Street Fighter IV/M. Bison

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Introduction

Story

Character Analysis

Dictator is a highly mobile character that is able to apply heavy pressure to the opponent with his Knee Press pressure strings and his powerful pokes. His great speed and pokes combined with his Head Press and Devil's Reverse also allow him to play an effective keep-away game if needed.

His obvious strengths are his great normal pokes, especially the standing HK, his fast walk and dashing speed, his LK Knee Press, and his EX special moves that allow him to escape tricky situations. Especially the EX Psycho Crusher is a very powerful tool in Dictator's arsenal. His Super is pretty good, being easy to land from a hit confirm crouching LK combo, and also being able to counter projectiles on reaction. Most of the time however, he will have to burn his meter on EX moves. Dictator is also good at pressing the opponent into the corner with his Knee Press strings and his throws that move the opponent a large distance.

His most glaring weaknesses are his lack of tools to defend against close-range jump attacks and crossup attempts, his lack of a reversal with invincibility frames without having to burn EX meter, and his inability to deal great damage without using ultra or super.

Also, while his air moves are strong and have good crossup-potential, his jump is a bit slow, and this gives the opponent more time to anti-air or block the correct way.

--Contributed by God 2.0 17:29, 3 February 2010 (UTC)

Move Analysis

Normal Moves

Dictator is a character that relies heavily on using his normal moves well. Luckily, his normals are generally very good, and he has some of the best pokes in the game. One of the disadvantages of his normals is his lack of a fast and safe sweep.

Important normals:

- Standing HK
- Standing MK
- Crouching LK
- Crouching LP

Standing Normals

Far standing LP:

A basic punch that you generally won't use a lot since his standing LK has both better damage and is faster. Cancels into everything.

Far standing MP:

This will probably be your least used normal move with Dictator. While the move deals good damage for a medium punch, his standing HK is both faster, more damaging, and has a bigger hitbox, giving this move little reason to be used. This move is also one of Dictator's slowest normals, hitting at frame 8. Super-cancellable.

Far standing HP:

This move uses the same animation as the standing MP with some added frames and a psycho power effect. Damage is 130, which is very good for a normal move. Unfortunately, this move is almost twice as slow as the standing HK, has a smaller hitbox, and has shorter range. Once again, there is not much reason to use this move rather than using the standing HK. Differences in hitbox placement may give this move some limited use as anti air in specific situations. Cannot be cancelled.

Far standing LK:

Similar to the standing LP, the standing LK is one frame faster and does 10 additional points of damage. Another advantage of the standing LK is that it gives a frame advantage of +6 on hit, which means that it can frame link into both itself, a standing LP, crouching MK, and a standing MK and HK. This gives Dictator the option to do some additional damage from a fast move without needing backwards charge. Special and super-cancellable.

Far standing MK:

A great poke that comes out quickly and has good range and recovery. This move is shadowed by the standing HK, which has the same speed, but more power. However, the MK will always hit a crouching opponent and is useful at maxiumum poking range in some situations. Cannot be cancelled.

Far standing HK:

A roundhouse kick that makes Chuck Norris look like a rookie. This is perhaps the overall best normal move in the game. Dictator's standing HK hits on the sixth frame, does 120 damage, and has a huge hitbox that can effectively be used both as anti-air and for hitting opponents on the ground. The animation of this move is deceiving, because the actual hitbox reaches much lower than what it may seem like. At maximum range however, the move will not hit crouchers, and so there are situations where MK does a better job. The move also has a +3 frame advantage on hit, giving Dictator the initiative if it hits. Cannot be cancelled.


Close standing LP:

The close standing punch is Dictator's move that gives the best frame advantage. With a +7 advantage on hit, this move is used to make some of Dictator's frame links easier to perform. For other purposes than linking into more damaging moves, this move is not very useful, being quite slow for a close range jab, hitting at frame 6. This means that you don't want this to be the first move in your links. Cancels into everything.

Close standing MP:

Just like with his far standing MP, his close range version is one of those moves that you don't really need for anything. The hitbox on this move is very small, and the move is just 1 frame faster than the otherwise superior close HP. Frame advantage is too little to use for linking as well. +4 on hit means that you can frame link into a cr.LK or cr.LP. Special and super-cancellable.

Close standing HP:

This move is Dictator's main punishing tool. The move has decent startup for a HP, hitting at frame 8, deals 120 damage, and combos into Knee Press, Psycho Crusher, and Knee Press Nightmare. All of Dictator's most damaging combos start with this move. Forces the opponent to stand. This is not that relevant for Dictator, since he has no special move that misses crouching opponents. Special and super-cancellable.

Close standing LK:

Identical to far standing LK.

