Arrrg stupid iPhone predictive spelling!!!
I have a much tougher time vs. Chun/Ryu players who stay mostly on the ground. (not counting Chun/Ryu jump backs with reactive timed normal counters, controlled lockdown jumps that aren’t really exposed to counters, or jumps on/cross-ups against knocked down or stunned Dictators)
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Dictator has a lot of ways to cause problems for Ryu/Chun if they start getting overly jumpy or sloppy jumpy:
- damage
- allow Dictator position to set-up a pressure/mix-up game
Would anybody care to post some strategies/shenanigans for how they play against feilong with dictator?
I have always been very hit and run centric against feilongs, making them work very hard to get close and punishing them with pokes and scissor kicks and usually winning on damage rather than any coherent traps, combos, etc, but the other night i was playing against evo, who has a very rushdown style feilong, and he kept locking me down in the corner with chicken wings, overheads, and psychic flame kicks and generally giving me lots of trouble.
Aside from not getting cornered, i noticed that crouching forward xx scissors was a good way to deal with lockdowns but only when feilong wasn’t right on top of me, and it was very risky as to whether he would be able to flame kick me if i went for a punish. I also figured out that meaty crouching forward, crouching forward xx scissors was great to use on him when he was getting up after a knockdown, (when most feilongs will go for a flame kick reversal). The meaty crouching forward seemed to cut through the flame kick’s startup every time, and allow me to hit confirm into the rest of the combo.
I heard he was susceptible to crossups, but then i read in the fei thread that aqua snake has come up with an option select motion that makes things a lot easier for him to reversal out of them.
Has anybody got any other good stuff for dealing with fei, particularly a good rushdown fei? Any good tricks would be appreciated, and any of fei’s big weaknesses would be good to hear about too, as i usually run into so few good feis online that i don’t get a chance to stay sharp against them or learn any tricks.
Thanks.
You’re on the right foot with making them chase you. That will give you a slight edge against Fei.
However, that doesn’t mean to run the entire time. Pick the right moments to jump in and start some block strings. Tick throwing is effective as shit against Fei since his throw range sucks. The best thing to jump in with IMO is whiffing the first hit of J.:mp:, then landing the second hit (on hit or block, doesnt matter), then combo that into whatever you want. Most of the time you won’t get flamed kicked.
In the case that you do get Flame Kicked, and you’re not in the corner, and he does a Chicken Wing after a normal, jump back. If you’re in the corner… well… you really need to guess right on something and then gtfo.
Fei’s number one weakness is cross-ups. I don’t care what that dirty Snake said, Fei will be sweating after he’s knocked down. Blocking those things are tricky for him due to his hit box. If you’re that paranoid about Fei having an option select for a cross-up, learn to safe jump cross-up.
Even though Fei has a good rushdown game, yours is better, and keep that in mind.
Again, the corner is Dictators one weakness in this fight. Stay out of there at all costs.
Against Vega:
Vega cannot do deep walldives against Dictator in HDR.
DR will always get him out of any deep walldive.
Meaning if Vega wants to walldive against Dictator he needs to do it at head level which is fairly unsafe.
And means he can just about never combo after it nor do repeated walldives without bison being able to answer it since Bison will get out of hitstun faster than if he had to block a :d::mp: after the initial walldive.
This coupled with no knockdown on the walldive means Vega has to beat Dictator with almost just his normal game which loses badly to Dictator.
The removal of Stored Flipkick also means that he lacks a very good answer to Headstomp.
Flipkick is not all that good at hitting it to begin with so it’s better for Vega to simply block it.
But since Stored Flipkick is gone in HDR this means he has no real answer to the followup mixup and this coupled with his height and dizzy potential makes it very troublesome for him.
So since walldive loops is all but neutralized by DR simply poke at him and pressure him in the corner there is not all that much he can do against it.
Alongside this compared to ST neutral :u::mp: is also a lot more troublesome to deal with since in ST it would not juggle which means it would place Vega in a teched state as he lands whereas in HDR it means a knockdown. Meaning Vega cannot safely trade with it.
This matchup should be fairly easy for Dictator in HDR.
7-3 Dictator ?
Good games tonight Shari, although i think i was a bit laggy.
Funnily enough i played Baconology at ranked earlier, and got murdered by his Vega - i would put the match at closer to par. i get air thrown out so so many flying attacks, and the loop can still be deadly.
the double flipkick juggle gives dictator nightmares, too - so much punishment for almost any of his offensive moves.
