me 3
whats a juice kick? Sorry, I’m a bit of a noob
so apperantly nobody knows how to beat dictator in HD Remix thanks sirlin
Knee bash the fuck out of him. Bison has strong zone/keep away. So naturally you wanna get close. From there do standard mix up, its still a tuff match if its a good Bison.
Is the devil’s reverse completely invincible? If not, ken’s mp dp is on the way up and could help. If you block scissor kick try for a throw. I was having trouble with that damn kick, until I realized that you have a throw chance after blocking. If he jumps away, then you could hp dp.
I main guile which means I have to look more towards defensive tactics. Ken’s more aggressive and should have a rushdown advantage. Just be careful of that damn st. hk that dic has.
Hopefully I can get a stick with my tax return, and start fighting as ken seriously.
Nope.
I don’t know about that, I mean, if you get the knockdown or whatever, sure rushdown, but he still doesn’t have a fireball. He still has to come to you.
Yeah but you cant exactly abuse fireballs vs him, s.rh, headstomp vs fireballs or devils reverse to avoid them. One good hit or mistake and Bison kills you. All Bison has to do is make one good jump in and you are dead. Mid-range he can abuse s.mk and knee presses to get in. Good Bison’s are in no way a easy match. It is never as simple as fireball, dp, repeat. Bison does have a monster offense also.
So is Ken v Dictator matchup in Dictator’s favor?
yeah thats been my problem i ussually try to play defensivly with fireballs and my DP but his st.Roundhouse trades with fireballs in his favor and tends to dizzy and one random jumping can combo into his TOD. i guess i could try rushing down into kneebash micups but doest Dictator have a better tro range than Ken. He would probally just mash trow if he sees knee bash coming.
Actually Ken does have an awesome Hadoken trap that works well on Dictator due to his far jump trajectory and Ken’s fast, far reaching Fierce Shoryuken. Even good Dictators have a hard time getting around my trap. But you gotta have fast reflexes and be able to pull out the Fierce Shoryuken as soon as Hadoken recovery ends, with no pause in between.
From max screen range, do nothing but Jab Hadokens. If he tries to Stomp, you can actually hit him with Fierce Shoryuken, and ONLY Fierce Shoryuken, and ONLY if you do it hella fast after the Hadoken. It hits Dictator as he passes just over and behind Ken. Then rinse and repeat. I believe Strong Shoryuken works, but Jab Shoryuken will get stuffed by Stomp or trade. If you miss the timing of Fierce Shoryuken, you will get stomped or Dictator will fly behind you safely.
If he does Devil’s Reverse, try to judge if he’s in range of another Fierce Shoryuken. Usually he’s not, but sometimes he is. If not, just reset the trap. All other jumpins get stuffed by Fierce Shoryuken.
The only thing Dictator can do is neutral jump, but with Jab Hadokens, they’re hard for him to get over. A lot of Dictators will jump back, which is easier, so just walk forward a little when you see a neutral jump, and boom! they land on the Hadoken as they’re jumping back.
I have had some Dictators evade this trap by Devil’s Reversing out of range of the Shoryuken, but then landing closer to me, which then allows for st.Roundhouse or slide to stuff Hadoken attempts. But it’s incredibly hard and most Dictators won’t find a way around it. In fact, only 1 Dictator has ever escaped, Joozenji I’m looking at you LOL, which should indicate just how hard this trap is for Dictator.
Oh, and this does NOT work when he has Super.
Yep…this little strategy right here is as old as fighting CPU WW Dictator…when he wasn’t Scissor Kicking all over the place because I didn’t know how to DP. It still works.
The crazy kicks are good, but the “roundhouse crazy kick” is useless. There doesnt need to be a roundhouse crazy kick button.
When you play against Ryu, your advantage is up close. You will probably lose in a distance game. What is to stop Ryu from getting you with a fast fireball in close range? Basically all he has to do is throw a fireball everytime you get close. Your reaction will not be good enough if its a fast fireball. You will have to lucky guess it. Ryu also has a fake fireball, so theres no skillful way around it.
If you’re talking about the overhead kick, yeah the rh crazy kick is worthless. The normal one (fb+rh kick) though, it’s a great power combo ender. I like to do jump rh, low strongxxrh crazy kick after I dizzy people. It’s an easy, damaging combo that does about as much as any dp combo you’d break out on the fly. It also sends your opponent flying into the corner, which is where you want them to be after a knockdown.
-wes
You can also use the crazy hk like ryu does for anti air. I just don’t understand why you are so against an attack for ken that knocks an opponent down.
Ken’s RH crazy kick is his only special move besides his SRK that knocks down.
Was that in response to mine or his?
Yeah though, it makes ken look worse being he doesn’t have as many extra knockdown moves as some other characters.
Oh, it was in addition to your comment. Ken doesn’t have many knockdown moves, so the RH crazy kick has some value to him in that it knocks down.
Anyone have any tips on how to deal with Guile? I think I have about a 98% loss ratio against him.
I like playing as guile, anyways, the only safe time you should jump against a guile is if he walks forward(losing flash charge), or throws a boom(can’t flash charge in time at mid range). He can still use st.hp, close hp, cr.hp, sobat kick, and st.hk as AA normals, but you should at least trade, or possibly win out on the jump.
If he’s zoning with booms well, he can knee foward and retain boom charge in order to get an edge on fb wars, such as getting in range to neutralize a hado, and then backfist you before you recover. Be very careful blocking booms in midrange, because he can walk up and do a crouching move or overhead or throw or nothing in order to create an opening. If he’s careless at mid range, you can also tatsu over booms just be careful which strength you use.
If you block a boom and he walks forward, you should try jab dp out of block stun, if he starts baiting that use cr.mk > hado to space him. He can’t flat out beat dp if he has no boom charge(its difficult to jab dp through a jab boom), so he’ll have to whiff punish, this opens a whole slew of mind games though that become very range, and situation dependent.
Persistence and familiarity are the keys to victory. Losing to a guile once because you weren’t able to get used to him is ok. Losing to him 10 times in a row either means he is that much better than you, or you aren’t assessing the fight properly.
Let me ask, do you jump alot?
I had this problem (which caused me to lose alot btw) where I wanted to jump over everything and I wanted to combo off jumping attacks. This may not apply to you, but it may very well apply to someone that walks into this thread, I had one little session with blitz, and i told him “i jump too much” even saying that i never bothered to stop. He told me “then don’t jump” so I did. My win ratio has gone up just from jumping smarter and less frequently.
That may not apply to you, but think about how it could conceptually, do you do anything no matter how small/big, that puts you at a disadvantage most of the time, or that you do too much that could be exploited by someone paying attention.
As a guile player, i don’t know how many times, I overhead then charge then flash the person as they jump at me after the overhead connects. I’ve gotten perfects cuz they would jump I would flash, then overhead on wakeup, they would jump after the hit, get flashed, and it would repeat until I won.
Look for flaws in your own game that could be the reason you lose to so many guile players.