What else is special cancellable besides s.hk, I’m trying to find some other viable options for mix up game.
Everything except his fierces, cr.rh, fwd rh, fwd mp, fwd mk, and cr.mk. St.Hk should be your go to move though because it does the most damage is the only normal that combo’s into ex mgb
Hi,
do you guys know what is the frames status after a s.hk cancel into a duck light ?
Are we positive ? Negative ? (if we cancel the hk in the first active frame)
Cause i want to know if the opponent has the time to make a jab before i do a throw…
I suppose he could reverseal dp.
Thanks !
EDIT ! According to my calculs, on block you are -12, and -7 on hit so you just have the surprise effect to make a throw or anything else !
after standing hk cancel you are -3 I believe. It’s not a safe blocks tring at all, as anyone can mash anything out of it. You’re gonna have to mix it up with lp. mgb and empty ducks to throw them off, and just hope they don’t like to mash jab after your block string so you can keep up the pressure. Getting and staying in is very hard with Dudley’s stubby limbs. Sometimes I go for kidney blow > jab > Kidney blow in an attempt to get a counter hit, but that can be pretty unsafe. I use it sparingly.
Well I just recorded the dummy to do s.HK xx LK Duck, throw and stuck LK and LP on autofire so hopefully it tried throwing ASAP. I then kept LP on auto and held it down after the s.HK and if s.HK hit then I wasn’t able to get a jab in before getting thrown but if it was blocked then I’d be able to jab the dummy before the throw.
However in the heat of battle it’s pretty hard to react to a Duck fast enough, might mistake it for a MGB or there’s still the chance of doing a Ducking Straight/Upper rather than an empty Duck. To react with a DP fast enough (let alone reversal on the s.HK) is pretty nuts, really have to be on the ball to do that methinks.
Alright, two questions for you guys.
- After I anti-air people with s.mk, what should I try to do? I just kinda stand there usually.
- I tend to throw a lot as it catches people off guard, but I have problems teching throws myself. Is there a way I can train myself to tech throws better?
Sometimes I dash in for a low/throw/overhead mixup. Depends on spacing and character.
Online it’s hard to tech throws without getting hit by dumb stuff. Best way to learn to tech throws is to play people that try to throw you a lot. Also you should be Option Select Teching (crouch-teching) instead of doing a stand tech.
Fking claw…aaaarrrgh.**
So, I was starting to enjoy Dudley, and I’m picking up a few combos, as well as some small technique, but every time I run into Claw, I get treated like Amy Winehouse in a crack den-smoked, abused, and discarded. I just checked the Matchups threads, but there was nothing there-anyone have any data?
About 5 times in the past three days in training mode, I have got a Super by doing the Ultra motion. Now, I understand that my 2x QCF isn’t as clean as it should be, I don’t see how the Super is overriding it. I also understand that you can accidentally plink to get a Super or EX Jet Upper, but that just isn’t happening. I’m hitting all three punch buttons, and in the inputs, that’s all it says I hit (of course the wild qcf’s are there, too.) Is there some secret art to this, or do you think it’s just some random occurence?
EDIT: For what it’s worth I was trying for Ultra II.
You missed the ultra and negative edged a super.
Or you cancelled whatever into Super instead of linking into Ultra
Gentlemen,
Quick question. Can I ducking straight/upper through Ryu’s Ultra 1? Never been game enough to try
Yes.
Did you have ultra meter?
Yeah, it was in training mode. Had both Revenge and Super set to “Infinite”.
If you need further insight as to what I was doing, I was practicing f.mk->s.hk xx EX MGB->Ducking Upper->Ultra (in the corner)
Mainly just messing around, probably wouldn’t use that in an actual match.
Edit: I think I also did it a few times with lp Jet Upper->Ultra
The super is more lenient when it comes to inputs.
Did your inputs look something like this?
:3p:
:p:
or
:3p:
:2p:
I had this happen a lot when I was using my old Hori EX2 stick, it doesn’t like simultaneous button presses so it makes a kinda auto-plink. But for whatever reason if you end up not getting all 3 buttons the first “time” then it’ll read the single or double input over the triple and give you a Super instead. Have leniency for just about everything but it can’t check to see if 3 buttons were used directly after the Super input apparently >.>
Don’t say you won’t use it. If you turn that ducking upper to a straight it becomes a great turnaround combo for punishing whiffed srks that does a bunch of stun, damage AND leaves them in the corner.
I usually buffer the input while completing ducking straight. Then, when the animation in over, I press and hold all three punches down.
What’s the window for countering whiffed or blocked jab uppercuts? Online Dudley’s LOOVE this move, soo I’m usually be forced to block their mashed follow up.
Look for yourself. Alternatively, go into training mode and record Dudley doing uppercuts.
Honestly you shouldn’t be having trouble with getting hit by non-EX Jet Uppercuts. They have no invincibility at all. They should lose to like everything because they don’t have that great priority.