Close standing MK:

A strange move that sees little use if any. Dictator does a shin kick that has surprisingly good frame advantage. At +5 on hit, the move would have allowed for a frame link into crouching MK, but the opponent will be pushed too far away by this move for the cr.MK to hit. The move is too slow for a close range move also, hitting at the seventh frame. Super-cancellable.

Close standing HK:

Identical to the far standing HK.

--Contributed by God 2.0 17:27, 3 February 2010 (UTC)

Crouching Normals

Crouching LP:

One of Dictator's staple combo tools. Hitting at frame 4, this move is one frame slower than his crouching LK, but +5 advantage on hit allows Dictator to do a frame link into crouching MK, which allows for a higher damage potential than what he can get from a crouching LK. The crouching LP cancels into everything, and this lets the player cancel it into a close standing LP, which has a frame advantage of +7, making the frame link to crouching MK much easier to land. This only works at point blank range however. Otherwise you would get the far standing LP instead. The drawback of using the crouching LP rather than the crouching LK is that it has a 1 frame slower startup, and thus will lose to faster jabs, like Ryu's crouching LP. Also, the crouching LP hits high. Cancels into everything.

Crouching MP:

The crouching MP is a good tool for punishing mistakes, doing good damage for a medium move, having good range, and being cancellable. Another thing to know about this move is that it gives a frame advantage of +3 on block. This allows the player to use it as a counterpoke bait. Any HK or MK you throw out after the blocked crouching MP will be out 3 frames earlier than your opponent's poke, and thus likely to stuff it. Also, on hit this move gives a frame advantage of +6, allowing for a 1-frame link into standing MK or HK if it hits. This link also makes the crouching MP useful as a meaty attack, though having only 2 active hit frames, hitting on the second one specifically can be hard. Special and super-cancellable.

Crouching HP:

This odd-looking crouching uppercut is a very specialized move that has a few applications. The hitbox placements of this move makes it good at countering certain air moves that the standing HK and HP can't. Unfortunately, the slow startup of the move means you will have to react quickly to a jump, or you will risk hitting it too late. Other than using it for anti-air, this move is not very useful, giving a -7 on block and -2 on hit. The other use for this move would be to combo into super as a punish, since it has decent range and damage. Super-cancellable.

Crouching LK:

This is Dictator's main close range tool. Hitting at the third frame, this is his fastest move. Unlike his crouching LP however, this move cannot cancel into other normal moves, and so there is no way to link this into the close standing LP. The most common application of this move is to link it into itself several times, then cancel into a Knee Press. If you are feeling especially confident you can attempt to do a 1-frame link into crouching LP, then another 1-frame link into crouching MK, cancelled to a Knee Press. (Or Psycho Crusher, just to be extra gutsy)Hits low, special and super-cancellable.

Crouching MK:

This move is the destination for most of your frame links that begin with crouching LP. Having 4 active hit frames, this is also the move that is easiest to use as a meaty with Dictator. A meaty crouching MK can link into crouching LK, crouching LP, and crouching MK (hard). Hits low, special and super-cancellable.

Crouching HK:

One of Dictator's classic and unique moves. Unlike a regular sweep, the crouching HK of Dictator makes him slide across the screen. This move has some use, but mostly as a mobility tool and for baiting punishing attempts. This move has 12 active hit frames, and depending on how late the move hits, you can end up on anything between -10 to +1 frame advantage on block. Because of this, you should only use this move from near maximum distance, or the opponent will be able to punish you heavily. The move can also be useful for sliding under Akuma's air fireballs, and will also pass under Sagat's high tiger shots if timed right. Use sparingly and mostly as a surprise move. Hits low and knocks down, preventing quick recovery. Cannot be cancelled.

--Contributed by God 2.0 17:28, 3 February 2010 (UTC)

Aerial Normals

Jump LP

A light jumping move with a mainly horizontal hitbox and decent range. This move can be used in air-air situations, but the low damage means that you will lose out on most hit trades. I don't know of a good reason to use this move, but if your jumps are stuffed by some other air move, you can always try to use this one. The low hit stun and high hitbox placement makes it a bad choice for air to ground combat.

Jump MP - Hell Attack Optional input: MP (After first hit)

A unique air move. This move puts the opponent in a full juggle state, which means that you can hit them again with any move you want once you land. This can also be followed by a second MP, but doing so consumes the full juggle state and the only way to juggle the opponent after this is by using an EX Psycho Crusher, EX Knee Press, Knee Press Nightmare, or Nightmare Booster. Using this to combo into ultra is a handy tool that gives some additional anti-air capability to Dictator once he fills up his revenge meter.

Another useful feature of this move is that it works like an stand-alone option select. You can press MP just after jumping to hit an opponent that you assume will be jumping. If it whiffs because they did not jump, you can still use the second hit to hit them on the ground.