Plus vegas j.short and j.strong (i think) can be timed to hit dictator clean if i jump up to challenge with the mp juggle.
oh and vs fei, bait him into flamekicking then punish with standing hk works for me - but i cant offer too much advice as i had the same complaint about wing/flamekick corner traps about 10 pages back…!
GGs whoever you are.
i was the dictator devil reversing for survival out of your deep walldives about 20 minutes ago :clapdos:
I’m not good at remembering names.
I just got schooled for the last 2 hoiurs by Evo and his killer feilong, we went 50 rounds, i only won 10. There are a number of things that make this fight an uphill battle, and just based on the damage taken on corner lockdowns, dic can get trounced badly. Fei has a wall of offense options that put dictator in the corner every time. His Jumping Jab has INSANE priority and beats everything dictator has in the air 90% of the time, so with dic’s huge jump arc, it’s easy for fei to just hi-priority swat him out of the air on reaction. Fei lands first, and then jumps on your ass while you’re still getting up with rekkas, chicken wings, block strings, whatever. His chicken wings are basically unpunishable on block, and his 3X rekkas do huge damage, and will cut through anything you try to counter them with and push you into the corner, whether you block them or not.
A single jump in on dic from ANYWHERE gets fei a x 2 or 3 rekka combo, pushes you back, it’s corner time, and then you eat huge mixup damage from a corner lockdown that’s basically unbreakable outside of waiting for a psychic flame kick mistake by the opponent. There is so little you can do against perfect execution here without a reversal. IEverything is save on block, and it’s all guessing games for bison where the best case scenario is a mistake by the opponent. If you jump with a normal, chicken wing hits ridiculously high, and knocks you down, if you don’t it’s free block damage, and totally safe, if you block you have to take a hi/lo sweep/chicken wing/overhead mixup every time, and it’s only a matter of time before a throw instead resets the whole trap.
I rarely get frustrated with the game design of SF2, but after playing evo over a couple of long sessions, where i purposely let myself get cornered quite a bit and tried everything i could think of to escape his lockdowns, i think this match is retarded. There are 2 characters in the game without a serious reversal, 2 out of the entire cast, and this matchup is ridiculous against a fei with spot on execution because of it.
Sirlin didn’t go far enough with the Devil’s reverse in remix, he should have given it invincibility from the air too, hisfull sprite not just the low sections of it, and more recovery or some other nerf to make up for that buff. It pisses me off that bison will never be fully viable because of this one huge gap in his ability that fucks up so many of his matches.
Three things:
- St.:hk: trades with the J.:lp: at the correct distance.
- When I first met BlueTallCans, I couldn’t get a win on him with T.Hawk worth shit. He ran me over. I thought Blanka had too much over Hawk. Now, we go pretty even.
- If the DR had any more invincibility than it does now, it’d be way to overpowered.
Btw, you need to calm down. Use Hawk vs. Honda before you complain about lopsided.
Yeah, i’ve seen you use that, you’re really good with it, but it’s no use against a reaction jump against bison’s jump-nothing beats fei’s J.LP in the air. Best i can get is a trade with J.LK. or getting lucky with neutral jump roundhouse
Yep, i know what you mean, i am improving against fei, and against evo specifically. I’ve played nearly 100 matches in the last week or so and i’m finding the chinks in fei’s armour, and i’ll definitely improve (which is what i love about this game-practice really pays off), but in this case it just feels like one of those matches that comes down to character limitations weighing up against bison regardless of player skill or not, kinda like when your hawk gets me trapped in the corner…
Hmm, i don’t know, it’s a pretty crappy reversal as it is, i’d take increased recovery on landing to get a little bit more invincibility on it, that would make it a bit more useful.Why shouldn’t bison have a couple of frames where he can reversal out of a jump-in, but be put at some risk if he guesses wrong, like everybody else. Maybe if the Fierce DR had more invincibility but much more recovery or something, left you frozen for a few more frames when you landed, or was something like his DR from Super street fighter 2, that had a fixed trajectory. A DR in that situation wouldn’t even take any damage, just be an escape that was punishable if you guessed it or baited it. He would still be at a disadvantage vs everybody else’s reversal.
I know what you mean about making him overpowered with a free reversal that boosted his defence, while he has one of the best offences in the game, but i think in certain situations the new invincible DR doesn’t go far enough, and i don’t think a lack of one move should make dictator a “free win” for characters like hawk, honda, fei, etc if they corner him (especially given how easy it is for fei to corner him).
