It may have been possible in a previous build.
Well it sure can,(at least from a counter hit) and many others, hell even fei long’s, but I usually don’t count that
It works not counter hit too.
works. fairly easy to hit confirm. good find homie.
Truest words in this thread. After you hit someone on reaction with Rollling Thunder, they are hella reluctant to throw fireballs [or in Dhalsim’s case, limbs] unless they are full screen.
Truest words in this thread. After you hit someone on reaction with Rollling Thunder, they are hella reluctant to throw fireballs [or in Dhalsim’s case, limbs] unless they are full screen.
Too bad Dudley doesn’t shout “body body body body body body UPPERCUT!” like in 3S.
No but he says that AWESOME “Keep it classy. Huh huh huh huh. ROOOOWWIIING THUNDER!!”
I still really don’t like the range of the ultra.
Of Rolling Thunder?! I mean short of making it full screen instant… (AKA god mode)
Too often I’ve thrown it out to go through a FB at mid-screen and hit nothing but air.
Also, you can combo it off j.HP as well.
Corkscrew Cross too, does 472 damage at 100%.
Hmm…The range isn’t too bad.From full screen, dash ultra catches anyone on the second punch, which comes out still pretty fast, anbd the ultra is insanely fast (remember, 8frames, only one frame more than chun’s), and if you do it against a char who just threw a fireball, it should hit their externed arm hitbox, and the first hit has enough hit stun to let the second wiff and still connect the third and all of it after.
Just tested in training, it has exactly 2 big squares and 1 little square of range ,or 2,1 big squares,have it the way you want.It’s almost 2 little squares more than ducking upper and 4 little squares less than ducking straight, wich has 2.5 big squares of reach.So if you are just over midscreen and not sure if rolling thunder is gonna connect, just duck straight.It comes out fast enough and should still punish fireballs.
I like how everyone is all amazed that U1 combos off of a jumping HK.
Guys,
EVERY NORMAL ULTRA IN THE GAME COMBOS OFF OF A JUMP IN.
Every single one.
Also, dashing before you Rolling Thunder (woahing sundah!) really makes it’s range great. It’s only major weakness is you can’t do it perfectly on reaction against slower fireballs (Chun’s LP Fireball =[) or the fireball will end up hitting you instead. Obviously you can’t do it too late either, so you have to find that sweet spot.
Abel got one… why can’t we?
Does his go through fireballs too? I totally cannot recall… I know you can n jump his, his is a throw.
And his has super-armor… Rolling thunder doesn’t even break armor.
We didn’t get Abel’s ultra to make the character unique.I mean, on the Abel forums they may just as well say Why didn’t we get the best overhead in the game, Dudley got one.
I’m happy how he turned out, especially since they could shaft him, like porr Makoto, which i was thinking playing, but being shitty as this, no thanks.
Not Cammy’s U2
Speaking of which, the first time I fought a Cammy online she used U2. As soon as she did it I recognized it as a counter move. I, in my infinite wisdom, decided to use Rolling Thunder to punish it… feels bad man :sad:
Back on topic, I find myself using Rolling Thunder more than Corkscrew Cross just because it does more damage and has a longer range… I’m not good enough to reliably combo into corkscrew yet. Plus it puts the fear of god into fireballers, which is always a good thing. I generally only use corkscrew against jump happy characters, and even then I don’t always land it.
I’ve had my RT beat by a Focus ATtack… that sucked.
Zangief’s Ultra doesn’t combo off a jump in, nor does Raging Demon, Dirty Bull, E.honda’s U2 or any other grapple ultra or air/anti-air ultra.