Corkscrew Cross or Rolling Thunder?

Rolling Thunder doesn’t break armor.

Then I guess Corkscrew does, which means any armor breaking move would beat those counter ultras? Even ducking straight? That would make my life a whole lot easier (or at least the next time I fight a Cammy or Fei with U2, which probably won’t be anytime soon)

I roll with CSC against Adon, it puts a stop to them fishing for that ex jag tooth? (the move where he jumps off the wall) and any of his other specials; just vacuum that shit in.

I agree with this, U1 is pretty tough to stick in response to a fireball, and any SMART player is only going to FB safely. I’d really enjoy a bit of a buff zoning-wise on this ultra, because right now it seems to punish only poorly spaced fireballs, where it should punish all but very conservative FBs. Because of that, I don’t think we’ll see much U1 use at high-level play, even with its theoretical uses to threaten enemies into being more conservative with projectiles, because the threat really isn’t that huge.

I use U2 almost exclusively because when I do choose U1 I screw myself up. I try and U2 ryu’s jump ins, I land a good corner combo and try to cr.HK > U2 to finish them off. Haha I just gave up trying to counter-pick ultra… I just try to do U2 no matter what and end up eating something harsh. So scrubby, I need to practice doing U1 instincts be damned… TO TRAINING MODE!

So like, remember when i said before the game released that I will play with Rolling thunder exclusively? I wasn’t joking.I think i am like the only Dudley player in the universe playing ONLY rolling thunder, and i mean ONLY roliing thunder :)) .
Why? Well i like when my ultra actualy does DAMAGE. I mean yeah, you can land corcksrew off of anything…for 150 damage.It does shit damage in hit confirms, the 150 mentioned above, that is if you hit it with max hits possible.The most damage from it combos from punishments, in which case rolling thunder does damage.So like, at first, i was trying both ultra. Was fitghing some akuma player, he did a bad air fireball, and got to punish him EX MGB ~ ultra2 and i was like “Where’s my damage”? Rolling thunder does more than 50% on akuma.THAT HURTS.REALLY HURTS.The last hit, the jaw breaker, literally breacks his jaw.If by mistake, he does a meaty shakunetsu and has up to even 60-65% life (thats some huge life lead right there) he is dead.I know that doesn’t happend against good players and blah blah, but the point is Rolling thunder hurts, i like it.Now i know ALOT of players like U2 much more, it’s just not my style.(Rolling thunder also has the best animation ever).I don’t like my supposed to bebig damage tool to do 150 damage.When i hit it, let my opponent suffer.I came back against ryu by punishing his sweep with rolling thunder while he had almost 50% life so many times.Without it, i couldn’t have done that.The only moment when i kinda think about U2 is when i just hit EX MGB ~ sweep ~ sweep and they still have like 10-50 life left.So anyways, if you couldn’t figure out, i absolutely love this ultra.I’d like it even more if it had a wee bit more range, and if it didn’t move while in ultra freeze, but rather in realtime while still retaining it’s 8 frame startup, because it goes under jumpers, but those are my only real complaints.
So my question is, who else is rolling thunder only?

Smileymike, your argument for Rolling Thunder definitely seems to be that it’s a great punisher. The danger of getting hit with U1 might be good enough to help keep their options low, but actually connecting on a competent player doesn’t seem to happen too often. Also an extra 150 damage that doesn’t cost any meter is pretty damn great! And its easy to set up, too. OF COURSE it’s not as huge a damage as hitting properly, or with U1, but ultras are more about shutting down options. If you hit naked with an ultra, your opponent screwed up, and you can’t count on that.

But if its workin’ for you, do it!

It’s especially helpful in matchups where the opponent has a one button keep away, like sagat’s hk.Punish that shit with rolling thunder, safe jump after, mixup.

i always seem to use corkscrew cross as well, like other have said you can combo into it pretty easily. and this might sound noobish but it puts them at almost perfect range for his ex thunderbolt or reg thunderbolt on their wakeup. but if it misses or gets block your more than likely going to get punished for it. i just cant help myself to stop useing it though lol.

CSC is the new Metsu Hadouken. Seriously it juggles off of cr.HK, EX MGB, lp.Jet Uppercut, Jet Uppercut trade, FADC Uppercut, EX Cross Counter, EX SSB FADC in corner, ducking straight anti air, can be used as anti air by itself, forgive me if I’m missing anything, it alsocomes out quick and beats a lot of other ultras, good chip damage, seriously it’s like Metsu+1. The fact that you can juggle it for most of it’s full damage off a regular lp. jet upper off a grounded opponent is amazing, since you can cr.lk,mk chain combo and cancel into jet upper then go into CSC for easy ass damage.

The best thing about CSC is that even when it’s not the full animation and you’re just juggling with it, it still does a majority of it’s full damage(like 50-75% I think). That’s pretty good consdering partial animation of other characters’ ultras like Ken’s, Cammy’s, Feilong’s only do like 30% of their full damage.

