I’ve been playing Dudley a little bit lately, but I’ve noticed overall, no matter who I’m playing, that the vast majority of Dudley’s online go with the Corkscrew Cross. I’ve seen very, very few use Rolling Thunder. Why is that? Is it broken or not viable?
I’ve seen some of the juggles into CC, but the damage just seems kinda low, especially since you don’t seem to get the full CC off of a juggle. I prefer the RT myself. More bang for the buck. But is there something I’m missing?
i personaly dont think so. The only reason to keep it handy i think is when you land dart shot at max range, and the only way to combo off it is with s hk
Can’t combo into RT as many ways as you can CC. CC can be used as an anti air as well. It’s an easy ~100 damage added onto some combos and is used in some of Dudley’s most damaging combos.
Meaty f. HP can combo into either Ultra
Counter Hit f. MK, f.HP and s. MP can combo into either Ultra
If you hit F. HP with the very tip (last or near last active frame), you can combo in either Ultra
And there’s jump in HK/HP and Focus Attack Crumple
Rolling Thunder is only useful in certain matchups.
It’s good to have against Akuma, Ryu, DeeJay, and Sagat because it takes away their best zoning option - fireballs. Any smart player isn’t going to chuck out a fireball at you from less than full-screen distance once you have Rolling Thunder stocked, because that’s a free 400+ damage for you on reaction.
It’s good against Honda because it punishes ALL of his head-butts on block. A good Honda will think twice before throwing any out when you have Rolling Thunder.
It punishes Dhalsim’s limbs and Yoga Fires. It punishes Blanka balls. It punishes Vega’s everything.
For everyone else, I use Corkscrew Cross. There are some instances where I’ll use CC on the aforementioned cast members, but that depends on the playstyle of my opponent.
The only match I use RT in that you listed is Honda. I’m still debating what to use vs Bison and Guile since RT OS can punish all Bison teleports and RT can punish a FK FADC backdash. I used RT once on a Bison and tried to punish his U1 that I blocked and RT passed through Bison >:/ I still have the replay.
I use CC for everything else. Duck Straight or Upper is going to discourage fireballs if you can react to them. RT sucks for punishing moves that send them airborne, you can go under them, tag them while they’re airborne and they reset or if you mistime their landing, they can block. I’d rather the added combo damage and anti air catch of CC.
Pretty much you can think of the dizzy as a combo extender. Whatever scaling you left off at when you dizzied them is where you will be. Even if the scaling is relatively heavy I just go for a high damage meterless combo. AKA jump in rh, fwd mk, st.rh xx lp JU, hp JU. ~400dmg w/o any other scaling and builds hella meter+knockdown.
Unless they’re not an idiot and tech the throw. Or worse, DP FADC ultra. Honestly if you’re going to go for a reset a dart shot is way more likely to work than a throw and the reward is much better.
If you see that they’re not crouch teching then the dart shot is better as it will net you more damage, which at that point will probably end the match. If people crouch tech everything then a throw isn’t likely to work, and neither is the dart shot because you’ll get tagged by the cr.lk. Go for a counter hit setup. There is no one best reset option. You have to change it for every opponent.
This is the turth. However, only players with really good reflexes or dumb mashers (lawl just use frame traps and you’ll rape them anyway) are gonna mash through a string on hit. It’s all down to how the person you’re playing against plays.
Seriously though, if you know someone is mashing through a string, punish that shit for fat damage.
Hi,
I would like some tips about dudley plinking.
I just started to plink stuff, and i trained with ryu (who is not my main, but all the videos of plinking i found where ryu’s).
As i understand plink, if i want to link s.mk ~ s.hk my inputs would look like this (as it appears in the game) :
:mk::hk:
:r::mk:
But i have a hard time linking c.hp ~ s.hk the link is so slow is there a special plink to do or do i have to get the timing printed in my mind ?
Anyway some hints about dudley’s plink would be very appreciated
c.hp ~ s.hk normal plink really with mk and hk, get the timing, it’s 1 frame so, but you need to KNOW when to press the buttons like all combos, keep training…
you don’t need to plink f.mk > s.hk, it’s an easy combo, dunno what you meant by s.mk ~ s.hk, that is a target combo, so I will assume you meant that
you mess the plink image too xD it should look hk mk, hk on the last line
Just get the combo timings before plinking stuff btw, it’s better…
I just got into the plinking so i still mess it up, but hopefully i’ll figure it out soon
I get most of the combo timing right (not the c.hp to s.hk though) but i still manage to drop one or two in a match, it’s pretty frustrating.
Well i guess some hours of training are waiting for me then.
Thanks for your answer.