How do you duck straight someone in the corner after EX MGB?I always , i mean ALWAYS go under.I’m not even trying it anymore, i’m just sweeping them.Same damage -the Jet Upper follow up after duck straight.
You can combo j. RH to cr. RH, I just did on ken, but it has to be counter hit.
Update: Works on the whole cast, midscreen and corner. 238 Damage, yes auto block was on. Just did j.rh cr. rh x2 juggle to super on Bison in the corner for 564 damage, remember it is counter hit. 483 damage with 5 hits of U2. Seems like all juggle still work like normal. Jump in has to be mid-waist but the link is easy. I did it all on standing opponents.
Someone else willing to check crouching characters really should as it should be the more realistic way land it in game.
Use LK Ducking, it has to be done immeadiately after Dudley recovers from EX MGB. Double tap the LK to give yourself some insurance on that.
It’s pretty easy to do, and IMO worth doing. Not only does it look flash as hell, but it does good stun and gives you time to setup another mixup too. For some characters, e.g. Shotos, I far prefer this combo to Sweep x 2 as it’s much easier to pull off.
Oh i see.I was using lk duck before, but i think i was doing it too late.Thanks.Also, what do you guys think is dudley best “jab jab jab headbutt” combo? I mean the type of combo where you just press jabs, and after 30 years you decide to end in a special move.I mean, after 3 cr.jabs you are way too far for st.hk.Does anything else except lb MGB even work after cr.jab x 3?
^ I think you can link HP Uppercut after 3 cr.LP’s, you’ll have to check that yourself. It’s going to depend on the character you are against and how far away you were when you started mashing the jabs.
You can also do cr.LP x 2, cr.MP xx HP Jet Uppercut which could be useful for the sort of application you’re looking for.
Yeah i’m searcinh for a long range hitconfirm combo.Because after the j.hk safe jump after forward throw , mk duck, it puts me too far for my regular hitconfirm, but i need the time to hit confirm it, especially when i try to OS their backdash, or anticipating a reversal, because i’ll block for a bit, so i need the hitconfirm.
It seems J.hk put you FFAARRR from the opponent for some reason.It has serious pushback.
You can try and link from the jab to the c.mp, but it’s a 1 frame link and the best you can do after that is a lp mgb.
f.mk pushes you closer so just follow up j.hk with f.mk. Also, pretty sure that if you’re doing a safe jump there’s no real reason not to do j.hp instead of j.hk.
Juggle Hits v. # of U2 Hits
Fairly certain this was not known
So as you’re all aware, Dudley’s U2 Ultra has it’s own built-in hit “scaling”. Basically, the more hits you juggle when comboing into the ultra determines how may hits the ultra will do. Let’s take a look further.
The max amount of hits the juggle ultra will do is 6.
The way to determine how many hits the ultra will do can be summed up with the following equation:
6 - [ n - 1 ] = U2’s Hits
Here “n” represents the amount of juggle hits you have done comboing into the ultra.
Here is a small example:
If you do c.hk > Corkscrew Cross
6 - [ 1 [c.hk is 1 hit] - 1 ] = 6 [Amount of Hits Corkscrew Cross does]
Things are not always that simple however. There are set moves that the game recognizes that do juggle hits that count toward “n”.
For example:
Ducking > Upper depending on if you FADC it or not, will count as 1 or 2 juggle hits. This would make “n” in the equation 1 or 2 respectively.
Ducking > Straight does not count toward “n” at all.
This means that you could c.hk, Ducking > Straight, U2 and it would only count the c.hk as a juggle hit so it would make “n” = 1
This is a list of moves that the game recognizes to scale U2’s number of hits.
c.hk = 1 hit
jet upper [all versions] = 1 hit
ex mgb = 1 hit
ducking > upper [full 2 hits] = 2 hits
ducking > upper [FADC’ed after 1st hit] = 1 hit
ex Cross Counter = 3 hits
The mgb’s work a little differently, and if I were you, I would avoid using them to juggle and then do U2. See, the game doesn’t count a move as a juggle hit, it count’s each hit of a move for a juggle hit, so if you were to c.hk, lp mgb someone, it would be 1 hit for the c.hk and 2~3 for the lp mgb [for each hit that it juggles the target in the air] which would mean after doing the math you would only get 3 to 4 hits out of the ultra. But, for the sake of knowing, here is the information on them.
lp mgb = 2~3 hits
mp mgb = 4 hits
hp mgb = 4 hits
This information about the 3 mgb’s assumes that the opponent it in the air prior to being hit, because as you probably know, none of them knock the opponent up like the ex mgb does.
Also, FADC’s do not reset the amount of juggle hits!
This is just more of a reason to use ducking > straight to combo into ultra.
P.S. OP needs updating… it’s been about half a month.
The “n” you are using is actually the juggle state in which an opponent is.The fact that duck straight doesn’t icnrease it means duck straight doesn’t increment the juggle state, so if you do sweep, duck straight, U2 it will still do 6 hits, if the hitboxes don’t fuck up or something(basically, if the hitboxes allow it).
But duck upper 1 hit FADC ALSO does not increment the juggle.Sweep, duck upper 1 hit FADC HP DP. Hell, you can even juggle into full ultra this way.Fa lvl2, backdash, wait a bit, mk duck upper 1 hit xx FADC ~ mk duck upper 1 hit FADC ~ U2 will hit fully, with the cutscene version.
But yes, the ultra has 6 Juggle Potential.
Ducking Upper 1 Hit xx FADC > Ducking Upper 1 Hit xx Fadc > Ducking Straight > Ultra
would work too wouldn’t it? since the ducking straight doesn’t increase the juggle count.
After second stage of focus attack crumple, yes, it will connect with the full animation.As antiair, no, because it starts the juggle then, but as i said, after lvl 2 fa and waiting a bit it.
Perhaps I should have been a little more specific. Yes, I am referring to the ducking upper and straight when used to juggle. If they’re on the ground, it’s full animation time.
Not that this is extremely practical by any means (and somebody might have posted it already)
but Counterhit jumping fierce punch/roundhouse combos straight into crouching roundhouse
you have to do it pretty late and you obviously can’t hitconfirm, but it’s there and it’s fun hahaha
EDIT: counterhit standing roundhouse into ex backswing blow into full ultra also works
All I know is that when you juggle with duck-straight you get all six ultra hits afterwards (as long as you’re in range).
I don’t know if it was mentioned already but f. HK is Super cancellable, you don’t need to link it.
Good luck hit-confirming that though.
it’s pretty easy to hit confirm it man… just do the OH, then buffer the super. With all that hit stun they’re put into after the OH it’s easy-mode.
The hit stun doesn’t matter if you cancel into it. I was saying that you can’t cancel from the overhead and hit-confirm.
guys im having trouble linking f.mk into c.lp or c.mp… can someone plz help me out?
used in such cases in this video [media=youtube]JP9FiAs14OA[/media] @ 2:30
and at 4:20 in the same video he was able to somehow do f.mk, st.lp, st. mp, st.lp, st.fk xx EX MGB… how was he able to link the st.mp to the st.lp? whenever I try my character is pushed too far back to be able to hit with the st.lp, and thats against blanka as well in the corner in training… and also can anyone list dudleys best BnB combos?