Scissors requires more time to charge than psycho crusher does, so no, it doesn’t work unless you sit there waiting to charge a bit longer before starting the combo.
I think it’d just be nice if DR had a more significant invulnerability period. I know he’s supposed to be focused on offense and all that, but not having a good reversal gets really damn annoying. :bluu:
PC does more dizzy acctually which is why you use that for his TOD combo.
Thats what it says in the ST Dic thread anyway
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Thanks for the tip!
Have started practicing it to get the timing down.
Fake Slide, 2xst.Short, cr.Forward, Fierce Psycho Crusher works the best for me.
The extra short adds damage and gives me more time to charge.
I have managed to pull off the same combo with a Roundhouse Scissor at the end, but only a couple times and not relaibly.
But I’m no combo master and I’m not practiced with the motion so that might be a factor.
Psycho Crusher requires 54 frames to charge.
Scissor requires 70 frames to charge.
this is good to know. Also just something I thought was strange. Anytime I try and end a combo with knee press on the second player corner it never comes out. But when I do it in a block string it does. I deff have enouph charge time so I have no idea what it could be. I do it midscreen all the time, and I can do it on the first player side all the time. Is there some sort of glitch I dont know about?
Here are some q’s I have:
I’ve found that doing a s mk/hk at the very start of the round works pretty well. Then they start guessing whether you’ll do it during the next rounds and they do something silly like a dragon punch. I’ve mostly traded in my favor, though, as long as they don’t do an invulnerable/higher priority move (dp, flash kick, blanka ball, etc.) Am I just crazy and is this in actuality pretty risky?
If someone does a safe jump in, I find it really hard to time the d,u +p reversal escape…I always end up blocking. It sounds like some other people are having trouble with this too, but I wasn’t sure if they were having the same problem as me or what. Anyone have any tips?
I’ve been hearing that cr hp is a good AA for shoto j hk. I’ve had minimal success with this: early, normal, or late. Does this only work when they are jumping in from far?
Also I’ve found if the person you’re playing stands there for a few seconds doing nothing while you smack them then they’re probably trying to reach around the Xbox to unplug the ethernet. Player disconnects are getting pretty old now
You’re right, I always forget about that. I’ve tried s. short x2 > c. forward > scissor, like someone said below, but it doesn’t have the success rate of your combo. It’s nice when it works out though. Oh, and fake slide into s. short x2, then throw, is hilarious. “Oh, he’s not going to throw me! I’ll just…he fucking threw me”.
I don’t think Dict. needs an offense reversal. I think that would catapult him into top tier. However, having a good amount of invulnerability on DR would be amazing. Even when I use DR now, I never complete the attack, I just use it to GTFO.
Speaking of reversals, what do you guys think about a teleport?
What do you do for the TOD? I’ve always done j. roundhouse > s. short > c. strong > scissor, and then I either repeat that string with the dizzy or do j. roundhouse > c. short > crusher. It depends on if the scissor kick hit twice or once.
i do crossup jump roundhouse> standing shortx2> crouching forward> PC (feirce)
how the fuck does Bison deal with Honda. I just got ass raped by one online and I swear he only needed like 4 moves to beat me. Shit was ridiculous. Any blocked PC was getting raped by HHS. I could hardly keep any offensive pressure due to jab headbutt. Hell, ANY offense I tried to put together was met by a jab headbutt. Plus Honda builds super meter FAST AS FUCK, so I had to CONSTANTLY keep a look out for his super.
How can I even approach this match? I know standing jab beats headbutt, but that shit isn’t enough. I cant settle for insignificant jab damage when Honda is chipping me away with HHS, Oichi throws, and jab headbutts through my offense. This is by far the worst matchup I’ve had as Bison so far.
Psycho Crusher vs Headbutt wins it cleanly as long as you don’t get hit in the initial frames. If your PC is blocked, depending on the distance, you may be either:
A) somewhat fucked
B) fucked
C) completely fucked
So don’t abuse PC, mix the head stomp, scissor kicks, and if Honda if abusing the Fierce Torpedo, all it takes is one jumping RH kick from Bison to basically win the round. <---- Yes, I’m fucking serious, I’ve lost matches using Honda where I was winning like 90% vs 1%, and somehow Bison jumps the torpedo, j.RH, st.short,st.short, cr.fwd, PC (something like that) = dizzy , repeat combo FTW.
But I’ve learned my lesson, no more Torpedos against a jumping Bison.
does anyone know the frame data for a blocked scissor kick?
or if it’s better, what moves are actually guaranteed after blocking a scissor kick or which ones are safe?
Whether the scissors are safe depends more on spacing than frame data; all strengths of scissors are always safe if from max range and none of them is safe from too close range. If you land the scissors really deep on the opponent, it’s unsafe, and if you land at their feet, it’s safe. Blanka and Cammy can crouch block under the first hit of scissors, so you have to do the scissors from farther away or with a weaker strength than you normally would. Basically, to make scissors safe, you just have to know how far each strength of scissors travels and do whichever one will land you at a safe location in front of your opponent.
Things aren’t so much about frame data in this game, what’s usually more important is where you start or end up relative to your opponent.
devil reverse is too good in hd remix.
its a godsend against fireballs. now i can use it to charge my meter and super thru their fireball
PC beats headbutts (must already be in torpedo), jmp beats buttslam and st jab beats headbuts but somehow I find this matchup very very hard to win if I spam st jab to get them to jump or buttslam forward they just handslap and then I get oichoed to death.
I played through arcade mode today, and the CPU dictator was doing some crazy shenanigans with Dict.'s headstomp. It was doing them extremely low to the ground. He was using them almost like a freaking Blanka ball. Is this possible or was it just CPU hijinks as usual?
I wanted to know if a blocked scissor kick can be punished with a 360 or 720, or is that distance based as well?
also as a sidenote: what exactly made him top tier in ST?
he doesn’t have an anti-air and movement is really delicate with him…i really hope it’s not because he can kill you in 1 combo…
Yep, it’s distance-based. Just make sure that when you’re playing against a command grab character you only ever use scissors in combos, when you know they’ll hit, or when you’re far enough away so that you’ll land at the opponent’s feet or a little closer.
And he wasn’t top tier in ST, his tier estimates range from high tier to low-mid (although personally, I think calling him low-mid is ridiculous). The main reason for this is that he’s a very all-or-nothing character in a lot of matchups; either you cornered and ruined (for example), or you land a dizzy combo or manage to keep on the opponent or keep the opponent (whatever the matchup calls for). He has a sick offense if he can get it started, but that’s balanced out by the fact that he doesn’t have good defense and it can be difficult to get his game going. He takes a crapload of experience to use well.
How much dizzy does a knee press do compared to a psycho crusher?
I’m still having a lot of trouble with Honda’s. The only way I really win this one is trying to get ahead in life and sitting back. Is honda still considered better than Dic or is it just me?
I use a lot of standing jabs and PCs against Honda. Jab PC is really good and pretty safe to use. The initial frame of Honda’s jab torpedo is invuln I think, so that can be pretty tricky. You can play pretty defensively, but when I’m almost cornered, I try and chain DR/HS to escape - you make him lose his charge, and you can get pretty decent crossups with some practice.