Jump HP

Dictator's most damaging air move. The HP is mostly useful against grounded opponents, but can work against airborne foes as well, though it hits on frame 8, making it the slowest air move in his arsenal. The hitbox on this move is fairly deep an is strong against anti-air at close range. Also, the way Dictator forms his body while performing the move makes it possible to time the jump so that your opponent's Shoryuken will go past it. Also occasionally used as a safe jump, and also has the ability to cross up, though this is difficult to space properly.

Jump LK

Like the jumping LP, this move will not be used very much because of the low damage output. Granted, this is his fastest air move, hitting at frame 5, which makes this move slightly more useful for countering your opponent's air attacks.

Jump MK

This move can very easily be used to cross up. At a specific distance, a late MK will hit in front, and an early MK will cross up. At a staggering 14 active hit frames, which is the double of his other air moves, this move is very lenient on the timing, and this allows the move to work as an option select air attack. You can perform it on the peak of your jump to counter jumpers, and it will still hit a grounded opponent.

Jump HK

The opposite of jump HP, this move has a more horizontal hitbox, making it useful for long jumps, like jumping in on a Guile player, and also for hitting your opponent in the air. Also has the ability to cross up. The crossup spacing for this move is pretty good because it is almost the same as the front hitting spacing for the air HP.


Neutral Jump LP

A fast jab with an exclusively horizontal hitbox. The startup for this move is not better than any of his other neutral jump attacks, so unless you can use this to counter something that nothing else works against, just forget about it. Only useful against airborne opponents.

Neutral Jump MP

Dictator does some kind of upward slice with his hands. The hitbox on this move is up in front of Dictator's hands, which is pretty much higher up than anything else in the game. This move has VERY limited use because the hitbox is placed too far up and has very bad horizontal range.

Neutral Jump HP

This move is pretty good at countering your opponent's jump-in attempt, but the hitbox on this move is fairly high up, making it whiff against characters that don't have particularly high jumps. Mostly useful against Chun-Li and C.Viper, and other characters that go over your neutral jump HK's hitbox.

Neutral Jump LK

Similar to neutral jump LP, just with a better hitbox but less damage.

Neutral Jump MK

Similar to the neutral jump HP, but has better range and a lower hitbox. This move is pretty good because of its range, but most of the time you'd rather be using neutral jump HK for the better damage output.

Neutral Jump HK

Of all the neutral jump moves, this is the most useful one. The low hitbox will hit your opponent at the end of their jump, and also makes this move useful for hitting your opponent on the ground after jumping out of a command throw or any similar situation.

--Contributed by God 2.0 17:28, 3 February 2010 (UTC)

Normal Throws

Deadly Throw - f / n + LP + LK

Dictator's forward throw tosses the opponent one jumping length away from Dictator. This is good because it helps pushing the opponent into the corner. The throw also gives Dictator good time to move around after landing it, and doing a safe jump HP should be possible after using this throw. Dictator also has time to dash in and do a meaty combo after using this throw. Damage is 130, stun is 130, range is 0.9 which is the standard throw range.

Death Tower - b + LP + LK

Dictator's backward throw creates about the same amount of distance with his opponent as his forward throw does, but gives him slightly more time to move around than the forward throw, and also allowing for safe jumps, crossup attempts, and meaty combos after a dash-in. Like his forward throw, his backward throw's throw distance helps to place the opponent in the corner. Damage is 130, stun is 150, range is 0.9 which is the standard throw range.


Note that Dictator cannot use his throws for buffering a back charge, and any charge held before the throw is performed is wiped once the successful throw animation starts. Buffering a down charge works however, and using a Head Press or a Devil's Reverse right after throwing is a possibility. A Head Stomp performed after throwing can be timed to hit as a meaty, and an empty devil's reverse performed right after using the forward throw will land behind the opponent instead of in front. Also, while his throw range is only 0.9, his excellent walk and dash speeds makes Dictator one of the best normal throw users.

--Contributed by God 2.0 17:28, 3 February 2010 (UTC)

Command Normals

Hell Attack - In air: MP -> MP (Optional)

A unique air move. This move places the opponent in a juggle state, which means that you can hit them again with any move you want once you land. This can also be followed by a second MP, but doing so consumes the juggle state and the only way to juggle the opponent after this is by using an EX Psycho Crusher, EX Knee Press, Knee Press Nightmare, or Nightmare Booster. Using this to combo into ultra is a handy tool that gives some additional anti-air capability to Dictator once he fills up his revenge meter.

Another useful feature of this move is that it works like an stand-alone option select. You can press MP just after jumping to hit an opponent that you assume will be jumping. If it whiffs because they did not jump, you can still use the second hit to hit them on the ground.