I just think it could have been remixed a bit better.
Yeah, haha, granted i was a bit annoyed with the character design in SSF2T when i posted, i’d just been handed my ass and i felt there was nothing i could do about it. It’s not as bad as your example. What was pissing me off was aside from one serious corner lockdown that really wasn’t that difficult to do, i could go more or less even, and it wasn’t down to player difference (or at least not all of it, props to evo, his fei is excellent), it was character limitation. I was losing masses of health based off one specific setup that was easy to engineer and near impossible to escape. I have no problem getting beat by clearly better players, but getting fucked over by game design is annoying.
But seriously, you came up with another perfect example of the same thing, Hawk vs honda, Honda vs Ryu, Cammy vs Honda, there are loads of bullshit free win matchups in this game, and i really think the designers (or the RE-designer) never though as deeply about the intricacies of the game as a lot of the better players and serious posters on sites like SRK did.
I accepted the fact that pretty much no match-up will be in Hawks favor (Chun is debatable). He can just turn the tides so easily though, against anybody but Honda. Accepting your characters weakness will make you a smarter and better player.
Btw when I fought BLT’s Blanka with my Dictator he said it was like fighting a Dictator on crack.
I’d love to hear your approach to that matchup. I’ve been examining it myself too, but I still find it really tough.
I used to find that matchup tough, now i go 50/50 or better against a lot of good blankas. Here’s what i figured out from asking questions and watching vids on streetfighterdojo.com, in case you learn something new.
Unless you have reason to go for a better option, start the round with a jump back LK, it means that blanka has no attacking option to get close to you, it hits his vertical roll on the way up, everything else he does misses, and if he does a fast horizontal roll he’ll cross under you, you’ll hit him out of it on the ground and can block string or combo into a st.lk, st.lk, st.lk chain and throw him or tag on a standing HK or MK if you’re confident with that chain.
Look for opportunities to get in with headstomp. Stomp is a useful poke in this match but don’t follow up with a skull diver or you’ll eat electricity or a vertical ball.
Crusher beats electricity clean, but just use LP or MP crusher unless you’re certain a fierce wil hit. You can corner yourself really easily, which is not good, and if you’re blocked it’s often a free hit for blanka after you cross over. LP crusher is good as a poke to randomly throw out from distance, it beats a lot of blanka’s pokes clean, it’s fairly safe on block, and you can jump back MP if you’re quick to put space between you. Just use a single j.MP, keep the second one till close to your landing in case he rolls at you to close space, you can use the second punch to anti air him out of the ball.
Meaty crouching forward, crouching forward xx LK scissor kicks is a great wakeup shenanigan. It combos for 4 hits if you time it right on wakeup, it usually stuns, and it’s pretty safe on block. Jump back MP again if it gets blocked.
Standing jab stuffs all of blanka’s vertical balls clean. Blanka’s main aim in this match is to get in on bison and start his jumping short bullshit.He can tick throw really well, and he has a devastating low forward, low forward xx vertical ball combo he can hit confirm into if he gets a low hit. Stopping him from knocking you down is absolutely crucial, because his corner mixups are scary. Look to slide out from under repeated jump in LKs, or jump back LK to anti air him. Bisons diagonal Jumping LK will beat most things in the air if you’re higher than the opponent. Because of it’s hitboxes, and it’s priority you’re fairly safe if you’ve jumped before the opponent or are higher in your jump arc, and regardless it will beat a lot of things clean even if you’re not. It’s one of his better normals and is under utilised IMO.
You can bait his vertical ball and hit him out of it with diagonal jumping forward from the front, your timing has to be good though, don’t try meaty jumps or safe jumps on him, his up ball is active on the 1st frame, he’ll win every time. If you want to bait his up ball, jump later than you normally would, so you’re in mid air above him when he’s waking up. Crossing him up is very risky, i would steer clear of it, because a knockdown from an up ball at that range could be very costly.
Once you can keep him at a distance when you want to, and make him afraid to roll at you he’s completely harmless. If you’re full screen away, a great trick is to spam standing jabs, and particularly standing medium kicks, because those will beat all of his vertical balls, and will mean that he can’t go for a short roll or a short roll into bite, or a hop, to close distance. The only way he’ll be able to get closer and keep charge is to jump. When you see him advancing get ready to use J.LK and particularly J.MP Juggles to catch him out of the air, and try to throw out meaty low forwards, standing forwards or standing roundhouses for him to land on afterwards.
