Dudley Paul is a pretty mean team damage wise. They can go back and forth fairly well and clear over 500 damage with one bar reliably. Both get solid damaging boost launcher enders as well. I am just glad Dudley seems strong so far in this game. His walk speed is ridiculous and c.mp is a strong strong tool.
I have had trouble landing the EX MGB -> s.HK -> HK BSB -> c.mp -> bleh
Some reason I have not got the c.mp to hit. Must be hitting the s.HK a little to late.
Normally for my corner combo now I do: ex mgb, c.hp, s.hk, bsb, hp dp
and midscreen: ex mgb, j.HK, c.HK, MP DP into paul or nothin.
Humbug, you are correct in your assumption. If you are missing the c.mp, then you are hitting S.hk too late. You want to hit them as high as possible and cancel into hk ssb immediately. It took me a little while but once I got it down I can hit it consistent. Just keep at it.
Thirt- Er, Donald Duck. Those three things would be great right now just to get people started. I’d rather have less immediately while I’m learning the game new. Thanks.
i would love some help with block strings and frame traps.
the range his pokes also seem really short, so i’m having a hard time playing footies with him.
also would like to know what his anti-air options are.
Duck - I echo these requests:
-any OS, Oki, safejumps u may have found good success with
-block strings and frame traps
-pokes seem really short, best footies?
-best aa options and handy followups if any?
We can figure out combos pretty much the game engine is great for that so I think mostly the things above are what would help best.
I’m going for only Max damage combos in every situation
Max damage from overhead, c.lk, a jab 1 meter 2 3
mainly solo and how to tag in and out dudley.
Dudley’s safe jumps are godlike in this game
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tut still applies for sfxt Dud with the addition of MP xx EX/HP MGB.
go to training mode > pick player 2 as a character that has moves you have problems with > record the character doing said move > find out if you can land bufferable normals vs said moves > ??? > tut
Good combo. Lot of damage for a TC starter. I don’t believe the jet upper is possible though tbh. Might be easier to simply go into HP Jet upper after the LK SSB though if the height doesn’t seem perfect. Nice find.
Messing around more, I think I found a more damaging version, timing is kinda tricky and height is tough to get at first, but here it is
TC 5> Cr. MP xx EX MGB> St. HK xx MK SSB> St. MP or Cr. MP xx LK SSB or HP Jet Upper for 454 dmg.
or
St. MK> St. HK> St. HK xx EX MGB> *St. HK xx HK SSB> St. MP or Cr. MP xx HP Jet Upper for 458 dmg.
*To hit the St. HK xx HK SSB, you gotta hit the HK high enough where the opponent is high enough where it looks like the St. HK is fully out to where the HK SSB will connect and then the MP xx HP Jet Upper is easy to hit
TC 5> Cr. MP xx EX MGB> *St. HK xx HK SSB> st. MP or Cr. MP xx HP Jet Upper for 462 dmg.
I’m using Ken and Chun Li, off a tag midscreen, I’ve been doing dash up St. MK > St. HK > St. HK xx EX MGB > J. HK > Cr. HK xx HP Jet Upper off of Hurricane Kick or Lightning Legs.