|Nice combo for beginners. This is better with the jump attack, because you will have more time to charge the move(Yeah, you can charge while jumping). The damage on this combo is nice, so you can try to use this some times.
|-
|-
|cl.B, cr.A, [b]~f,b,f P
|(j.X,) cl./cr.C, [b]~f P || TBA || TBA || TBA || TBA || Nice combo for beginners. This is better with the jump attack, because you will have more time to charge the move(Yeah, you can charge while jumping). The damage on this combo is nice, so you can try to use this some times.
|The only and useful combo from a low attack start, it's recommended only against tall characters.
|cl.B, cr.A, [b]~f,b,f P || TBA || TBA || TBA || TBA || The only and useful combo from a low attack start, it's recommended only against tall characters.
|-
|-
|}
|}
===Max Mode Combos===
===Max Mode Combos===
{| border="1em" cellpadding="3" cellspacing="0"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|cr.B x2-3, [b]~f A || TBA || TBA || TBA || TBA || Nothing so special on this one. It's just a simple combo with a low-hitting starter. Of course, much better than nothing, as it gives M. Bison both a blockstring off of crouch lights and an okay confirm for a combo, but the fact you need Max Mode makes this combo uncommon.
|
|
|
|Nothing so special on this one. It's just a simple combo with a low-hitting starter. Of course, much better than nothing, as it gives M. Bison both a blockstring off of crouch lights and an okay confirm for a combo, but the fact you need Max Mode makes this combo uncommon.
|-
|-
|(Corner) [d]~u P, followup (CH), [b]~fbf P x4
|(Corner) [d]~u P, followup (CH), [b]~fbf P x4 || TBA || TBA || TBA || TBA || This is The Dictator's 100% combo. The damage is incredible, but can be very hard to do in a real match. If you don't want to do the Charge d, u+K part, you can do 4 Mega Psycho Crushers on the opponent while he/she is in a jumping state(Another 100% combo), but you need to time well. If you are not on the Max Mode, don't worry, you can do one(Or two) Mega Psycho Crusher(s) on the opponent.
|
|
|
|This is The Dictator's 100% combo. The damage is incredible, but can be very hard to do in a real match. If you don't want to do the Charge d, u+K part, you can do 4 Mega Psycho Crushers on the opponent while he/she is in a jumping state(Another 100% combo), but you need to time well. If you are not on the Max Mode, don't worry, you can do one(Or two) Mega Psycho Crusher(s) on the opponent.
|-
|-
|}
|}
Revision as of 00:33, 7 November 2022
ベガ, Vega
Difficulty
Average
Max Mode Needed?
Almost Useless
Tier Placement
Trash (E)
Standing Hitbox
?
Crouching Hitbox
Short
Introduction
M. Bison (known as Vega in Japan), commonly referred to as Dictator so as to avoid international confusion, is the primary antagonist of the Street Fighter II series and a recurring character in the SF games, becoming a fan favorite. In SVC, he has a couple good attacks... and that's it. He's easy enough to pick up and play matches with but more than anything, M. Bison focuses on being annoying and slowly dwindling the opponent's life away and then proceeding to run away. There's barely anything positive to say about this guy, but if you can produce results with him, it shows you're probably a dedicated SVC player.
Strengths
Weaknesses
Easy playstyle
Head Press is a great move
Fully invincible Exceed
Psycho Crusher can crossup on wakeup
Not as easy to crossup back
Psycho Crusher can deal a 100% corner combo
People will respect you if you can do well with him
Bad mobility
Awful reversals
Only a handful of good moves at best
Hard to execute combos
Psycho Crusher in neutral is a death sentence
Teleport is both slow and punishable
Desperately needs meter
Cannot combo into Exceed
Exceed is also easy to block
Is a charge character in a game that is anti-charge characters
Is a joke in this game
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
Unfortunately, when doing attacks, the numbers dealt in damage do not match up with the mook. As an example, Geese's cl.C does 16 damage according to the mook, but against characters like Zero, it only does 14-15 damage, and very rarely it does 16 damage. Against Ryu, it does 12-13 damage at most. But against Orochi Iori, it also does 14-15 damage, and very rarely it does 16 damage. The mook does not explain how the numbers are obtained either, or against who they're tested against, if anyone. In other words, how these numbers were obtained if not through data mining is a mystery in itself, but it can be best assumed it was against 255 defense modifier characters, and at the max damage possible.
