it much more effective in hitting… though it also makes you very vulnerable to counterattack.
question:
does bison beat vega?
if so, how?
Ask Baconology 101 for the Remix Dictator vs. Claw breakdown.
Currently Baconology 101 has my number for sure.
Also, always good to check out the legendary ST players from Japan:
http://streetfighterdojo.com/superturbo/dictator/dictatormatches.html#Vega
im assuming vega not knocking bison down from wall dives make the matchup more winnable for bison(since he doesnt like being knocked down more than anyother charcter).
and now that bison’s straight up jp.mp juggles, i can assume this helps too?
it says its an even matchup in ST(5/10), but with vegas nerfs it seems bison is more than capable now in hdr.
I’m still not too sure how to fight Claw in HDR yet either.
Yep, baconology and especially shari’s claws both f*ck me up good. I can compete, but as soon as the walldive knockdown repeat shenanigans happen i lose so much energy trying to get out of it again i eventually can’t compete amd die every time. It’s my worst matchup in HDR at the moment, and that’s after a lot of practice. I still can’t find a reliable answer to the walldive, even if it is nerfed.
You’d think, but that damn walldive is so hard to deal with.I put this at a 6-4 in claw’s favour at best, it feels more like a 7-3 or worse for me against a really good, fast claw, but that’s just me…
From what i’ve figured out, (and i’m totally open to correction on this one, i’m no expert here) claw’s game on bison is random pokes and slides till he gets himself in to space for a walldive, or scores a knockdown and walldives. The best way to deal with this sems to be to block the pokes, don’t worry about countering them too much because you’re open to being slid at, watch for his damned super fast grab if he gets close, and try to counter grab, predict the walldives, and jump straight up with LP or diagonally with LK to counter and get a knockdown (they both seem to have higher priority/success rate than j.MP in the air, but i’m open to correction). They don’t take as much damage as the j.MP juggles, but half the time the j.MP seems to trade or lose for me, and i’d rather play it safe in this matchup and take a small amount of damage with a more reliable attack than risk a knockdown Jumping forward LK seems to beat the dive cleanly about 75% of the time, and i only figured out that jump straight up LP works well too, feels about the same, but easier for claw to avoid. Mavrick recommended i either j.MP or fierce crusher to the other side to get away.
On the j.MP, if you land one and go for the 3 hit juggle, try to make sure the third one hits claw in mid air while you’re coming DOWN from a jump, because you’ll have some time on the ground to position yourself for a crossup before he lands. By that i mean don’t go for 3 separate jumps with one j.MK on each, go for 2 jumps, hit him with one MP on the first one, then double punch him on the second one, and make sure the last punch lands late in your second jump, as you’re on the way down, so you land first.
One other thing, don’t jump in on him unless you plan to cross him up, and make sure it’s a deep crossup. I’m not sure what the startup is in his anti air flipkick is but he’s only weak at the back of it, the front beats you in the air everytime, and you’re in for a 3rd hit from the juggle too.
His weakness is supposed to be crossups, but i’m always too afraid of getting close to him and getting slide knocked down to ever make enough out of it.The best claw versus dic matches seem to feature a lot of both characters sitting in the corner waiting to counter a specific move from the other. Good example: [media=youtube]t2YzYX12PlQ[/media]
Claw is afraid of bison’s stomp & mixups afterwards, bison is afraid of the walldive and does a lot of random jumping back attacks to catch one that’s thrown out suddenly. Damage only seems to be dealt when one or other of the 2 deviates from this or makes a mistake, but for bison, countering the walldive out of the air seems to be key to getting an attack crossup or a tick throw mixup going.
The end of that first round is what I try to do when I use ken, tick throw that beautiful bitch!
What kind of advantage does claw have if you block crossup dive?
The best way to deal with the wall dive IMO is to avoid it rather than counter it. Dictator has a million ways to do that. If you PC back and fourth and Claw trades, you get the knock down.
You know, I really think that this whole fight is all about who gets knocked down first.