--Contributed by God 2.0 17:28, 3 February 2010 (UTC)

Focus / Saving Attack

Dictator's Focus Attack is pretty decent because of his fast dash speed. When comparing his forward dash speed, which is 17 frames according to www.eventhubs.com, his focus leaves him at -2 frame disadvantage on block, but his level 2 focus leaves him at +5. His backdash is 25 frames, which leaves him at -10 and -3 respectively. The focus attack range is ok, but nothing special. The backdash cancel is a useful way to escape air attacks against some characters.

--Contributed by God 2.0 17:29, 3 February 2010 (UTC)

Special Moves

Knee Press

Charge b, f + K


This is Dictator's most used special move. The Knee Press travels horizontally across the screen and has a fast enough startup to combo from any cancellable normal. When it hits, it knocks the opponent down and back, and at the same time creates some space between dictator and the opponent. When blocked, it pushes the opponent back each time it hits. This helps push the opponent towards the corner. Also, since it hits twice it will break moves that have hyper armor. The first hit can be cancelled into super or focus attack.

- All versions hit twice
- The second hit knocks down on hit.
- All versions do 100 stun on the first hit and 50 on the second hit. (150)
- Contrary to what the visuals seem to indicate, Dictator is not airborne during the Knee Press. This means that he can be throw and also comboed out of it.

LK:

The most useful version. Deals 100 damage, hits on frame 10, and travels a short distance. The reason this version is the most useful one is that it has a frame advantage of 0 on block, making it completely safe against anyone not Zangief. This is especially handy when playing against characters that lack moves that hit on frame 3, since they won't be able to use any normals to stop him should he decide to do a cr.LK combo.

MK:

Hits on frame 13, has a bit better range and does 120 damage, but is -5 on block, making it unsafe. Use this to end a hit confirm cr.LK link combo.

HK:

Hits on frame 16, has great range and does 130 damage, but this one is very unsafe, at -9 disadvantage on block. Also, this one is too slow to combo from light normals like cr.LK. Use this mainly as a combo ender and as a punishing tool. The second hit will hit the opponent at almost a full screen's width.

EX

A compromise between the MK and HK versions. Has the slow recovery and travel distance of the HK version, deals 140 damage, and has the faster startup speed of the MK version. However, the main purpose of the EX Knee Press is that it has 12 frames of invincibility on startup, giving Dictator a good reversal move. This handy for countering projectile tossers by travelling straight through the projectile and instantly zoning in while dealing damage.

Psycho Crusher

Charge b, f + punch


Contrary to the Knee Press, this is Dictator's least used special move. The non-ex Psycho Crusher is similar in functionality to the Knee Press in that it is a horizontally moving attack, and the damage is also the same. However, unlike the Knee Press, the non-ex Psycho Crusher is horribly unsafe, and this is one of the reasons it is not used. Now you'd think some would use it in combos, but the reason it isn't is that it switches sides with the opponent. The opponent also gets up at about the same time as Dictator recovers if they perform a quick recovery. So, the non-ex Psycho Crusher in combos is not used because it usually would lead to Dictator cornering himself and losing the initiative.

- Regular versions can hit 2 times, but knocks down on hitting once, so this is only relevant on block.
- All versions will stop their animation early whenever they reach the corner. This can be used to fool your opponent into thinking they have more time to punish than they actually have.
- All versions count as being in the air, which means that ground throws will not be able to grab them, but air throws will. Also, this means that if Dictator is hit in the midst of doing the Psycho Crusher, he will do an air reset.
- All versions are armour breakers.
- All versions can pass through the opponent even when blocked. However, when blocked in the corner it will not pass through the opponent.
- All versions knock down.
- All versions hit on frame 14, which means they cannot combo from light normals. (Which all do 13 frames of hit stun)


LP

Travels at the slowest speed and the shortest distance, which is 60% of screen width. Does 110 damage, 100 stun. Does not pass through the opponent unless done at point blank range. Can be used as a feint from long distances, but any worthwhile player will not expect you to try and hit with this, and will assume you are using it to feint. -8 on block.

MP

Faster travelling speed than the MP version, and travels 95% of the screen, hitting the opponent at full screen. Does 120 damage, 150 stun. Passes through the opponent from close range. -14 on block!

HP

Even faster travelling speed and traverses the entire screen. Does 130 damage, 200 stun, and also passes through the opponent when done from semi-close range. If you are going to use a Psycho Crusher to end a combo, this is the one you want to use. -17 on block!

EX

Fastest travelling speed, traverses the entire screen. This move can hit two times just like the other versions, but since the move is an EX move, it is allowed to hit once on any falling opponent even if they are not in a normal juggle state. Because of this, it will hit a second time when hitting a grounded foe since the first hit knocks the opponent down. Each hit does 70 damage, for a total of 140. Each hit also does 100 stun for a total of 200. Unlike the other versions, the EX version only hits once on block, for a meager 17 damage, so don't use this for chip damage. Also, when performed at point blank range near corners, this version will pass through the opponent.

