Oh, and is his dp useful as an antiair? Will it be effective in stopping Rufus from divekick spam?
It has no invulnerability, so not really.
Ok so kidney blow give frame advantage.Can you go straight into HK and/or dp?I mean no jabs in between.I’m super special awesome and CAN hitconfirm with f.mp.Let’s jsut say that.So if it hits, can I go staright into DP or HK?
Also , what the hell happens here at 3:54 [media=youtube]N_8C4Aact2k&feature=channel?[/media]
you guys have got to change the thead title, its just boring
Sorry for the noob question… I’ve never played 3rd strike. Which one is his overhead? I’m assuming it’s one of his command normals.
f+HK.
After watching the recent Dudley vs DeeJay vids, I think players might need to apply the Balrog Dash Ultra method with the Rolling Thunder ultra. I remember watching a Dudley 3rd Strike match where the Dudley player did a Empty Ducking(no follow up) > Corkscrew Blow, this setup could work in SSF4. Even though Rolling Thunder can go under fireballs, the timing looks to be very strict, hopefully this method make the Rolling Thunder even better, but it has be to be tested out first.
empty duck into corkscrew blow was good in 3s because the startup was 1 frame. You could combo the empty duck corkscrew blow. From what i saw of Rolling Thunder it looked pretty ass to me. The Dee Jays weren’t even concerned that GGM was buffering it right in front of their faces. The range is a lot shorter than i thought too. It looked to be a similar distance to Duck. I’m guessing that it would be much more difficult to duck and rolling thunder and still manage to punish fireballs. Perhaps Dhalsim could get punished.
Also, i really didn’t appreciate when GGM rolling thunders through a Max Out and he hits Dee Jay only to be hit out of the RT by the Max Out. The fireball invincibility seems to give out shortly after startup. This makes punishing Guile even harder. Not only do you have to have reactions to punish fireballs, but you must also wait for them to be at a distance where the fireball won’t hit you out of your ultra after you’re already engaged in punishing the fireball thrower…i am disappointed in Rolling Thunder. I might just stick to Corkscrew Cross for every matchup…at least once i get in, i will be able to land it properly.
Though you could be right and it’ll work as you say…That’d be nice.
I know in 3s I would combo RH into duck cancel super, I know it worked with corkscrew blow and rocket uppercut but I don’t remember if it worked with rolling thunder or not. also I know when I was using empty duck super I was cancelling the recovery of the duck, I wasn’t doing the super after the duck which could make doing duck into rolling thunder impossible because it is a ultra and specials can’t cancel into ultra.
EDIT: RH duck cancel rolling thunder does combo in 3S, just tested it out.
I really thought that Rolling Thunder would have a pretty good invincibility window against fireballs, but I guess this is Capcom’s way of balancing Duds. If Empty Ducking doesn’t work, I’ll test out regular Forward Dash > Ultra. I remember when I was watching the Balrog Tutorial that Gootecks did trying to learn Rogger and thought Ultra 1 was unstoppable against fireballs until I learned that the hardway, lol. I hope the Rolling Thunder will be a viable option in SSF4. Many characters in SSF4 have two viable ultras(Abel and Zangief for example), hopefully Dudley will too.
Hey, guys I got some frame data. :karate:
Normals:
cr. :lp: : 3 frame start up, +6 hit advantage (not too sure on this, but it’s at least +5 and most likely +6),
[INDENT][INDENT][INDENT]and can chain (generally to another cr. :lp: or cr. :lk:), 20 damage[/INDENT][/INDENT][/INDENT]
cr. :lk: : 4 frame start up, +5 hit advantage (pretty sure on this), canNOT chain,
[INDENT][INDENT][INDENT]linking cr. :lk: has awkward timing (long recovery), 30 damage[/INDENT][/INDENT][/INDENT]
cr. :mp: : 5 frame start up, can cancel into :lk: duck into duck upper, 60 damage
st. :hk: : 4 frame start up, only normal to combo into EX machinegun blow, 80 damage
st. :hp: : 7 (pretty sure) frame start up, 130 damage (this is his kara grab also, not that much of a kara however)
F + :hk: (overhead) : ? start up, +4 hit advantage, 80 damage, must be blocked high, safe on block
Specials:
:lp: and :mp: Jet Uppercut have 6 frame start up, with NO hit invincibility, it does have throw invincibility though
:hp: Jet Uppercut has 4 frame start up, with NO hit invincibility, it does have throw invincibility
EX Jet Uppercut has 4 frame start up, good invincibility (however, LOSES to Rufus’s Messiah Kick’s :lk: flash kick ender),
Regular and EX Cross Counter do not startup immediately. It will only start countering people after 5-ish frames it seems like. It will not counter grabs, command grabs, low hits, fireballs, and possibly other crap.
