Question:
in SSF4, S.HK is -3 on block, cancelling to LK empty Duck you’re still at -3, right? or am i wrong?
If yes then, in AE, s.HK is 0 on block, cancelling to LK Duck you’ll be at 0, is it like Abel’s F.MK xxx Dash?
Question:
in SSF4, S.HK is -3 on block, cancelling to LK empty Duck you’re still at -3, right? or am i wrong?
If yes then, in AE, s.HK is 0 on block, cancelling to LK Duck you’ll be at 0, is it like Abel’s F.MK xxx Dash?
First part is right.
LK Duck is unchanged, sHK has reduced recovery to make it safe on block, not increased blockstun, it is more than likely still -3. Check out 1:13 of this vid, Ryu’s reversal DP hits after sHK xx LK Duck [media=youtube]VVGY7J2GSV4[/media]
Awwwwwwwwwwwwwwwww… oh well
Thks for the answer yo.
Why do I see so many good Dudleys use st.HK xx lk-duck at the end of their blockstrings. Aren’t they -3 after the blocked st.HK? Wouldnt cr.mp xx lk-duck be better? Enlighten me.
Also, when is st.lp better to use than cr.lp, and is st.lk ever usable?
crMP has less block stun and hit stun than stHK
stHK LK duck is hard to punish unless you were already buffering DP, frame perfect 3 frame jab or short or throw punish or something.
Yes but stLP whiffs on some crouching opponents
stLK has its uses.
so does Gen get up faster or slower than other characters.
Also for some reason I cant connect f.HK, s.HK vs gen in the corner. ( sometimes s.HK will just whiff completely)
wtf is that about
Hey,
I recently picked up Mr. Diddles after messing around with Guy and Makoto a bit and, after a shaky start, I’m doing kinda ok. But I’m really wondering how to implement Short Swing Blow and Lightning Bolt into my game. I tried to used SSB and EX-SSB as wake-up moves and to bait DPs but the success is rather dim. Also Lightning Bolt left me completely baffled as in "WTF IS THIS?!"
Any tips would be really appreciated.
for SSB did you see the tutorial?
for Thunderbolt ONLY USE FOR CHIP KOS (30 damage or less)
Forget both of those moves exist and your on your way to becoming a better dudley.
SSB can actually be used pretty decentely.It avoids a huge chunk of Elf’s wakeup mixups for once, and is good when baiting grappleres, especially T.Hawk,against whom jumping is risky because he also has a dp (shitty one, but still hips up, nontheless).
So, I was playing around on Training mode the other day with Dudley’s f.HP and I noticed that sometimes when I’m walking back and forth and I throw a f.HP a MGB comes out, as if it treated my walking back and forth real fast as a half-circle motion. What gives?
Check your inputs, you probably got back, some other directions, forward.
There is your answer.
wat
10chars
What huge chunk r u talking about?? Tortilla is the only thing that loses to ssb, and why would u ever use it against a grappler if theyre the slightest bit decent they will block and take that free spd .
yo iiperu, why no love for dudley in online EVO?
How many frames do you have to land a LK straight after ex MGB and same question regarding the Fierce JU after a LK straight. I can land the LK straight after ex MGB pretty consistent, but I tend to mess up the JU quite often. And yes, the characters I’m facing can be juggled. :arazz:
I said baiting…I meant in scenarios you know 100%(or atleast how much you can be sure of something in a mixup game) they are going to mash something, but against thawk, you don’t know what he’ll mash, dp or throw, and you do SSB and it will beat them both.On Zangef t’s another story because EX GH will cath you, and Hakan is lol.Definetly not good to just throw in there though.
Yeah, sorry for saying huge chunk of elf’s mixups(that’s the more annoying part of his mixup for me ,atleast).Or shouldn’t have said wakeup mixups.Doesn’t SSB beat Tostada not meaty?I’ve had it auto correct when Elfs ran towards me trying crossup tostada to get in.
But at least it has some use.At the start of the round vs Dhalsm, s he does st.fierce, EX SSB will avoid him and hit him.I didn’t test against other pokes of his, but guess it’s the same scenarios if they have more than 25 frames total of startup+active+recovery.It’s also risky for both sides against crouch tech mashers, as both of them have a chance do score a counterhit.CH SSB hurts though and allows knockdown mixups after, so it’s a risk/reward scenario.
And yeah, forget about Thunderbolt unless you are just straight up pure trolling.
Its all about match ups man, Ive seen filipino champ make marn just give up because its soo hard to get in granted that was awhile ago and maybe marn has discovered some new ish. Against vangief lolz i like that match up against any gief but his plus i beat him before with elf soo i felt more comfortable, and against valle and wolfkrone i have played both of those guys plenty of times with elf and dudley i felt like i had a better chance of winning with my elf. I am using him more though since im kind of more known now everyone i play counterpicks akuma or rufus lolz, and i actually like to play streetfighter and use footsies and zoning and not just rape people after a knockdown.
@smileymike i understand why you want to implement it into your game but in almost every situation your naming it would be better to block/backdash/or use any normal to get a CH.
Hmm…you’re right that backdash would be a better solution.I guess i’m using the move because I backdash quite a lot out of pressure(although it only has 6 frames of invincibility,not the regular 8 but whatever) and i want to mix it with something else to be at least not extremely predictable.
If you can react to it, if an Elf player runs backwards then jumps on your wake up then a HK Short Swing Blow will beat both the grab and the belly flop.
Against Sim you are better off just holding back and fishing for trade cr.MK vs limbs.