Does 3S still have universal overheads??
YES…
seems like there’s nothing else to be said…heh…
I guess i’ll just post the combos I find to be most useful (and satisfying):
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jump in HP -> HK -> HP Jet Uppercut xx Corkscrew Blow or Rocket Upperuct
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jump in HP -> HK -> EX MGB -> LP MGB -> HP Jet Uppercut or LK Short Swing Blow xx Corkscrew Blow or Rocket Uppercut
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jump in HP -> HK -> EX MGB -> LP MGB -> toward + MK -> HP Jet Uppercut
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jump in HP -> HK -> EX MGB -> EX MGB -> LP MGB -> MK Ducking Uppercut or LK Short Swing Blow xx Corkscrew Blow or Rocket Uppercut
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jump in HP -> HK -> EX MGB -> low HK -> EX MGB -> LP MGB -> MK Ducking Uppercut or HP Jet Uppercut xx Corkscrew Blow or Rocket Uppercut
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jump in HP -> HK -> EX MGB -> HP Jet Uppercut -> HP Jet Uppercut xx Corkscrew Blow or Rocket Uppercut
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jump in HP -> HK -> EX MGB -> LP MGB -> low HK 3x -> MK Ducking Uppercut xx Corkscrew Blow or Rocket Uppercut
just some notes:
For combo 3, toward + MK does not make it a reset. The counter doesn’t come out until the HP Jet Uppercut finishes. And depending on how late you do toward + MK, you’ll get either 1 or 2 hits out of HP Jet Uppercut.
Combo 5 is only possible against Ibuki, Chun-Li and Q (as far as I can tell). You can also switch the order around, doing the 2nd EX MGB right after the 1st and doing low HK after the 2nd EX MGB.
Combo 6 is an Elena only thing.
Combo 7 can be done against Alex, Q and Chun-Li. For Remy and Oro, I’ve only done 2 sweeps.
On the mindgames section, I think that Dudley has some of the best resets in the game. I personally don’t do the ones that have to use Rocket Uppercut (unless I know that I’m gonna win) because I’d rather have some meter saved. I prefer toward + MP as the resetting hit (if in the corner) and toward + HP if I’m a bit farther out.
You have several options at your disposal after hitting your opponent with a resetting hit. I usually go for these:
After toward + MP reset…
- Duck -> throw
- Duck -> crouching chain (low LK, MP, HP)
- Duck -> low LK 2x -> super
- low HK -> juggle/reset again
- toward + HK link into super
- just wait for them to throw something out
I find Dudley’s dash good for bobbing in and out of the opponent’s attack range (unless you’re playing against Hugo or Urien). Having Short Swing Blow just augments this part of Dudley’s game.
Standing HK is also a pretty good link, I think. If you have a super art stored (it doesn’t matter which one), you have a real good chance of landing it without much scaling (if any at all).
HK link into low MP -> Duck cancel to super
just a list of Dudley’s chains:
- LK, MK, MP, HP
- MP, MK, HP
- MK, HK, HP
- toward + MK, MK, HP
- crouching LK, crouching MK
- crouching LK, crouching LK, crouching MP
- crouching LK, crouching MP, crouching HP
I don’t know if everything was already posted, so pardon my eagerness to post :D.
You can stop the chains at any point (just in case your opponent is a red parrying freak).
here’s a little bit of extension for ur #4…
after the 2nd EX.MGB, do Jap.MGB x2, Short.SwingBlow xx SA1/3
Which ones can cancel to supers?
Why waste meter and skill on those combos when his most powerful combos are much simpler and work on everyone anywhere on the screen?
-j. fierce, s. rh xx fierce Jet Uppercut xx SAI
-j. fierce, s. fierce xx SAII
-j. fierce, s. rh xx fierce Jet Uppercut xx SAIII
GeekBoy:
short, forward, strong xx super
Original Geese:
The combos are just for fun :D. One of the guys I play against just lets go of the controls when I get him in a long juggle. It’s just fun like that.
Geekboy:
Like Original Geese mentioned, LP, MP, MK is Dudley’s only bufferable chain. I forgot to put that along with the other chains :lame:.
I mentioned short, forward, strong xx super, not jab, strong, forward. I thought the one I mentioned was the only bufferable one.
