can some please explain option selects to me, i don’t understand the concept
You do a specific set of inputs that will give you a different result based on what your opponent does. This is used to counter things that you cannot humanly react to in time such as backdashes and slow reversals. One of Dudley’s most useful option selects for example is hold down and do the cr.lk xx mk target combo. If the opponent backdashes you’ll get cr.mk to punish and if the opponent just blocks you get a safe target combo that starts off a low and can combo into a knockdown/ultra.
If you want to know why it works, keep reading. Otherwise stop.
Basically all option selects rely on the difference between a move hitting an opponent (or being blocked) and it whiffing. Moves that connect cause a momentary freeze on the screen called hitstop. If you input a move during this nothing comes out. But then if the move whiffs (because they did something invincible) the second input comes out.
Dudley’s target combo OS is special because it relies on the fact that Dudley’s cr.lk only chains into mk if it connects. Otherwise the cr.lk whiffs and you get cr.mk.
Question, if your OSing cr.lk xx cr.mk, how does the target combo come out on block? don’t you have to stand for the mk ? I dont understand.
It comes out regardless if you’re crouching or not. Test it yourself.
Dudley stands automatically for the second hit of this, you’re actually still crouching (as far as inputs go.)
This has been bothering me for a while,
I have always inputed the c.lk->c.lp->s.hk xx EX MGB combo as
:db::lk: -> :db::lp: -> :l::hk: xx :hcf::hp::mp:
but doing the :l::hk: makes it fairly hard for me to combo into JU for example and some times even results into a accidental jump or c.hk
The question is that would it be better/more reliable just to go neutral for the :hk: and then do :db::qcf:(:uf:) :hp::mp:?
it felt easier to do JU from neutral at least, I couldn’t find any pro dudley matches with input display, so I was really wondering which way the top guns execute this?
I know you should probably always pick the option you are most comfortable with, but I’m just wondering if this is a bad habit that is gimping my style and gameplay.
I don’t know why you would goo through all that trouble, when i do that combo , simply just do :d::lk: -> :d::lp: -> :hk: xx :hcf::hp::mp:
i feel its really simple, and i never miss the link or cancel, honestly putting in all those inputs is gonna throw off your combo, especially if ur playing on pad.
Shortcuts in this game tend to mess me up more often then they pay off, if anything i would just do the above combo but instead of :hcf: just do :db::qcf: but thats all thats really necessary. i would think including :uf: would cause you to jump more often then not especially since dudley doesn’t SJC or anything like that.
also can someone explain to me the OS of F.MK to U2 please?
I’m playing on a TE, I guess it felt easier at first hold back while doing s.hk since it leaves(or at least felt like it does) you a bit more time to execute MBG and I had only played charge chars in vanilla.
I feel it’s easier to hold :df: than :d: since TE has a square gate, plus if I suck and drop the link at least I might block :\ the :uf: was there to imply that I like to overcompensate since you can feel the :uf: with a square gate and I had issues in past where I pushed the punches too early resulting in me messing the cancel.
Thanks for the input on my input(“haha”), I’ll be sure to drop that stupid :l::hk: habit now
TBH I feel kinda dumb for not realising this from the start :rolleyes: I guess bad habits die hard.
as for this, you just do F.MK and input U2 FAST(U1 is actually better in some match-ups since it catches stuff better).
There is actually a video of this, check it out
[media=youtube]U__Lo5tZO6E[/media]
The reason why it works is in the video comments: “This works because Kidney Blow cannot be cancelled and puts the opponent in enough hitstun / blockstun that the Ultra cannot execute if the Kidney Blow hits.”
EDIT:NVM i had a brain fart, i was thinking something else
Square gate ain’t that terrible and the TE is suberb in every other aspect. You can also order square and 8-way gates for TE online for cheap price. Especially if you live in the states on in/near Germany.
i prefer 8 way gates, easier on the inputs i feel. My current plan is to mod a FIghtstick with sanwa parts but ill look into it. BTW i used to use stick in vanilla on my 360 but since i moved to PS3 i havne’t gotten a stick for super, how tough is it adjusting from controller to stick with dudley, in vanilla with chun lii it was a piece of cake, but im worried dudz is gonna give me trouble on the switch over.
I’m starting to feel we’re cluttering this thread with somewhat unrelated information but I can’t really say about adjusting since I never really played with a pad.I guess it’s pretty personal, it took me a week or so to get my ultras and moves to come out consistenly since I had less than 10 hours of non-charge character playtime in vanilla. Square gate isn’t as bad as you think, I really recommend trying a TE out before judging it.
I am new to the forums and an aspiring Dudley player. I am having trouble dealing with pressure as dudley since dudley does not have any reliable reversal since ex jet upper requires 3 ex bars to be used safely. I fought a good Bison player the other night and I was reduced to crouch teching the whole match and I was chipped to death. Bison’s normals seems to stuff all of dudley’s normals. Therefore I was completely shut down. Any tips from the more experienced dudley players with dealing with rushdown pressure? Thank you.
I like to catch Bison’s st.hk with my st.hk buffered into mgb or ex mgb, it’s very hard to space right (RIGHT outside bison st.hk range) If you do it to close it might trade. The trade is ok though. I actually have trouble with rushdown myself so i need some help with it too, but some very well placed jabs of cr.mp canceled into lp mgb have gotten me out and let me start my pressure.
If anyone wants to correct me on anything feel free to do so
Thanks for the info I will try to apply landing hk during my zoning against Bison. The problem is when Bison applies his lk scissors it is safe for Bison on block then he can land another short xx lk scissors. The cycle continues and I cannot seem to do anything about it. I know it has to do with inexperience hopefully some more experienced players who main dudley may give me some answers. thanks
How hard is it to link Dart Shot into s.hk or s.lp? I don’t have access right now to SSF4, and I plan to test this out some more.
1 and 2 frame links respectively.
Is dart shot -> s.hk worth the risk of dropping the combo? or am i missing somethign to pull this off consistently?
p.linking and your own visual cue is probably the most consistent way to land dart shot xx s.rh
i’m still not 100% on the link but it gets easier if you just grind that shit in your head in practice mode