NEWLEGACY.FR

THE CHANGELOG

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- DICTATOR -

Dictator on SRK Wiki (ST)

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GOAL OF THE CHANGES

I'll "fix" some stuff, but nothing too big. Dictator is already a fine mid tier character. No, this won't be inspired by HDR Dictator, Sirlin made him too dumb with the invulnerable Devil Reverse as well as the fake slide. The only good change he received was a better Standing Jab, which I'll also give to him. All he really need is help vs Honda and Chun, and that will be addressed. Another notable thing to mention is that I adjusted some hurtboxes on the crouching reel animations from other characters so his TOD and his corner pass combos works well against all the cast. The only exception is Claw, because I think it would be too good for Dictator to be able to land his full cross-up TOD against him.

New colors
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Original colors
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Old

To select O.Dictator, choose any color and then press :

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MISC

Stomach gut reel animation:

- Priority nerf: head hurtbox expanded forward by 14px.

REASON: Now Fei can combo Fierce into Rekkas properly as well as Chicken Wing into Fierce into Rekkas.
IMPACTS: The only bad impact I know of is that Chun now can combo Fierce into Kikouken, but it doesn't connect most of the time though.

GROUND NORMALS

Close/Far Standing Jab:

+ Priority buff: head hurtbox during active reduced 14px forward, hitbox expanded 4px forward.

REASON: so now the hitbox matches the sprite while having the same horizontal priority as Shoto's Standing Jab so it can now be used to beat E.Honda's Headbutts properly.

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ST NL
Crouching Jab:

+ Priority buff: head hurtbox during active is now like on startup frames.

REASON: It was too mediocre for no reason. It can be used to beat Blanka's Horizontal Roll while keeping both charges, but the priority is not good enough for it to be a reliable counter to Honda's Headbutts, so the Standing version have to be used for that. I think this is justifiable now that Dictator can't punish Blanka's Rolls on hit anymore, only on block.

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Close/Far Standing Strong:

+ Priority buff: hitbox on 2nd active part expanded 5px upwards and 1px downwards.

REASON: just so it's usable vs Tatsus just like the tweaked Close Standing Fierce (see the changes below regarding it).

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Crouching Strong:

+ Priority buff: arm hurtbox during the active frames removed.

REASON: Just giving a new defensive tool on the Blanka match-up. This will be pretty decent as a counter to Horizontal Rolls (since the priority is very bad on it) as well as his slide. This also has the potential for beating Hondas Headbutt too, but that's obviously risky. Against HHS it tends to trade too much so I'd say it's better to block. The only match-up in which this may get a little too good is vs Zangief I guess, since this can compete with Zangief's Standing Forward now, but so is Zangief's new Crouching Strong against his Standing Forward, so maybe in the end this will be indeed OK. On the rest of the match-ups I really think this change is no issue. If I happen to be wrong on that, then I may adjust this change or maybe even revert it. My only intention here is giving help vs Blanka, and possibly Honda too.

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ST NL
Close Standing Fierce:

+ Behavior buff: activation range decreased by 24px, now it's the same as Close Standing Strong.

REASON: very experimental change. This serves 2 purposes: 1) will allow Dictator to anti air SOME stuff a little easier, but it won't be a game changer: the priority on top of Dictator's head isn't that good, Dictator will still have to be forced to block most air normals that are considered good air to ground moves; and 2) this helps to keep the new combo potential of Close Standing Fierce in check, so you can't do long links into this move. If this change happens to be OP on some match-up, it will for sure be reverted.

+ Startup buff: 4f faster.

REASON: this serves 2 purposes: 1) so when trying to counter throw, if Fierce comes out instead of Strong, it will hit a little sooner so maybe it can hit the opponent before getting hit, in case both throws are out of range; and 2) so it can be special cancelable. This is particularly good because it makes this move usable now. The only problem with it is that it does too much dizzy to be a cancelable move, but this is fixed on a change below. The range reduction (see above) also helps to keep this balanced, because of it you basically can't link ground normals into it.

+ Recovery buff: 6f faster (now it's +3f on hit/block).

REASON: This was by far the most useless normal Dictator had. It had no use. It still doesn't has many uses, but at least now if Dictator gets it instead of a throw he won't be at frame disadvantage anymore. It can also be used as a meaty followed up by a walk in throw (new gimmick for an already gimmicky character).

+ Priority buff: hitbox on active part expanded 6px forward, 5px upwards and 1px downwards.

