Or just don’t do it at all?
After a meaty CH f+HP can you even do a cr.HP after that?
Or just don’t do it at all?
After a meaty CH f+HP can you even do a cr.HP after that?
i’d like someone else to test out the MIDSCREEN st. rh xx ex mgb > (lk/mk) ducking > fierce srk *if they end up in the corner after your combo, it’s not considered midscreen
Why? As far as I know, anything xx ex mgb > ducking straight > fierce srk is the strongest midscreen combo that takes 1 bar.
so far these are my results
lk ducking straight > fierce srk will hit
boxer
seth
gouken
dhalsim
dictator
cammy
guy
hakan
guile
gief
rufus
fei long
thawk
rose
makoto
sakura
abel
mk ducking straight > fierce srk will hit
gen
juri
chun li
cviper
cody
claw
adon
NOPE
ehonda
dudley
shotos(ryu,ken,akuma,dan)
sagat
blanka
el fuerte
IBUKI
Won’t work on Ibuki because she’s Ibuki.
lk ducking straight > fierce upper works, but lk ducking has to be timed really early
deejay
notes
The trick is not getting the lk ducking out early enough but instead how much time you can get to input fierce srk after the straight.******* On some characters there is plenty of time and you can actually wait or walk up a little bit if you timed your lk ducking really early. For others, I had to resort to double-tapping the fierce srk to get it out asap.
This means if you hit lk ducking on any of the characters in the lk list, you are guaranteed a fierce srk IF you can mash it out fast enough.
there’s been about two posts before mine that have their own lists about what ducking straight can link into fierce srk midscreen and I need someone else to confirm what I’ve done here.
*******Does not apply to DJ (Someone else please confirm)
With target combo 8 I’ve been messing around with stopping after the middle punch and landing a st.jab to st. hp. The timing is strict as hell but it gives decent stun. Too far away after the jab to land a s.hk, so I don’t really know if it has any use besides that.
Also, I saw a combo in some stream where a Dudley was doing what looked like after ex mgb/sweep ducking upper FADC backdash ducking straight ultra. I’ve tried it but I can’t seem to do it. Is it char specific or am I just doing it wrong?
If you aren’t on top of your timing, they can tech the knockdown and punish you pretty nastily. If I want to get them in the corner I’ll just do lk ducking straight> lp. mgb, but If I know it won’t get them there I just do a save lk. ducking upper. This is still good information to have for people that are on top of their execution and have a good memory.
thought I should write this up here aswell
I’ve been considering throwtech+ continuing it with c.mk xx stuff(lp.MBG for example) as in OS throwtech/TC2 xx stuff
That way you can cover pretty much all bases
throw -> tech
hitting -> fair chance of interrupting with fast c.lk
baiting -> safe combo comes out
if you can/could hit confirm TC2(it’s pretty fast though) then you can do some nice dmg with this, but if you use l.MGB you are safe
ofc meaties still hit you, but thats with throw teching overall
sooo whaddaya think? viable?
f+MK can link into HK/EX Jet Upper
Do we have consensus on what is Dudley’s best combo off a focus crumple backdash? All I could think of is dash in -> lp upper -> hp upper. I don’t think EX MGB hits fully off a level 2 backdash.
Was messing with Jet Upper -> Super stuff against the problematic four (Honda Cody Hakan Adon) and unless I’m timing it badly, HP Jet Upper(2 hits) xx Super has varied results. Was something I was messing with a few days ago (should have written it down!) but I think it caught Honda but no one else? I’ll mess around a little later and figure it out.
For Super really you should just do st.HK xx LK Ducking Uppercut xx Super, rather than LP Jet Upper juggle or HP Jet Upper cancel
I’ll have a go at this, most of the time when I focus and I do get a hit I dunno what the hell to do.
This is in the OP, yet I forgot. I have to get better at this though, because at the moment I can’t get it without mashing.
Also, did you guys know that jab jab fierce is a combo? Does 144 damage, but not incredibly reliable. Did it when I meant to do cr.lp, cr.lp, s.hp. Which looking at it now, is stupid because why would I want to push people away, and it’s probably not actually a combo anyway.
