Do you have the dummy set on jump or something? because I record the dummy jumping forward and then walking backwards and he blocked it every time.
EDIT: yo i just tested it out some more and it doesnt look authentic. i tried it manually by myself with 2 separate sticks. keep me updated tho
It’s a reset. Setting the dummy to jump doesn’t block anything. You have to record the dummy to jump forward then walk back to block.
If it wasn’t, the dummy would free fall, not flip and and land on his feet. If it was a free juggle, like after EX SSB, he’d be able to be hit by anything.
This works for all air-to-airs, not just Jump MK.
It’s strange, the Ultra seems to skip one hit when you do this, but it does connect, and the opponent can’t escape it.
I tested it just now and it doesn’t work of the player is blokking when you trade hit in the air, if they are not prepaired you get your u2. It’s a nice trick but don’t abuse it or you will be punished for sure
yeah it’s not a setup…if you have someone block on player 2… it will block. It’s just a reset in the air, and if you have the training dummy set to jump, all he has in his inputs is “up” meaning he’s not blocking. So when you reset him in the air with the c.mk, he falls right into the ultra NOT blocking.
This isn’t a real setup, it would have been pretty nice… but sadly it isn’t lol
Interesting, the Ryu player was prolly mashing dp on the way down…XBL…you know…
Q: What can Dudley do vs. Abel’s Ultra II: Breathless, this ultra seems to get me everytime. I know the timing, how long they can charge but i still don’t know what to do. Can someone tell me what to do here?
I’ve been seeing “ssb isn’t good” etc. etc. You guys are missing an epic move. During pressure strings and mind games short swing blow can EXPLODE your opponent. Two situations where short swing blow has clinched a game for me.
= Opponent is cornered and I’m tick throwing and empty duck throwing them a few times. Now they’re ready to tech. (mind games people) Empty duck… ex.SSB xx FADC > U2 Full animation. Seriously.
= Same situation but no ultra? You should have meter (close to super), if you dont throw a couple target combos to build up super. Even on block they build plenty of meter. Get super, set up throw tech mind game end a block string with ducking > lk.ssb xx super. seriously.
It doesn’t end here though, now the mind games shift the other way, and your opponent becomes terrified to tech, capitalize and tick throw empty duck throw, and mix it up. Don’t write off any of Dudley’s moves! … well except thunderbolt… that shit is super garbage… only good for a shock tactic cross up… not even worth it though.
I don’t think this was known (and I’m sorry if this is a repost), but j. HK and j. HP both combo into U2. I tested this on Bison in training mode, and the proof is in the counter. It does 462 with j. HK and 472 with j. HP. I just haven’t seen this being done anywhere and that’s a lot of free damage for a relatively easy combo.
Jump over Abel, or jump back (if not close enough to jump over), Breathless does not go full screen. If you have massive balls of steel you can target combo him out of it… (Honestly, I have done this like 2 times out of many attempts against a pretty good Abel player, not worth the risk IMO)
I think almost (I dont think you can do this with grab ultras) every ultra in the game can combo off a j rh/hp, you can combo into U1 (yup, rolling thunder off a jumping rh).
The reason I dont ever just straight combo into U2 off a jumping rh is because if I land the jumping rh there is a whole damn world of pain I can land because of it. (AKA jump rh > st rh > EXMGB > ducking (upper or straight) > FADC/Sweep > mgb/ultra)
SSB is jab/short prone. I tried mixing it up in blockstrings to bait stuff but too many people crouch tech and their cr. LK will either hit or recover fast enough that 2nd LK will hit or at least block it. It’s good vs people who aren’t familiar with it and for baiting moves that aren’t jab or short.
I really wish it wouldn’t launch on counter hit either >:/ It should just give extended hitstun and let me link a jab after it.
SSB also sucks when you get thrown out of it. If you throw it out in the middle of a block string, there’s a good chance this will happen; however, it does pretty good chip damage and is an extremely satisfying way to land a super.
meaty target combos will stuff abel, but its kind of risky and there’s a possibility of fucking it up. if u meaty the c.lk you can actually mash out an EX dp to avoid breathless as well.
i know that you can pretty much straight ultra him out of it if your in range, but how long does it take for abel to cancel the ultra after activation? is there enough time to just empty jump then ultra him after the activation?
If your anywhere not right next to him and he holds it you can always ex short swing blow out of the way of breathless on reaction… he follows you but can’t grab you all the way back.
how do you approach a kunai spamming ibuki that just runs away from everything you do and jumps in the corner and spams kunai?
Very slowly, mix up duckings and punches to swat the kunai out of the air, its annoying, I know.
So Ive come here because I used to touch Dudley a little bit in the good old days of 3rd Strike, and now that Ive moved up my T Hawk game a couple notches I’m just trying to get a general consensus on a really effective play style with Dudley in Super. So with that said “What is a good play style with Dudley in Super?”
Also if anyone would like to answer this "What are some good block strings and knockdown mix-ups?
Rock solid defense with limited tools, and get in your opponents face, and stay there, punish so hard their momma feels it.
His wake up mix up is one of the best in the game, combo off meaty overhead, meaty cr lk, meaty sweep, meaty fwd mk, ducking throw, bait wake up reversals and throws and punish for 50% health. Oh, and everything I just mentioned? Yeah, they all end with ultra 2, huzzah. (derp, except for the throw, lol.)
He is hard as fuck to use, with some pretty high technical demands.
But boy there aint nuttin like busting out the class, its ALWAYS awesome, everything he does is awesome, easily one of the most rewarding (and frustrating!) characters in SSF4.
(Check out the combo thread sticky for all your basics and ultra setups, juggles, etc.)