Something I really like about Dudley is that I find myself constantly switching between his ultras. I thought it interesting enough to warrant its own thread. U1 eats projectiles which can be nice against anyone with a projectile to use. U2 breaks focus and can be combo’d into. What ultras do you most often pick? On whom do you pick what?
I try sticking to Shoto/projectile happy = Rolling Thunder, all else = Corkscrew Cross.
Recently I’m noticing that almost all Akumas I face tend to jump a lot so I’ve been using U2 against him and its been working out pretty good but a must say, Rolling Thunder animation is just so damn classy.
This, RT hits really hard and can be used as a counter poke as well as the bane of all projectiles.
CC is uber anywhere combo magic, juggles for days yo.
Don’t all ultras break focus?
Anyway, I keep trying to use Rolling thunder against specific fireballers. Ryu/Sagat in particular. But, I almost always find myself preferring ultra 2 even in those matches. usually I am trying to get in all the time anyway, so I might as well use the one that I can combo for max damage is my reasoning. The range for punishing fireballs with U1 seems pretty limited as well. it is almost just as easy to empty duck -> U2. But U1 does feel nice when it connects.
Short answer is no. Dudley can cross counter Guile’s flash explosion. U2 is freaking amazing as an anti air. Its like a mini hakan at the end of his arm; should probably go to training mode and see what happens if blanka balls right into the ultra.
Pertho, i’ve seen this myself. Its astounding as a response to someone jumping into you, and yeah it destroys blanka. The spacing needs to be right, but it’s not difficult to set up. Nice part, too, is that they eat the whole thing. If they land on top of your glove, though, and someone might need to confirm this for me, they only get the first half.
I’ve also destroyed balrogs doing straight and they go right into it. It almost works like an auto-counter.
cross counter isn’t armored is why it counters ultras. focus or armored moves as far as I know all break to ultras.
The more I use it, the more I’m liking Rolling Thunder(U1) more than Corkscrew Cross(U2).
U2 is obviously very easy to combo into, but the damage isn’t super high. It’s a great short range punisher/anti air too.
U1 however, really shuts down a lot of options, and punishes insanely well. I use it against:
Ryu - Punishes Fireballs, Sweep.
Ken - Punishes Fireballs, Sweep(?).
Akuma - Punishes Fireballs, very bad Air fireballs, Sweep.
Cody - MP/HP/EX Criminal Upper, Sweep, Bad Stone
Deejay - Fireballs
Dhalsim - Fireballs.
Fuerte - Blocked Splashes.
Honda - Blocked Headbutts.
Gouken - Fireballs, his SRK motion punch thingy.
Juri - Fireballs, Pinwheels.
Rose - Fireballs
Sagat - Fireballs
Sakura - Fireballs
Seth - Fireballs, Lightning Legs, far HP (Stretchy arms) ON HIT, jumping HP(stretchy arms) on block?
T Hawk - Blocked Condor Dive
Vega - Any blocked or avoided off the wall move.
I know there are many more uses for it, but I got lazy half way through writing the list.
No, it’s because certain ultras like Guile’s U1, and Blanka’s U1 don’t break armor, they just hit multiple times.
Armor breaking moves will break cross counter.
thats a dam good list wonder cheif. I find myself swtiching between the 2 if my oponent picks one of those chars. otherwise i go with 2 by default.
It needs more study though with good oponents that dont make those punishable mistakes. Need to see if their altered playstyle makes for an easier fight, even if you never get to use ultra
but whenever you fight a shoto and you do ultra 1 with a fireball almost touching Dudley’s mustache…it looks cool as hell
This is exactly what I’m talking about. Fear of getting ultra’d might make shotos far more conservative with their projectiles, which gives dudley a much easier match which means less of the match cuts into tea time.
Right.
The threat of the Ultra is often better than the ultra.
Heavy turtle chars usually are easier with U1.
U2 for everyone else.
Rolling Thunder can’t hit airborne targets at all. So it either hits or it doesn’t. The only time I’ve seen it whiff was when I tagged Sagat’s hands as he did a Tiger Shot and then Dudley stood where Sagat’s hands had been punching away while Sagat recovered and blocked. But usually the hit stun on those first few punches is long enough that even if you whiff one or two, Dudley will move forward, catch the opponent with the rest and go into the cinematic.
He wasn’t talking about Rolling Thunder.
Well shit, fuck me for failing at reading comprehension. I’ve never seen Corkscrew not go into cinematic on a normal hit, air or ground, but I have had it trade and get beaten outright by air attacks.
It hurts me because rolling thunder animation is so awesome, but I nearly always use Corkscrew Cross, I mean rolling thunder can’t be comboed into, and at a certain level of skill there is no chance that a rival like Ryu, Ken, Akuma, Sagat does a fireball at the perfect distance for rolling thunder to punish when you have meter, they ain’t stupid, also it travels so damn crouched I pass below the feet of enemies most of the times, like an air fireballing akuma, or a tatsumaki, even blocked blanka balls, and I find myself throwing punches with my back facing the enemy
I never use Rolling Thunder, since Corkscrew Cross can be comboed off of everything and is a beast anti-air. I’ll take working harder any day over having a prime opportunity to either do big damage in a combo or finish an opponent wasted by not having the right Ultra for the job.
you’d be surprised how many small slip ups you can catch on reversal. Against rog, if ryu poked with cr.foward and canceled into hadouken, you could headbutt in between. Question is now if you are able to duck and punish or Rolling Thunder in between. I assure you that mistakes happen at ALL skill levels; what changes is the likeliness of those mistakes happening. Besides, if you walk around with the Rolling Thunder, they have to adjust to it or eat it.
I’m sure you can Jumping HK into Rolling Thunder.