M. Bison ftw (Dictator Thread)

Ah yes, if it’s simply not coming out, you’re probably not timing it properly. You have to time it as if the last hit of your combo and the special are the same move, since they’re a 2-in-1. For example, with Dee Jay’s crossup j.mk -> cr.jab x2 -> st.strong xx rh dread kicks, you have to time each normal before the standing strong, but when you hit strong, you have to IMMEDIATELY press towards + kick or it won’t come out, because it’s a 2-in-1. You have to cancel the normal into the special.

I’m pretty sure you can’t use scissors in the first combo due to charge time. Also, neither of those combos dizzy every time. If you land a j.roundhouse, go for s. short, c. forward, then PC/knee press. That shit will dizzy every time. It also is a TOD to boot. That’s the thing about Dict., he doesn’t have just one TOD: He has several. Not only that, they’re BnB combos for him! That’s why he’s so dangerous and people think he’s top tier. If he lands a combo on you, nearly any combo…you die. End of story.

Thanks for the explanation. I too was having timing issues finishing the combo with PC. can’t wait to practice tomorrow :rock:

Thanks peeps…now on to giving out more ass kickins

I finally managed to get in some solid play time. I have pretty good results against most shoto’s, c.HP on jump-ins ftw and some nice s.hk against hadukens working great. I am having some issues in some match-ups though.

I’m having the hardest time against cammy or honda. She just crouches there looking at me, if i crusher or scissor easy throw for her (or Cannon Spike on reaction apparently). I poke with s.HK or jump-in I eat a Cannon Spike. How am I supposed to do damage to this crouching beast? The (occasional) time she whiffs spike, it’ll go over my head or something ridiculous, i lose my charge and she lands with a throw or something (If you watched the match-vids for street fighter hd day 1 on youtube of sabre and co. you’ll see they had similar issues with the whiffed cannon spike). The other problem I have in this match up is that it seems like her air kicks have insane priorty. I tried my normal two staple AA’s j.MP and j.HK and got pwned repeatedly. I don’t play cammy so I don’t know which kicks exactly they were but I couldn’t land very many hits at all. s.jab worked ok but wasn’t terribly reliable (since it does like 0 damage), it gave me spacing but I would be back to the horror of the crouching cammy =(.

I’ve also been getting whored by people who just do j.HK over me again and again. I’ve had decent results against this with j.MP (if i get off the ground in time). But when they are just on me in the corner (missed crusher after c.MK sigh not fast enough apprently), i have difficulty doing anything. Somehow j.HK beats down crusher so I can’t just like do it to run away, can’t get in the air to do j.MP that easily or j.HK (which usually trades anyway) and since i’m in the corner and they are over my head s.jab has even failed me. Ugh! It’s just annoying cause I know another j.HK is coming and I can’t get out. My best result had been from blocking and going for either a throw or eating damage on a slide out.

In any event I got to play a lot of dic v dic matchups. Found s.MK works decently, s.HK for anti-air isn’t bad if they mess up a jump, and s.MP for air to air works great (juggle right into corner too if you get it, worth the occasinal trade with j.HK which it appears to outprioritize as though it were it’s job). This is just from my personal experience…

One last quick q, after a cross-up from a j.MK can you go into c.MK Crusher? Or do you have to do the 2xs.LK first? Cause the way my controller is set up it is just more reliable (atm) to land the j.MK into c.MK crusher if at all possible.

ty for the help

hey, i’m nub and i am getting ruled by gief and fei. i can beat fei if i can get him in the scissors trap before he gets me in his trap, but he can get out with the flame kick if he’s good, but i get crushed by gief since all his attacks seem to have priority over the psycho crusher and the scissors kick.
any advice?

Against gief you shouldn’t really be throwing crusher or scissors without it being in a combo (imho anyway). A good geif has a huge throw range and you’ll eat a lot of damage, not to mention screw up your zoning. My best result against geif is largely from a wait and see attitude. If he jumps, two options, stand and jab if you are slow, or if you are quick do a j.MP and do the juggle to the corner, then reset make him work to get close again. If he does lariat, i’m (pretty) sure you can slide under it, i’m positive that you can c.MK it into a crusher. And if he does the other options gief has like walking in I find the jump in place with HK works ok, you can generally push him back far enough with the block so he can’t tick throw you when you land (unelss he’s liek right under you but then you jumped late). A good example of when I do this is in the beginning of the match, j.HK since most scrub giefs start with the glowing hand of doom. I land a nice j.HK c.MK Crusher combo and he’s halfway to dizzy and death. It’s all about knowing when to slide and take advantage of a bad lariat or knowing when to punish a jump in. You have nice pokes like s.MK and s.HK so whore those just don’t let him grab your limb! If he closes it up real tight on you in the corner (usually gg) but you could try crushering out and taking damage after you recover, go for a throw (sometimes they don’t expect you to actually walk towards them), or going for the aerial juggle if he jumps in this will net you at least a full screen to back up after he gets back up.