Why are you back dashing? If I get the crumple, I dash forward. If not, I dash back.
i’ve been doing duck straight, lp mgb/ultra. though i haven’t thought of dash in lp upper, hp upper.
This needs to be put in the OP
** Combos**
a. Notation
[LIST][]A ?,? [comma] between two inputs denotes that they are linked.
[]A ?xx? [double x] between two inputs denotes that the next moves before the double x is cancellable into the move after the double x.
[]A ?>? [arrow] between two inputs denotes that the input after the arrow is a follow-up to the move before the arrow.
[]Anything in Blue denotes that the move is EX and requires at least 1 Meter
[*]Before each combo, you will see a bracket with one number and ?/? [backslash] and another number. The first number is the total damage of the combo, and the second number is the stun the combo deals to the opponent.
Ex. [200/100]: This combo deals 200 damage and 100 stun.[/LIST]
b. Combos
Hit-confirm Combos
[details=Spoiler][195 / 371] c.LP, c.LP, s.HK xx HP Machine Gun Blow
[216 / 410] c.LP, c.LP, s.HK xx HP Jet Upper
[242 / 293] c.LP, c.LP, s.HK xx LP Jet Upper, LP Machine Gun Blow
[263 / 453] c.LP, c.LP, s.HK xx EX Machine Gun Blow, MK Duck > Upper
[271 / 479] c.LP, c.LP, s.HK xx EX Machine Gun Blow, MK Duck > Straight, LP Machine Gun Blow
[281 / 478] c.LP, c.LP, s.HK xx EX Machine Gun Blow, MK Duck > Straight, HP Jet Upper
[205 / 371] c.LK, c.LP, s.HK xx HP Machine Gun Blow
[226 / 368] c.LK, c.LP, s.HK xx HP Jet Upper
[273 / 453] c.LK, c.LP, s.HK xx EX Machine Gun Blow
[Note: Normal Hit-confirm?s do not work when Claw or Blanka are crouching. For these two, please use the combo below]
[188 / 260] c.LK > s.MK > HP Jet Upper[/details]
Non-Super/Ultra Punishment Combos
[details=Spoiler][284 / 420] f.MK, s.HK xx HP Machine Gun Blow
[308 / 420] f.MK, s.HK xx HP Jet Upper
[318 / 415] f.MK, s.HK xx LP Jet Upper, HP Jet Upper
[360 / 520] f.MK, s.HK xx EX Machine Gun Blow, LK Duck > Upper
[382 / 550] f.MK, s.HK xx EX Machine Gun Blow, MK Duck > Straight, HP Jet Upper
[266 / 330] f.MK, c.LK > s.MK xx HP Jet Upper
[304 / 520] c.HP, s.HK xx HP Machine Gun Blow
[380 / 620] c.HP, s.HK xx EX Machine Gun Blow, LK Duck > Upper[/details]
Juggle Combos
[details=Spoiler][280 / 336] c.HK, c.HK, c.HK [corner-only]
[200 / 320] c.HK, MK Duck > Straight
[220 / 320] c.HK, MK Duck > Upper
[280 / 336] EX Machine Gun Blow, c.HK, c.HK [corner-only][/details]
Overhead Combos
[details=Spoiler][276 / 418] f.HK, c.LP, s.HK xx HP Jet Upper
[255 / 421] f.HK, c.LP, s.HK xx HP Machine Gun Blow
[323 / 503] f.HK, s.HK xx EX Machine Gun Blow, MK Duck > Upper
[288 / 420] f.HK, s.HK xx HP Jet Upper[/details]
Super Combos
[details=Spoiler][398 / 368] c.LP, c.LP, s.HK xx MK Duck > Upper xx Rocket Upper
[526 / 420] f.MK, s.HK xx MK Duck > Upper xx Rocket Upper
[526 / 420] f.MK, s.HK xx LK Short Swing Blow xx Rocket Upper
[470 / 150] LP Jet Upper, Rocket Upper
[428 / 320] c.HK, MK Duck > Upper xx Rocket Upper
