M. Bison ftw (Dictator Thread)

Well said. I was concerned you wouldn’t mention the viability of neutral jump roundhouse, that thing is a real asset against Chun.

YuuVega is a big fan of Jump.Back.HK.

YuuVega (Dictator) vs. Prince (Chun Li)
[media=youtube]roFe3_r4IHQ[/media]
0:47 in
1:25 in
1:36 in

YuuVega (Dictator) vs. Muteki (Chun Li)
[media=youtube]zpyW-LS1GwM[/media]
4:08 in
4:27 in (when you can get under her)
4:45 in

I like Jump.Back.HK and Jump.Toward.HK

That said, I echo Mackdaddi and Snatcher in that I like Jump.Up.Roundhouse (Dictator’s Flash Kick), Jump.Toward.MP, and Jump.Back.MP too.

Dictator’s Jump.Up.HP is also VERY good, but Chun’s jump arc makes the Jump.Up.HK just seem to be easier to land more often.

That is the technique that I currently employ, Mackdaddi. I psychic-jump forward MP often enough and like you said, if the first hit misses (they don’t jump) I got the second hit to put them in block stun, or I usually just outright miss them and land behind and we see who can get off the throw first. I bait her jump also and run under/slide for the throw. I just do not recall the jumping MP trading with her jumping forward that much. It seemed it was her stuffing me more often than not, but maybe I am mistaken. I love a good match vs Chun, it’s pretty even in certain ways, yet alot of fun. I think I was thinking more in line with Yuu with the jump back HK, but like you said you don’t want to get in the corner with Chun pressuring you. I wonder if jump UP mp has better priority than it’s forward/backwards versions.

http://homepage.mac.com/andrew_j_stewart/geo/dictator.pdf

Doesn’t look like it does, if I am reading that correctly…

Man his slide’s hitbox is WAY out there, I wonder what the rationale for that was (of course to be able to hit him, even though he’s leaning way back).

If you’re landing behind chun when you whiff a j.MP, might it be that you’re operating a little too close to her on the ground? It’s personal preference, but i find that the best spacing to use against her is to keep her about 2/3 of a screen away or so. Don’t let her close in to a close enough range to have the option to jump and be on top of you immediately. To give you an idea, when you j.MP, If she doesn’t jump and stays on the ground, the second j.MP should be making contact with her every time to let you get a block string going. Not too meaty, it should be hitting her near the tip of the attack, just close enough to follow up with a cr.MK without it whiffing. Her jumping MK and LK stick out quite far horizontally, and are her best ways to apply aerial pressure, she can jump at you from half a screen away and still make contact, so If you see her come forward to where she’s getting within in that range, throw out the psychic jump forward MP straight away. (BTW: if you see her walking forward, watch out for stored super!)

The key in beating her jump ins is have the right spacing, not too close, and get airborne early and get the MP out early, because once it’s out it’s very hard to beat in mid air. The red hiotbox of the attack will cover your blue hitbox (your head) if you space it right, but If you’re too close to her in mid air you’ll trade. If she doesn’t jump and you’ve got the right spacing you can hit her on the ground with the second punch which puts her in block stun like you said, and then land and go into cr.MK xx LK scissors for chip damage, and immediately jump back to regain some space.

Don’t forget, with its juggle property, you only have to hit cleanly with a j.MP once for every 3 times she has to hit you to do the same damage from a similar attack, so a trade in the air is OK. If you win cleanly in the air with a j.MP one out of every 3 times, you’re still taking more health from her than she is from you. As long as you manage to get off one or two 3x juggles per round, you’ll still win on damage output, and if you trade mid air you’ll reset the distance game to about 2/3 of a screen away when you both land out of the trade, which is in your favour.

If you’re still struggling with j.MP, try to use psychic Jump straight up roundhouse a bit more. As snatcher posted, it’s a real asset in this matchup, and it’s also very low risk. Chun should be spending most of the matchup trying to get in on you. If she jumps in, she eats it every time, if she doesn’t you’re usually safe back on the ground before she realizes it happened. Also, I haven’t used it much in this matchup, but jump straight up LP is a very hi priority, under utilized attack and beats out a huge amount of normals in the air. You could try that, but as a matter of personal preference i would prefer going with something with a higher damage output every time, and taking the risk on a trade but winning on damage, but i guess that’s just me.

The key thing for me is to make chun realise her “go-to” strategy in the matchup isn’t working, and she’s losing it on health, and then watch her “game plan” go out the window. Play this one safe, and get the hang of timing your jumps to beat hers and there’s really not a lot she can do.

Yeah I use alot of what you are mentioning, cept the neutral jump RH. I’ll throw that in. I do like to throw Chun ALOT.

Does FP throw have more range than Strong? If he is going for the bite, after a jump in, should I spam the throw button or would another option be viable? Would jumping back and out be a good plan, or does Bision leave the ground to slow for that to work? Playing against Blanka more and more has shown me the importance of a particular style of hit and run tactics.

They should be both the same in terms of range, (you can check out the data here: http://nki.combovideos.com/data.html#distance

The main reason you would use a strong punch rather than fierce to try to get a throw is if you miss and get a punch instead. Dictator’s strong punch is faster and recovers a lot more quickly than his fierce, and doesn’t leave you as open to counterattack, but the range and damage is the same for both. Strong punch is just a little safer.

