Sorry to barge in, ive been following the SSB uses youve been talking about, the only time I use it is in this combo:
j.hk, s.hk, m.k ssb, super
I dont have the damage count on the combo, but it works nice, on the other hand I agree with Mr.X, i dont use the move at all, only after baiting DP or some window to use it, but really there are far better punishes in Dudleys game.
Adapt and bait.
Doesnt just work on DPs btw.
his MP HP and EX SSB moves him forward a -*-*load.
The move isnt mean to be combo’d into (lol counterhit s.hk, ex ssb) takes some serious skill to use it in a real match.
speaking of real matches wish me luck at the new character tourney at guard crush 7 pls.
SSB and Thunderbolt should NEVER be used and if they are used, it should be used maybe once every 100 matches. I only use EX SSB if I know they like wake up option select teching. Even so, walk back a little s.RH is better than SSB, it’s only to look cool.
The thing is that crouch teching ruined SSB, a c.lk will beat any of those, or recover on time to just block it, I did beat someone once with f.mk > ex ssb > fadc > ultra 2, he was standing teching, I called him stupid because of that, I never used SSB against him again…
Just saying, don’t act like cr.mk isn’t a problem for Dudley. f.mp has good priority but is slow and more risky than their cr.mk. It’s not like cr.mk is automatic GG, it’s just something you have to deal with.
I’m thinking SSB might be useful for baiting DP FADC on the opponent’s wakeup. Lots of people feel like they can wakeup DP for “free” with meter. I’ve set up SSBs in training mode where they beat both wakeup DP FADC and wakeup backdash. Dudley doesn’t have basically anything else that can beat both those options as far as I know. If they have a really bad backdash you can jump over their head before they wake up and land a jump-in combo if they backdash while making wakeup DP whiff, but that’s about the only thing I can think of.
And it can beat wakeup OS tech, just has to be started before they wake up.
This is a Marn patented reset btw:
Corner: f.mk, c.mp, s.rh, lp upper, hp upper, super land, pause for a second, mp upper land (lands on teh other side), overhead/c.lk.
No seriously, that’s my shit. Use it wisely. or lp upper to land on teh same side but no one expects the other side. Don’t use my shit without giving credit where credit is due. tyvm!!!
I don’t quite get it, can I use c.lp instead of the c.mp?
and about the mp upper, you just do it and wait they stand? I found it quite easy to see it coming, no ?
the overhead can’t be meaty, not time enough I guess…
And I believe you can use this with any setup which includes the super…right ?
You can either do that or use two lp jet uppers to build meter. Thing is though you can’t exactly apply pressure on the wake up as well. You’re pretty stuck with cr lk or cr lp. Overhead does not come out meaty.
I usually do one of four things on wakeup
-throw
-cr lk-mk TC
-overhead to stuff to ex mgb
-cr lp to stuff.
If my opponent makes a mistake and I dont have meter i go for lp-mp-mk-lp jet-hp jet
have meter: f mk-cr lp-hk-exmgb or cr lpx2-hk-ex mgb
No meter and ultra stocked: lp-mp-mk-lp jet-u2
I think these combos are a fantastic start/building block to developing a good to decent dudley.
I still would really like to hear peoples opinions on meter use for dudley. Do you sometimes like super or is it EX MGB all day long?
Also, I hate U1 pretty much now. Never use it. Anyone on board with me? The fact that you can nearly get off U2 off of any big hit leads me to never want u1 simply because you can only combo it off of a jump in and at high levels of play it just “restricts options.” It’s not meant to “do damage” but to just limit options. I’d rather take an ultra that I know people are afraid of up close and WILL hit.
I think choosing which Ultra depends on how easy it is for you to land a jumpin or get a focus lvl2/3 to connect. Ultra 1, however limited it is, still does alot more damage than ultra 2. Also, I feel it’s not worth tacking on ultra 2 to end your combo. I’d rather forego that tiny bit of extra damage for a chance to land a full Ultra.
The problem is that s.hk > ex mgb > ducking straight > ultra is no tiny bit of damage, a good dudley will punish someone with that at least once if he get the chance… Ultra 1 is for specific fights, and players too if you know their game.
As funny as this sounds, I’d probably only tack ultra on at the end of that combo if it would kill them. Otherwise, I’d finish up with a lp. mgb, since the next time I hit them they’re probably gonna get stunned anyway. I rarely use Ultra II in my matches unless I get a focus crumple or anti air dp/FADCed EX DP.
I don’t target combo into ultra, or much at all due to the awful damage scaling. Is cr. short xx standing forward xx lp. JU even hit confirmable?
Yes, if you’re wiggling the stick from down to down forwards as you’re doing the target combo. But it’s harder than the s.hk link combos in terms of a hit-confirm.
I don’t like juggling with Corkscrew Cross unless in the corner
I find the timing really hard for EX MGB > Ducking Straight
Tend to only get 3 hits of Corkscrew Cross after Ducking Straight unless in corner
I suck
Corkscrew Cross does make a pretty good AA and it’s (practically) free chip damage when close enough, unlike Rolling Thunder that can easily be jumped out of. Still, I do like Rolling Thunder, looks so awesome and I’ll use it if I think it can work well as a punish Ultra.