Street Fighter IV/M. Bison: Difference between revisions

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'''Far standing HP:'''  
'''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.
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:'''  
'''Far standing LK:'''  

Revision as of 07:36, 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. 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 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.