When you get him knocked down, close standing LK tick throws are REALLY effective against him (thanks to maverick and Jigglynorris for that tip). Keep mixing up how many LKs you do before the tick, and he can really only try to guess when to counter grab you.
If he does get a bite on you, you want to try to mash out of it for a bit, but be ready to use jumping MP juggle instantly as soon as you’re free. Blanka will bite you then jump in with jumping short to reset his tick throw trap, you HAVE to be able to escape this. My default action here is mash/wiggle for 1-2 seconds, forget about keeping charge, and then just hold either up+back or up+forward depending on my position and get ready to hit J.MP as soon as i can after landing from the bite. You have to be quick, but there is a small gap that you can use to escape after his bite ends.
Use lots of pokes, especially low forward to build super meter, and keep your super in case you get cornered, don’t throw it out randomly or you’ll waste it, and if blanka throws out his super randomly (which he shouldn’t), DON’T JUMP. Take the block damage if you can, devil’s reverse if you need to do something to get out of the way, or as a last ditch effort, wait for a second or 2 so he has to roll, and then jump forward over him and hope he doesn’t hit you.
Avoiding his bite, spamming standing MK at full screen, using J.MP in the air, and using LOTS of st.LK tick throw loops are the single best things bison can do in this matchup IMO, try working these into your game and you should see an improvement.
Thanks man! This is awesome. It validated a lot of my thinking and taught me some new stuff
I had no idea that crusher beat electricity. I’d been relying on Dic’s slide to hit it, but it has a lot of recovery if it’s blocked…
I have used immediate jumping back with MP after a bite in the open, but in the corner it obviously becomes a jump straight up which doesn’t seem to come out fast enough if he’s jumping with LK over and over and over. This seems to be the worst possible situation in the matchup. As far as I can tell, my options to escape (ranked best to worst) are:
- super (assumes you have meter)
- walk under and throw
- fierce PC out
- slide out
- cr.jab
- st.jab
I’ve tried all of them and the only one that I’ve had much success with is to walk under his j.LK and throw him. It’s a real bitch of a corner trap.
A few other things I found:
** A blocked horizontal ball can be punished with a fierce crusher - I think you need reversal timing or near-reversal timing for it to hit though.
** I’m pretty sure if he slides and you block it, it can be punished with scissors. Same with a near vertical ball that hits, believe it or not.
I agree 100% that st.lk is a key tool in this matchup, and that jumping in when he wakes up is pointless.
Thanks again!
- geo
Geo here these might help.
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Awesome stuff, thanks mavrick, really helpful. You should make sure zaspacer’s got those links for streetfighter dojo. It’s textbook for how to fight against blanka.
No worries, happy i could help.
You can try fake slide out of the corner and then throw, but personally i think that’s a little too close for comfort, i would normally go with a real slide under him to put distance between you, or a jump back LK if you’re not confident with the jump back MP. It will usually hit or trade if you’re quick enough, and then you can crusher out of the corner if you have time before he jumps you again. You’re right, being cornered and getting jumping short trapped is pretty much the worst situation you can be in in this matchup. Even with great execution there’s very little you can do short of guessing and getting lucky. When i was studying how to play it a while back i kept getting the same advice from everybody: Learn how not to get into that situation rather than learning how to get out of it. You have much more control over the matchup that way.
Yep, i forgot to mention that, thanks. A blocked ball is a free hit for bison, just train your brain to fierce crusher on reaction every time. If i’m not mistaken i think even if it hits you and you’re quick you can tag him back with a crusher too, but i’m open to correction. You should make blanka afraid to throw out random rolls. See mavrick’s second video in his last post for an example of tagging a ball that blanka shouldn’t have done, he does it in the first round, at 0.24 after blanka has comboed him in the corner with a ball. Even thought the ball hits bison, it looks like there’s still time for him to crusher it and get out of the corner as well.
Also, in the same clip at 0.30 there’s a perfect example of using st.LK to pressure blanka. Learn the timing for it, and tick throw him any chance you get.
This is mavrick using it to steamroll over nohoho’s blanka at a regionals tourney a while ago: [media=youtube]GHHpPexzkZo[/media]
Thanks Mav and Mack - you guys are awesome!