dont poke with s.rh against ken. it doesnt work…you really should only be doing that move to build meter, punish, and hitting off limbs. hitting off limbs doesnt work very well with ken as his good pokes are low.
u dont really have to TRY to get close to ken. its not all that easy for ken to get on dudley either, u can play ken outside of his sweep range if u want. whiff s.mp now and then, jump sometimes, f+fp/jump to punish whiffs etc. key thing is to be patient and not throw out so much stuff. as for predictability, just mixup more.
dudley has so many tools in his offensive arsenal, use it alot.
for anti yun…stop throwing so much. throwing is a really bad idea when they are on offense, like really really bad. there are only a very select few times you should. especially when yun can take over 1/2 your life of it. ex upper works sometimes, parry then super or ex dp works sometimes too. ducking into super works sometimes. s.mk, straight up super…short swing blow if they whiff the divekick then throw…there isnt juse ONE answer to yuns dive kicks…thats why it works all the time even in top play, and thats one of the reasons yun is top tier. it takes risks to beat him…
j.fp, s.hk xx fierce dp for stun (does like 75% stun…)
j.fp, s.hk xx ex mahcine gun blow, ender (for damage)
j.fp, f+mk xx mp dp xx super if u have super and want damage
nah i dont have any vids up, and i live in atlanta soooo… but theres supposed to be vids recorded at final round, so if any of mine get recorded like me vs jwong or anything ill be sure to try to upload them.
I never really gave alex a whole lot of credit. After playing casually for a few months now, i’m finding a lot of alex players to be quite threatning.
Heres my new list of issues:
Biggest fear is getting thrown. I’m affraid of powerbomb ticks, and dash in power bombs. Also dash in karas. It’s scary if the player can charge partition through the dash so if i poke they ex charge…major damage and knockdown.
Knockdown! I have trouble dealing with finely tuned alex mix ups. People love wake up throwing, or tick set ups. I’m too afraid to parry, its so risky. I hate wake up ex uppers or supers cause if i’m wrong…When i’m in the corner i can’t wake up ssb. His wake up standing knee cancel to whatever is harsh on stun and damage, i think you get the picture.
Jumping in, alex can read the parry and powerbomb. Or s. mp cancel to ex knee grab, or delayed cr. hp to ex knee. Both do big damage, and reasonably difficult to parry.
I find that i can control alex when he is just standing around poking, and thinking for a way to get in, but i can only control him for so long.
I play with alex valle now, and his new thing is owning with 12.
I’ve beaten him a few times… but i can’t tell if i outplayed him? got lucky? he wasn’t trying???
Anyways, there has to be something i’m doing right.
I usually play a semi turtle dud, building meter, and waiting to parry/block/jump when 12 is getting batty in the air. When he lands, i find myself feeling inclined to go in for an attack. I can often parry through anti airs (except super n.d.l.s., and if he sj ex flat) and land a hefty machine chain, but not often enough. Its hard to restrain myself from going for this.
When close, 12’s cr. pokes seem to get the best of me, being that dudley has no feet game. Frame rate slows me down, and occasionaly it leads to being thrown.
When were both in the air, i often try to parry because most 12’s including valle’s don’t go for air parrying but priotizing air pokes.
I guess i could ramble on, but the main point is that it’s always a tedious long match with lots of waiting and spiratic jumpins and air met jumps.
honestly ive never fought a really good 12, and u gotta remeber its alex valle haha.
some good theory fighter stuff against 12:
he has no real wakeup besides super, as a result u should be throwing alot after u knock him down because he’ll probably be looking for that parry. just him up with throws enough so he starts doing other shit besides parrying, and go high/low.
j.mp air to air, im not sure how good this works against 12, but its very good against other characters.
im not sure what else to tell you really, im not experienced in that matchup, nor have i seen a good 12 vs a good dudley.
don’t have a lot of time, but just a few pointers vs. Ryu:
do not jump too much. his s. roundhouse will stuff you early and he has basic Shoto anti-air/anti-jump in goodies going for him — s. jab, s. strong — both of which if parried can lead to him mixing you up. he can also dash under and hit you low and combo from that. when jumping in, remember to alternate the normals you use. don’t always jump in with fierce.
if Ryu has SA1, he’ll most likely be turtling a bit to build meter for EX Hadou so try to pressure him by walking and poking with twds + fierce, twds + forward or twds + strong. i guess he’ll do the same thing if he’s using Denjin just to build meter for the super.
use s. roundhouse to build your own meter, but be wary and watch out for low attacks. at that point you’ll also wanna switch to using s. strong or c. strong. all 3 of the mentioned normals will cancel into Ducking Rush so if you have a super, cancel at will.
remember to mix-up when you do get a knockdown. don’t always go for a hit because Ryu is a Shoto and as such he can srk you on wake up.
if you block a c. forward x short Tatsu attempt by Ryu, don’t just throw him. that’s a free s. roundhouse x EX MGB combo or at the very least, s. roundhouse x fierce Jet Upper.
punish sweep attempts (provided they’re not max range) with Duck xx super.
empty jump -> SSB is your friend.
oh. if you manage to parry a jump-in attempt from Ryu, my recommended counter is twds + forward x strong Jet xx Corkscrew. if you don’t have a super, just do twds + forward x fierce Jet. just make sure you’re in range to do so. if only the tip of his fist or foot is parried, just go for a s. fierce or s. roundhouse.
i guess this is something i can’t stress enough: go for the most damaging normal/combo/super combo that you are able to do. i see people punishing whiffed uppercuts with short, short xx super when they could very well be doing something that’ll do more damage + more stun.
regarding Rolling Thunder, i’d say the most damaging combo for it is just
j. fierce -> s. roundhouse xx SA2
vs. some characters, if you’re backed up into the corner you can
what is the deal with cr. mp x ducking dash super?
I can’t do this ever, i can do the duck most of the time after, but the super never comes out. I do it at the normal speed as when i’m just canceling a regular duck to super, and i NEVER f*ck that up. I’ve tried doing it faster, with delay, there has got to be some unseen finesse going on here. Also the negative edge makes me do uppercuts, and a lot of ssb come out now and then too.
for c.mp xx duck xx super i hold down c.mp with my middle finger, roll the stick to hcf, hit mk with my thumb (i also hold that down, just cuz) then another qcf, hit fierce with my ring finger.