Thanks to ZenKen for the following:-
I'm going to write up some basics for Dictator.
Dictator is a very odd character. He has almost no defense, so you have to constantly rush down your opponent to win. But in return, he has some of the scariest combos in the game. Touch of death combos (you hit a combo that dizzies your opponent, then another combo to KO them) and power is the name of Dictator's game.
Normals you should be using:
Standing Jab - Only really for Honda, Blanka and
Dictator. Beats out their torpedo moves.
Standing Short - Has decent priority, can be used in combos, and good tick
throw move.
Standing Forward - Great move. Safe on block, good priority, and stuffs a
lot of crap.
Standing Fierce - One of Dictator's anti airs. Not much consistentcy IMO,
but beats some stuff.
Standing Roundhouse - See standing forward, but stronger and not as safe.
Crouching Forward - Good, low poke. Cancelable too, this is Dictator's best
cancelable normal.
Crouching Roundhouse - Slide. At a distance, safe. Not shabby.
Diagonal Jump Strong - This attack juggles. You can hit it 3 times and then
juggle into super.
Diagonal Jump Forward - Used as a great cross up and also is an instant overhead.
Neutral Jump Forward - Has priority to anti-air your opponent. Not many people
use it however.
These are your best normals, use them when the time is right.
Specials:
Psycho Crusher (hold b, f + P) - Not as good as it was in previous SF2s, but not bad. Jab crusher can be used as an AA, but must be timed right. Strong crusher sucks hard, never use it. Fierce crusher is the best combo and escape move out of the bunch. Don't abuse the crusher, use it sparingly.
Scissors Kick (hold b, f + K) - Scissors kick is an okay move. It's safer than using psycho crusher, and generally does more damage. Short scissors do least damage and go the least distance, but are the safest. RH scissors are the strongest and go the farthest, but the least safe. Forward is a mix.
Headstomp (hold d, u + K) - When I play other Dictator's online, they seem to use this a lot. Why? Sure it has tracking and all, but it's hit out of easily. Anyway, this is mainly used for jumping over fireballs. It does nice damage, but very vulenerable.
Splash (after headstomp hits, get near opponent and press any punch) - If you are feeling lucky after a hit headstomp, USE IT. This move is scary stuff when hit. It can randomly cross up and combo into normals. The scariest part about this is after hitting a headstomp, doing a splash comboed into a standing forward or roundhouse usually dizzies. And a good Dictator will inflicts loads of pain after that. The main problem? Easy to hit in the air. Use it sparingly.
Devil's Reverse (hold d, u + P) - Dictator's only special reversal. Press any punch during the flying animation to make Dictator pull out his glowing fist. It does decent damage, but it is telegraphed into the next continent, so you are going to get it if your opponent is smart enough to anti air you. I personally don't use it a lot.
Command normals:
Fake slide (df+roundhouse) - The best use of the fake slide is to feint into a throw and some fast movement. Ok move.
Super:
The super (hold b, f, b, f + any kick) - Dictator's super! Generally used as an escape move or comboed by normals. Great move, if you need to escape, use it. Dictator's other reversal.
Combos:
Jumping roundhouse, crouching forward xx fierce psycho crusher. Painful combo that usually dizzies.
Cross up jumping forward, standing short x3 xx fierce psycho crusher. This dizzies as well. Nice combo.
Jumping roundhouse, standing short, crouching forward xx rh scissors. Usually used as a follow up to a dizzy combo. Ugly and painful.
Standing short, standing roundhouse. A link combo. Can be used after a standing short barrage for good damage.
Jumping strong x2, jump again, jumping strong, super. Does about 50-55% damage. You can also start with neutral jump strong if you want to launch your opponent.
Crouching forward xx super, jumping strong x2. If you can buffer into your super consistently, this is deadly and flashly at the same time! Does crazy damage, don't know exactly how much though.
Cross up splash, standing roundhouse. Does ok damage but hitting a headstomp before this will almost always dizzy. Standing forward works her too.
Jumping jab, jumping jab. Joke combo. Does terrible damage and very hard to hit consistently. Don't use it.
Matchups:
Ryu: Starting a match off with standing forward stuffs hurricane kicks and fireballs. Don't get predictable with them though, or get a free dragon punch. If you can hit Ryu with his pants down (no, not THAT way), hit him with a touch of death combo; jumping roundhouse, crouching forward xx fierce psycho crusher *DIZZY*, jumping roundhouse, standing short, crouching forward xx rh scissors kick. However, Ryu can hit you with DPs very easily, so be careful. Hard matchup for Dictator.
Ken: See Ryu, but fierce DP goes very far and should usually hit Dictator's headstomp. His fireball his worse though. Also knee bash ticks are hard to reverse.
Chun:
Honda:
Dhalsim:
Blanka: Fierce psycho crusher reverses horizontal rolls. Standing jab beats
horizontal rolls. Vertical roll beats headstomp. Electricity beats cross ups.
Guile:
Zangief:
Boxer: Crouching forward beats most dash punches.
Claw: Jumping strong x3 combos against wall dives, but wall dives own Dictator
aside from that.
Sagat:
Dictator:
Akuma:
ALL OF THIS WILL BE UPDATED LATER.