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

I checked last night and the max distance of rolling thunder is 2.75 “squares” in the training room. which is 3/4 screen or so. The first hit will whiff but the 2nd will hit then go into the full ultra. Even though it whiffs, it’s still fast enough to punish EX fireballs from Ryu.

Good work dude, mind if I swipe these numbers for my guide? I’ll give props where it’s due!

Also this re-inforces my point about stun. You only get a feel for the stun values based on the match-up you are in, but you will notice that certain sequences against certain characters will stun. Against Ibuki / Akuma / Seth, go for the stun combos, even add EX in there to seal the deal… two succesful high / lows against these characters will stun them for sure.

Against guys like T.Hawk / Gief / Hakan, change your combos for out and out damage.

u so wize Golden Gunman. Still waiting till release to post your guide?

for cr.rh x3 in corner, do you have to move forward after the 2nd cr.rh? I’ve spent maybe 5-10 minutes trying to get it to work, but no luck.

I don’t move when it comes to landing the second scoop, my problem is getting the third; which probably means that I have to move just a bit to land it. I’ll check it out.

Yeah man, like I said on GAF, feel free to use the info haha.His most basic combo that involves ex MGB does 620 stun.

Some stuff I’ve been messing with. You’ve probably seen them already but just in case!

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I’m going to find that infinite. I have to.

Hey Gunman, I just posted a bunch of damage and stun numbers in the Dudley overview thread.

Trag, in combo 6, after the jumpin, isn’t that f.mk?You wrote f.mp.Also, speciaking of F.MP, does it have a purpose, considering it doesn’t move forward?Frame advantage, anything?

Ahh, thanks for the correction!

When you do the second cr.HK, it has to be timed a bit early so that the third cr.HK would connect.

if the 2nd one is timed correctly, is the 3rd cr.rh done immediately after the recovery of the 2nd? don’t need to move or anything?

Yep, you don’t need to move or anything. Just time the 2nd one correctly or just a bit early as usual so you’ll be able to do a 3rd one after the recovery of the 2nd one. You can tell by the animation if you timed it right or not.

k I’ll try that, thx.

It’s a 1 frame link to land the 3rd HK. It’s damn hard.

What jump in are you guys using? j.hp seems to put Dudley closest to the character but whiffs a lot. j.hk seems to be more meaty and hits consistently but it doesnt put you close enough to do cr.lk hit confirms. All in all, my jump ins have pretty much consisted of me doing j.hk -> f+mk for hit confirm.

How are you guys hitting your bnb’s and with what jump ins?

Random combos, some might be re-post:

CH HK, HK–>
CH jHP, cHK

j.HK/HP > f+MK is what I always use as my hit confirm. Does WAAAAY more damage than cr.LK and gives you plenty of time to confirm.

j.HK hits crouchers, I need to test it out on Akuma trying to do AA Demon. I know I hit Ryu out of a cr.MK once.

/

The timing of the 3xcr.HK in the corner is completely dependent on the 2nd one being as early as possible. It launches them slightly higher.

ncie thread, subscribed.

Hm. Can Dudders do anything off a CH s.fierce? I get those alot in chains.

Also, on CH (or armor break):
CH Duck Straight > cr.jab > st.jab > st.fierce. Does juicy damage.

Anyone come up with some good frame traps? I found after lp MGB that I can get a counter hit from cr.lp or cr.mp if the opponent does anything in which I normally just go back into another lp MGB. Also, j.hk > f+mk > cr.jab on block, step back, fierce has netted me a lot of CH fierces.

Hrm… I wonder… gonna try something out.