One, Two, The End! Dudley Combo Thread **Check first post before posting!**

For the BnB cr.lk -> cr.lp -> s.hk xx EX MGB, let’s say I’m player 1 so I’m facing ->, 1. Which direction are you guys facing when you do the 2 cr.lk -> cr.lp? 2. Do you let the stick goto neutral when hitting s.hk or hit back hk to start doing the motion for MGB. For some reason I have a hard time doing this combo when I can cr.lk -> cr.lp -> s.hk and can do s.hk xx EX MGB separately. I guess it’s coming for the down motion (for crouch) into the full MGB motion. 3. Lastly do many of you plink the s.hk or is the link pretty lenient to where you can get consistent results without plinking?

Yes I know I am a noob.

Easiest way to diagnose stuff like this is to look at your inputs in training mode to make sure your hand is doing what you think it is. I had the same problem, and found that I was abridging the hcf motion for whatever reason, so I started holding back after c.lp. As for plinking, it’s a 2 frame link, so I guess common wisdom is that double tapping gives you a better chance to hit it. Personally, I find that shifting my hand slightly to plink disrupts my execution so I just rely on knowing the timing . . . thus guaranteeing that I miss plenty of combos when it counts.

What I am using predominantly in my matches…

cr.LK > cr.LP > st.HK xx HP Jet Upper > MK Ducking empty (leaves you on top of them at frame advantage even if they quick stand)
cr.LK > cr.LP > st.HK xx LK Ducking Uppercut
cr.LK > cr.LP > st.HK xx LK Ducking empty (mix up with throw, SSB, Cross Counter)
cr.LK > cr.LP > st.HK xx EX MGB > MK Ducking Straight > Ultra 2
cr.LK > cr.LP > st.HK xx LK Ducking Uppercut xx Super

f+MK > cr.LP > st.HK xx LP Jet Upper > HP Jet Upper
f+MK > cr.LP > st.HK xx LK Ducking Uppercut xx Super
f+MK > cr.LP > st.HK xx LP Jet Upper > Ultra 2

f+HK > st.HK xx LP Jet Upper > HP Jet Upper
f+HK > st.HK xx LK Ducking Uppercut xx Super
f+HK > st.HK xx LP Jet Upper > Ultra 2

late j.HK/HP > f+MK > st.HK xx LP Jet Upper > HP Jet Upper
early j.HK > cr.LP > st.HK xx LP Jet Upper > HP Jet Upper

cr.HK > HK Ducking Straight > HP Jet Upper or just HK Ducking Uppercut (char specific)

Punishment combo:

f+MK > st.HK xx LP Jet Upper > HP Jet Upper

Obviously with any of these you can rotate what you cancel the st.HK with so as to not get samey and get that nice reset throw damage if possible.

But that’s what I have been using to get maximum damage from hit confirms in most situations.

Blarg

Sorry I don’t have time to read all 18 pages but I found out last night that doing a s.mk on someone jumping in then doing Ultra two before they hit the ground will hit them from a reset which gives you full damage from the ultra and is inescapable. This also works with a c.hp and I think some of the other normals but I like the s.mk. If someone else already figured this out then i’ll delete this post.

Wtf that doesnt seem right at all, if it works its definitely a glitch.

I’m pretty sure that’s not possible since you can’t hit someone during a reset. The person probably wasn’t blocking/trying to do something when he landed.

Exactly what I was thinking, but someone try it to be sure.

It could be wrong but I have done it with the cpu doing block all in training room and it still seems to work

If you set it to jump and all block he will always jump and get hit, you need to use record. Doesn’t work.

You have the CPU set on jump?

You have to have bison block for the full ten seconds after the jump hp, the ultra freeze will mess up inputs and all block doesnt work for record mode.

Good catch, I guess i’m just not good at training mode :stuck_out_tongue:

Counter hit s.mp and c.hp are retard easy links to ultra 1 and 2, now to just get good counter hit set ups. You have like all day to link that shit.

What?How does CH c.hp combo into ultra?It’s regualry +4 on hit, and it should be +7 on counterhit, but the ultras have 8 frames of startup.Am i missing something?I though Able’s f.mk was the only move in the game that gained another 4 frames of advantage after CH.

Try it, it works, unless auto block doesnt work. I’ll record the cpu to do it on me, but I’m pretty damn sure it works.

Edit: I should have paid attention to the combo count, but I’m gonna re-test this in the next 10 mins to re-verify.

Verified. The frame data is either off or c.hp get +4 of more on CH. Link seems really easy, same with mp, easy link. I used U2, which gets 7 hits raw, after CH s.mp and c.fp the combo count was 8.

Interesting. c.hp might get +4 on CH after all.

Hi, is there someone who can explain me how to do a FADC --> LP after a duck upper? I saw this combo on this video (36min)…The dudley did : 6HK, HK duck upper FADC ,LP, HK duck upper…
I don’t know if it is a good combo (damage reduce) but I want to know how to do this…
http://www.ustream.tv/recorded/7505315

just FADC on the second hit of duck upper if u FADC on the first hit you wont be able to land the LP afterwards

Dudley’s F+HP into Ultra 2

hey guys, I dont know if this combo has been posted up before, so I’m just gonna leave it out here and you guys can tell me.

Anyways, apparently F+HP has a LOT of active hit Frames, and you can do meaty setups pretty easily with it. Also, if you can manage to hit with the Tip of the F+HP, you can Link St.HK or even Ultra 2.

I recorded this and posted it up on youtube, plus a few combos with Cr.HP for 100% stun on seth and Akuma.

F+HP into Ultra

the first attempts I missed the link, but also left it so people could see it was on Auto-Block.

[media=youtube]FoPMIP3bpVQ[/media]

here are a few combos that stun Akuma and Seth, these might have been seen already, but either way, I’ll leave them posted up in here anyways.

Dudley Combos
[media=youtube]HGQ1VY5tf-s[/media]

These combos were done by Rasalas TLK and Myself checking out some stuff with dudley.

let me know what you guys think.

~Monopr~