Yeah of course, i wasn’t disagreeing just adding the early j.hk to the jump in options, you’ll find that most players will try and parry or anti air your jump in the first few times you jump in if they don’t respect you so it’s the best option to start to conditioning them with.
Yes conditioning is a great word for what you want to do with Dudley. I agree. It’s all about making them scared.
Sorry not gonna ask Kuroda trivial things about Sean. You can use your common sense to see Sean needs to damage an opponent and sa2 does that. Just like rocket upper is viable vs characters dudley can’t get it easily on. With Kuroda’s skill, it’s easy to see why sa2 would be a better pick.
After reading about the King Ghidora being overall masters at the game, which isn’t news to me but then… what other players do you think are real 3s masters, same level as those or close to that? Other than Kuroda my wild guesses would be K.O, Boss, Yakkun… am I overrating or missing someone?
any news on INO (Tetsuya Inoue of Inoue Japan)? I remember the rumors right here on srk after he disappeared from the scenes post-2004 that he was dead lol, then he made a comeback with those crazy series as Ken vs Kuroda, Nuki and so on. I think he’s a great fighting game talent and I just want to know if he’s considering a comeback. Maybe in time for the next cooperation cup?
lots of players have great execution obviously, but still who do you think has the most crazy/gdlk execution?
any news on the nesica 3rd strike? are the top players looking forward to that? is someone involved in the porting process?
does someone still have the recorded footage of cooperation cup 5? I know for sure it was being recorded (I have witnesses), was it just not released or alright lost? It was held either at Game Newton or Beat tribe if that might help
is it true that everytime a good player switches main to Chun Li a CPS3 dies somewhere?
If I’m not mistaken, Dudley’s jump fierce has more + frames when it gets guarded so it’s ideal to use that when you don’t plan on landing any height -> cork. not to mention jump fierce stays airborne longer so it can be more difficult to parry -> ground punish or throw when dud jumps over you with it.
my theory is jump fierce should almost always be used exclusively to land a combo or mix up after. I could be wrong but just some input for the jump in game with dudley discussed briefly above.
Thanks! If you get a chance to ask Fugu that would be awesome, but I understand if if gets too complicated or whatever. Cool to know that he speaks english.
If you follow the link to the 3S section, there are already some players in the player ranking, but they’re all “NO NAME”. Probably from a loc test or something.
Another question: a thing that had been made popular by Kokujin, and widely used by many players -and not dudley only- is the empty jump/whiff jump into cLK (Kokujin often goes for cLKxxCorkscrew, but that’s beyond my point). When I attempt that I rarely have success, most of the time just getting thrown out of my cLK startup. Am I missing something? Is there some pinpoint conditioning to go for before attempting that? I usually try to come to an answer by myself since I believe I get to understand it more deeply, but I can’t grasp this one
Point blank empty jump c.lk, c.lk is best used on meaty wake up, as for c.lk xx sa3 try spacing it out of throw range (this is why he uses one c.lk instead of two and EX upper when he’s point blank)
Oh i have a question too, how do you and other players in Japan feel about Red Parries? too much risk over reward? You hardly ever see red parries in Japanese videos, do they attempt red parries more in casuals and then play it safer in competitive matches or are they always in competition mode?
KO, boss, and yakkun are all up there. They all get win streaks quite easily anytime they play.
Ino I heard moved out of Tokyo. Not sure about that.
Coop 5 I have no idea. I think fran asked Matsuda about that before. I could be mistaken but maybe he can help you or asking Matsuda on the game newton twitter.
I’m pretty sure no one cares about the nesica 3rd strike. My only clue to that is I haven’t heard one thing about it besides what you guys post on here lol.
Id say Kuroda and (from what ive heard) hayao are probably the 2 best as far as execution goes.
You can condition your opponent not to mash throw upon landing by doing backswing blow a few times mixed in with deep jump ins. They will not mash throw out of fear of backswing blow and they have to stand in order to guard the deep jump in.
What kind of red parries in particular? Of course they are sick and feel good but they still require a bit of anticipation and guessing in a way. Not only that but they are hard. Also risk reward comes into play a lot here. There’s no risk to red parry kens overhead whereas red parry yuns 123 into geneijin can pretty much make you lose half your life if you miss.
Okay, I have two questions. When playing as Alex (act surprised) let’s say I’m playing a dude who’s very defensive and he’s nailing those AA Parries -even online and I have no fucking idea how he’s able to do it consistently online but he’s doing it- in addition to typical keepaway and lets say I empty jump and throw and they’re neutral jumping to counter it. So, the instant I see them doing this and they take a round or two should I back off completely and try the ground game and bait them to commit and then jump in or what?
Alex is my main (obviously) but I also dabble with Dudley, a barely passable Makoto, Remy, and Elena. Twin matchup is hell for Alex especially when Dive Kicks are a million times better online but in general they’re faster, they have better buttons, and their wakeup time is unfairly fast. So I like to switch it up a bit for those matchups. Yun isn’t that much of a problem because I think everyone knows how he plays (Runaway whiff meter build, Dive Kick to get in, get a 123 then Shoulder into Genei Jin, occasional jump punch or wakeup EX SRK or light into jump punch or jump out) but Yang is a bitch. How do you approach that ground game with Twins but especially Yang? I feel like with Yang players (what few there are) especially you kinda’ have to guess more on them. And their tiny hitbox and fast walk speed make jump ins a real fucking bitch.
Honestly there’s no such player that can avoid every situation like you speak of. You need to work on your offense. Play the ground game and learn to jump in properly.
Yang and yun aren’t that bad for Alex believe it or not. They do have strengths but not really the things you list. You’re not going to beat yang with just groud game. Need to jump properly and get a good opening. You might get only once chance so once you get them in the corner you have to win. If you’re playing online then you do have to guess more.
How exactly does throw tech work? I’m not sure what exactly I need to know about it, but quite often I attempt a tech because I think a throw is going to happen, and then. . . I just get thrown anyway. Is it possible to tech too early?
Check out the first page of the system mechanics thread. The first post and then maybe a few posts down has your answers. Sorry I can’t copy and paste.
You really can’t tech too early or you’ll throw them or get cr jab if you’re crouching.
Edit: you can’t tech every throw so you can always just jump back. One important thing mov taught me long ago was there’s no reason to tech throws if you know the opponent will throw and you just want to tech for the sake of teching. Easy and useful example: urien does headbutt which whiffed and you know he’s gonna mash throw. So should you too? Well yea sometimes but there’s always the chance you’ll tech on those frames where you can’t tech, so just jump back. It’s safe and you avoid the risk of missing the tech.
Now on wake up… If you know the person will throw you, you can do a move that’s faster than 5 frames and you’ll beat his throw. Or you depending on what character you are, and not in the corner, you can back dash and punish accordingly. Mimora does it all the time with makoto. Back dash cr mp Hayate.
I’m probably missing something here but throws start up in 2 frames then 3rd frame is the active throw frame, wouldn’t a move need to start up in 2 frames to beat that? The system mechanics thread said there’s a 5 frame window to tech a throw, but doesn’t that only happen if both players input the LP+LK command, otherwise the opponent’s throw will grab you out of your move depending on what you do.