That is true. I use regular FADCing for that. but I was thinking around the lines of FADC from specials.
EX JU to get out of/start pressure. Outside of that there’s really no other practical uses.
Im debating the usefullness of SWB with a fellow dudley player, and I for one dont see its usefullness as Im mostly just too scrubby to work in it my playstyle. Anyone care to tell me its uses?
Ch duck straight, fadc, st.jab is a combo, also its just an okay way to open people up even if its just a normal hit, or block.
I think duck straight FADC might be unsafe on block. This needs verifying.
There are none. It’s seriously something you only throw out once every 50 matches. It’s suppose to be good to punish throws but I think it’s too slow. I really wish counterhit SSB didn’t launch on counterhit. I don’t even mind it’s not 0 on block like in 3S, I just wish it was faster and didn’t launch on conterhit. I don’t even think it’s truly throw invincible. I did it response to a regular running bear grab once and it didn’t make Geif whiff his throw, he just tossed my ass.
The part going backwards is throw invincible, the part going forwards is not.
Lads, anyone have any tips on a safe strategy on facing Balrog?
Matchups against him result in a high amount of blocking
Also, will plinking improve execution on f.MK, s.HK?
You’re playing Dudley. Matchups will always involve a lot of blocking punctuated with unsafe stuff.
Are you asking for counters to specific strategies/moves/situations? You need to be more explicit.
Obviously Dudley wants to apply knockdown pressure when he gets a chance but you can’t just force your way in. Focus is good against his pokes but then he has things to beat that. But then you can punish those on block/reaction. You want to use the same pokes you use in any other matchup.
If you do the plink successfully of course.
Ah sorry i’ll try and be more specific, like what strategies in terms of going aggresive, or just soaking the pressure and punishing when the Rog makes a mistake? I ask because usually it’s like when Rog starts getting into his groove, it becomes harder to stop him
And plinking with a pad feels kinda wierd, when doing f.MK, s.HK, should the HK be plinked with MK? And if it works, will both HK and MK show up on input command?
Cheers for the help btw
Hey,
Having a little trouble with this hit confirm combo
c.LP, c.LP, s.HK xx HP Machine Gun Blow
I always c.LP, so this combo will be mad useful for me. I can easily do s.HK xx MGB, but when I do the c.LP’s it pushes the character away from me, and the s.HK never connects.
What am I doing wrong? Do I have to be insanely close?
This is one of the easiest links in the game. You almost literally hit st.HK right after f.MK. Plinking this is a waste of effort imo.
I plink it.
I used to say that, but it’s quite good to plink it actually, I even want to start plinking c.jab c.jab c.hk…
It’s a 2 frame link, I’d say 3+ are easy
that link whiffs on certain character if they’re crouching, or if you’re too far from them when you start. Blanka and Vega are examples where rh would whiff almost all the time.
and the plinking thing. If you’re use to plinking, it’s basically insurance for yoru combos. If your’e not comfortable with plinking, i wouldn’t really spend the time to figure it out. It’s a preference on how you do your inputs, kinda like pad vs stick. I mean if plinking makes your execution worse cause you have to put conscious thought into it when you do it, then i wouldn’t do it. If it’s a natrual button tap for you, just do it everytime and you’ll have the extra insurance.
Well maybe i just need to time it better, but it doesn’t seem easy at the moment
Also, might as well plink it if it will make the execution near flawless
On top of that, sorry for repeating but my question got lost on the last page…
When doing f.MK, s.HK, should the HK be plinked with MK? And if it works, will both HK and MK show up on input command?
you can plink with mk. on the input display you’ll see
:mk::hk:
:hk:
Ah i see, cheers for the help!
2 frames does not make this ‘one of the easiest links in the game.’ The fast timing makes it harder for me because most of the medium attacks you combo after in SF4 make you wait longer to hit the next button. I’m used to Ryu’s cr.mp cr.hp timing. You should plink everything you can because it can only help your execution.
You can plink :hk: with anything. :mk: feels the most natural. :mp: is probably the best gameplay-wise because if the mp comes out it will still combo on some opponents while standing.