As far as crossing up gief… Not really sure how well it works, I only land the cross up 50% of the time I do it (still practicing), it might leave you too close, not really sure. I know my biggest improvement came against geif when I stopped trying to throw immediately after a relatively “safe” (probably a little closer in than thier feet) scissors. I would just get thrown instead and he would get all the position. Work the spacing so he can’t get into a rhythem, once he’s on you it’s pretty much gg.

I don’t play against many fei’s so not much advice here. c.MK stuff’s his rapid punches, j.MP stuffs his overhead (so does crusher if you time it actually). ummm if you are getting hit by flaming kick try to bait it more, make him think you are going to go for a throw on wake up or a j.HK, or throw out a “meaty” move a little too early so that you have full recovery by when he wakes up, so that he can’t hit you with his flaming kick, this should leave him open for at least a scissors…

Is there a way to get more hits off of j. mp’s > super?

Hey guys,

E. honda’s deep splash into bear hug tick throw is the only tick throw in the game i haven’t been able to escape. After being knocked down, if he is close enough to do a deep splash while im rising I cannot escape the bear hug. This wasn’t one fluke match either. Does E. honda have the best tick throw? can i eat the splash and devil’s reverse? Any advice would be appreciated.

IIRC Hondas normal throws have the best range in the game so yeah you don’t have much choice there but to eat the throw. You might be able to eat the jump-in and DR out, not sure.

sometimes eating splash will allow you to jump out.

Speaking of tick throws: Does Bison have any other option besides the Super and Devils Reverse? The main page of the wiki lists the Psycho Crusher as well, but I’ve NEVER been able to reverse tick throws with it. I dunno if I’m using the wrong strength punch or have bad timing. Or perhaps the wiki is wrong?

From what I remember NKI saying, you can use the crusher to escape only well-timed command throw ticks where the throw has a whiff animation (so Zangief and Hawk’s SPDs). The reason for this is that the crusher actually has a few invincibility frames (3 for jab, 2 for strong, 1 for fierce IIRC). So if they do a well timed tick, they won’t get the throw. Obviously if they go for a normal throw and you try this they’ll just hit you with their normal so it’s kinda useless there, but if they do a command throw then they’ll get a whiff animation and you’ll hit them. The funny thing is the way to beat this (presuming you’re still on the ground after the invincibility ends which I’m pretty sure you are) is to actually time your tick later than usual, but then you can just jump out…

I haven’t really tried using this so far but I’ll definitely try to keep it in mind in future… obviously you’re better off DRing out if you have a down charge but for those times where you don’t at least it’s something you can do rather than just dying… builds meter too.

As he says, when I get in the corner against Geif and he does splash> SPD PC only seems to work when its timed correctly. If that’s their game tho (splash>SPD) then you can eat splash and jump out for free. For some reason hitstun is less than block stun :stuck_out_tongue:

thanks great advice guys

Thanks guys, I didnt even know psycho crusher had invunerability frames. Ill definitely try it against the next gief or t hawk. Just gunna eat deep splashes from now on vs honda, bear hug does nearly as much as a command throw :frowning:

I think this owrks only in very specific situations - when the command throw is done almost as early as possible that it can still hit - I believe SPD has 11 ‘throw’ frames in which he can throw you. Lets say frames are even after the tick - gief does SPD, dic does PC. After the three invincibility frames, Gief is still in a ‘throw’ state and Dic becomes throwable - so gief will get the throw.

I have not tested this either but I think Devils Reverse is a much better option for Dic here (if it works the way I think it does).

1~3 frame throws are reversable by Jab Psycho Crusher SPD’s are not, Bison is considered airborne at the 12th frame of the Jab Psycho. Zangief can SPD him always (11 frames) !

Yes I was about to post last night, Psycho Crusher will never work against a properly executed tick, because Dic is not considered airborn for HELLLA frames (Even when you see he is visibly flying at the very beginning he can still be grabbed).

Invincibility frames don’t make a difference, you can still be thrown anytime when you are on the ground. (except the first wakeup frame, correct me if I am wrong.)

Your Psycho beating splash>spd is only because Gief fucked up his SPD.

[quote=“Airthrow, post:179, topic:50683”]

Invincibility frames don’t make a difference, you can still be thrown anytime when you are on the ground. (except the first wakeup frame, correct me if I am wrong.)

Your Psycho beating splash>spd is only because Gief fucked up his SPD.[/QUOablTE]

You are right about wake up frames but wrong on invincible frames, even grounded invincible frames can’t be thrown in ST. If that was possible you would see people throwing DP’s and Supers.