So im new to SF4 and i just learned about the option selects this engine makes possible. They are beast. Does Dudley have any? I dont know any but i thought id get the ball rolling. I will try the daigo one with ex jet upper in place of ex srk when i get home.
Also can someone translate frame data and tell us if any jump ins make safe jumps possible? What about overhead or low short being connectible AND SRk safe if timed right?
Safe JUmp set ups:
After throw: Medium Ducking , Jumping FP (Hold down back, Low Jab, St. RH⌠ect ect) Will block reversal or strat combo on hit.
After Back throw: Walk slightly , Jumping FP.
Non Character specific OS
downback (jab+short) Rh= block,Throw tech, or combo start
Poke with crouching Mp or St. RH and input MGB = Free MGB on hit.
ALso daigo option select like this is possible
[media=youtube]nL2zpySSymE[/media]
just replace ex SRK with EX jet Upper
Dudley has plenty of option selects that arenât necessarily character specific. You may want to look these up somewhere on the internets. This includes teching grabs while being stuck in a block-string by holding down-back and hitting LP+LK. This is extremely effective and a must have against certain grab happy players.
As for Dudley specific option-selects, my personal favorite is hitting c.MP and buffering a light machine-gun blow. If the MP whiffs, nothing happens. But if the MP connects, a free light MCB thats safe on block!
I would also like someone to explain how to safe-jump thoâŚor at least point me in the direction as to where I can learn how.
o nice. But i wasnt looking for meaty i dont think persay. Oh i just looked up this video.
[media=youtube]aHHoGHcgK9k[/media]
at 1 minute theres the Balrog stuff. Im going to test it out soon. But if balrogs low jab can hit and be safe im thinking dudleys should be the same. their frame data on the low jab is identical no?
safe jump option select EX cross counter vs. rog, beats reversal headbutt & links into corkscrew cross.
but if he backdashes youâre screwed, and if he EX dash punches your cross counter wonât come out.
not really useful since good rogs wonât try to headbutt your safe jump anyway, but it looks cool when it lands.
I was thinking about something like meaty cr.lk option select EX cross counter⌠regular headbutt youâll stuff and can link into a combo, EX headbutt should make your cr.lk whiff and cross counter come out, EX rush punch heâll absorb the cr.lk and you should be able to block. backdash will still fuck you over though. should be good in the corner (if it actually works like I think it should) cos they wonât try to backdash unless theyâre crazy
I buffer a ex MGU into meaty j.HK. I played against an ibuki that would constantly backdash on wakeup, it will catch them before they recover if you do it right.
A good setup is after ex MGU > ducking upper, lk duck and jump at them.
Itâs possible to safe jump with any jumping normal, but itâs not possible to safe jump on every character. All jumping attacks have 3 frames of landing lag; some charactersâ DPs have 3 frames of start up, making it impossible against them. For anyone who doesnât know, safe jumping involves timing a jump on your opponentâs wake up such that if they DP, youâll pass through the invincibility frames of the move, but youâll land and block safely before it becomes active (before it can hit you). If they donât DP, they will block your jump. Against Ryu, Ken and Akuma (I think there are more), you canât because they will just hit you out of your landing lag. The good news is that the vast majority of DPs/reversals in the game have 4 frames of start up or more. So that includes Sagat, Fei Long, Rufus, Ibuki, Dudley, Guy, etc.
So yeah, today Iâm going to be testing safe jump set ups after common knockdowns, like forward throw or a sweep. I hope he has some braindead easy ones like Cody. Cody can do a back throw and simply hold up forward afterward and itâll be a safe jump. :looney:
OOOh ok. i understand now. Ive been doing some testing and i now know that to be true know. Ones i tried are off a foward throw, Medium Ducking then J.FP. And Also back throw, (walk slightly) Jump foward J.FP. If timed right you can avoind sagat DP, Viper upercut thing, Dudley ex Jet Upper, ect ect but yeah no Shoto SRK like you said.
I dont think its as brain dead as codyâs but still good if you can get it down. Just time the safe jump J.FP (hold downback) then do Low Jap or short. Those 2 will coombo or do block string on hit, or Block a reversal Ultra or DP (most of them anyway)
still experementing off other comman setups other then throw
Good find on the safe jump set up for his back throw, Iâll test that out next time I play.
Today my friends and I discovered a delicious anti-back dash option select: F+MK, option select LP Machine Gun Upper. Back dashing is probably the safest escape option on wake up or during block strings, especially now that most DPs are trash, so I was landing this a lot. The effect is different depending on the length of your opponentâs back dashing. Against some characters youâll tag them as they land, dealing good damage, leaving you at +2, and allowing you to continue pressure. Youâll catch other characters during the mid-air frames of their back dash, sending them across the screen for a knockdown. Chasing after them with ducking builds meter too. So you either get damage and frame advantage or a knock down and wall carry.
If they donât back dash, jab MGU doesnât come out and they block your F+MK, which leaves you at an advantage and is an excellent mix up tool. Hell, even if you fuck up the option select, they block a jab MGU and youâre still safe (against all but a few characters in specific situations).
You just have to be careful that jab DP doesnât come out instead of jab MGU, that was pissing me off today. I have to make sure my inputs are crisp.
Hereâs a safe jump set up I discovered today, I posted it in the General Discussion thread but I might as well put it here too.
Do a BnB ending in st. roundhouse xx EX MGB, Ducking Straight (HCF+K, then P), then just buffer up/forward. I practiced this against Ibukiâs 4F EX Kazegiri. This is exactly the kind of easy, brain-dead set up I was looking for. So this means after EX MGB we can do Ducking Upper for damage or Ducking Straight for oki.
Thatâs a good question. It probably does. Itâs harder to land than Ducking Upper though, the timing is stricter. If you guys could test this safe jump set up and post here with your findings thatâd be really helpful, I didnât get a lot of time to test it myself. Remember, it doesnât work against Ryu, Ken or Akuma.
Edit: Oh, and j. fierce doesnât work for this particular set up, at least not on small characters. Like I said, I donât know, didnât test that much.
I have done ducking straight on probably half the cast, and it hasnât failed me yet. Which ducking straight though Tofu since you can land short and forward versions.
well for all jump-ins u either do DP (for whiffed jump-ins)or safe jump right? and i just started this game so i dont know what good pokes dudley has but u shoudl find a poke that can link to light mcb and thats another good option select i guess. and also low tech is so important in this game
On characters that it works on it might be better to do F+mk os jab jet upper. It it gives you a knockdown and you can safe jump afterwards, though itâs not a âset-upâ per say because you have to learn the actual timing its not just a hold up forward kind of deal.
But because of this you can produce a mix up on some characters with a âfakeâ safe jump. Because the timing for a safe jump after a jab jet upper is so quickly after the recovery it can be hard to tell if itâs good or not right off the bat. So if you hold up forward right afterwards you can make it look like youâre trying to safe jump but youâll land in time to block if they were to shoryuken. This of course means that your jumping attack will not hit them but it will look like it will to them. This is similar to rufusâs safe jump after galactic tornado.
I believe this is posted elsewhere (in the combo thread I think) but if youâre going for damage after an EX MGB, you can follow up with Ducking Straight -> HP Jet Upper. Does a bit more damage than Ducking Upper. It works on everyone in the corner but only a handful of characters mid screen.
cr.lk,cr.mp,RH,FP (do fast, MK dial a combo style) = target combo 6 on hit and block, Sweep (then mk ducking straight xx Super) on backdash
but someone told me sweep wasnt good to pinish backdash cause u get a little pop up. The training dummy system in this game sucks, but as far as i could tell it worked with normal popup. If someone could verify that would be super.