Your strat works pretty well, Dictator has to be careful, because Honda hits real hard, but he can Jab Honda out of everything, and can counter a mistake very quickly, its an interesting matchup, not sure what the advantage ratio is in this one.
How the hell do you deal with Shotos spamming hurricane kicks in your face? The best I’ve come up with so far is trying to make them land on a cr.Fierce, but if I guess which version they used wrong I get tossed
If you’re fast enough, you can do a few different things, depending on where you are:
If you’re far enough and it’s a random junk hurricane kick, you have a ton of options. I usually j.strong at them and juggle them into the corner and begin pressure sequence. You’ll never see good shotos do shit hurricane kicks though.
If they are close, but not on you, you can try jumping straight up or backwards + rh, or j.strong.
If they are on top of you, you can spam cr.jab or cr.short to catch them when they land, if only to push them back. If you try using strong/forward or fierce, you will often times end up doing an attack animation for too long, usually ending with them at your back with a free combo opportunity or throw. If can use cr.rh to try and slide away but that it’s not exactly safe.
You can also use DR to get away - just need to time it right. You can’t do it when they’re right above you. The invuln doesn’t last long enough to go through, or at least, I have yet to be able to pull it off. You have to use it towards the end of their animation and you have to do it away from them or else you’ll eat a dp for your troubles.
If it looks like they’re going to land on top of you, I usually just PC myself away at the end of the animation to gain some room and avoid the throw/dp, or if trying to mix it up, you can try and use short scissors.
The air hurricane kicks can be a little troublesome as well, though it’s much easier to deal with.
Essentially, HKs can be the opportunity for you to regain the proper distance and shut them down with st.rh all over again.
I’m just starting to use Dic now…my first charge character actually >_>
Now how do you keep your charge when you do a cross up? Or if it isn’t keeping your charge how do you get the special out when you cross up?
Also what’s with the whole inability to combo based on distance?
I can do the TOD combo just fine with the enemy on the left side but enemy on the right corner I can’t do it unless I jump from mid screen. Any closer to that and the scissor won’t come out.
Just like Mr. Mamation over there I guess.
it sounds scissor not coming out is probably due to not enough charge time since it fails when you jump from “too close”. try ending TOD with crusher instead of scissors since you dont have to charge as long.
i just started learning to play dictator (as study breaks, lol), got some basic jump in combos down and im working on sorting out his anti air. i get a lot of mileage out of j.MP (i like this one a lot) and jump straight up RH, but whats a grounded attack i can use to hit people? i know people say standing jab and crouching(?) fierce work well. standing jab works for me sometimes, but im not really sure how “late” to time cr.fierce. doing it early is clearly a bad idea, and the way im doing it if i do it any later im going to get a j.RH in the face. maybe i should just block. i play chun so im used to having some wack anti air.
Thing is, I can do the combo on the other side of the screen perfectly =\
And about that whole crossup charge thing ~_~
yes, scissors wont work on the right side for the combo. I dont know what it is but i also charge the exact same amount of time, i even started the charge early to be sure of it. You have to PC.
To keep your charge when crossing up you need to hold the direction while in the air. So if you are crossing them up coming from the left side you need to hold the stick to the right as you are jumping over them and continue doing so until you use the move.
I actually think this match is in Dictator’s favor now. Being able to cleanly hit HHS with PC if you anticipate it is a godsend. If you can get them to fear doing the HHS, it makes the match so much easier. This is the only matchup where I’m pretty liberal with the PC. If Honda tries to pull just about anything, you can pretty much PC in response. Just make sure to keep enough distance so that you can pressure without getting nailed with Ochios or HHS.
Hm, I never really got much mileage out of j. MP. It’s nice when it works, but I find it’s generally safer to j. RH. You can jab Crusher some jump in attacks, but it’s dubious at best. s. Fierce works sometimes as well. c. Fierce owns shotos, except for Akuma and his damn air fireball. Sometimes I think it’s best to run away with a Crusher to reset the situation. Recently I’ve been using fake slide to go under them slightly and then retaliate with s. RH when they land. Be careful doing that though, if you have the spacing wrong you’ll get hit with a crossup, and body splashes will still tend to hit you.
