s.mk is Dudley’s best AA, works even against crossups and ridiculous jump-ins like divekicks and blanka’s j.hk. Only problem is its low damage.
Damage being shitty is better than not have a sexy aa
you can use f.rh, s.mk target to stuff abel ultra 2 if you do it meaty.
http://shoryuken.com/showthread.php?t=233849&p=8976051&viewfull=1#post8976051
I found something really odd in training just now. That last hit of f.jab into mp target combo does 7 chip damage. Why is a normal doing chip? Does anyone else have normals that chip?
Haven’t played that much in a few weeks, some other stuff I forgot to mention:
You can cross counter Chun’s c.hp
You can beat Guile’s c.hp with a j.LP
I was going to post this as a question but I decided to grind in training mode until I figured it out myself. So I’m posting the fruits of my labor here, just in case it might be useful.
My buddy suggested I start practicing pressure strings with Dudley one at a time. He said a good one to get down is cr.j cr.j cr.mp xx lk.ducking. I practiced this for quite a while, and now I’ve pretty much got it. However, I ran into a number of problems when getting this down. A few obvious scrub problems came up like, missing the link, and accidentally doing a thunderbolt because of crappy inputs. No big deal, practice irons those mistakes out. But something more sinister came to light during my grinding.
When I went to cancel my MP into a ducking I kept doing mp.MGB for NO REASON! My input only showed the one mp input for the combo and the input for my lk.ducking command. mp.MGB came out. I was furious. Thankfully my buddy had also recently made me aware of a little thing called negative edge. After a while I realized I was releasing my mp a fraction of a second before I pressed my lk causing an MGB to come out before the ducking command was entered.
To remedy this I’ve gotten in the habit of holding my mp until the ducking is in motion, then releasing it, as negative edge doesn’t activate ducking straight. I probably would have kept on playing never knowing the fury of an accidental negative edge if not for Dudley. This was a pretty frustrating problem for me, and it has made me suddenly aware of not only when I press buttons, but when I release them as well.
you mean j.lk? or does j.lp really work? I’ll test it but that seems strange.
Another random note some people may have notice. Dudley focus attack release slips understuff. I was having problem with sagats zoning with st.hk. but from right about the range it would start hitting you, you can focus, take the first hit and then release and slip under the second. It also just ducks the whole thing. Using smart focus to get in seems very important for Dudley.
Does anyone know if a list has been compiled yet of what Rolling Thunder punishes? I’m trying to switch to it now because I’m quite unimpressed with Corkscrew Blow’s juggle damage and would much rather use my ultra to REALLY swing a match around after catching a mistake.
Off the top of my head, I think all Honda headbutts, a bunch of the slower sweeps, and Abel’s wheelkicks.
EX MGB -> mk Ducking Uppercut -> forward Dash -> hold up forwards is a safe jump vs 5 frame reversals. Does not safe jump 4.
Does that always work?I mean, does it matter how high up you hit the opponent in the air?
I went through the thread to see if anyone mentioned this, but I couldn’t find it, so I’ll go ahead.
Thunderbolt (on hit or whiff) can be Focus cancelled. Do the focus right before you hit the ground. So basically, if you have two meters, you can do TB for free, even if it totally misses! (Somehow this must be useful against Dhalsim…)
(I did notice that someone wrote that you could cancel whiffed TB into Super, which is the same thing – anything that can be cancelled into super can be focus cancelled.)
Also, I wanted to add: has anyone figured out the exact properties of Ducking? OK, so it’s projectile invincible, got that. But just where is it invincible to normal moves? it seems to be able to go under jumping attacks and through some other high moves, but not through mid-level kicks like Adon’s s.HK. Someone said it goes through Rose’s slide?!? Has anyone analyzed exactly how it works?
Apologies if this has been answered earlier in the thread, and I missed it.
Idk if ppl know this but i saw in a vid that a dudley player did a fa the sagat player got the spinning animation in the corner, and the dudley did an ultra to get full animation can anyone see if that works on all aa fas in the corner and whats the max range for you to get full ultra .
If you get the spinning animation, you get full animation. I’ll post up a vid of another situation where you can get full ultra
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Why is Cr.MP so beast? Why is F.FP so beast? Why is F.MK so beast? I abuse the shit out of these in counterpoke footsies (yes, I honestly do play footsies with Dudley). One counterhit F.FP and it’s so crispy. Shit, half of my matches are won on counterhits alone, never mind that whole “S.RH xx GGPO” thing Dudley has going for him.
- Blanka Balls (obviously), all of Juri’s pinwheels
Here are some of the advantages of LP JetUpper to LP MGB as opposed to LP JetUpper to HP JetUpper, sorry if it’s been said before.
Advantages of LP MGB:
- Hits all cast (I believe, definitely hits Honda, Guy, Adon)
- Pushes opponent much further towards corner (5 character lengths vs 2 character lengths)
- +30 Damage and +50 Stun in a corner.
Disadvtanges of LP MGB:
- Timing is much tighter
- -20 Damage outside of corner
- Leaves you further away from opponent
I’ve been using that quite a bit lately for the push that it gives, it makes the stage sooo much shorter. It’s also nice that you get to keep your EX meter if you wanna change up the strategy and not rely on EX MGB to move across the stage. Once in the corner it gives you a serious damage boost if you tack on a super afterward. It’s got quick recovery if you miss, and it hits anyone (never found anyone it didn’t hit).
Also if you’re in the heat of battle, and you have that thought in the back of your mind that you just might be a tick too far away to tack on a super or hp jet…clear your mind and just hit the lp mgb. You get advantage of a knockdown, and closer to the corner…not to mention peace of mind that distance doesn’t matter.
(in/near corner)
F+MK -> S+HK -> LP Jet -> LP MGB -> Super = ~548 damage (score a jumping FP or HK and get 591-601)
How can anyone hate that!
Kei
If you mess up the lp mgb in the corner you can totally be punished if they quickstand. So don’t miss.
Uhh I think they get hit to the same height every time. But I tested it a couple times and it worked.
Actually Dudley’s second hit of hp Jet Upper cannot be focus cancelled but can be super cancelled.