Thunder Bolt has a few frames of invincibility. However, horrible block advantage and horrible recovery if whiffed. You can FADC or super cancel on hit (though it knocks down), block, or even whiff Thunder Bolt.
Regular versions of Short Swing Blow are safe on block (I think. Not too useful, so wasn’t used much). However, gives a juggle state on counter hit.
EX version of Short Swing Blow is unsafe but can FADC into full Ultra 2 in the corner if hit.
Both enders for the ducking are unsafe on block.
Target combos suck. Doing them seems to be a waste. There are much better low/high hitting combos. If you want a low hitting combo, do:
cr. :lk:, cr. :lk: (or cr. :lp: instead), st. :hk: xx whatever, or
cr. :hk:, :lk:/:mk: duck to kick ender, or
cr. :hk:, :lk:/:mk: duck to punch ender, :hp: Jet Uppercut (or Ultra 2), or
(corner) cr. :hk:, cr. :hk:, cr. :hk:, Ultra 2
Those last two combos are most consistent in the corner. Midscreen, it might be only possible on floaty characters like Honda and Boxer. In the corner, it’s pretty hard to add that 3rd cr. :hk: (you have to do the 2nd one early, and the 3rd seems like a 1-frame link).
Overhead combos (f+:hk: is an overhead):
f+:hk:, cr. :lp:, st. :hk: xx whatever, or
f+:hk:, st. :hk: xx whatever
The first combo is a 2-frame link after the overhead, while the second is a 1-frame. There is quite a delay before you follow up after the overhead. However, if the overhead is a counter hit, there are 3 more frames of hit stun. Making the 1-frame link now a 4 frame link (pretty easy, and see-able to look at the words counter hit on the screen.)
The overhead is wicked. It will splat the opponent into an untechable knockdown if you hit someone airborne (like a backdash). It’s super fast and can be combo’ed after. A good setup is forward throw, two :lk: ducks, and then straight into the overhead. Mix it up with the sweep and it’s seriously a stupid 50-50 (obviously in your favor :P).
I think standing fierce is faster.I mean it looks to combo pretty easily after standing jab, and looks very fast, kinda like guile’s.
Naw, looks can be deceiving. Take a look up close and it’s 7. I’m pretty sure of it.
Edit: Oh, forgot to add that the st. :hp: is his kara grab also. Not much of a kara though.
so does that mean that standing jab gives 7-8 frame advantage?
I’m guessing +7. That link is pretty tight it seems. Comparable to Guile’s jab to fierce, which is 1 frame.
However, linking the 4-frame st. :hk: is way easier and damaging.
Edit: Oh, and I’ve seen your combo vids. Romania holding it down. :tup: Loved the Guile portion in Part 2.
Double Edit: Goodnight though. Will try to update y’all on more.
called it. So that EX Dreadkicks was considered airborne that GGM smashed.
Thanks for the preliminary frame data.
Ah, update. :lp: and :mp: Jet Uppercut are both 6 frame startup. :wasted: I just assumed 5 when it couldn’t punish -4’s. But yeah, it’s actually 6. These are not moves you can just mash since they still don’t have hit invincibility.
dudley is to solid more like magneto when he gets in your face. the characters with good zoneing are at trouble to. someone else said that boxer,chun and someone else are going to give dudley trouble. imo i beg to differ but im not talking bs either, no disresepct. dudley hk hits only 80 points of damage by its self, reason being is that if lets say you where to hit one of chun’s or boxers god like normals with his hk, you get ex machine gun blow,ducking upper or machine gun blow. i sit there and dance in and outside of the range of there best pokes as soon as i see it hit it with hk into whatever. imo i go for things that lead into knockdowns like ex machine gun blow. shotos and chun when they spam there low forward i hit it with my cr.mk wins every time or if you trade you still get the knock down. dudley have some funny hit boxes like boxers so dudley can stand right outside of low forward range and just punish it.
one big discovery i found so far was his cross up, yes you read right. i dont know if anyone has discovered it but his lk cross up at the right angle and it leads into some of his bnb’s. i go cross up lk cr.lk,st.mk, light punch jet upper. you can follow up with lp machine gun blow but i dont like doing that unless im in the corner cause it blows them away. so you have to work your way back in so instead i just command dash over there and go for more mix up or cross up with lk. its hard to tell if his lk will hit in the front or back, wish i could record it but just sharing the knowledge.
sorry for the bad spelling and grammer errors
SIX frames? Jebus christ! No wonder I get stuffed by jump ins so badly fishing for trades. Wow…
that’s what you get!
so this lk crossup gives decent frame advantage on hit? i’m guessing it’s like Gief Knees where you have to do it low to combo it?