REASON: the horizontal change is for it to hit Ryu's Tatsu on it's 1st vulnerable frame as well as as soon as it becomes active (in this case it trades). I think it's a little too annoying that Ryu can attempt to escape tick throws with Reversal Short Tatsumakis, since: 1)it can KD; 2)tends to leave Ryu close enough for a grab if Dictator does nothing (or the move whiffs); and 3)can be performed while blocking. Now Ryu will have to Reversal Shoryuken instead (or Super, if he has meter) or try to counter throw. This change brings almost no impact on other Dictator match-ups (this move has basically no use for thee most part) so it's OK. Now on the Ryu match-up it may be wiser to go for tick throws with Fierce instead of Strong. The horizontal change is just for it to have another little special thing over Strong (more range in case the throw whiffs), but in the end it will still be left unused, since Strong will still be favored.

- Dizzy/dizzy timer nerf: from 10~16 to 3~9, timer reduced from 80 to 40.

REASON: a good portion of cancelable Close Fierce moves on this game have this property, to keep them in check (e.g. Shoto's, Fei). Some don't have it though (e.g. Cammy's, Chun's). Dictator is already very strong regarding dizzy combos so he has to have this nerf for it to be cancelable and still be balanced.

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53 ➔ 29
ST
8/6/19
NL
4/6/13 (+3 on hit/block)
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ST NL
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10~16(80) ➔ 3~9(40)
Far Standing Short:

+ Priority buff: hitbox increased 1px vertically.

REASON: so it can reach O.Zangief's arm hurtbox on his 3K lariat, giving N.Dictator a decent counter to it from mid range (by canceling this move into a special move). Note that it won't always be possible to do that cancel simply because sometimes the move won't on the first frame. In that case, Dictator will only push Zangief away a little and is on frame advantage, allowing him to either whiff a Standing Forward Kick or just jump back, so that's not too bad either.
IMPACTS: afaik, nothing!

+ Priority buff: leg hurtbox while active decreased 3px upwards but increased 1px downwards.

REASON: so N.Dictator can use it without the danger of being hit by the 2nd and 3rd 3P lariat rotations. Otherwise O.Zangief would still be able to mix 3K with 3P to hit N.Dictator out of this move and IMO it should be quite safe for N.Dictator to go for this since from far away the special cancel after the normal won't even combo from far away. The downwards priority change is unavoidable because the hitboxes can only have odd numbered dimensions, thankfully that doesn't affect anything.
IMPACTS: the following moves will not hit N.Dictator anymore if he whiffs this move: Shoto Far Standing Forward (meaningless), Honda Far Standing Rh (not the sweep, so it's meaningless), Blanka Far Standing Rh (meaningless), Hawk Far Standing Rh (meaningless), Fei Crouching Fierce (maybe it makes a difference?), Claw Far Standing Jab (meaningless?).

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ST NL
Crouching Short:

+ Startup buff: 1f faster.

REASON: so Dictator have a more reliable move to use as a punish for when he blocks Boxer's super. Also, this isn't totally outclassed by Crouching Forward anymore.

+ Priority buff: hitbox expanded 13px forward (hitbox copied from Crouching Forward).

REASON: otherwise the change above wouldn't work properly (punishing Boxer's super on block). For most uses, Crouching Forward will still be favored, so there's no harm in this.

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ST
4/4/5
NL
3/4/5
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Crouching Forward:

+ Priority buff: hitbox expanded 4px forward, leg hurtbox expanded 4px forward.

REASON: Against Shotos the cross up TODs would sometimes whiff on the Crouching Forward link even though the button was correctly timed, due to how slim Shoto's hurtboxes are. This is also needed for the cross-up TOD to be possible against a Standing Chun. I increased the range only a little so this it works 'properly'. Controversial change I know... may be seem as unneeded but I don't think so. This will also make it better in footsies obviously, but it's going to be only some pixels anyway... Its also a decent buff against Zangief to hit his Lariats. I know this match-up was already fine in ST, but Zangief will get better so I think it's okay for dic to get a lil buff against him as well...

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Far Standing Roundhouse:

+ Priority buff: hitbox expanded 1px vertically.

REASON: Can now hit a crouching Blanka.
IMPACTS: It can now hit N.Cammy during the Thrust Kick recovery due to the new hurtboxes she received during it. On ST Dictator usually needs charge to punish it. I'm hoping this will be compensated by all the other buffs Cammy received.

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Crouching Rh:

+ Priority buff: head hurtbox during active frames moved 1px downwards.

REASON: so the 3K lariat arm hurtbox can't hit it. This has no meaning in the N.Zangief match-up (the slide wins), but it will on the O.Zangief match-up since it allows the move to whiff completely against O.Zangief's 3K lariat, which is preferable than getting hit by it. The recovery on the slide is long though so that doesn't mean that Dictator can use this as a reaction really. But if you try to anticipate a 3P lariat and O.Zangief does a 3K instead, you can then mash throw to grab Zangief. If you try to use this on reaction from mid screen you'll recover after Zangief and that means you'll eat a SPD, unless you time it very well so the slide touches Zangief on the very last sliding frames, so you end up having frame advantage (like when you use it as as cross under after a throw on the corner).
IMPACTS: the only impact I found is that DeeJay's Jacknife Maximum can't hit anymore, but they rarely could anyway and DeeJay had the advantage vs Dictator so I guess this will be meaningless. By the way it still gets hit by High Tigers the same.

