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

Ditto. Very straightforward and easy to read. :tup:

Can dudley continue after a cross counter? or is it that one hit

Combo Damage Stats (All Ultra combo damage listed is fulll ultra):

Punishers:

F+MK>HK>LP DP>HP DP: 318

(Corner Only) cr.HK>cr.HK>cr.HK: 280

(Corner Only) cr.HK>cr.HK>cr.HK>Corkscrew Cross: 412

(Corner Only) cr.HK>cr.HK>cr.HK>Super: 530

f+MK>HK>EX MGB>LK Duck Straight>HP DP: 382 (Character Specific, guaranteed on T.Hawk)

f+MK>HK>EX MGB>LK Duck Upper: 360

(Corner) F+MK>HK>EX MGB>cr.HK>cr.HK: 406 (Seems to be character specific/timing for second cr.HK)

F+MK>HK>LP DP>Corkscrew Cross: 474

F+MK>HK>EX MGB>LK Duck Straight>Corkscrew Cross: 454 (Character-Specific/Timing)

(Corner) F+MK>HK>EX MGB>cr.HK>cr.HK>Ultra 2: 494 (Character-Specific/Timing)

Hit-Confirms:

cr.LK>s.MK>LP DP>HP DP: 198

cr.LK>s.MK>LP DP>Ultra 2: 354

cr.LK>s.MK>LP DP>LP MGB>Super: 429

cr.LK>cr.LP>HK>HP DP 2 Hits>Super (Ranges from 382 to 415 depending on how many hits super does)

cr.LK>cr.LP>HK>LP DP>HP DP (This seems to put them farther than normal causing frequent whiffs, not recommended)

cr.LK>cr.LP>HK>EX MGB>LK Duck Upper: 273

F+MK>cr.LP>HK>LP DP>HP DP (Tends to whiff, not recommended)

F+MK>cr.LP>HK>HP DP 2 Hits: 296 (Sometimes whiff)

F+MK>cr.LP>HK>EX MGB>LK Duck Upper: 343

F+MK>s.MK>s.HP>Super: 412

Overhead:

F+HK>s.MK: 110

F+HK>Super: 430

F+HK>cr.LP>s.HK: 164

F+HK>cr.LP>s.HK>EX MGB>LK Duck Upper: 323

F+HK>cr.LP>s.HK>HP DP 2 Hits: 276 (Adding LP DP before HP DP makes it tend to whiff the DP, and that combo does 284 dmg, so not really worth the 8 extra points of damage)

F+HK>s.HK: 160

F+HK>s.HK>Super: 440

F+HK>s.HK>LP DP>HP DP: 298

F+HK>s.HK>EX MGB>LK Duck Upper: 340

Situational Combos:

Anti-Air Trade HP Uppercut>LK Duck Straight>HP DP: 248 (It works corner and midscreen)

Anti-Air Trade HP Uppercut>Corkscrew Cross: 364 (Requires a dash after trade)

Anti-Air Trade HP Uppercut>Super: 450 (Requires a dash after trade)

Anti-Air Trade HP Uppercut>HK Duck Straight: 200

Anti-Air Trade HP Uppercut>HK Duck Upper: 220 (If done with LK or MK not guaranteed to hit 2 hits resulting in 160 damage)

Anti-Air LP DP>HP DP: 180

Anti-Air LP DP>Super: 430

Anti-Air LP DP>Corkscrew Cross: 300-344 (Sometimes it whiffs a hit)

(corner only? Only seen it in the corner) EX Short Swing Blow xx EX Focus Cancel xx Forward Dash -> Full Corkscrew Cross: 502 (Yes it’s corner only since midscreen character is juggled too far to be hit with anything)

Anti-Air Short Swing Blow>Super: 440

Anti-Air Short Swing Blow>Corkscrew Cross: 208-296 (Depending on how many hits Corkscrew does)

(Don’t really recommend doing this since you can be beat clean by a jump-in which results in you being counter-hit, and if it trades you can’t continue super or ultra after)

EX Cross Counter -> Corkscrew Cross (Ranges from 392 to 436 depending on how many hits Corkscrew does)

cr.mp xx mp Machine Gun Blow: 180 (counterpoking option select) (Can you explain the option select behind this?)

s.hk xx hp Machine Gun Blow: 210

Anything else you’d like me to test, just ask.

You buffer the mp Machine Gun Blow and if you manage to nick them it comes out. If you whiff it doesn’t.

Thanks for the numbers. Adding them ASAP.

Np, and that’s smart, maybe times have I counterpoked with cr.mp, this makes it a beastly option select since cr.mp is outside their block range but stuffs normals.

this should be dudleys new BnB and punisher (joke)

[media=youtube]BX3V1J1p9R0[/media]
[media=youtube]Wt7h1e8JE80[/media]

=P

INSANE DUDLEY RESET!
[media=youtube]lc_DN3RfoTk[/media]

Are you playing Dudley? I figured you’d of went to Ibuki.

Also, the second link is set to private.

im gonna play all 3s characters =P, starting off with dudley and makoto, n then ill learn ibuki later… (ibuki is damn hard)

i only enjoy rush down =)

But you play Viper!

yeah, it she took me too much time and too much work =P since ibukis gonna take long to learn, imma learn her last

Nice combo with the cr.hp. But does it work on a crouching character? Does cr.hp force stand? How spacing-intensive is the combo? Does it work on all characters? If it doesn’t work on all characters who does it work on?