Lastly, moves like Geese cl.D, though it says 10x2 for the damage, which is true, damage scaling reduces total damage on the second hit. Max Mode also reduces damage dealt by roughly half at most.
Counter Damage
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma.
Guard
Where the attack hits, and thus where it must be blocked.
Mids can be blocked standing and crouching
Overheads must be blocked standing
Lows must be blocked crouching
Unblockable cannot be blocked
Throws break through block up-close
Guard Crush
How much guard meter damage the attack does to the green Guard Gauge.
Stun
How many points of stun the attack adds to the opponent's invisible Stun Gauge.
Meter
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it.
Cancel
The type of cancel the attack can perform.
Any - All cancel types work
Ch - Chain cancel; it can chain into other attacks (mostly just lights)
Self - Can chain only into itself
Cmd - Command cancel; can cancel into command normals
Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
Su - Super cancel; can cancel into super moves
Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
Active
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
Recovery
How many frames it takes for a move to finish after it's been active.
Total
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.
Hit/Block Adv
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
HKD refers to a hard knockdown, one that you cannot tech roll out of.
All frame advantages assume Ryu as the opponent. Each character has variable wakeup times, with Ryu having a 28 frame wakeup animation. Thus, on soft knockdowns and hard knockdowns, the frame advantage will be put in parentheses as it is different per character. It is only meant to give you a general idea of your exact frame advantage. Refer to each character's data at the top of the page for wakeup variables, however slight.
Also assume that on soft knockdowns, the frame advantage is when the opponent does not tech roll. If needed, a second frame advantage will be added next to it for when they do tech roll.
Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
Block advantage assumes no use of Guard Cancel Front Step.
For one, it obviously decreases the attacker's frame advantage significantly.
When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
Generally speaking, just assume the block advantage minus the active frames of GCFS (18 frames), and that's a rough estimate of the frame advantage when GCFS is performed. Do keep in mind that GCFS technically has a slight delay when the dash is performed even if you register the input as early as possible.
This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
It would only matter in situations where the attacker can punish GCFS attempts like with throws or multi-hit attacks, but even then, that's because the attacker canceled the blocked attack into another attack that the frame advantage of the blocked attack after GCFS no longer matters in that situation. All that matters, then, is the attack is cancelable at all.
Invulnerability
Indicates whether there's any frames of invulnerability during the attack.
Move List
Normal Moves
Close Normals
cl.A
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Mid
-
-
-
-
-
-
-
-
-
-
-
Can combo in itslelf, and it's cancelable. Can be good to use.
cl.B
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Mid
-
-
-
-
-
-
-
-
-
-
-
Nice move. It's fast, can combo in itself, and it's cancelable.
cl.C
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Mid
-
-
-
-
-
-
-
-
-
-
-
Nice move, nice damage, cancelable. This can be your lead to the basic combos(It's a little hard to do Dictator's combos).
cl.D
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Mid
-
-
-
-
-
-
-
-
-
-
-
Same properties as the cl.C, but whiffs on Choi standing.
Far Normals
st.A
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Mid
-
-
-
-
-
-
-
-
-
-
-
Fast punch that is cancelable(But it's a hard thing to do). Nothing really special on this.
st.B
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Mid
-
-
-
-
-
-
-
-
-
-
-
Nice move for poking. The startup is strange, but it's a nice move. Can be comboed after two cl.B's. This is not cancelable, sadly.
st.C
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Mid
-
-
-
-
-
-
-
-
-
-
-
One of Dictator's pokes. It's fast, can be safe if whiffs, and can hit crouching characters(Good part of the cast, but it whiffs on Choi standing). It's not cancelable.
st.D
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Mid
-
-
-
-
-
-
-
-
-
-
-
Another poke. This aims a little upwards, so it can whiff against more crouching characters. Just use the f.C instead.
