Something to keep in mind with the EX stomps is the position it leaves you in for continued pressure. It leaves the opponent standing with + frames on hit leaving us with a lot of frame trap and blockstring options.
Hm, Iām having trouble replicating the Target Combo -> Double Dash -> very meaty st.lk on some characters. Either my execution is screwing up on real world conditions or characters may have different wakeup timings. Will need further testing
How easy is it to react to a meaty lk into st mk into target combo? I havenāt had a while lot of time to practice yet, and Iāve just been comboing into lp slash. Would like to incorporate the meter gain into some of my match ups.
By the time the st.mk comes out youāll know if it hit or not, thatās easy to react to for doing the TC, frametrapping with cr.mp, or doing a slight walk forward throw. Reacting to the st.lk hit or not is too tough for me so I generally just consider it a canned mixup
Youāre right. Itās not a waste. If you can kill with it then itās definitely worth it to go for a max damage combo into super. Hell, even if it doesnāt kill and leaves them with low health then itās still worth considering because even though Necalliās overhead and command grab arenāt that great, theyāre both especially dangerous when the opponent is close to death. Like Muttonman said though, using super in a post stun combo is a strong option and if you need to make a big comeback, I think thatās the way to go.
I actually think his overhead is pretty good. Itās slightly slower than other overheads, but hits 33% harder that most, leads to a combo on counterhit, is safe on meaty, is +1 on hit, and has the third best range after Chun and Rashid. Itās even airborne in the middle of startup, something many overheads arenāt! The hitbox is also fantastic, being well in front of the hurtbox. The big issue is that it doesnāt let him dodge lows at all, but thatās forgivable. Bust it out once youāve convinced them to not hit buttons; itāll actually connect where your st.hk would whiff! Spaced right itās completely unpunishable.
Depending on range, here are the CCH followups. Remember, you can always V-Trigger Cancel to extend combos
NOT IN V-TRIGGER
CLOSE RANGE
You will need to walk forward for these
Target Combo
st.mk -> cr.mp xx LP/EX Slash
cr.mk xx LK/EX Stomp
cr.mp xx LK/EX Stomp
Sweep
You donāt need to walk forward for these
st.hk
LP/EX Slash
MID RANGE
You will need to walk forward for these
cr.mk xx LK/EX Stomp
cr.mp xx LK/EX Stomp
Sweep
You donāt need to walk forward for these
st.hk
LP/EX Slash
LONG RANGE
You will need to walk forward for these
Sweep
You donāt need to walk forward for these
LP/EX Slash
If you are in V-Trigger, you can also do a walk up cr.hp if you get the CCH up close. You can also substitute in an MP/EX Slash for any Stomp, and MP Stomp instead of LP Stomp
This gives the following new combo
df.hp CCH -> walk forward cr.hp xx HP Stomp -> CA for 551 damage!
As for the overhead itself I have admittedly underused it and plan on utilizing it more. Iām iffy on its utility with its hefty startup and its punishable nature. Time will tell.
Yup, found that out earlier. Quite nice when you get the CCH and have a full stock!
Not really. His lights, standing mediums, heavy kicks, and cr.hp are the only non-command normals to have a hitbox in front of the hurtbox. His cr.mp, cr.mk, and st.hp (all of which are more useful for poking other than his st.hk) donāt.
His overhead isnāt punishable if you space it at all. The pushback is pretty immense.
I guess it does have a lot going for it. I do like the range, the meter build and the damage you can get off of CC but after playing Dudley for so long, every other overhead feels like gutter trash.
You can react to the type of get up and do your meaty depending on it.
Okay, going to slowly work my way through character wake up options against a Slash ender, as I donāt feel like I did my due diligence in my earlier post. Today was Chun. Now, weāve established that you should always backroll a Slash ender as it kills any grounded pressure. However, I have a solution! Assuming a backroll, you canāt exactly safejump her except by distance. Which gives you options.
Dash forward jump peak of jump divekick. This will beat the EX SBK clean as it comes down right in the center. It also beats a reversal b.hk but will lose to a delayed version of both.
No dash jump forward: j.hk beats any button she presses but loses to EX SBK. Empty jump beats EX SBK for a crush counter combo. j.hk combos to cr.mk
Slight walk forward jump: j.mk beats EX SBK clean. Is beat clean by b.hk, which empty jump can punish.
Need to test the rest of her buttons in the morning. Hard going this.
So TC > vskill into lp.dp in the corner works. Havent seen it anywhere so I thought maybe someone could figure out a good set up after. If not more damage and vmeter in the corner is always good.
In testing it appears you have enough time to get a forward dash after CC s.HK xx VT and still get both c.HP and s.HP, so you should be able to get the larger combos at any range.