Here’s a list of links, some of which may or may not be real:

[LIST]
[]cr.lp ->
[LIST]
[
]cr.lp
[]cr.lk
[
]s.hk
[*]cr.mp
[/LIST]

[]cr.mp->
[LIST]
[
]cr.lp
[]cr.lk
[
]s.hk
[/LIST]

[]s.lp/s.mp ->
[LIST]
[
]cr.lp
[]cr.lk
[
]s.hk
[]cr.mp
[
]s.hp
[*]s.mp
[/LIST]

[]cr.lk/cr.mp ->
[LIST]
[
]cr.lp
[]cr.lk
[
]s.hk
[/LIST]
[]s.lp xx s.mp ->
[list]
[
]cr.lp
[]cr.lk
[
]s.hk
[/list]
[]s.mk xx s.hk -> cr.lp
[
]s.lk xx s.mk ->
[list]
[]cr.lp
[
]cr.lk
[*]s.hk
[/list]

[/LIST]

Sorry, like I said in the first post I don’t have the game yet so I can’t test anything myself yet.

I don’t know about this being Dudley’s new BnB.
1.) j.fp is balls compared to j.rh. From what I’ve experienced it whiffs ALOT, but the plus side is that if it hits Dudley starts off at the closest range possible to continue his combo. j.rh leaves more distance, but f+mk allows that distance to close thanks to him stepping forward a bit.
2.) The hit confirm on the cr.fp leaves Dudders at an awkward pause (either after cr.fp or st.hk).
3.) f+mk is just too good.

I’m thinking that sacrificing the extra bit of damage from the cr.fp for positioning and frame advantage would be worth to keep Dudley’s bnb from jump-ins to start with f+mk.

As for punishers this is totally awesome.

Also, WTF @ Super cross-up. That was pretty funny.

Lol yeah, found the super cross up a few days ago since there are people who aren’t familiar with Dudley in SSF that they aren’t accustomed to seeing that huge gap between reps 2 and 3.

If you DP xx ultra in the corner, it’ll autocorrect if you end up IN the corner.

Had this in my last post, edited it out and forgot to put it back in:
j.HP, s.RH, ex mgb ---- [dmg/stun]
| LP mgb (corner): 359/551 *midscreen the mgb dmg/stun varies on your timing and hits landing
| LP mgb with ultra: 440/551
| c.RH (corner): 366/564
| c.RH with ultra: 501/564
| ducking straight: 366/620
| ducking straight with ultra: 527/620
| ex dp (corner): 352/515
| HP dp (corner): 338/515
| ducking upper: 380/620

Just for consistency, I kept it rather basic with the lead-in to the ex mgb. Didn’t want to spend a lot of time doing the links like f.mk, s.rh or the c.hp, s.rh. So damage and stun values will be different.

Best option for FA crumple dash back:

MK Duck>LP DP>HP DP 218 dmg 305 stun

MK Duck>HP DP 2 Hits 208 dmg 310 stun

If you have stunned your opponent, it’s best to start the combo with j.HP (120 dmg, 200 stun), since even though FA lvl 3 is 140 dmg 200 stun, it scales badly.

j.HP>f.MK>s.HK>LP DP>HP DP 404 dmg 563 stun character specific midscreen

j.HP>f.MK>s.HK>HP DP 2 Hits 396 dmg 563 stun

j.HP>f.mk>s.HK>ex MGB>LK Duck Upper 443dmg 653 stun

j.HP>f.mk>s.HK>ex MGB>cr.HK>cr.HK 481 dmg 665 stun (character specific/timing)

Ok, I decided in my efforts to better my execution I was going to get the stun values for most of the combos on the OP. I added a few of my own and made some comments, all additions are made in red, I hope none of this has been posted already!

I am, of course, using the retail version of the game.

Doing the same thing again with the links.

Other notes:

f+mk, st.mp, st.mp, st.hp (xx super too!) is character specific, but possible (299/508 with super damage and 420 stun) yikes!

Also, f+mk, st.mp, st.hk combos, technically that xx whatever is stronger than just f+mk, st.hk xx whatever.

Interesting.

Can you compare the damage/stun on:
f+mk, st.mp, st.hp xx EX MGB
and
f+mk, st.hp xx EX MGB

Also, how many frames are there on both links? That is, f+mk -> st.mp and st.mp > st.HP?

st.hp doesnt cancel.

I assume you mean st.HK?

f+mk to st.mp is damned easy, and st.mp to st.hk is easier than f+mk to st.HK. So not only is this a damage boost, I feel it increases the damage, HOWEVER, it doesn’t work on crouching opponents.

276/380 normal

311/439 with the mp

EDIT:

Idea midscreen off of a focus is:
Level 3 Focus > f+mk, st.mp, st.hk xx EX Machine Gun Blow > mk Dash Upper. 421 Damage and 601 stun for one bar. I can dig that. Not to mention you actually gain over an entire bar of super doing the combo, assuming you do an empty duck or two afterwords (which sets you up perfectly for mixups).

Edit AGAIN:

Overhead, st.mp, st.hk works too, damn these links.

I’m curious. Does Dudley have any moves that force the opponent to stand up? For instance, can he do F. MP xx F. MK xx Rape (with Dignity!) or vice-versa?

This is awesome stuff either way. Keep it up!

Yeah, I meant st.hk.

And, ah, so st.mp whiffs on crouching opponents. I wonder if that’s character specific.

@Daedalus: I don’t think Dudley can link f+mp to f+mk.