Crouch Normals
cr.A
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Mid
-
-
-
-
-
-
-
-
-
-
-
Same properties as cl.A.
cr.B
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Mid
-
-
-
-
-
-
-
-
-
-
-
Hits low, it's an rapidfire move, can combo into the move above, but it's not cancelable. If you want to use, just connect with the cr.A.
cr.C
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Mid
-
-
-
-
-
-
-
-
-
-
-
This is The Dictator's anti-air. The damage is nice, and you can cancel it.
cr.D
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Mid
-
-
-
-
-
-
-
-
-
-
-
The Dictator's classic Slide is here. The range and reach are pretty good, but the startup is a little worse. Can be risky if blocked, because you cannot cancel it. This is part of a setup, but it's a little hard to work. You can use this better on Max Mode.
Jumping Normals
nj.A
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Overhead
-
-
-
-
-
-
-
-
-
-
-
Neutral Jumping Attack
Devensive move that comes out quick. Watch out for it's speed if you want to use.
j.A
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Overhead
-
-
-
-
-
-
-
-
-
-
-
Diagonal Jumping Attack
Can be used as an air-to-air move. Comes out quick, but the damage is not that good.
nj.B
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Overhead
-
-
-
-
-
-
-
-
-
-
-
Neutral Jumping Attack
Defensive kick. Better to use when you're near from the ground.
j.B
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Overhead
-
-
-
-
-
-
-
-
-
-
-
Diagonal Jumping Attack
One of his air-to-air moves. You can try to use as a jump-in, but The Dictator have better options. This can crossup some characters too. Can be hard to use on some crouching characters.
nj.C
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Overhead
-
-
-
-
-
-
-
-
-
-
-
Neutral Jumping Attack
Aims down and it's quick. You can avoid this if you want.
j.C
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Overhead
-
-
-
-
-
-
-
-
-
-
-
Diagonal Jumping Attack
Nice jump-in move. You can use it as a combo starter.
nj.D
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Overhead
-
-
-
-
-
-
-
-
-
-
-
Neutral Jumping Attack
Nice defensive move. You can use as a surprise move on the wakeup of the opponent(If you're sure that he/she will not do any kind of reversal move).
j.D
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Overhead
-
-
-
-
-
-
-
-
-
-
-
Diagonal Jumping Attack
His best jump-in. This can crossup the opponent, is useful as a combo starter, the range is nice and the priority is nice too. Needs to be well timed.
Throws
Throw
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
24
24
Throw
0
0
0
X
-
-
-
-
-
-
-
Throw
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
24
24
Throw
0
0
0
X
-
-
-
-
-
-
-
Special Moves
Psycho Crusher [b]~f P
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Mid
-
-
-
-
-
-
-
-
-
-
-
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Mid
-
-
-
-
-
-
-
-
-
-
-
His signature(and probably the most classic) Special Move. This move is not the same thing as it was on the SF2 games... I was a little sad when I tried to testify this move in action. The damage is ok, it knocks down, can fly over those low projectiles, can be used to hit the opponent in the air(Not guaranteed), to crossup the opponent on his/her wakeup, as a combo finisher, and you can use it as a cheap finisher too. This is part of a setup(Mentioned on the Normal Moves section), but we'll see this later. Now for the bad part of the move: Almost no priority, the two versions are not safe if blocked(The A version is a little safer), and can be easy to GCF. Use if you know that this will hit.
Knee Press [b]~f K
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Mid
-
-
-
-
-
-
-
-
-
-
-
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Mid
-
-
-
-
-
-
-
-
-
-
-
Classic move. If you played with The Dictator on other game, you'll probably know this move. This does two hits, and can be better than the move above in some things. The reach is nice, recovery is kind of good, and can be comboed only after the cl.C/D. This move is safe if blocked outside of the corner. You can mix this with the Head Press if you want on the opponent's wakeup. Watch out for those GCF's too.
