Welcome fellow Psycho Scientists! As users of Dictator, and seeing a bunch of great posts from everybody, I?ve decided to collate a lot of data floating around and keep a log of all my personal findings. I will continue to edit this as I receive/read new information, hopefully we can take Dictator to the next level. :nunchuck:
Please note that this is very much a work in progress, if I get something wrong or you have any constructive criticism, please let me know. Thanks!
08/28/2009: Djb13 has made an advanced play video for Dictator, check it out: [media=youtube]qG7IuVfNxAs[/media]
**Also! Spoiler tags have been added so it’s easier to select and read what you want. Otherwise this guide looks like a Wall-O-Text. Thank you for your cooperation **
Updates:
Show Updates
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-Revision 8/18/2009 (Almost 5 months later!)
Revamping the matchup area and added information all around. Added spoiler tags so people can read what the want to read. I strive for user-friendliness
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Revision 3/23/2009
Added more Matchup information and Guaranteed Ultra Situations (Will also need to refine because if we can find ways to land FA2 we can also land Ultra) -
Revision 3/20/2009
Added new descriptions for notable normals, also added basic info section for Dictator for new players -
Proof Reading 3/19/2009
Read everything over again, made additions/subtractions as necessary. I always felt that Ultra had very little invincibility, but apparently others say it has enough. I’ve revised the description. I’ve also added my personal comments on Dictator in SF4 -
Initial Release 3/19/2009
I?ve been working on this for a couple of weeks now (combined with procrastination) but I decided to post it up and hopefully get some feedback. I need to clean up the combo section (it?s still a mess to me), I?ll find a way to organize it somehow.
Matchup Data will come later, right now my notes are a serious mess.
Notable Changes from Previous Street Fighters:
Show Changes
Spoiler
Okay, on with Dictator! As a Super Turbo/HD Remix player, most of my comparisons are with the ST version of Dictator.
-No more Instant Overhead jump mk (ST), I?ve done testing with all air moves on a crouching Ryu and couldn?t find anything. I even tried on taller/larger characters like Zangief and Sagat with no luck.
-No longer High Damage/High Stun/High Risk & Reward character that he was in ST. Touch of Death (ToD) combos are unlikely and Dizzy setups will need to be elaborate/rely on opponent making numerous mistakes, rather than getting 1 clean cross up (like in ST)
-Headstomp properties are different from ST. ST would track the opponent for the most part, but in SF4, if your opponent walks backwards, your stomp will whiff right in front of the opponent. Same goes with EX.
-After hitting the headstomp, you get an opportunity to do the Skull Diver, but it is impossible to face both directions, you can only face the direction that you hit the headstomp . So basically, there is little to no mixup, because you can?t zig-zag above your opponent anymore.
My Personal Comments and Criticisms on Dictator:
Show Comments
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Dictator appealed to me ever since getting my ass handed to me time and time again by Giga-MSX in ST. His rushdown and mentally calculating the other opponents stun meter for the win was not only very flashy, but also incredibly scary. Never before has anyone ever made me feel completely helpless in any SF (and I?ve played in Japan Game Centers often during the CvS1 & 2 days)
Soon after, I picked up Dictator in ST, learned the combos and saw his advantages/disadvantages first-hand.
As I listed above in the previous section, basically he really is a different character in Street Fighter 4.
After reading many posts and playing a bunch of matches I believe Dictator is primarily a hit-and-run character, with solid normals, decent specials/EX but low comeback ability. After playing with Dictator all this time, I?ve come to the conclusion that his objective should be having the opponent in the corner. Obviously this doesn?t apply to ALL matchups, but the kind of mix up and damage I can do when they are in the corner is undeniable. Lock them down, knock them down, and force them to play your game. I?ve made huge comebacks just by making one well placed throw and locking them down in the corner.
Also, damage in SF4 is nothing like in ST, and loads of players can get away with making a lot of mistakes. Many times I?ve played a great game, totally outplaying a Ryu or Sagat player, only to poke or special once at the wrong time and get uppercutted -> Focus Attack Dash Cancel -> 100% Ultra
All the damage, spacing, mindgames I did up until that point have been wasted and they?ve made a huge comeback. Sometimes I can still pull it together and win the match, sometimes I can?t, but feel like the risk/reward ratio is very much different among all the characters.