Unlike the other versions, this is one of Dictator's best moves. This move is rather unique in that every time Dictator is hit by a projectile during the animation, he absorbs the projectile without stopping or taking damage, but he loses one hit of his EX Psycho Crusher. If he passes through an EX fireball in this manner, which hits 2 times, he will no longer be able to hit the opponent. Also, this version is invincible for the first 13 frames, which means he is invincible up until he actually hits the opponent, but not during the actual hit frames like Ryu's Shoryuken. Because of the fast speed and invincibility, this move will allow Dictator to escape from most dangerous situations up close, and works like a slow-startup reversal against your opponent's attacks. Just remember that when he has started flying and gained the tail of Psycho Flames, he will be just as vulnerable to being hit by anything else than projectiles as the other versions.

Now that I have ruined your fun by telling you all about how your favourite coolest looking move should never be used without burning EX meter, I feel like I have to lift your spirits by telling you about a few situations where you might choose to use the regular Psycho Crusher:

- Can be used as a "psychic armor breaker". Too slow to work as this on reaction though. Don't rely on this.
- If you are actually cornered and manage to perform a combo, ending the combo with the Psycho Crusher will get you out of the corner, which is generally not a bad idea.
- After gaining a focus crumple from a backdash focus attack, the Psycho Crusher is the most damaging follow-up you can perform, not counting ultra.
- The HP version deals 200 stun, which is 50 more than Knee Press. If you know that 50 more will help you stun your opponent, then go for it.
- The HP Psycho Crusher deals 64 points of damage on chip, which is just 6 less than how much damage your standing MK deals on hit. This means that you can use the HP version for a chip victory every once in a while.
- After hitting the opponent in air with a MP, you can land a HP Psycho Crusher. This has no benefit as compared to just doing a far HP after the air MP however, and you need to hit them at the apex of their jump to be able to complete your charge before they hit the ground. It is stylish though. :)

Head Press

charge d,u + K


The Head Press makes Dictator jump towards his opponent and land on their head in his classic pose. This hits as an overhead. After the move hits or is blocked, Dictator jumps off the opponent and can now be controlled in air until he lands. During this time you may also press any punch button to perform the Skull Diver, which will have its own explanation just below the Head Press.

- All versions are overheads
- Strength of kick button makes no difference between effects
- All versions will miss if the opponent moves from their initial position when the Head Press was performed

LK, MK, HK

The Head Press only comes in two flavours; regular and EX. The regular version deals 120 damage and 100 stun, and has high priorty due to the constantly active hit frames and a rather big hitbox. However, this move is countered easily by moving backwards or backdashing. Dictator will then land in front of the opponent in a recovery animation and will be open to pretty much any punishment. Because of this, the move should be used sparingly. Can be good at knocking your opponent out of the air.

EX

This version is much better than the regular version because of a generous amount of invincibility frames at startup, and an improved 200 damage, 200 stun. This makes the move a useful anti-air and anti-projectile move. Also, this version will knock down on hit. This move still suffers from the annoying tendency of missing if the opponent moves around.

Skull Diver

P or PP after Head Press hits or is blocked


The follow-up attack to the Head Press makes Dictator perform a downwards sweep with his hands in the air. If this hits an airborne opponent, he or she will be knocked to the ground. If this hits a grounded opponent you will be able to follow up with a combo. The main problem with this move is that it has only 3 active hit frames, and that makes it kind of hard to time right. Also, the opponent can perform a shoryuken-type move once they see you try to land it.

- All versions are overheads
- Strength of button makes no difference between effects
- All versions make the opponent play the "hit from above" animation which lowers their frontal hitbox, making cl.HP, standing HK, and standing HP go over the opponent's hitbox when used as a follow-up. This makes it more tricky to perform a damaging follow-up to the move. - When performed up close you may follow up with cr.LK x3. This gives you time to charge a Knee Press to finish the combo.


LP, MP, HP

Deals 120 damage, 100 stun. +9 on block makes this completely safe even if blocked, and if it hits it gives a huge +13 frame advantage.

EX

Hits 2 times. Each hit does 80 damage and 100 stun. This is useful for countering your opponent's attempt to focus guard your Skull Diver. +10 on block and +14 on hit!

Devil Reverse

charge d,u + punch then P or PP in air


This move looks identical to the Head Press, and that is the entire point of the move. Instead of landing on the opponent's head, Dictator will land next to them at no recovery frames. From the very beginning of the move until just before he lands, the player can input any punch button to make Dictator travel upwards in a half circle and come flying down with one of his hands extended to the side. The actual attack is not particularly useful since it is slow and the opponent can just block it. But it can be used to bait an anti'air response and evade and punish it in one go. Also, since people are afraid of getting hit by the Head Press, they might decide to stand and block. If they do this you can just land next to them and throw.