I’ve also been using the slide and fake slide to counter Hurricane Kicks. The slide won’t hit, but it makes their Hurricane kick whiff and then you can go from there. I usually bail afterward by jumping away or using Devil’s reverse. It depends on the person I’m playing. If they just sweep after the kick, then I go for the throw nearly every time until they fear doing the move. Ken’s HK is the most problematic, because he seems to have some easy Knee bash setups after it.
Anyone have any advice for fighting Ken? His new HK can be hard to deal with, plus with the huge reach on his SRK that he has now, jumping straight up over hadoukens can get you owned.
Since you have range advantage over the newly nerfed Kneebash, I would try to get in close any make it an ugly throw-fest as soon as possible.
I don’t have good advice for how to get in, you can punish SOME fireballs at certain ranges with lk headstomp, but I am not sure which ones, and sometimes you get DPed anyways. As with any fireballer, of course aim for trades with st. RH to snuff out or do better damage than FB’s.
I like to Devil’s reverse through fireballs and go straight back to build lots of meter because I think Dic has a better super. I’d be really interested in good advice for this matchup.
BTW did you guys know you could knockdown someone in the corner, and fierce psycho so that you change sides with them as they wakeup? I learned this from BBH…
Maybe it’s me being a ST scrub, but I find the Honda fight to be one of the most difficult of all. Jab torpedo is decent for anticipation but once he blocks it I’m pretty sure that he can at least get an HHS attempt before you can jump away. I’ve damn near given up on using any torpedo against Honda (outside of chipping him to death) because they all can be punished by HHS or headbutt so easily.
After getting Honda on the ground I’ve also found it very difficult to keep up the pressure due to jab headbutt and Oichio throw reversals. So ultimately is Bison’s best strategy to sit back and turtle? I dunno. I’m at a loss for this matchup.
The CPU versions have different properties on many moves, for example a few days ago CPU dictator crossed my Ken up with a scissor kick (2hits), I tried to recreate it and it never worked with Player controller version. I can list many things CPU versions do that are not possible with Player versions.
Go ahead
I hate those instant charge moves most of all
Sorry to be persistent, but does anyone know some answers to these q’s?
Why yes I did, if fact…
I posted about it quite a bit ago
The cr. Fierce AA has to be done pretty early since it has a bit of startup. Sometimes, as crazy as it sounds, crouching Forward will go under some moves. So whether they empty jump or do jumping roundhouse you can crouching forward under them and it will hit cleanly. Which then gives you scissors kick right after.
As for the tick throws it depends on the setups. Some setups you can simply jump out of, which is usually the better choice. Other setups are a guaranteed throw, which means you need to tech it to reset your positions.
Not sure if this has been covered yet but how do you handle Zangief when he spams his splash move. I have tried to torpedo and knee out of it but both seem to get stuffed and since you can not down block the splash you cant head stomp or Devil’s reverse to get out either.
Jump back strong/roundhouse, slide under, or block
Doesn’t a standing RH do the job?
Most of the time I am in the corner and jump back does not come out fast enough I get stuffed before I get off the ground. Block is the worst thing I can do cause this just allows Zangief to keep me locked down and once he realizes that I will just block he mixes in the random low round house to sweep and start the trap all over again or tick into spd. I have not tried to slide out but I will try that. I feel like the slide would just make the splash cross up but It is worth a try.
If you slide immediately after you recover from the hit/block-stun of one fierce splash and Zangief is getting ready to do another, you’ll slide out. This is risky though, since if Gief stays on the ground instead, you’re getting hurt. Oh, also, super is probably your best option.
But really, don’t get cornered by Zangief. It’s a hard spot to be in, and you have the tools to not get put there in the first place.