Head Press [d]~u K
Version
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
No Follow-up
-
-
Mid
-
-
-
-
-
-
-
-
-
-
-
Classic move. Can be one of his best in this game too. On the SF2 games, he didn't need this move to be good. In this game, you'll need it. It's one of his most important moves. The priority is nice(Can trade hits with some DPs and anti-airs), you can use on the opponent's wakeup(Just time well), safe if blocked(And this have an followup), and the charge time is short(Nice thing). Can be hard to punish with DPs. You can use this to punish from far away too(You'll fly over projectiles and counter he/she depending of the opponent). Well, you can abuse of this on some matchups too(Like on opponents with bad anti-airs). You can control The Dictator in the air after the hit too(You can begin to charge a Special/Super Move after the hit just to use when you land). Remember: This can be an air move, but it can be blocked low.
Version
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
Somersault Skull Driver (Move b or f) P
-
-
Mid
-
-
-
-
-
-
-
-
-
-
-
Useful move, and it has nice priority too. If you want to run in a defensive way, just hold back after the hit and use this move. If you want to attack, just hold forward and use this, but the hits will not connect. If the Head Press hits a jumping opponent with a counter hit, and then you use the follow-up, the opponent will be on a juggle state(I'll try to explain this later). This is not an overhead too.
Devil's Reverse [d]~u P
Version
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
No Follow-up
-
-
Mid
-
-
-
-
-
-
-
-
-
-
-
Similiar as the above. This move has two parts: The first is when you do the command and don't press any button after it. Dictator will do a Super Jump similiar to the Head Press, but he will not attack. This is useful for mind games or just to scare the opponent. Now for the second part: When you use the followup. If you press b+P, can be useful to build meter in a defensive way(You can counter some anti-airs with this too). You can try to mix this with the Head Press too. Nice damage and reach, it knocks down, has decent priority and this have another trick, which is: after landing an A+B throw against the opponent, use the C version, press forward after you land and press a punch. You'll hit from behind(The opponent will need to block on the other side). Just throw again after that. Just mix this strategy with the Head Press and you'll be fine. It's not an overhead too, sadly.
Version
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
(Move b or f) P
-
-
Mid
-
-
-
-
-
-
-
-
-
-
-
Bison Warp dp or rdp AC/BD
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Mid
-
-
-
-
-
-
-
-
-
-
-
DP input teleports M. Bison forwards, whereas RDP input teleports M. Bison backwards.
Not the best warp. You cannot build meter with this. The recovery is not so good, and The Dictator has invincibility only on the startup. You just need to practice. DP makes him warp forward and RDP makes The Dictator warp back. The 2P version travels a longer distance. You can use this to flee from the corner too, but can be risky, because he can get some throws while he is warping. You can use this on poke situations too(Warp back and forward and do one of his pokes, can be hard, but this works better when the opponent don't have a projectile). You can use this against those zoning characters(Like Sagat). If you want to Warp + Throw, this can work, but it's not safe. Good Luck if you want to use this.
Super Moves
Mega Psycho Crusher [b]~fbf P
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Mid
-
-
-
-
-
-
-
-
-
-
-
This is like the normal, but the damage is higher. This has no priority and no invincibility frames, can travel over ground projectiles, can combo from the Light and Hard attacks, and can be usafe if blocked(All of them are like the normal version, and I don't know why, really). You can use this to crossup the opponent too, for example: Do a cr.D(The slide). Let's suppose that it hits the opponent. It will knock down him/her. And then when the opponent starts to wakeup, do a Super Move. The attack will hit from back, which makes your chances of hitting the opponent a little higher. If you want to do this again after the hit(This Super knocks down too), go ahead. Oh, I almost forgot, this is part of a damaging corner loop too.
Knee Press Nightmare [b]~fbf K
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Mid
-
-
-
-
-
-
-
-
-
-
-
Nice Super, but has more startup than the move above.This super has a little bit of priority(Better than the move above), but this has no invincibility frames, and do lesser damage than the Mega Psycho Cruser. This can be comboed only from the hard attacks. This does some nice chip/guard damage too, so this can be used as a chip killer, because it's easy to block this(And to do those GCF's too). In my opinion, the Mega Psycho Crusher is better, but you don't need to avoid this move.