Both the Head Press and Devil Reverse are shenanigans that see little use in high level play, but can be useful when having a life lead and wanting to keep away and pester the opponent.


- All versions are overheads


LP, MP, HP

These are all the same and makes Dictator jump towards the opponent's position.

EX

Same as the regular versions, except this time Dictator has invincibility frames on startup. Useful for escaping scary situations.


Follow-up attack:

LP

Dictator flies upwards in a small arc and then comes falling down, steered by the player. This deals 110 damage, 150 stun, and knocks down.

MP

Same as LP, but the upwards arc is slighly bigger.

HP

Same as MP, but the upwards arc is slighly bigger.

EX

Same as HP, but this time hits twice. Each hit does 80 damage and 100 stun. Useful for countering focus.

Vega Warp

DP + PPP / DP + KKK / RDP + PPP / RDP + KKK


Dictator's teleport move. This one teleports him relative to the opponent's position. The startup is instant, but the recovery is 42 frames, leaving him vulnerable to attack for a long time if he ends up close to the opponent. Because of this, his teleport really only works for getting out of block strings and other nasty situations.

DP + PPP

This version teleports Dictator behind the opponent, standing next to them. The only reason for using this would be that your opponent is recovering from a very slow move, like Gouken's HK Tatsumaki, or as a counter to a Ryu player doing a Metsu hadoken ultra when you are on the ground. Then again, these situations should not occur when playing against a player who knows what he is doing. You can use this if you predict your opponent is going to perform a projectile with slow recovery, but this is extremely risky. As a last note, this might be useful against Akuma throwing air fireballs, or seth doing air HP spam, but I haven't tested this much.

DP + KKK

Same as the previous version, except you end up in front of your opponent.

RDP + PPP

Now this is a more useful teleport, but still not the most useful. This version teleports the player half a screen away from the opponent. Useful for escaping.

RDP + KKK

The most useful one. Same as the previous version, but teleports maximum distance, that is, to the edge of the screen. This covers more distance and leaves the opponent less time to punish.

A great thing about the RDP-versions is that if you perform the motion just before the opponent crosses you up with an air move, then press the button after they actually cross up, the move will autocorrect, and you will end up on the other side of the screen. Great way to escape a corner situation where the opponent attempts a crossup.

--Contributed by God 2.0 17:27, 3 February 2010 (UTC)

Super Move

Knee Press Nightmare

charge b, f, b, f + kick


Dictator's super is actually quite useful because it can easily be landed safely from a hit confirm cr.LK string or cancelled from the first hit of a Knee Press. Also, the super has some use as a projectile counter in the same manner as the EX Knee Press. The problem is that most Dictator players are forced to use their meter for EX Psycho Crusher and/or EX Devil's Reverse and have no meter left for the super.

LK

Hits on frame 6, travels the same distance as the regular LK Knee Press, and has invincibility for the first 7 frames. This means that this version of the move is still invincible after it enters its active hit frames. This version is mostly useful for combos or as a reversal.

MK

Hits on frame 12, travels the same distance as the regular MK Knee Press, and has invincibility for the first 10 frames. Useful for countering projectiles and punishing mistakes just outside your combo range.

HK

Hits on frame 16, travels the same distance as the regular HK Knee Press, and has invincibility for the first 12 frames. This version is useful for countering projectiles and punishing mistakes at long range.

--Contributed by God 2.0 17:58, 3 February 2010 (UTC)

Ultra Move

Nightmare Booster

charge b,f,b,f + KKK


Dictator's ultra has a rather slow startup, hitting at frame 12. The hitbox is fairly big though and the invincibility frames last for the 16 first frames, which is very good. Other than punishing mistakes and using it after a focus crumple, the Nightmare Booster's use is limited. It can be used as an anti-air to some extent, but you have to be really fast because of its slow startup, or the opponent will end up blocking it when they land.

One thing that is important to know about his ultra is that when it is blocked, it will end in a Psycho Crusher animation. Any attempt to punish it must be timed precisely when he finishes the animation, or he will just do an air reset after getting hit once.

Dictator's only setup that combos to his ultra is by hitting an airborne opponent with both hits of his Hell Attack. He can then land it as a juggle.

- Will beat Blanka's ultra when used as a counter. Perform it when Blanka is in the air and starting to fall down.


