box cleaned. sorry morgan.
What’s your guys opinion on getting closer after a… Like say a Jet Upper? How should you do it? Dash X 2? Ducking under RH X 2? Ducking Under > Dash? etc.
I’ve been trying this combo (on Chun), but cannot seem to execute it. I can get the two c.hk’s no problem, but I cannot seem to time the dashing cr.mp to hit. Are you sure you have to dash, as I can get it to hit after walking a step or two forward, although then I cannot get the Jet Upper to connect. Is there some trick to the second HK you have to do to give you the time to dash succesfully? Also, could you just dash forward f+mk xx Jet Upper after this combo as well, or it to slow (the f+mk)?
the 2nd c.hk needs to hit about max distance. that combo is mostly for show imo, now that i pretty much only use cork, ill do c.rh x2, mk ducking upper xx sa3.
I’ve having trouble getting a super(corkscrew, but sa1 works the same, right?) to link off the dart shot. I know negative edge and button piano-ing helps here, but I play on a PS2 pad(I know, booo, I know) so that’s sort of impractical. So I’m wondering if there is a certain frame or set of frames I should be aiming my button press for. Every time I think I figure it out in training mode, the next 5 attempts dont work. Any ideas?? (and dont say get a stick… i have one, dont like it lol)
And I do know they have to be crouching. Thanks!
Get a stick…no, seriously.
Yes I know. Let’s pretend, for the sake of argument, that I am allergic to sticks and they give me a really bad rash, and my doctor told me I need to only play on a PS2 pad…
Given that, could you try to answer my actual question? Im sure the timing isnt random.
You can’t really explain timing on the internet. It’s not very fast, just practice till you find it.
I guess what I was thinking is a description of roughtly on which frame you want to hit the button. For instance, I seem to have the most success(relatively) when I try to hit the button as the very frame dudley is finished with the punch. I also had some success by looking at the opponent’s recoil and trying to time the motion and button press to all take place as the opponent’s head snaps from back to forward. I dunno. I know it’s a practice issue, but it helps to know what to pactice, you know?
Ehh, I never really use a super in an extended juggle because of the massive damage reduction. Only time ill use one in juggle is to kill them off, or a c.Hk–mk ducking uppercut–SA3. Like ive heard Vic say a lot you gotta know your meter and what will be the best to use in that moment.
humbag, he was talking about the link off dartshot, not a juggle. kthxbye.
I know.
Nice try with that gay assed kthxbye shit.
I was just saying what i wanted to say.
I always use supers in the end of any juggle i do with dudley. The knockdown-advantages you get are well worth it. Besides… he charges around 75%, if not more, of your meter during those silly combos. And it looks really sweet too.
I disagree with you grahf. I use the super after some juggles, but not all. For example after a sweep combo in the corner, unless the super will KO, I would store the super so I can threaten the opponent on wake-up with it. After a ex. MGB -> finisher, I would be tempted to use a super, but these days, I am using ducking straight afterwards because it gives you great positional advantage, as it knocks the opponent very near or into the corner. I also use a liver blow x Jet Upper if that will knock them into the corner for the extra damage. Even with the corkscrew blow, I feel that the super’s damage is scaled down too much after this combo to really be of much use.
I would be most tempted to use a super after cr.HK (midscreen) after doing a ducking upper, but then again you could use the liver blow x Jet Upper for quite a lot of damage and keep meter stocked.
I guess it comes down to: “Can you knock out the opponent by using a super at the end of the juggle?” In which case you obviously do it, and “How hard is it to get damage on the opponent?” I will normally save super because it makes your wake-up games more intimidating, but if the opponent is Chun Li, for whom Dudley has a very bad match agasint, I will normally use the super whenever I can and maximise the damage I can do at any opportunity. This helps you build up a lead and Chun isn’t so great agasint Dudley when she has to attack you.
However, I suppose it all depends on your own playstyle.
HEY EPSILON…
I have this problem where when im doing short short super… about 60% of the time i’ll do it right… but about 40% of the time at the arcades i’ll do a short short into an EX uppercut (since i press all 3 punches for the super). As you can tell i hate this because i get punished severely for it while i come down. At home when im in training mode i can do it correctly about 95%. Can you give me any advice on this to make me 100%…? Or can anyone?
you need to complete your qcf more. make sure you are getting 2 qcfs and not one and a 1/2 or whatever. really focus on completing the motion.
off of a c. roundhouse in the corner, the only time i’ll super cancel is in this combo:
c. roundhouse -> jab MGB (either once or twice) -> short SSB xx super
it does not waste meter and the total damage is considerably more than just the super itself.
vs. characters that can be swept numerous times, i won’t bother to super cancel at the end because of reduction. well, unless they’re about to get KOed.
far as EX MGB juggles go, i really don’t recommend using a super during the combo UNLESS you’re sure you’ll kill’em. even though Dudley does gain some meter back via jab MGB -> whatever or multiple c. roundhouses, it’s still not a full bar.
midscreen, doing c. roundhouse -> Ducking Upper/Straight xx Corkscrew is well worth it, IMO.
:rock:
if you have 2 or 3 corkscrews stocked up, by all means burn it for the 3-4 points of damage.
dudley should always maintain a bar to a bar and a half of super
I never super in juggles except fr the one kal el listed. The damage reduction makes it worthless…
grahf likes to reset in the air after an EX MGB and the command dash super… does minimal damage but he likes to show off
golden gunman way to help start the revolution lol!!!
but serioulsy only do the super on the two combos kal listed (doesn’t the short swing blow super just look so damn smooth lol!!)
but seriously keep that bar, trust me that makes ur wakeup game so more god-tier. that bar makes dudley so scary on wake up it’s a fifty percent chance of super which is a lose lose situation for your opponent almost all the time unless they guess really well or you are predictable.
Peace and everyone should join the revolution!!!