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AERIAL NORMALS

Neutral Jumping Jab:

+ Priority buff: hitbox moved 4px downwards, body hurtbox decreased 4px downwards.

REASON: Always beats E.Honda's Headbutt. I doubt this will be problematic. I can't see why Boxer beating Honda's Headbutts from a jumping is OK but Dictator wouldn't.

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Neutral Jumping Strong:

+ Behavior buff: can now juggle, like the diagonal version.

REASON: this is probably one of the most useless buffs on Dictator, I know. This is just to give this move an use. On ST this move has no real use. Now you can use it for the 3rd hit of the juggle sequence for a little more damage. Yeah, this is somewhat influenced by HDR, but unlike HDR, this is not a launcher (won't knockdown grounded opponents), I hated that in HDR. And even in HDR this wasn't that good of a buff anyway, so the impacts of this change will be minor. If I happen to be wrong, this will be reverted.

- Damage nerf: from 22 to 18.

REASON: just as a compensation for its new juggle ability. The diagonal version on ST do 12+12, so on a 3-hit combo it would do 12*3(36). Now that this move can juggle as well, Dictator could easily use it at least once on that sequence, which would result in 12+12+22(46), which is already a little high, but OKish. What I fear the most is that there are setups in which you can use it more than once, and then the extra damage starts to be too much. This change isn't supposed to give Dictator that much of a help, but to give this move an use, so the buff should be a mild one.

- Framedata nerf: active for 10f only instead of 20f.

REASON: so it stays active for as many frames as the diagonal version. If I didn't changed this it would stay active for too much time, considering it can juggle now. It would give Dictator undeserved protection in the air.

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22 ➔ 18
ST
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3/20/∞
NL
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3/10/∞
Diagonal Jumping Fierce:

+ Framedata/Priority buff: startup 3f faster, 2nd startup part uses body and leg hurtboxes from Diagonal Jumping Forward startup, head hurtbox during active moved 7px downwards and expanded 10px forward, hitbox moved 2px upwards, reduced 6px backwards but expanded 10px forward.

REASON: now it can be used like O.Dictator's Diagonal Jumping Strong against Blanka: after being bitten by Blanka, he can jump right after with Jab or Short to attempt another tick into bite, and O.Dictator could counter that by jumping backwards with strong and a trade would ALWAYS happen, allowing O.Dictator to escape. N.Dictator lost that with his new Aerial Strongs. Now he's getting that back with this move, forcing Blanka to mix-up on his jump in.

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ST
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9/12/∞
NL
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6/12/∞
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Diagonal Jumping Short:

+ Priority buff: leg hurtbox moved 7px upwards and hitbox moved 6px downwards.

REASON: So it can now beat Honda's Headbutt on backward jumps. This will trade on forward jumps though, and that's intended. If this ends up being too much vs Honda, this will be reverted (I really doubt it though). I can't see why Boxer beating Honda's Headbutts from a jumping is OK but Dictator isn't, though.

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SUPER / SPECIAL MOVES

All Specials/Super:

o Behavior tweak: Input window is no longer random and is fixed at the minimum value.

REASON: The input window on all special moves is now fixed to the minimum value of 7f instead of being random at 7~14f. Having random input timers makes no sense.

Head Stomp:

+ Priority buff: Forward version hitbox moved 8px downwards (in between Short and Rh).

REASON: Now there's a reason to use the Forward version. Before it was totally outclassed by Rh. Also it 'blends' better between versions.

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Skull Diver:

o Cosmetic tweak: hitting frame now uses the same sprite from Psycho Crusher startup and recovery (his punch has flames on it).

REASON: I think it looks cooler this way. The priority is obviously the same so this brings no change in balance.

Devil Reverse:

+ Startup buff: from 6|6|6 to 6|4|2 (Jab|Strong|Fierce).

REASON: Instead of making all versions faster by 4f (6f -> 2f) like in HDR, each version now has a different startup duration. This is a workaround for the DR bug in which the second punch press DOES NOT determines the recovery speed, only the damage, so in ST it was optimal to always activate the DR first with Jab (same startup but better recovery) and then activate the flaming punch with Fierce (better damage and same everything else). With this change now there is a reason to do the startup with Fierce (faster startup now), which comes with the cost of longer recovery.

+ Priority buff: 1st and 2nd animations on the flipping part now got thinner hurtboxes.

REASON: Certain moves could hit dictator at that specific moment and it was too unfair (e.g. Honda's Headbutt, Ryu's Tatsumakis). Everyone can still beat it with an air normal or an anti-air type of special move though, it's just these horizontal advancing moves that can't beat it anymore.

o Cosmetic fix: 1st frame on the flipping part now uses the correct sprite.

