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'''Far standing HK:''' | '''Far standing HK:''' | ||
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 will actually hit much lower than what it looks 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. | 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 will actually hit much lower than what it looks 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. | ||
Revision as of 07:32, 3 February 2010
Introduction
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.
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. 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 will actually hit much lower than what it looks 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 on block. 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. 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. 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.
Normal Throws
Command Normals
Focus / Saving Attack
Special Moves
Super Move
Ultra Move
The Basics
Combos
Strategy
Matchups
Matchup Videos
Find a great collection of matchup specific videos from top players at streetfighterdojo.com
Contributor: zaspacer
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.