I really think Dictator has a fair risk/reward ratio, but that doesn?t mean other characters do. At higher levels, expect to work harder for your wins and to really be mentally above your opponent. I believe the future for Dictator players is to pioneer new ways of using his Focus Attack in order to land Ultra. Dictator doesn?t really have a way to force an opponent to jump and j. mp becomes an unused tool at higher levels, simply because there is little to no opportunity.
He also has some bad matchups, particularly against Guile, who you can?t EX Scissor his projectile (fast recovery) and his air throw beats both Headstomp and Devil Reverse. Guile can actually play his zoning game properly(!), and beat you.
Basics:
Show Basics
Spoiler
POKES
Standing HK - Easily one of Bison’s best normals. It has good range, comes out quick, and deals great damage (120). Due to it’s angle, it will whiff crouching opponents if you are too far away.
Standing MK - This kick has great range and does decent damage (70). This kick has greater range than the Standing HK and will not whiff at a certain range since it is parallel to the ground (unless you are to far away anyways).
Scissor Kick (LK) - When spaced correctly, this move becomes a great poking tool. This move is also safe on block, so use that to your advantage!
Crouching MP - Decent range and damage make this… a decent poke. As a pure poke, there are better options than the Crouching MP, but the advantage it has is that you can chain a special with it, such as a SK or PC.
CROSSUPS
Jumping MK - By far the most reliable crossup in Bison’s arsenal. It has a large, lenient hitbox.
Jumping HK - A bit more difficult to crossup with than the Jumping MK. It requires correct spacing to crossup properly. If spaced incorrectly, you will either land in front of your opponent or whiff altogether.
Jumping HP - This is the most difficult of Bison’s crossups, and is easiest to perform when you have your opponent cornered.
ANTI-AIR
Note: Bison does not have true AA move, such as a SRK. Due to this, some people will find it “easy” to jump-in on him. Although he does not have a dedicated AA move, he has certain moves that will get him out of harms way.
Standing Hk - Decent AA, but will trade quite a bit.
Crouching HP - Also a decent AA, but is more difficult to land due to it’s startup. Correct timing is crucial! If you time it wrong, you will be wide open for a combo.
EX Psycho Crusher - If timed correctly, the invincibility frames allow the EX PC to be used as an AA. If timed incorrectly, you may be hit out of the PC or hit even before the PC begins.
EX Scissor Kick - Similar to the EX Psycho Crusher, this move must be timed correctly. However, it will not cross through the opponent like the PC, and if blocked you will most likely be punished.
Jumping Forward MP - If you predict a jump towards you, you can use Jumping MP x 2 to set up an Ultra.
Jumping Back HK - Has a large frontal hitbox, overall probably better than HP for AA.
Neutral Jump MK/HK - If you predict a jump towards you, you can use these kicks to try and stuff your opponent. The Jumping MK has a greater range since Bison kicks straight out, as opposed to the HK, where his kick is at a downward Angle.
BUILDING METER
**Devil Reverse, LP Followup ** - This is the fastest version to repeat for meter. Tthat said, building Super Meter is difficult in SF4 without attacking. Just remember, if you are doing this move, you?re giving up positioning, which is crucial for Dictator. Be careful not to get caught with an attack on the way down.
REVERSALS
All EX Moves - Generally EX Devil Reverse and EX Psycho Crush
Standing HK - Easily one of Bison’s best normals. It has good range, comes out quick, and deals great damage (120). Due to it’s angle, it will whiff crouching opponents if you are too far away.
Standing MK - This kick has great range and does decent damage (70). This kick has greater range than the Standing HK and will not whiff at a certain range since it is parallel to the ground (unless you are to far away anyways).
Scissor Kick (LK) - When spaced correctly, this move becomes a great poking tool. This move is also safe on block, so use that to your advantage!
Crouching MP - Decent range and damage make this… a decent poke. As a pure poke, there are better options than the Crouching MP, but the advantage it has is that you can chain a special with it, such as a SK or PC.
CROSSUPS
Jumping MK - By far the most reliable crossup in Bison’s arsenal. It has a large, lenient hitbox.