That chain is only cancellable by super. Jab-strong-forward can cancel with any special,super etc.
ooo a Dud thread. Never saw it here before. heheh
Apoc.
i didn’t know that chain was cancellable into specials…cool.
whooops…
My bad. Yeah. LK, MK, MP is linkable with Dudley’s super arts (but it probably works best with Rolling Thunder). I was kinda reading the post in a hurry so I thought it was the LP, MP, MK chain.
I saw some Japanese combo vids with these combos:
jump in HK -> LK, MP, MK -> LP/MP MGB -> Rocket Uppercut*
LK, MP, MK -> EX MGB -> juggle
*This is a link. Right after MGB animation finishes, bust out Rocket Uppercut. A similar combo can be done on Makoto (jump in HP -> HK -> HP MGB -> Rolling Thunder)
Off topic, I just watched the entire 1st Cooperation Cup (aka Japanese 5on5 tourney). NUTS!!! All of the players seem to never miss links! Like with Dudley, every time they land toward + HK and they have a meter, they bust out a super. Same with Makoto. Low MK -> Seichusen Godanzuki. And of course, Chun-Li. I hate her. Speaking of Chun-Li, that’s probably one match up Dudley can’t win. Ok. Sorry for rambling.
Was testing c.HK -> duck-special MK xx SA3 (56 dmg on Practice mode)…
c.HK -> duck-special HP xx SA3 seems to do more damage (58 on Practice mode), is duck-special MP used more often only because it’s easier to land?
-EDIT- just fixed a couple errors :[
who the fuck revived my shitty ass Dudley thread? I don’t even play video games anymore… O_o
LET VIDEO GAMES DIE. =) lol
j/k … post on
“jump in HK -> LK, MP, MK -> LP/MP MGB -> Rocket Uppercut”
That combo, I’m almost positive, only lands on Yun and Yang. Just don’t want ppl going mad trying to do it.
The only way to connect the EX mgb consistantly is if the opening of the combo is stunning them. Basically, they have to be almost dizzy before you start. If I’m wrong correct me=)
Just trying to help, haven’t been through the thread yet, hehe.
Apoc.
Apoc:
Yes, I’m quite sure that
jump in HK -> LP, MP, MK -> LP/MP MGB -> Rocket Uppercut
will only work on Yun and Yang just like
jump in HP -> HK -> HP MGB -> Rolling Thunder
will only work on Makoto.
Hmm. About LP, MP, MK -> EX MGB, i guess it’s true that they have to get stunned by one of the chain’s hits for EX MGB to connect. That’s why I haven’t gotten it to work. Thanks for confirming my suspicions :D. I don’t own a DC so I only get to play on a coin-op, and that means costly testing :bluu:.
Ugh, sucks for you:( I test on a pad on dc. heheh. All I care to do on that is to find out if something works, heheh.
All a3 players do that too(test in cade only) unless they use emulation because no console a3 is like the cade:/
Apoc.
ressurecting this thread.
quick question: can you link c.strong into saIII chun/ken style?
also, don’t have a copy of 3S for my DC to check, but which does more damage:
s.rh xx EX MGB ducking + forward xx SAIII
or
s.rh xx fierce dp xx SAIII?
lastly, does anyone use his chain punches aside from the low chain? how useful are they really?
hrm, pokes cancelled into ducking is too good.
Tested on Ryu (as always):
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HK -> EX MGB, MK ducking upper -> Corkscrew = 63 points (~39%)
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HK -> HP jet upper -> Corkscrew = 57 points (~35%)
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HK -> EX MGB, WP MGB, MK ducking upper -> Corkscrew = 68 points (~42%)
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HK -> MP jet upper -> Corkscrew = 61 points (~38%)
O.K. #1 and #2 are the two combos you asked about. #1 does more damage (at the cost of meter and a small amount of extra difficulty). #3 does the most damage without adding on any meter or special conditions (though it won’t work on some chars) but it’s a lot harder to do. #4 is the easiest and most damaging combo that uses the least meter. I want to take this time to point out that MP jet upper does more damage than HP jet upper when super canceled in a combo. You only want to use HP jet upper if it will make the difference between stunning them or not (more important with RU than CB). Then again, CB adds such a small amount of damage when comboed, you should really save it for utility purposes anyway.
Dudley’s low short, low strong, low fierce chain is definitely his most useful, IMO. It does good damage and stun and, most importantly, it hits low and can’t be ducked under at any point, unlike some of his other chains. It will also get all three hits from rather far away. Standing short, forward, strong is useful for its ability to be linked into super, but that’s about it. Oh, and jab, strong, forward, roundhouse ducking -> super looks cool. =)