vs. Dictator
Full screen: At this range if both players know what they’re doing, the only thing going on will be both players building meter. If the dictator is feeling frisky he might try to get in with a stomp but that can be stopped with an airthrow or dashed under into a punishment combo.
Basically, this is a distance you don’t want to be at since I feel Dictator makes more use out of his meter than you do and you’re not really tempting him into trying to do something either.
3/4 distance: This range is more favorable to Chun since her mp kikouken will reach him so it forces him into doing devils reverse or stomping if he doesn’t have meter yet.
If he steers the devil’s reverse towards you you can just cr.mp under it or even cr.mk under it, it’s a good tactic to get a cheap hit in, and if he’s steering away with the devil’s reverse you can punish it on the ground with dash ultra if you have it, it will make him scared of using this again.
When he has meter you need to watch out for ex scissors since it can stuff you trying to throw fireballs, but if you block it you have free punishment for it, even reversal ultra if you have it.
It’s possible he will try to safeslide at this distance, it’s hard to see coming so it’s best to just block it, unless their obvious with it then sj.hp/hk is a good answer to it.
Be careful about throwing out a poke since they can buffer ultra behind it if they have it, but I think cr.lp might recovery fast enough to block the ultra if they buffer it behind the sweep.
Mid-range: This is where the long range pokes of both characters come into play, if he’s antsy with is far mk/hk you can whiff punish them with far hp or cr.hk until he calms down, your goal is to get him to stop throwing out pokes so you can get in safely.
It’s important that you don’t try to throw out pokes in neutral since his far mk and hk are very good at beating them out, whiff punishment is more reliable in this case and will leave you at the advantage allowing you to poke more.
He can throw out lk scissors at this range and you won’t really have a good, safe answer to it that you can use on reaction.
I prefer trying to read it and doing sj.hk since it will get him no matter if he ends up in front of you or behind you, but if you’re sure of him ending up in front of you sj.hp is a better choice since it leads to more damage.
If you staraight jumped without him doing anything he’s going to walk up and far hk you out of the air, your best bet here is sj.hp since it has a strong hitbox so it’s possible to get a trade if you time it right or if he times hk wrong.
Most of the match will be played out at this distance if you’re avoiding ending up in lk scissor pressure, until you get a knockdown.
Close range: Cr.lp is a very strong tool against Dictator since it’s +3 on block and he doesn’t have a fast move with invincibility, so pressuring with smart cr.lp’s will a lot of the time let you block his abare attempts.
If he teleports away you can dash up and punish it with cr.hk leading into knockdown, if he teleports behind you you can punish it with a neutral throw.
Your goal is to make him realize that his best option is to block and be patient about trying to get out.
He will at some point resort to either teching throws on reaction or crouch teching.
Against someone who’s teching on reaction just pressuring with walkup cr.lp with good timing will end up with you hitting him out of a throw tech attempt at some point if you’re delaying it correctly into making him think you went for a throw, which then leads to a basic ex legs combo.
And like I said before, if he tries to abare you will get to block it most of the time.
If they’re crouch teching your best bet is the cr.lp, cl.hk-string since it leads to guaranteed, confirmable damage on counter hit and it deters them from trying to crouch tech. If you don’t have the timing for the Nemo string down then just using lk hazanshu over his cr.lk and linking it into ex legs is your best bet, it will also deal a lot of damage like the Nemo string, but it leaves him an escape route since he can just focus attack the hazanshu if he reads it.
Okizeme: He doesn’t have a fast reversal move to throw at you on wakeup, so safejumps and meaty cr.lp are extremley good against him on wakeup.
The same situations and counters apply if you’re using meaty cr.lp, basically use cr.lp if you don’t have enough time for a safejump, otherwise safejumping is superior.
In case of safejumping I prefer using j.hk, crossover lk and the occacional df.hk since I don’t have the safejump timing down for it yet, and hit/block confirm it, if he tries to do something you just block it and react accordingly.
If he teleports away/behind you you have enough time to punish it with a far hp or cr.hk if you react to it fast enough.
If he tries to backdash away from your safejump just tag him with far mp into hazanshu, chances are he won’t react with focus in this situation since he wasn’t expecting to get hit in the first place, and keep the pressure on him.
His best getaway in the end will become ex psycho crusher since it does some chip damage on block and let’s him escape. If he gets obvious with it you can punish with either a well timed jump back into cr.mk ex legs or something to that effect, or you can delay an ex sbk to beat it out after it loses it’s invincibility.
**In the air:**He can beat you out of the air with both j.mp and jump back hp of you’re jumping towards him, so make sure he’s not expecting a jump when you do it, that way he should resort to either block or his hk.
Against his jump ins I prefer jumping towards him and airthrowing or sj.hk/hp, and early j.hp~hp will also work against his jumps.
you can also duck under his jumpins with cr.mp/cr.mk and punish them during their landing frames.
If he’s abusing j.mp just stop jumping and punish it on the ground with a basic combo. If you’re allowed to I recommend dashing under him before doing so since it lowers the chance of you getting hit by something by mistake.
Tidbits:
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His crossover/safejump game is very strong against Chun on wakeup, just as Chun’s is strong against himl. You won’t be able to beat it out with ex sbk so you will be forced into block or backdash or block into backdash.
Well, you do have one strong option left only that it’s difficult to pull off.
If you do cr.mk immideately then you will crouch under his crossover/safejump but it won’t punish him for it.
However if he didn’t confirm it chances are you will get a counter hit in if he safejumps.
In the case of a crossover then your cr.mk will come out in the wrong direction I think, so backdashing away, going for a throw or throwing out ex sbk afterwards all work well if he tries to hit you with some kind of followup.
Most of the time they will just block since they get surprised that their crossover/jump in whiffed so throw will be your most basic option to that.
I think this works against most crossovers and safejumps of the cast except a few so experiement with it to see how it works for you.
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His ultra is punishable with your ultra if you jump over it as soon as you can and then start charging your own.
That’s all I can think of for now.