Jumping HK - A bit more difficult to crossup with than the Jumping MK. It requires correct spacing to crossup properly. If spaced incorrectly, you will either land in front of your opponent or whiff altogether.
Jumping HP - This is the most difficult of Bison’s crossups, and is easiest to perform when you have your opponent cornered.
ANTI-AIR
Note: Bison does not have true AA move, such as a SRK. Due to this, some people will find it “easy” to jump-in on him. Although he does not have a dedicated AA move, he has certain moves that will get him out of harms way.
Standing Hk - Decent AA, but will trade quite a bit.
Crouching HP - Also a decent AA, but is more difficult to land due to it’s startup. Correct timing is crucial! If you time it wrong, you will be wide open for a combo.
EX Psycho Crusher - If timed correctly, the invincibility frames allow the EX PC to be used as an AA. If timed incorrectly, you may be hit out of the PC or hit even before the PC begins.
EX Scissor Kick - Similar to the EX Psycho Crusher, this move must be timed correctly. However, it will not cross through the opponent like the PC, and if blocked you will most likely be punished.
Jumping Forward MP - If you predict a jump towards you, you can use Jumping MP x 2 to set up an Ultra.
Jumping Back HK - Has a large frontal hitbox, overall probably better than HP for AA.
Neutral Jump MK/HK - If you predict a jump towards you, you can use these kicks to try and stuff your opponent. The Jumping MK has a greater range since Bison kicks straight out, as opposed to the HK, where his kick is at a downward Angle.
BUILDING METER
**Devil Reverse, LP Followup ** - This is the fastest version to repeat for meter. Tthat said, building Super Meter is difficult in SF4 without attacking. Just remember, if you are doing this move, you?re giving up positioning, which is crucial for Dictator. Be careful not to get caught with an attack on the way down.
REVERSALS
All EX Moves - Generally EX Devil Reverse and EX Psycho Crusher are the tools to use to escape.
Super (Knee Press Nightmare) - Not recommended to use on wake up.
Ultra (Nightmare Booster) - Not recommended to use on wake up.er are the tools to use to escape.
Super (Knee Press Nightmare) - Not recommended to use on wake up.
Ultra (Nightmare Booster) - Not recommended to use on wake up.
Notable Normals and Focus Attack:
Show Normals and FA
Spoiler
As with all characters, getting used to their normals is very important. If you?re new to Dictator, go into training mode and get used to the normal ranges. To train footsies, sometimes I practice with friends by using no specials/supers. It?s surprising how much the game changes and how much quicker you can get used to any new character by doing this.
St. Mk ? Dic?s best forward reaching poke. Learn the range well but don?t get too abusive with it, as 1 psychic dragon punch into Ultra can turn the match around. If you?re going to be playing footsies, mix this, St. hk (catching jumpers/higher damage) and St. lk (for faking).
St. Hk ? As others have said before, this is probably the best roundhouse kick, second only to Sagat?s 5-frame 2-hit Hk. Can catch opponents jumping and be used as Anti-air. Can also be used against crouching opponents and has a longer range than cr. Mk. This is your primary normal damage dealing tool. Use as anti-air at certain ranges, and it?s good to use after a Lk Scissors. Even if you trade, you generally trade in your favor, especially if they stick out a Lp or Lk.
Cr. Mp ? longest range crouching poke asides from Dic?s slide, literally has equal horizontal range with Cr. Hp. Arguably should be used more in combos when possible as it deals slightly more damage than using Cr. Mk. Has better frame advantage than Cr. Mk on hit or block but has worse startup. Many Dictator players use Cr. Mp then St. Hk afterwards as it can catch jumpers and still hit them if they are blocking on the ground.
Cr. Mk ? Used mostly in BnB combos, decent range, can cancel into anything. No where near as dominant as it once was in ST, hitbox or active frame wise. Can be used as a meaty, but only has a 4-frame active window. I wouldn?t recommend doing a meaty as reversals/wake-up anything is very easy to do in this game (SF4: No Meaties)
Cr. Hp ? Can be used as Anti-Air, I?ve traded a lot with it, so I?m not so confident with using it all the time. I?ve been told it beats Sagat?s jumping mp though, so it?s probably good against certain jump in attacks. Also, I have found a small gimmick, if you hit with it as AA high enough, you can FADC forward and under him while he?s recovering and go for a mixup. Not sure if it?s worth 2 EX bars, but it?s an option.