[506 / 420] f.HK, s.HK xx Duck > Upper xx Rocket Upper[/details]
Ultra Combos
[details=Spoiler][339 / 453] c.LP, c.LP, s.HK xx EX Machine Gun Blow, MK Duck > Straight, Corkscrew Cross
[351 / 453] c.LP, c.LP, s.HK xx EX Machine Gun Blow, MK Duck > Upper, Corkscrew Cross [corner only]
[454 / 520] f.MK, s.HK xx EX Machine Gun Blow, MK Duck > Straight, Corkscrew Cross
[390 / 240] c.HK, c.HK, Corkscrew Cross [corner-only]
[314 / 320] c.HK, Duck > Straight, Corkscrew Cross
[384 / 150] LP Jet Upper, Corkscrew Cross
[461 / 520] f.HK, s.HK xx EX Machine Gun Blow, MK Duck > Straight, Corkscrew Cross
[351 / 250] EX Cross Counter, Corkscrew Cross
[502 / 200] EX Short Swing Blow xx FADC, Corkscrew Cross [corner-only][/details]
Just posting what I took out in case we ever need it.
old combo thread
[details=Spoiler] Punishers:
Note: You can’t combo cr.hk from a jump-in! It only combos in a juggle or from a focus crumple. So if you’re doing a jump-in the best you can do is f.mk -> s.hk xx whatever.
[LIST]
[]No meter:
[LIST]
[]f.mk -> s.hk xx lp Jet Upper -> hp Jet Upper: 318 Damage
[/LIST]
[]1 Bar:
[LIST]
[]f.mk -> s.hk xx EX Machine Gun Blow -> mk/hk Ducking Uppercut:
[*]Corner only: f.mk -> s.hk xx EX Machine Gun Blow -> cr.hk -> cr.hk: 406 Damage
[/LIST]
[]Ultra, no EX:
[LIST]
[] f.mk -> s.hk xx lp Jet Upper -> Corkscrew Cross: 474 Damage
[*]Corner only: cr.hk -> cr.hk -> cr.hk -> Corkscrew Cross: 412 Damage
[/LIST]
[]1 Bar, ultra:
[LIST]
[] f.mk -> s.hk xx EX Machine Gun Blow -> lk Ducking Straight -> Corkscrew Cross: 454 Damage (less damage than no EX combo if full ultra)
[*]Corner only: f.mk -> s.hk -> EX Machine Gun Blow -> cr.hk -> cr.hk -> Corkscrew Cross: 494 Damage
[/LIST]
[]Super combos:
[LIST]
[]f.mk -> s.hk xx lk/mk/hk Ducking Uppercut xx Super:
[]f.mk -> s.hk xx hp Jet Upper (2 hits) xx Super:
[]Corner only: f.mk -> s.hk xx lp Jet Upper -> lp Machine Gun Blow -> Super: 429 Damage
[*]Corner only: cr.hk -> cr.hk -> cr.hk -> Super: 530 Damage
[/LIST]
[/LIST]
Dudley’s most damaging combos include cr.hp -> s.hk xx EX MGB. However, that only works at point-blank range, is a one-frame link, and is character specific. The damage off of it is impressive though.
Hit-confirms :
[LIST]
[]cr.lk xx s.mk xx lp Jet Upper ->
[LIST]
[]hp jet upper (character-specific): 198 Damage
[]Corkscrew Cross: 354 Damage
[](corner only) lp Machine Gun Blow -> Super: 429 Damage
[/LIST]
[]cr.lk -> cr.lp -> s.hk xx
[LIST]
[]EX Machine Gun Blow combo
[]lp Jet Upper -> Corkscrew Cross (does not work on big characters)
[]hp MGB (works on everyone)
[/LIST]
[*]hp Jet Upper (2 hits) xx Super: 382-415 Damage
[/LIST]
[LIST]
[]f.mk -> cr.lp -> s.hk xx
[LIST]
[]EX Machine Gun Blow combo
[*]Jab Jet Upper combo
[/LIST]
[*]f.mk xx s.mk xx s.hp xx Super: 412 Damage
[/LIST]
You can combo from Dudley’s overhead! It’s +4 on hit on crouching characters and so you can combo into s.hk, cr.lp, or straight into super. It’s a very delayed link too so it’s easily hit-confirmable.