--Contributed by God 2.0 19:06, 3 February 2010 (UTC)

The Basics

Combos

BnB

(1-4)cr.LK xx LK Knee Press (Any version except HK can be used. Only LK version should be used if the string is blocked)
(1-3)cr.LP,cr.MK xx Knee Press (Any version can be used. Only LK version should be used if the string is blocked. "cr.LP -> cr.MK" is a 1 frame link and is hard to time.)
cr.LP,cl.LP,cr.MK xx Knee Press (Any version except HK can be used. Only LK version should be used if the string is blocked. "cl.LP -> cr.MK" is a 3 frame link and is easy)
cr.MP, st.HK/st.MK (This is a 1-frame link that is hard to time. This is however still useful for baiting counterpokes and applying pressure.)


Tricky combos

These combos require good execution to pull off.


Skull Diver, cr.MP, HK (1 frame link. Can be hard to time, but requires no charge and does not require the Skull Diver to hit at point blank range.)
Skull Diver, cr.LK,cr.LK,cr.LK xx Knee Press xx Knee Press Nightmare (Skull Diver must hit as close to the opponent as possible.)
Meaty cr.MK, cr.MK xx Knee Press xx Knee Press Nightmare (This requires the meaty to hit at the last frame out of 4 frames, and is a 1 frame link)
Meaty cr.MK, cr.LK xx Knee Press xx Knee Press Nightmare (More relaxed meaty timing)
Meaty cr.MP, st.HK/st.MK (Makes this a 2 frame link rather than a 1 frame link)


Punishing combos

A list of the best punishes after landing a focus crumple or after your opponent makes a mistake.


After a forward dash focus crumple and punishing close range mistakes:

cl.HP xx HP Psycho Crusher
cl.HP xx HK Knee Press xx Knee Press Nightmare
cr.MP xx HP Psycho Crusher (Use the cr.MP instead of cl.HP when the opponent is out of cl.HP range.)
cr.MP xx HK Knee Press xx Knee Press Nightmare (Use the cr.MP instead of cl.HP when the opponent is out of cl.HP range.)
Knee Press Nightmarer
Nightmare Booster


After a backdash focus crumple:

cr. HK
HP Psycho Crusher
Nightmare Booster

More to come...

--Contributed by God 2.0 13:07, 5 February 2010 (UTC)

Strategy

Matchups

Matchup Videos

Find a great collection of matchup specific videos from top players at streetfighterdojo.com
Contributor: zaspacer


