Puppetmaster, if you want combos to practice just get down…
f.rh~c.lp~s.hk xx ex mgb (or any mgb/duck)
c.lk~c.lp~s.hk xx (special)
f.mk~c.lp~s.hk
also, after ex mgb make sure to get down double sweeps in the corner, and ducking upper mid screen (I use medium ducking upper, but i use light when i want to follow up with straight)
if you want to be sexy you could try practicing c.hp s.hk… that shit hurts.
c.hp and s.hk really hurts, but a 1 frame link, so it’s just very hard to pull off. It does what? 240 damage with those 2 combo hits? and if you can pull off the EX MGB with the sweep or lk duck straight, and if in the corner with the U2…hello how is the stun damage doing? lol that is hard damage, it’s possible to pull of but the only thing you need to practice if you’re attempting this is c.hp into c.hk, pure 1 frame link needs a whole lot of practice and see where the first frame ends so you can connect. I got the combo down at least 50% because I’m trying to hit the 700 Class with Dudley, but only got 680, so for me it’s particularly easy because I’ve practiced it a lot and know when to time the hit.
Vs Breathless jump towards Abel. If he lets go of the Ultra immediately it will fly underneath you. If he doesn’t let go buffer either HP Jet Upper or even better Corkscrew Cross and press the Punch buttons just before you land if he still hasn’t cancelled the Ultra. For Abel to cancel the Ultra takes around 20 frames anyway, so unless they have cancelled it before you land, they are eating 445dmg from that Corkscrew Cross either way.
Q: what do you do to stop cross ups on dudley’s wake up after a throw, i can’t seem to wake up in time even with a cross counter and we all know jet upper’s worthless, and the input is all wrong when i try to do ex i end up goin th eopposite direction. what do i do?
Does anyone know if it is possible to duck>upper, FADC s.hk? I’m trying to set up stun combos and I’m having a hell of a time trying to get it to link.
well, you can duck upper and FADC into a cr.lp then st.HK like the video I have when I attempted to hit 700 damage, but I think it does link, just that I don’t know the frame link so I can’t reallt tell you. I’m not online to test… :\
Yeah, my theory is that it’s a 1 frame link, but I’ve even tried plinking and no luck yet. It’s easy to get 550 stun combos with it, but I wan to see if there is anyway I can get past 600 with a combo.
I don’t think s.hk links from ducking uppercut FADC but I’m not sure. Of course there’s no way to tell from the SSF4 frame data because it doesn’t list blockstun and hitstun like the SF4 data.
Attempting to jump over Abel, when I’m pretty sure I can already jump over him, after he activates Breathless is usually useless for me. Unless I’m mistaken, his body turns into a great big log.
Hola everyone! Please excuse my ignorance, if any of these questions seem stupid, i apologize ahead of time…i don’t have a system of my own to test with, and usually only get to test at our weekly ranbat.
1-i find the corner c.hk after EXMGB to be very hard to land, any tips on making this easier?
2-i also find the dash followup after EXMGB in open ground to be very hard as well…particular kick needed for the dash and particular punch_kick needed for the actual damage?
3-Can the overhead be FADC’d? If so, when landed, what are some nasty options out of it?
4-I definitely see the advantage of U2 over U1(combo into it after pretty much anything it seems…)but U1 is so hella cool looking!!! landed FA or meaty jump in hk only ways to land it guaranteed?
Guess that’s it, thanks for any feedback ahead of time!!! :china:
Try timing it right after the apex of your opponent’s arc.
The easiest way to do this is with a light kick ducking upper. With light kick or medium kick ducking straight, you can follow it up with a light MGB or ultra 2. The medium kick ducking requires more timing, but results in more hits from the ultra.
I’ve never tried FADCing the overhead, but you probably don’t want to. Dudley’s -1 frames on hit, so your opponent can’t really punish it. If you get hit in the process, there’s nothing you can do, but if the overhead hits, there’s a world of opportunity!!!
After the overhead, I feel the most popular two setups are:
a. chaining right into a mk. This keeps you inside and I’m pretty sure at throw range.
b. a link into c.lp c.lp s.hk OR c.lp s.hk. Standing heavy kick can be canceled into Dudley’s specials.
Unless there’s a crazy exception, yeah. I don’t think you should rely on air attacks to land your ultra, though.
Do we have a comprehensive source for Dudley option selects? I guess Golden Gunman might throw something together when he fixes up part2 of his guide but I’m dying from backdashes here!
I don’t see a reason at all to chain towards + hk into mk. Maybe it’s safer against grapplers? Also, I am pretty sure jumping fierce/RH is like 3s where it’s hit confirmable. So there is no reason not to rely on it to land ultra.
The overhead chain combo is reasonable if you aren’t confident in your link timing. ALSO, if you’re in the corner, you can follow the chain up with a back throw. Voila!!!
Dudley isn’t jumping all the time. When he is, no one should be confused as to where they need to block. That’s why you shouldn’t rely on jump ins for your ultra.