Can’t really compare it to metsu, because it has 0 range.That’s the main reason i don’t use it at all.Like in thrid strike you could do sweep ~ CSC from sweep’s max range (an in sf3, sweep also had range, not like in sf4 where it grabs there legsbut OOOHH NO i wiffed).Shit had half screen range there.Also, it does 264 damage if you get all hits, but you are not always gonna land all hits, especially if juggled more than one hit before it.The 264 number is the amount it does if it hits 6 times after jab dp.It’s not it’s full damage, but you can’t get the partial version do full damage, because that means you comboed into it, so it’s maximum is practically at 80%. That’s not alot.Even tiger cannon does more, which juggles pretty shitty.And 264 is max charged damage, 180 ( !!!) if 50% and 210 damage if it’s at 75%.That’s not a lot…at all…Granted, it’s nice aditional damage after moves he couldnt combo afterwards without it, like after 3 sweeps, or even after 2 sweeps, or EX MGB ~ sweep in corner( you can tehnically do another sweep but it’s kinda char specific and very hard)
cr.lk xx st.mk xx jab JU ~ U2 does 354 if max charged, which is pretty darn good for an easy cr.lk combo.What i also like about CSC is the epic way he says "The END!"
Also, what’s funny is that you said it does better damage than other partial ultra’s like CAMMY’s, but actually, they do the exact samge damage. lol. Hp dp (100) fadc U2 with Dudley does 364 damage, and cammy’s Dp (100 damage) fadc U1 does the exact same 364 damage.Fei’s is only like 30 damage behind, while ken’s partial ultra really actually sucks, with it’s 192 damage, lol.Also dee jay’s does a VERY measily 144 damage.It’s TEH SUCK.Also, for comparision sake, as i posted a lot of other character’s partial ultra in juggle damage, sagat’s does 234 damage.Balrog’s does 261, but he’ll almost never use it directly after headbutt.He’ll scale it to hell with cr.lp ~ cr.lk xx headbutt before.Adon’s partial U1 does 144 damage.
All of the numbers above have been taken generally by doing launcher fadc ultra, the ultra hitting partially.They don’t hit at 100% , but at 80%, but they reflect the number you’ll get by comboing from launcher directly into them in a match.

You can punish pretty much everything Rolling Thunder can punish with CSC and 1 EX bar for approximately the same damage.

And if you land a jump in HK with CSC, that’s just shy of 500dmg anyway.

I only use RT against Honda as it completely shuts down headbutts. Against Fireball users you can do Ducking Uppercut > FADC > cr.LP > st.HK xx LP SRK > Ultra 2 to punish poorly spaced fireballs

you can replace the cr.jab with the standing one, because it’s easier to combo RH after, and ducking upper stands them up anyway, so theres no risk of st.jab wiffing.
Also, can dudley punish ryu’s sweep from max range except with rolling thunder?I really hate this matchup, and i really hate that move.

Max Range? I can check. I don’t think I’ve ever seen it whiff… 2 secs

Nope, doesn’t punish at max range.

Oh yeh, and just realised, like many other tougher combos to do in this game, that adding the st.HK scales the damage lower from the Ultra, so you get more dmg from just doing:

Ducking Uppercut > FADC > st.LP xx LP SRK > Ultra 2 434dmg

Well I wouldn’t ignore U2 completely but I find U1 is great on characters that get put at a “Safe” distance after specials:

Blanka
Cammy
Vega

And you are right Akuma is the easiest to rolling thunder out of the whole cast.

They all eat my U1

I know I said I was more about RT previously but I’m really starting to like CSC now. That whirlwind at the end of his glove stays there FOREVER. I once used CSC on an Akuma who had just started jumping straight up, like literally my glove went under his feet, and it was still there when he came down on top of it :slight_smile:

Also I can never land RT anymore, either because my opponents are always jumping or the RT doesn’t travel as far as I would expect (for a move that is supposed to punish fireballs, you have to be awfully close to the guy to actually land it).

Since RT can punish Seth’s far HP on hit, can it also punish Dhalsim’s?

edit: nevermind. Dhasilm’s recovers much quicker.

I originally though of using CSC in some matchups, mainly against guy, where i don’t really land roliing thunder except FA crumple, but then thought "for like 2-3 matchups, to think about my selection?Screw that ,Rolling Thunder only."That way i’ll learn the ultra’s ins and outs better.
I sometimes lose the round because my opponent fireballs, i rolling thunder and go like “ha, you lost”, dudley hits the aid, i am like :expressionless: .Thanks capcom.No range for a fireball punishing ultra.But except this and goind through the enemy if they are even 1 feet above the ground (because he mvoes during the utlra freeze, so for real time ingame, he is bassically teleporting, in frame 1 being where he started the ultra, and in fram 2 being o third of the screen away from where he started from), i really like it. The last uppercut part of rolling thunder does 107 damage, but the question is, how can you land that part :slight_smile: ?It would have made sense if it juggled like 3 hits from the initial 5, which do 45 damage, and then hit with the uppercut for another 107 damage(or something like that, i forgot the exact number),making it around 240 damage, but wouldn’t do that fully when juggled, it would have done 80% of it, because of scaling.I also would have replaced CSC, because it goes to far forward for a lot of juggles, but it would have worked nice after a midscreen sweep, after which it’s a bit harded to land CSC.

I used to pick both equally depending on whether the character was a shoto or not, but then I started seeing against good players you never get the chance to use RT hardly. But CSC on the other hand you at least get 1 or 2 chances a round to land it on somebody and get that damage in. I just think its easier to rely on duck straight to punish fireballs and stick with the finisher ultra except for the honda match up.