Andrê vs Daigo (Dictator vs Ryu): http://www.youtube.com/watch?v=EdlK7xeJJEQ

Frame Data

Frames Frames Frames of Frames of Super Meter Block Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain HL Chain Special Super Notes
Close LP 30 50 6 2 5 12 +4 +7 10 13 20 HL O O O -
Close MP 90 100 7 3 12 21 -1 +2 13 16 40 HL X O O -
Close HP 120 200 8 3 16 26 -1 +4 17 22 60 HL X O O Forces stand
Close LK 30 50 4 2 6 11 +3 +6 10 13 20 HL X O O -
Close MK 90 100 7 3 9 18 +2 +5 13 16 40 HL X X O -
Close HK 120 200 6 3 16 24 -1 +3 17 21 60 HL X X X -
Far LP 20 50 5 2 7 13 +2 +5 10 13 20 HL O O O -
Far MP 90 100 8 3 11 21 0 +3 13 16 40 HL X X O -
Far HP 130 200 11 2 19 31 -3 +1 17 21 60 HL X X X -
Far LK 30 50 4 2 6 11 +3 +6 10 13 20 HL X O O -
Far MK 70 100 6 3 14 22 -3 0 13 16 40 HL X X X -
Far HK 120 200 6 3 16 24 -1 +3 17 21 60 HL X X X -
crouch LP 30 50 4 2 7 12 +2 +5 10 13 20 HL O O O -
crouchMP 80 100 7 2 9 17 +3 +6 13 16 40 HL X O O -
crouch HP 110 200 12 4 21 36 -7 -2 17 22 60 HL X X O Forces stand
crouch LK 20 50 3 2 8 12 +1 +4 10 13 20 L X O O Low attack
crouch MK 70 100 5 4 11 19 -3 +2 13 16 40 L X O O Low attack
crouch HK 110 200 15 12 16 42 -10 D 17 - 60 L X X X Low attack, cannot fast recover
Jump up LP 50 50 6 6 - - - - 8 11 20 H - - - -
Jump up MP 90 100 7 7 - - - - 11 15 40 H - - - -
Jump up HP 110 200 6 8 - - - - 15 18 60 H - - - -
Jump up LK 40 50 6 12 - - - - 8 11 20 H - - - -
Jump up MK 80 100 7 10 - - - - 11 15 40 H - - - (translate)
Jump up HK 100 200 6 10 - - - - 15 18 60 H - - - -
Jump forward LP 50 50 6 7 - - - - 8 11 20 H - - - -
Jump forward MP 50 50 7 3 - - - - 11 15 40 H - - - -
Jump forward HP 110 200 8 8 - - - - 15 18 60 H - - - -
Jump forward LK 40 50 5 7 - - - - 8 11 20 H - - - -
Jump forward MK 70 100 6 14 - - - - 11 15 40 H - - - -
Jump forward HK 100 200 7 6 - - - - 15 18 60 H - - - -
Jump MP(during Jump MP) 30 50 6 4 - - - - 11 15 20 H - - - Pursuit property
Focus Attack LVL 1 60 100 22 2 34 57 -20 -20 15 15 20 HL - - - -
Focus attack LVL 2 90 150 18+12 2 34 65 -14 D 21 - 40 HL - - - -
Focus attack LVL 3 150 200 66 2 34 101 D D - - 60 - - - - -
Forward Throw 130 130 3 2 20 24 - D - - 40 0.9 - - - Throw range 0.9
Back throw 130 150 3 2 20 24 - D - - 40 0.9 - - - Throw range 0.9
Psycho Crusher LP 110 100 14 12*11 12+6 54 -8 D 20 - 30/40 HL X X O 37~48f cannot be thrown, Armor break, (translate), charge 55f
Psycho Crusher MP 120 150 14 14*13 12+10 62 -14 D 20 - 30/40 HL X X O 41~52f cannot be thrown, Armor break, (translate), charge 55f
Psycho Crusher HP 130 200 14 17*16 12+10 68 -17 D 20 - 30/40 HL X X O 47~58f cannot be thrown, Armor break, (translate), charge 55f
Psycho Crusher EX 70*70 100*100 14 23 12+6 54 -16 D 24 - 0/0 HL X X O 1~13f invincible, 37~48 cannot be throw, Pursuit property, Armor break, (translate), (translate), charge 55f
Scissor Kick LK 60*40 100*50 10 2(1)4 17 33 0 D 20 24*- 20/16*16 HL X X O 1st hit cancellable, charge 55f
Scissor Kick MK 60*50 100*50 13 2(1)4 22 41 -5 D 20 24*- 20/16*16 HL X X O 1st hit cancellable, charge 55f
Scissor Kick HK 70*60 100*50 16 2(1)4 25 47 -8 D 20 24*- 20/16*16 HL X X O 1st hit cancellable, charge 55f
Scissor Kick EX 70*70 100*50 13 2(1)4 25 44 -8 D 20 24*- 0/0 HL X X O 1~12f invincible, Pursuit property, charge 55f
Headstomp 120 100 22 Until ground 16 - - - 20 25 20/30 HL - - X Mid attack, (translate), Flies toward opponent, charge 55f
Headstomp EX 200 200 22 Until ground 16 - - D 20 - 0/0 HL - X - (translate), Mid attack, (translate), (translate), Flies toward opponent, charge 55f
Headstomp ??? - - - - 4 - - - - - 0/0 - - - - (translate)
Headstomp P followup 120 100 17+7 3 13 - +9 +13 22 26 20/30 HL - - - Mid attack, (translate), (translate)
Headstomp P followup EX 80*80 100*100 17+7 3 13 - +10 +14 22 26 0/0 HL - - X Pursuit property, Mid attack, (translate), (translate)
Devil Reverse ??? - - - - 48 48 - - - - 0/0 HL - - - EX(translate) 1~13f invincible, Flies toward opponent
Devil Reverse 110 150 13+34 Until ground 16 - - - 13 - 20/30 HL - - - Mid attack, (translate), charge 55f
Devil Reverse EX 80*80 100*100 13+34 Until ground 16 - - - 13 - 0/0 HL - - - Pursuit property, mMid attack, (translate), charge 55f
Teleport - - - - 42 42 - - - - 0/0 - - - - 1~29f invincible
Super Combo LK 60x4*100 0 1+5 2(1)2(11)2*2(8)18 30 81 -27 D 20 - 0/0 HLx4*L X X X 1~7f invincible, Pursuit property, Low attack(5th hit), (translate) (5th hit), charge 55f
Super Combo MK 60x4*100 0 1+11 2(1)2(11)2*2(8)18 30 87 -27 D 20 - 0/0 HLx4*L X X X 1~10f invincible, Pursuit property, Low attack(5th hit), (translate) (5th hit), charge 55f
Super Combo HK 60x4*100 0 1+15 2(1)2(11)2*2(8)18 30 91 -27 D 20 - 0/0 HLx4*L X X X 1~12f invincible, Pursuit property, Low attack(5th hit), (translate) (5th hit), charge 55f
Ultra Combo 60x5*240 0 1+11 4*2(12)2*2(16)12x3 30+18 133 -35 D 25 0/0 HL - X X 1~16f invincible, Pursuit property, (translate) (5th hit), charge 55f
Frames Frames Frames of Frames of Super Meter Block Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain HL Chain Special Super Notes



The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.