Keep practicing that BnB, it’s very useful but depending on your meter, do an EX MGB to short dash punch, this can be juggled into ultra in the corner. Low jab, low jab, standing jab, standing fierce is also pretty nasty, but the timing is a bit hard.
You can juggle into ultra anywhere on the screen off of ex mgb if you do forward ducking straight.
I also hit confirm with three normals, especially after F+MK like you illustrated, but I think it’s better to get into the habit of only hit confirming with two. With three, sometimes you’ll get pushed too far back for the st. roundhouse to connect, and the combo scales a lot more. It’s something I’m trying to practice.
Well see the real reason I think you should do f.mk -> cr.lp is so that you can do a mixup on block. Otherwise you throw out the s.hk and feel dumb because you just got pushed out. If they block f.mk -> cr.lp you can do another f.mk, another jump-in , a frame trap, or a throw.
But off a jump-in it’s easy to hit-confirm j.hk -> f.mk so you know whether to mix it up or combo into s.hk from there.
You can always short duck to get back in, but I understand what you’re saying, and that may be a better method to go about it.
Just been playin round with duds in training and I cant see this combo in thread so,
jump in hp (deep), cr hp (quickly after), st hk (1 frame link) xx ex mgb, ducking upper (light for corner, med for midscreen)
Does 463 damage and 750 stun
the jump in hp can be swapped out for jump in hk on bigger characters if you prefer, on smaller characters it seems too awkward to get the follow up cus of push back.
Not tested on all chars as of yet but works on ken, hakan cammy, and the bottom row of the character select. (wich covers most of the hit box types)
^I want to use that jump in HP combo so badly but I just don’t trust jump in HP in this game lol. If they know to duck it, or duck it on accident, it’s bad for business. I know substituting jumpin MK works perfectly but the damage and stun suffers a good amount, 403/653. Also, the MK has to be done kinda deep giving them more of an opportunity to AA but them’s the breaks I guess.
Yeh your right about the jp mk, I see it more as a situational thing like for jumpin over fire balls and such. Also jp hp, forward mk, hk ex mgb, duck upper does 489 damage and 653 stun and is easy to land due to no 1 frame link.
Think I found a new max damage combo:
Works on ryu and a few others (like dictator) in the corner only.
j.hp, c.hp, s.hk, lp dp, lp mgb, super = 621 dmg 693 stun.
If you want to burn all your meter you can do an 800 ish stun combo. Toward forward xx st. roundhouse xx ducking upper xx fadc xx crouch jab xx st. roundhouse xx ducking upper xx fadc xx crouch jab xx st. roundhouse xx jab jet uppercut xx fierce jet uppercut. You can substitute ex mgb xx forward ducking straight xx fierce jet uppercut after the second st. roundhouse if you want to keep a stock.
I know this is a combo thread but what are dudley’s safe block strings outside of target combos? I can’t really read frame data too much. I kind of go off of what works and what doesn’t. I know the target combos are safe but they push dudley too far out to continue up close pressure which is where he shines.
This isn’t essentially safe, but you can always try doing one of the BnBs like crouch short xx crouch jab xx st.roundhouse look for the hit confirm and if not cancel into short ducking. Same thing for crouch jab xx crouch jab xx st. roundhouse. These will keep you in, but I don’t if it’s safe, and I have been outjabbed by trying to poke again or doing anything that wasn’t throwing.
So far my favorite combo to use with dudley is…
j. hk, f+mk, cr lp x2, st hk, ex mgp, ducking upper. Sometimes you can corkscrew cross after the mgp depending where the characters are positioned but the ultra will only hit about 3 times. I nailed this on someone online and they weren’t so happy. Finally have the timing right for dudleys links and so on.
if i land a FA and get the crumple, whats the best thing to do if I dont have ultra and I dont have any meter?
dash forward, st hk -> mgb or ducking OR dash fwd cr hk -> hk ducking upper. (im not sure if it would be worth going for some of his jet upper combos in this situation, GGM you wanna chime in here?)
Do liver blow xx st. roundhouse xx jab jet upper xx fierce jet upper
If you land the jump-in roundhouse you don’t need the crouch jabs to confirm anything so drop them as all they do is scale your combo damage. Also, use ducking straight as a finisher as it sets up either a fierce jet upper or ultra. Forward ducking straight will give you more hits of the ultra as opposed to short.
That is a good option as well, whats the dmg on that again? (the sweep to hk ducking upper does suprising damage) I usually have at least 1 bar when I land a focus crumple, so I go for the (optional fwd mk) hk -> ex mgb to ducking
You should be using it whenever you get a free combo opportunity as it is the most damaging non-counterhit way to start your ground combos. As I just said go for the duck straight into fierce jet upper. That does more damage than ducking upper.
Noted, taking to the lab. ;p