Has someone already mentioned that because of easy inputs MGC isnt a half circle?
Actually it isnt even close seeing as I was under the impression that it was a QCF motion. And Ive been playing in practice mode for about an hour now. Whatevz.
Has someone already mentioned that because of easy inputs MGC isnt a half circle?
Actually it isnt even close seeing as I was under the impression that it was a QCF motion. And Ive been playing in practice mode for about an hour now. Whatevz.
i thought it was qcf at first myself haha
Yeah I just wanted to throw that out there, the less inputs you have to put in the faster your execution.
Machine Gun Blow - HCF_QCF+p
Yes, it has been mentioned. two weeks ago
the shortcuts inputs are also common knowledge if you’ve ever played sf4.
i was actually being sarcastic about adding in a section about half-circle inputs, but i suppose since someone’s asked specifically for it, and more and more problems/questions arise regarding Dudley’s execution, i’ll add it to this thread.
i’ll update the OP later today.
Thank you for bringing the amount of reading not comprehended and reposted information reposted once again to my attention. It has not gone unnoticed. Your unwillingness to read the Dudley forum is appreciated. Have a WONDERFUL DAY!
I was playing the other day, and I think it should be noted that Dudley’s super is not at all good for anti-air. I attempted it several times over the course of the night, and what usually happened was that the first uppercut hit and then Dudley crosses under them and whiffs the last two, resulting in various people doing terrible things to my gumdrop buttons.
Mmmm, sounds like 3S. Other than that though it’s easily the best super in the game.
It depends on the jump-in. If they’re trying to jump-in deep on you, smack them with it and they will probably never jump at you again when you have meter. Since its 1 + 2 frame start-up you have much more leeway to react than you do with Ultra II. One thing however is that this super can completely whiff as an anti-air due to the weird trajectory of the uppercuts.
Confirm the super, you can cancel to his super from like, everything, ever, for reals.
Tacked on a ducking upper? Super. Almost all of his Target combos? Super. Half a Target Combo? Super. Jump ins? SUPER. Heck, catch a jumping opponent with Thunderbolt? Yup, SUPER.
In short, confirm, then super = omgwtfdamage
If you are sharp with your duckings you gain meter hella fast.
Fun tip, your lk,mk,mp,hp -> super combo is sexy as hell.
In short, yes your Ultras are cool, and you can land U2 all over the place, but Dudleys super does MASSIVE damage, and can be tacked onto just about anything.
Updated OP with Half-Circle motion explanation, Eventhub’s Dudley Frame Data and added to the Legend.
that’s a lot of Damage-Scaling. There are much better options.
Beating OS Tech:
One thing Bison players do when keeping the pressure is to mix c.short>tick throw and c.short>cl.fierce to beat the OS tech. Dudley happens to have a similar tool, c.jab>Kidney Blow. With the counter hit frame advantage bonus, linking a roundhouse for a very damaging combo is even easier. Recommended.
Totally, but its still “SEXY AS HELL”.
One of those beatdown “wow” factor combos, pure flash, no real substance, totally impractical.
I would suggest doing f.mk -> cr.lp xx cr.lp -> s.hk in order to give yourself more time to hit-confirm. The combo still ends up doing 300+ damage even with the scaling. Also, s.hk xx lp MGB or s.hp are equally good for baiting out the counter-hit and are faster (and thus harder to counterpoke), but you can’t combo off of them.
Yeah, I generally go for the hit confirms as well, but counter hit Kidney>s.hk>Ex MGB>Ducking Upper does about 390 damage and around 500 stun, skipping those c.jabs are very well worth the risk when trying to go for a comeback. Just saying.
The problem of s.hk after the c.short to beat os tech is that you actualy have to time it too well or they’ll simply block (or hit you), while kidney hits just at the right time (honestly, I don’t know if that’s the point you’re making).
What normal are you throwing out to fish for counter-hit?
Was just messing in training mode, doing the HCF + LK after back throw safe jump thing. Here’s what I found
I tried it against Ryu, using early j.rh (first frame(s) where it would hit). If Ryu does reversal DP they all whiff to the otherside, but if he delays the SRK they hit. I think this mighr be useful
I just thought of this, but is it possible to fuzzy block Dart Shot? If so, that would be a sever hindrance in Dudley’s mix-up.
I don’t think SF4 has fuzzy block. If someone chains shorts and you hold up you get hit even if you blocked the first one.
what’s a fuzzy block?
Friend suggested I try doing c.LP or c.LK, then do c.MP. If they failed the tech it’s a counterhit, so you then do c.MP again to either Ducking Straight/Upper or EX MGB.
I actually used the term incorrectly. Fuzzy blocking is a Tekken technique where you make your character go from down-back to neutral quickly in order to stop either a low move or a mid move. If the low move and the mid-move come out in the same amount of time you can effectively block either one of them with fuzzy blocking. I was just wondering if dart shot is quick enough to land if you throw it fairly early on someone whose crouch blocking early and is shifting between crouch blocking and standing blocking.