I’m sure zaspacer will be able to chime in with some yuuvega or taira videos on this…

Be aware that blanka has a slightly larger throwing range than dic does in this matchup, and thus wins in a throw/counter throw situation more often.His bite is one of the toughest throws in the game for dic to deal with.

Getting blanka the hell away from you is always a good idea in this matchup, problem is if you try to jump out when he goes for a bite his standing HP can hit you so it’s kind of an option select move for him to go for. You can try a jump back strong or fierce to escape, but it’s risky. Generally speaking If he’s close enough to bite you you’re in trouble. Your best strategy in this one is to use (you guessed it) jumping strong juggles to beat him in the air before he gets close enough to bite you, and also use it to counter another jump in immediately after a bite if he lands one. Don’t let him repeat the trap by getting another jump in LK loop going on you, that shit is horrible to deal with.

Standing medium kick from distance is a game changing tool in this matchup, and stand jab is invaluable too. If you’re far away from him, st.MK will stuff any attempts at LK roll/fake roll into bite to close distance, and will beat fast rolls clean. Keep your distance, keep throwing it out randomly to make him afraid to roll, and his only option will be to come to you for damage. Watch for his jumping LK trap once he gets in range, if you see him moving forward, get ready for him to jump and counter it with jump forward MP juggle early. If you’re on the ground and don’t have time to jump if he jumps in on you, you could try spamming standing Jab to beat his jump in. It’s 50/50 because of the jab’s new higher priority, but if you miss and he wins you’re going to eat a nasty combo.

Stay far away, and use hit and run tactics. Headstomp him lots, but watch for electricity, don’t try a skull diver follow up, a knockdown from that range can be fatal against blanka. Flying back out about half a screen, landing, and then sliding back in again from distance to trip him out of electricity if he does it can be very useful here (the same thing works on zangief’s lariat after a stomp too).

I play dic vs. blanka similar to dic vs honda. They’re both dangerous if they’re on top of you but you can deal with them from a distance, so use your spacing, DR, and headstomp and keep them away. Jump back LK at the start of the match will get distance between you and him, and will counter a fast ball if he does one. Keep your distance, get in, do damage, and get back out. Take a life lead, and then let them try to come to you on your terms, and for the love of god don’t let them get a knock down or a close jump in on you or you’re in trouble.

Blanka can only throw with HP.

Cheers.Post edited.

Cheers!

This is good info to use, but keep in mind situations when it matters.

If the opponent is in block stun or can jump away quickly (Claw), then using HP for a throw can leave you stuck with a HP attack that leaves you vulnerable.

However, if your opponent is in a throwable position (they are not in block stun, they are not out of range, they are not fast enough to jump away) then I prefer to piano with the MP and HP.

Better!

Nohoho (Blanka) vs. Mavrick (Dictator)
[media=youtube]GHHpPexzkZo[/media]

I used to follow this approach.

But since talking with and seeing Mavrick’s strategy, I’ve changed to his strategy of hit and throw loop to death.

I don’t think [media=youtube]GHHpPexzkZo#t=0m7s"[/media] works in ST.
And I don’t think Dictator is able to [media=youtube]GHHpPexzkZo#t=0m32s"[/media].
But it sure seems to work in HDR.

That said, I STILL don’t have the timing down for this strat yet, so I both it a lot. (do the st.MP too early vs. a knocked down Blanka so that it whiffs and they get the bite, don’t have it worked out how to best set-up the first throw, etc.)

I have been thinking about the Dic vs. Blanka matchup a lot recently. I came to the same conclusion you did, which is that if you can rush Blanka down you should. As soon as he starts with the jumping short it’s brutal.

Very useful, i’m gonna try this out. Mavrick uses it a lot, it seems to work really well against other dictators and dhalsims, but can’t blanka reverse it with an up ball first frame attack? I also can’t see what’s stopping blanka just holding back and going for a counter back throw? Am i missing something?

j.MK is really useful against blanka on wakeup, it stuffs his vertical ball clean from the right distance (a little high) but i’ve never seen it used as a crossup like that. Seems unsafe to me. Is it possible that the blanka player just didn’t reversal or messed up on blocking? A vertical ball from blanka ahould have at least traded in that situation shouldn’t it?

In one of DarkSidePhyls videos, he gets hit by an akuma player doing a DP, while he is doing a back flip…I’ll try and find the vid

here it is

[media=youtube]p4znRA1o57c&feature=related[/media]

^^That match had TONS of rollbacks. I wouldn’t take anything that happened in that match seriously. And yes, that was rollback when Akuma hit Claw’s Flip. I’m not even sure if it was a Flipkick or Backflip.

Hey guys, I’m taking Fatboy’s lead and attempting to make a Dictator blog in the same vein as his (http://yoganoogie.blogspot.com) and I was looking for some general things to cover beyond matchups.

EDIT: Oh yeah, link to page might be nice. http://kneepressnightmare.blogspot.com/

DSP always picks quick match which is basically guaranteed lag