hey guys i have been working on a few things with dudley overall. I wanted to find links that i could use to combo into my target combos but i am not done yet. So can one of you guys check this out and make sure it’s not in the bnb section.
Chain combos from TC1
St. lp x n -> TC 1
Cr. Lp -> st.lp x n-> TC 1
Cr.lp x 2 -> TC 1
Cr.lp -> cr. Lk -> cr.lp -> st.lp -> TC 1
Cr. Lk -> TC 1
St.mp -> TC 1
St.mp x 2 -> TC 1
6 Mp -> St.lp x n -> TC 1
6 Mk -> TC 1
Counter hit
St. mk -> TC 1
6 St.mk -> TC 1
Target combo 2
St. lp x n -> TC 2
Cr.lk -> TC 2
6 hk -> TC 2 Works on crouching opponents also
St. mp -> TC 2
This is just some simple combos to start your day off with if you are just learning like me.
Cr.lp st.lk xx hp dp or ex dp
Cr.lp ->st. lp ->cr. Mp xx mp mgb
Cr.lp x2 xx lp dp xx hp dp or ex. Dp
Cr.lk x 2 xx lp dp xx hp dp
Cr.lp -> cr.lk ->cr. Lp -> lp Dp xx hp dp
Cr.lp -> cr.mp xx hp dp or ex.hp
Cr. Lp x2 -> mp xx lp mgb or mp mgb
St. hk xx hp mgb or ex mgb or lp mgb, mp mgb
St.mp xx mp mgb or lp mgb
St.lp -> cr.lk x 2 xx lp mgb
Cr.lp ->cr. Lk ->cr. Lp xx lp mgb
I’m pretty sure in due time decent players will not use fireballs at the vulnerable range if Dudley is using U1. Then I think it will be the norm to use U2 against shotos.
But since the game is still so new I’m using U1 for shoto characters just cus they don’t know the death-sentence throwing a fireball when I’m using U1 is.
Alright, I found a variation on one of the corner combos and a few notes, not sure if anyone else discussed this but.
Jump RH , cr.Jab, st.RH xx Lp upper , Lp machinegun xx super does 511 damage and 543 stun.
Two mixups and they are stunned, pretty bonkers.
Also, I’ll have to test it more, but out of the corner, all of the characters you can’t land double upper on, you can land Lp upper into Lp machinegun for 20 less damage.
In the corner, you always want to do lp upper , lp machinegun, higher damage and 50 more stun.
Good find KoH on the lp MGB mid-screen after the lp jet upper.
I have not had much success with cr.lk -> cr.lp -> s.hp xx Jet Upper. It seems like lp Upper whiffs a lot and hp only gets the last hit. Only character I was testing it on was Abel, but if it’s not working on Abel I wouldn’t think it’d work vs most characters. I hope I’m wrong. If I’m not then hp MGB ought to be the BnB of choice.
Also is midscreen EX MGB -> ducking straight -> ultra consistent? I miss the straight a lot of the time and when I do get it some of the ultra hits whiff. ducking straight -> hp jet upper seems to whiff a lot too. Maybe we should just make the BnB EX MGB -> ducking uppercut? This means we can’t ultra mid-screen after an EX MGB though, and combined with the Jet Upper whiffing problem I talked about before this would mean that the only way to hit-confirm into ultra mid-screen would be off a f+mk (which honestly isn’t that bad).
Finally this isn’t really combo-related but I’m really liking blockstrings ending in cr.mp/s.hk xx lp MGB. It’s like Balrog ending a string with a straight: It keeps you close at slight frame disadvantage, does good chip, and is a nice frame trap. Probably better than ending strings in s.hp.
hmm why dont you try using the the lk version of ducking straight into ultra, ive been using that and it hasnt failed me yet, and the ducking straight into hp jet upper seems to work on certain characters but it works on the whole cast so far in the corner though after a ex mgb :), heres something i found out just now, if you wanna be flashy and if you have at least 3 bars on you, do a normal combo you use for ex mgb ex( s.lp, s.lp, s.hk, ex mgb) follow it up with a ducking upper , cancel the first hit then go to a ducking straight, into hp jet upper(depends on character, works on balrog) or just do another ducking upper, its pretty cool, all that does about 556 stun if landed right
You don’t take into account that S.hk xx lp jet upper - > hp Jet upper wiffs on shotos (therefore many characters) because of the extra distance. lp upper -> hp upper only works at point blank range, and how often are you going to be throwing out lp uppercuts right in peoples face?
It’s very easy to judge when to use HP upper, but like I had mentioned in replace of HP upper, you can use Lp machinegun blow for 20 less damage, on every character, regardless of distance as long as the first upper connects.
Also, combos like cr.jab , st.rh. lp upper can still net you the second upper against the shotos.
Orrrrr you can low combo cr.short, st.mp xx lp upper you can get the second upper from anywhere.
It’s not bad advice, to just use hp Upper on those characters from a hit confirm-able combo…
Though, you get the same amount of stun by using the lp machinegun blow variation.
Also I’d like to mention. st.hk. lp upper , hp upper DOES NOT WHIFF ON SHOTOS!
Corner combo: j.hp -> Target Combo 1 xx Jab Jet Upper -> Jab MGB -> Super = 486 damage. So far only tested on Ibuki, and I’m using Jab Super, but I figure the fatter characters are susceptible as well. You can Super people from so close to the ground!!
Edit: j.hp -> f.lp xx Strong Jet Upper XX Super = 504 dmg. 'nother corner combo.
I’ve been lurking around, practicing combos and what not, but a lot of what you guys have here are all combos that start from f.mk. How is it that you are comboing into this move so reliably? This moves gets stuffed out by a lot of stuff, and I have a terribly hard time using it to start a combo. Does anyone have any advice or words of wisdom they might impart to help me out? Any would be helpful.
I rarely get to throw out f+mk, for the reasons you stated, I mainly use it for punishing or after jab machinegun.
My strategy lately is, to use cr.jab xx jab mgb xN until I get them to do something dumb, I do mix it up with overhead and f+mk, or if really feel a hitconfirm I’ll go straight into stand RH off the jab and hit with a beefy combo.
This strategy reminds me of bison scissors in the corner, except I can make you guess at midscreen.
Not an amazingly technical or strong strategy but it works.
It’s a terrible poke because it has bad range and it’s a bit slow… It’s mainly used on the opponent’s wakeup or after a jump-in or in a blockstring. They can counter-poke you out of it in a blockstring but then they should be getting hit by frame traps.