Cr. Hk ? Very longe range, it is a great punishment baiter if used properly. Going for a meaty slide (make sure the slide hits at the very end, to gain as much frame advantage as possible), then going for EX Headstomp is a fairly good way to bait and punish a throw attempt by your opponent. If you?re feeling really daring, you can meaty slide and try to Ultra/Super/EX their reversal attempt. Great tool for footsies, if you see someone moving back and forth, you can throw this out (at the right spacing) and really surprise some people. It?s a great tool, use it well, I?ve had this move win many down-to-the-wire fights for me.
Ju. forward Mp ? Good anti-air, hits twice. If you only hit with 1 hit, it?s possible to mix up with St. Hp or St. Hk, then you can mix up from there. If you hit with both hits, you can end it with an EX PC or SK. Keep in mind though, if you land 1 hit of j. mp then land and do a St. Hk (do not use St. Hp, it will actually miss sometimes), it deals more damage than doing both hits of j. mp and connecting with a EX PC or SK.
This is also the only move that Dictator players can use that reliably lands the Ultra. You can technically land most of the Super off of this if you like as well.
Unfortunately this move reliably LOSES to Ryu?s j. mp (the 2 hit uppercut), Chun Li?s j. hp x2 (the hp she can do twice in the air), and some others (like Rufus Snake Strike etc). Be careful, as it can be beat, but when you think they?re going to jump, go for the j. mp Ultra setup.
Ju. forward Hp ? Highest damage air normal that he has, good as a combo starter. Some say it can be used as Air to Air, and although it?s not too bad, to win completely, you really need to be above your opponent when performing it. Other than that, expect to trade with it.
Ju. forward Hk - Longest horizontal range forward jumping attack that he has. Use in combos or to punish fireballers, even if you hit their hands, it’s still worth it. You may not be able to combo off of it at that range, but maximizing damage is always good. If you stick this out at the right time, it can actually beat stuff like Dhalsim?s jumping hard punch. Can also be used to cross up for good damage.
Ju. neutral Mk - Good Air to Air attack, also has long horizontal range. I haven’t done testing priority wise, but I’ve had decent success with it.
Specials and EX:
Show Specials and EX
Spoiler
Psycho Crusher (PC) ? Only hits twice on block, not as safe on block as it once was. In ST usually you?d be quite far away (depending on where you were on the stage), but even using Hp PC, it?s really not that far and can be punished quite easily. Realistically this move can?t be used to pressure opponents as the recovery is garbage. Primarily used as a runaway tool now, especially the EX version. EX version is more safe, but only because it goes faster and farther. The only time I?ve seen it used as a pressure/rushdown tool was in a Kuma video where he EX PC from full screen against Blanka, had the 2 hits hit at the very end of the PC and he continued cr. lk from there. Other than that, use this to blow through people who like to focus attack, and can be used to beat stuff like Guile?s crouching hard kick (in between the 2 hits, you can EX PC and hit them for free)
Scissor Kick (SK) ? AKA Double Knee Press, this is the pressure move of choice, especially the lk version which produces 0 frames on block which means you recover the same time your opponent does. Mk and Hk SK are not safe on block, but it may also depend on the range at which it hits. Always use the strongest version you can in combos. EX version can blow through fireballs, until he actually begins the kick part of the Scissors kick, which is when he is vulnerable again. In my opinion this is Dictator?s version of Psychic Dragon Punch against fireball characters. Don?t let fireballers pressure you especially when you have 1 EX bar. You can score a knockdown and turn on the ground/mixup game immediately. This is a big momentum changer, but a lot of Shoto characters have caught on and it?s been harder to get people with this. Be very familiar with the invincibility period and the range of this move. I still catch people with this quite a lot.
