ベガ, Vega | |
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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 |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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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.
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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.
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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.
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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.
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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)
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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.
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Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Moves List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Special Moves
Psycho Crusher
- Charge b, f+P - 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
- Charge b, f+K - Classic move. If you played with The Dictador 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 - Somersault Skull Driver
- Charge d, u+K - (Head Press) 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 Dictador 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.
- b or f+P - (Somersault Skull Driver) 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
- Charge d, u+P/ b or f+P - 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. Dictador 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.
Bison Warp
- DP/RDP+ 2P/2K - Not the best warp. You cannot build meter with this. The recovery is not so good, and The Dictador has invincibility only on the startup. You just need to practice. DP makes him warp forward and RDP makes The Dictador 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
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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The Basics
The Dictador'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.
Some Simple Combos
The Dictador's combination options aren't that great, and I know only know one simple combo(You can add if you know some more):
1- [Jump Attack] cl./cr.C, Charge b, f+P/B - 2/3 hits; 3/4 with a Jump Attack
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.
2- cl.B, (Charge db) cr.A, f,b,f+P - 9 hits(Dunno if it's possible to add a Jump Attack on this one)
The only and useful combo from a low attack start, it's recommended only against tall characters.
Advanced Strategy
Max Mode combos
I only know two, so you can add if you know some more combos.
1- cr.B(2/3x), Charge b, f+A - (Up to) 4 hits
Nothing so special on this one. It's just a simple combo with a low-hitting starter.
2- (When the opponent is on the corner) Charge d, u+P, followup(Make sure you get a counter hit on the followup), Charge b, f, b, f+P(4x) - 30 hits
This is The Dictador'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.
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).