[LIST]
[]f.hk xx s.mk (easy): 110 Damage
[]f.hk -> super (easy): 430 Damage
[]f.hk -> cr.lp -> s.hk: (moderate)
[LIST]
[]EX Machine Gun Blow
[*]Jab Jet Upper combo
[/LIST]
[]f.hk -> s.hk xx: (hard)
[LIST]
[]EX Machine Gun Blow
[*]Jab Jet Upper combo
[/LIST]
[/LIST]
Situational combos:
[LIST]
[][media=youtube]JrJdDzdU0es"[/media] -> lk ducking straight ->
[LIST]
[] hp Jet Upper: 248 Damage
[] Super
[]Corkscrew Cross
[/LIST]
[]AA lp Jet Upper ->
[LIST]
[]hp Jet Upper: 180 Damage
[]Super: 430 Damage
[]Corkscrew Cross: 300-344 Damage
[/LIST]
[]AA Short Swing Blow ->
[LIST]
[]Corkscrew Cross: 208-296 Damage
[*]Super: 440 Damage
[/LIST]
[] EX Short Swing Blow xx EX Focus Cancel xx Forward Dash -> Full Corkscrew Cross: 502 Damage
[]EX Cross Counter -> Corkscrew Cross (The damage on EX Cross Counter is different depending on what move you counter)
[]EX Jet Upper xx EX Focus Cancel xx Forward Dash -> cr.hk ->
[LIST]
[] Corkscrew Cross
[*]corner only: cr.hk -> Corkscrew Cross
[/LIST]
[]cr.mp xx mp Machine Gun Blow or s.hk xx hp/EX Machine Gun Blow: 180 Damage (counterpoking option select)
[]s.hk xx hp Machine Gun Blow: 210 Damage (If you have no meter and would prefer getting in/consistency over a Jet Upper knockdown)
[]Counter-hit f.hp -> s.hk (-> whatever)
[]cr.hk ->
[LIST]
[]hk Ducking ->
[LIST]
[]Straight -> Corkscrew Cross
[*]Uppercut
[/LIST]
[](corner only) cr.hk -> cr.hk (->Corkscrew Cross/Super)
[](If you counterpoked with the cr.hk mid-screen where ducking won’t reach) hp MGB
[/LIST]
[/LIST]
[/details]
East: I checked recently and cr.lk, cr.lp, s.hk does not work on crouching Blanka or Vega. So I think we need to put cr.lk xx s.mk xx jet upper in there for those characters. It is hit-confirmable if you are already doing the DP motion when the s.mk comes out. Also, if you do a :df:,:d:,:df: motion for the DP you get an OS cr.mk if opponents backdash.
Good Idea,
I’ve actually been sitting on that for about two weeks now. Forgot about it today, until I pulled up the word file. by accident.
[quote=East;9302789
[*]
Anything in Yellow denotes that the move is EX and requires at least 1 Meter
[263 / 453] c.LP, c.LP, s.HK xx EX Machine Gun Blow, MK Duck > Upper
[/quote]
Huge thanks for contributions Kikuichimonji and East, but that bright yellos is pretty damn horrid color if you use the white forum theme.
And nigh on impossible to read. I am sure the fact it says EX in front of Machine Gun Blow is sufficient to denote the use of meter.
I’ve addressed all the changes in the original post I made with all the combos, all that’s needed to do is copy and paste.
[Added Hit-Confirms for c.Blanka and c.Claw]
[Changed color from Yellow to Blue, lol I forgot there was a snow skin.]
what are some good setups for c.Hp -> s.HK sans J.HP?
Punishment.