REASON: the sprite is misaligned some pixels below where it should, when compared to Jab and Strong versions. Only the sprite was misaligned though, not the hurtboxes.

- Framedata nerf: startup of the flaming punch changed from 45|45|45 to 45|48|51 (Jab|Strong|Fierce).

REASON: On ST all three variants of the Devil Reverse flaming punch are all the same minus for the damage difference, so it was optimal to always activate the DR flaming punch with Fierce. With this change, the Strong and Fierce versions have a little longer startups (+3f for Strong, +6f for Fierce) which also results in less active frames since the flaming punch is hard coded to deactivate when Dictator is on a certain height. The difference is minimal though since the damages are also not that much different.

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Super:

+ Behavior tweak: leniency time for the super is long like Boxer's super.

REASON: this will allow he to take like a single step more when doing the walk forward trick. I doubt this will be too good, and I admit that I am doing this only because I see no reason for Boxer's super to have this but not Dictator's. If needed I can revert this in the future, but I really think it won't be the case.

- Damage nerf: from 20*4 to 18*4.

REASON: All safe on block supers are receiving similar nerf. If you look at the super damage itself, you may argue that it may be unneeded, but remember that he can still combo with Diagonal Jumping Strongs after it just as he could in ST, which still increases the damage considerably (does around 60% against an opponent with full health). So he can still do nice damage off his super, it just will be slightly less than it was in ST. The damage nerf is very small by the way, at first I had considered nerfing it a little more to be around the same damage as DeeJay's, but then I realized that Dictator's super is often unsafer than DeeJay's (i mean after the block-stun buff DeeJay received) so since it's slightly more risky, it's also OK for it to be a little more damaging.

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20x4 ➔ 18x4

DIC'S BAD MATCHUPS THAT NEEDED FIXING (and how I did it):

Honda:

Standing Jab now has the same priority as Shotos, so it can be mashed to beat Headbutts. Neutral Jumping Jab and Diagonal Jumping Short can both be used to beat Headbutts too. These are the main changes, as they allow Dictator to turtle more easily. Devil Reverse's aerial startup on the punch animation is safer on startup now so Honda can't hit you with a Headbutt. Honda's bigger throwable box now allows Dictator to reversal throw him if he tries to tick into Oicho from point blank which is another plus. Dunno how the match-up is now, but since Dictator's new tools can help him avoid being trapped in the corner (normals beating Headbutts) as well as to escape it better (can build meter more safely vs Honda with the tweaked DR). Honda's nerfs also help here: Oicho don't do double dizzy anymore, which means you won't get dizzied by it on the corner, usually giving you 1 extra chance to escape the loop before dying AND his throw-box being slightly bigger so you can counter throw him after a Crouching Jab tick if he do it from point blank. The only thing that got worse on this mu AFAIK is that Honda's anti air Fierce is more usable now due to the activation range buff, so the follow up game after a Head Stomp is riskier now, but overall the match-up is undeniably better.

Chun:

Dictator's Standing Forward and Standing Rh are a little better vs Chun's Crouching Forward now. Also, Dictator has definitely the upper hand now on the throw match-up (range differences unchanged, but her damage is normalized now). Other than that, I hope her nerfed super evens out this match a little too. Dunno how the match-up is now but I'm sure it's more manageable now.

Blanka:

Wasn't THAT bad but I decided to list it here just to emphasize on some changes. Main change is that now Standing Rh can hit a crouching Blanka. Also, Dictator can now escape bite loops a little easier with the tweaked Diagonal Jumping Fierce. I believe this is enough help. Blanka's super is safe on block now which could be a problem, so as a compensation Dictator can now beat it on reaction with Psycho Crusher. Finally, Dictator can't punish Blanka's Horizontal Roll on hit anymore, only on block. It's true that Blanka received many buffs and that this match-up was already disadvantageous for Dictator, but Dictator's changes impact this match-up way more than Blanka's, so I'm hoping this will even be slightly more balanced than in ST.

Boxer:

Wasn't really bad to begin with but I decided to put it here anyway. Boxer nerfs evens this I think, they're for the most part just small damage nerfs as well as some small frame advantage nerfs, but two of them are important: 1) it's easier to cross-up Boxer now and 2)Boxer super is now unsafe on block. It's probably a very fair match-up now.

Notes about other match-ups:

Boxer:

Wasn't really bad to begin with but I decided to put it here anyway. Boxer nerfs evens this I think, they're for the most part just small damage nerfs as well as some small frame advantage nerfs, but two of them are important: 1) it's easier to cross-up Boxer now and 2)Boxer super is now unsafe on block. It's probably a very fair match-up now.