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

i dont know if this has been answered but it there a way to combo the complete animation of corksreew cross aside of EX short swing blow FADC ???

Its been answered but mreh. Focus crumple. And Meaty j.HK and I think meaty j.HP. Thats it as far as we know!

Maybe we should add this to the main post just because its a common question?

jump in with all normals combo with ultra, but really close to the floor, clearly not hit confirmable…

Meaty F. HP can combo into either Ultra
Counter Hit f. MK, F.HP and s. MP can combo into either Ultra
If you hit F. HP with the very tip (last or near last active frame), you can combo in either Ultra
Anti Air Duck Straight can combo into U2 (doesn’t work, thought it did since straight didn’t add juggle but it definitely stops full animation)

If someone can, try duck upper (1 hit) fadc U2 and tell me if that works. I cant seem to do it.

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[quote="masa, post:562, topic:97745

Spoiler

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)
[/quote]

shouldn’t something like this be on the first page?

whats a dickb

you’re not the only one, East. I dropped a lot of combos in that stream endless match we were in with Liquid SRK and it was hell because I was so nervous. But later n I got some of my links but still dropped some unecessary shit man -_-.

Link training is what I do as soon as I get on street fighter as a fresh start every single time I play the game. :slight_smile: Do it and you’ll see how fast that shit will help you. Also good matches yesterday.

It is, in the second post.

Good job, I only checked the last few pages and posted without visiting the first page.

I can do both, but I consider the chance of dropping something that you get 1 frame to execute not worth it in tourney situation. Instead I’ll go for the only like 30 or 40 less damage could have that wrong and the increased stun to only have 1, 1 frame link to try. Its not like that situation comes up often anyway, just when punishing really big whiffs or landing a focus…

hey guys I just pulled out a clutch fireball punish
ducking upper, FADC jab, jab jet upper, fierce jet upper, FADC corkscrew cross

my hands were on autopilot at the time but it very easy to do
I’ll see if there are any alternatives to this combo

I’m thinking that instead of the final ultra, I can tack on a ducking straight upper if you have no ultra. but I’m sure that it’s character specific

what do you guys think?

Well… If you want to burn all your bar for scaled damage instead of just doing ducking upper/straight > super for tons of damage, well;

ducking upper > fadc > jab > s.hk > medium jet upper > fadc > c.hk > ultra

Wait, that’s not possible, is it? HP Jet Upper juggle only hits the second hit, only the first hit is cancelable, no?

You can FADC the HP JU on airborne opponents.

Hey, can someone elaborate on using target combos?

I can’t seem to find anything in the opening post, but I’ve seen like videos and stuff on the internet where it seems like the Dudley player is using target combos (and maybe linking them together? I’m not sure, actually)…

For example, I can do stuff like lp mp mk into jet upper… and I can do this from an FADC-d duck upper as well.

Anyway, thanks in advanced and sorry if this is a redundant topic (but I can’t seem to find anything on it in any of the stickies).

One word: Don’t

They would be worth it if a few more were special move-cancellable and/or didn’t scale.

Target combo’s integrated into 3rd Strike’s system great, but not into 4’s.

I would say that the only target combo worth a damn is c.lk > s.mk, simply because it let’s you further Dudley’s High-Low game, with c.lk > s.mk xx hp Jet Upper or you can do c.lk > s.mk xx Duck > Upper xx Super.

Also it’s possible to do s.lk > s.mk > s.mp > s.hp, s.hk xx EXMGB on Abel [cause of weird hit box] but scaling makes it garbage.

In truth, you’re better off using Street Fighter 4’s normal combo’s

Oh yeah, I took an anti-air idea from 3rd Strike that seemed to work pretty well:

When you’re trying to anti-air someone, just do Target Combo 7 [s.mk, s.hk, s.hp] because no matter what, even if you do it early, you’ll win because each of those moves is an anti-air option, so why not do all three?

Worked in 3rd strike because parrying all 4 hits [c.hp in 3S was 2 hits] just to get in on someone from a jump was a bitch.

Hm, strange… I mainly started trying to screw around with them because of the supposed usefulness of the combos in matches against like Zangief (which I read in this forum… specifically, they said that target combo 8 is great and keeping Zangief out during a pinch)…

(plus, isn’t the stun on mk hk hp pretty good? I can FADC it too… but then, I didn’t check stuff against the stun of regular combos)

If you’re good at AA’ing with s.mk you’re just removing the ability to pressure on the reset.

That might be good against gouken as it would beat all of his demon flip options.

counter hit f.hp, s.hk, EX mgb combo’s are awesome.