Exceed
Final Psycho Crusher Charge ~
Damage
Counter Dmg
Guard
G. Crush
Stun
Meter
Cancel
Startup
Active
Recovery
Total
Hit Adv
Block Adv
Invulnerability
-
-
Mid
-
-
-
-
-
-
-
-
-
-
-
This is The Dictator's Exceed. This move has so much invincibility frames, but sadly, it can be used only once on the match. The startup of the move is bad, so this move is bad on combos, and the opponent can block with ease. This can be better for punishing those moves with Heavy Recovery/Startup(More details on that will be on the Advanced Strategy). This will eat those projectiles too, but you need to anticipate the move to do that. This will cover the entire screen, so don't worry, it will hit the opponent. The chip/guard damage are nice, so you can use this as a chip killer. On the recovery, The Dictator can be wide open for attacks.
Strategy
Basic Strategy
The Dictator's Gameplan
His gameplan is simple. You just need to try to be offensive EVERY SINGLE TIME, by pushing (and confusing) the opponent to the corner with your charge moves, and if something is disturbing you, outplay it, because in a fighting game, you have almost endless options. You have almost only charge moves and no projectile, so he got some disadvantages against some characters in this game, but that doesn't means he is a bad character.
Advanced Strategy
Max Mode Strategies
Now, this is the good part. If you like pressure games, you can read this. First step: Do a cr.D. Second Step: Now just wait, but make sure that the cr.D connects. Third Step: If the cr.D gets blocked, cancel into a Head Press(You have time to hold down), and do the followup(I think you can do another cr.D after the followup). If the cr.D hits, cancel the move into a A Psycho Crusher(You'll land behind the opponent). And then, just do any move, it will be a crossup(You can use your Exceed too), because the opponent will wake up with his back turned. Another options to cancel the cr.D after it gets blocked: You can use the Bison Warp(If you want to run away from GCFs), Normal/Mega Psycho Crusher(Can be unsafe), and your Exceed(If you want a Chip Finisher).
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide
cl. = close normal
st. = standing/far normal
cr. = crouching normal
f.; etc. = forward direction (NOT far)
X = any button
CH = counter hit
, = Used to separate attacks in the combo
/ = Separates different options for the combo (mainly different starters or enders that are possible)
Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
[b]~f = Indicates to charge back (or downback), then press forwards for the given special move
( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
(C) = Indicates a free cancel, aka a cancel only possible in Max Mode
(SC) = Indicates a super cancel via free canceling in Max Mode
(1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
[ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
xN = Repeat the given loop for as many times as either possible or as many times as you wish
May change to numpad notation much later down the road.
BnB Combos
BnB Combos
Combo
Position
Damage
Stun
Difficulty
Notes
(j.X,) cl./cr.C, [b]~f P
TBA
TBA
TBA
TBA
Nice combo for beginners. This is better with the jump attack, because you will have more time to charge the move(Yeah, you can charge while jumping). The damage on this combo is nice, so you can try to use this some times.
(j.X,) cl./cr.C, [b]~f B
TBA
TBA
TBA
TBA
cl.B, cr.A, [b]~f,b,f P
TBA
TBA
TBA
TBA
The only and useful combo from a low attack start, it's recommended only against tall characters.
Max Mode Combos
Max Mode Combos
Combo
Position
Damage
Stun
Difficulty
Notes
cr.B x2-3, [b]~f A
TBA
TBA
TBA
TBA
Nothing so special on this one. It's just a simple combo with a low-hitting starter. Of course, much better than nothing, as it gives M. Bison both a blockstring off of crouch lights and an okay confirm for a combo, but the fact you need Max Mode makes this combo uncommon.
(Corner) [d]~u P, followup (CH), [b]~fbf P x4
TBA
TBA
TBA
TBA
This is The Dictator's 100% combo. The damage is incredible, but can be very hard to do in a real match. If you don't want to do the Charge d, u+K part, you can do 4 Mega Psycho Crushers on the opponent while he/she is in a jumping state(Another 100% combo), but you need to time well. If you are not on the Max Mode, don't worry, you can do one(Or two) Mega Psycho Crusher(s) on the opponent.