Headstomp (HS)? Does not track backwards moving opponents. Great for applying pressure on fireball characters, as you can mixup HS with Devil Reverse. After hitting with headstomp you have the opportunity to hit with Skull Diver. I wouldn?t recommend it as the hit box is small, the move is slow (you can?t perform it late in the fall, it won?t even come out), but if you want to press the advantage, you can go for it. EX Headstomp as Anti Air is great. Priority is undeniable and heavy chip damage. Do not do EX HS as cross up AA, it will whiff completely. I?ve also had bad luck with people dashing forwards or backwards when I HS, as it would also miss. Overall, this is a great tool to use if you have your opponent in the corner, lock them down with Lk scissor kicks, and if you think they will jump, do EX headstomp and put them right back down. Dictator really shines when the opponent is in the corner, don?t let them out!
Devil Reverse (DR)? Mix up with HS/EX HS and can you get fireball characters to be more cautious about projectile throwing. Also good for building meter and running away. EX Devil Reverse on the way up is invincible, you can then press 2 punches and get the EX version of the hand on the way down. From what I?ve tested the EX version of the hand isn?t that great and will trade with lots of AA. Also good for whiffing completely and going for a throw. If they wise up to it or try to counter by doing moves as soon as you land, you can try doing EX SK or Ultra after whiffing (high risk). Generally this should be used as a way to escape, either this or EX PC. Just be wary of people who can punish the EX DR, even if you decide to run away (Like Abel. Abel can actually Ultra you on your way down from the DR, other characters with far reaching Ultras can actually get you as well. Do not abuse!)
Also, which punch you choose to use during the DR also affects the flip that Dictator will do. Lp will do a fast flip, revealing the hand quickly. Hp on the other hand will do a much higher flip and the hand will come out slower, but is good for avoiding Anti-air because he goes so high. It?s also possible to move farther away with the Hp hand because he goes much higher.
Teleport ? This move can also get you out of tight situations, but is completely dependent on where both characters are:
3P Forwards: Behind your opponent
3P Backwards: Goes back about half screen
3K Forwards: Right in front of your opponent
3K Backwards: Goes back almost full screen (more than 3P backwards)
You can teleport out of crossups or jump-ins but you have to know where you are relative to where the opponent is. Have a friend or Record Ryu crossing Dictator up in the corner. Depending on where Ryu is during the jump, will affect his teleport. If you can manage to get a teleport off right as Ryu crosses you up, you need to remember that the teleport controls will be reversed as well.
To explain it more simply, put yourself in the corner and have Ryu begin to cross you up, then perform a Teleport forwards (the direction which Dic is facing) with 3K and you?ll watch yourself jump across full screen. Basically you need to think of it as the teleport command being relative NOT to what direction Dictator is facing, but where the opponent is at the time.
Super/Ultra:
Show Super and Ultra
[details=Spoiler]
Super ? Can be performed with any one of the 3K, but which kick will determine which type of SK he will do during the super. If you want fast startup, go for the Lk version. Keep in mind that it has the shortest range though. I feel like I don?t really use this mainly because I use his EX moves much more often, but as others have stated, it?s really one of the most reliable ways Dic can deal solid damage when landing a combo. It might actually be worth trying to play Dictator without using EX bar and saving the Super for a combo opportunity (like what the Ryu Players are doing)
Ultra ? Long startup, invincibility only until the kick part actually begins (cannot be used to go through fireballs) and horrible recovery if blocked. Can be inputted incorrectly as a Teleport due to the way the game processes inputs. The way to prevent a teleport is to perform the Ultra as:
Charge back, then press forward, back, Up+Forward with 3K. This forces the game to recognize this input as an Ultra. Sometimes people unwittingly press Down+Forward so the game thinks it is a teleport, instead just go for the Up+Forward technique.
In my opinion this is one of the weaker areas of Dictator?s arsenal. I feel like if he could land this more often he?d be much better. In previous games, he could almost always make a comeback, but in this game, it?s much harder. As it stands it?s difficult to land this as you can land it only 2 ways, off a j. mp, or a FA2/FA3. Other than that, trying to land it by baiting opponents (Try Ultra after whiffing a DR), or as AA (which means you have to perform the Ultra quite early, generally at the peak of their jump, and hope you don?t get hit out of it, etc), is risky and unreliable especially at higher levels. [/details]