Safe Strings/Parry Bait

hey all… :encore:

considering the danger of being parried vs. some people…ive made this thread…

when i get parried…i usually eat a chunk of dmg…my friends arent to the point where 1 parry just ownz my life bar totally, but the shitz pretty annoying already…unless im the one doing the parrying :tup: …

if you find yourself getting parried a bit…outside of throwing/changing hitlevels/…what are some good strings/cancelable moves to use to maximize safety??

as stated before…i dont have the game and dont get to play much right now…so im playing these scenarios mostly in my head :xeye:

but anyway…i was thinking some safer strings might be…

c.lk, c.lk to super or swing back blow…
s.roundhouse swing back blow…
towards+mk towards+mk towards+fp

what strings/delays/cancelables etc etc. do you guys use…simple strings that can deal decent dmg but can also be changed or altered to minimize the danger of a parry when u see one coming…the more efficient my dudley can be…

i was thinking…against certain characters who usually do standing attack after parry…a cross counter might be good to do after moves that can cancel into specials…

like s.roundhouse parried cross counter…sounds like a good idea to me…

also, does dudley have any strings in the air that he can do to make a jumping offense safer??

comment/discuss

Well, Im not gonna get too far into anything since Im kinda new myself, but I’ll give some thoughts. Someone will correct me later if they’re wrong. :bgrin:

Anyway, I was looking at what you said as to:

s.roundhouse parry cross counter

I dont think something like that would work. I believe parrys will put you into a state where your completely vulnerable for a number of frames, and the Cross Counter dosent start up untill about 3 or 4 frames, so your bound to get hit anyway. One thing I did see recently in one of the Shirube vids was an almost immediate SAIII, which seemed to catch the opposing Chun-Li while she was still in her parry animation.

you should use chains but dont end them, I always got new Ken-players who are c.mk-crazy with a blocked lk,mk chain, down-parry, lk,mk, link into super :stuck_out_tongue: I always try out new players, if they go low alot after blocked stuff, or whatever…

btw: f+mk, wait, parry, f+mk xx super (cancel or link?) is also good

for jump ins, if they’re parry happy, you can always empty jump to throw, or short swing blow. another option is very late jump in attacks.

i don’t know what you mean, really. the only way not to get parried is to be unpredictable. if you follow any attack string too much, you risk getting red parried anyway, so no “string” is safe. the best thing to do would be stopping strings short, so they don’t get a chance to parry the last hit. this can also bring another chance to throw. works well with the f+mk + f+mk + hp string, cause you can stop after the first f+mk and throw.

you can also always try to cancel into super if you see a parry, but that can mean wasted bar, AND a chance for them to attack again. corkscrew is semi-safe.

all input is appreciated…

also, let me clarify…i never assumed any string would be safe…but surely i’d rather have a s.roundhouse parried than his overhead roundhouse…just because s.roundhouse can be canceled and has quicker recovery…i’d still probably eat the same dmg…but the option to TRY and cancel to super or special or block is there…soooooo i meant safer in that sense…

delaying of strings/changing hitlevels/throwing/empty jumps are all common strat for everyone…i guess what i was looking for was something more specific to dudley…figured it didnt hurt to ask…the possibilities of swing back blow and his longer standard strings sounded good in my head…

i like his mixups and strings off of f+mk probably the most…

what all normals can dudley cancel to specials?? supers??

:lol:

i do that too. 'cept i don’t repeat the s. short, s. forward chain into super. after doing s. short, s. forward -> low parry, i do s. roundhouse -> EX MGB or s. roundhouse x strong Jet xx Rocket :badboy:. other times it’ll be s. short, s. forward -> parry -> s. roundhouse x duck xx super. i just try to go for the more damaging things :wgrin:.

i’ve never tried twds + forward as a parry bait. but i shall :clap:. what Fujiwara does from time to time is s. short, s. forward -> twds + forward link into Rocket. he doesn’t really bait a parry, rather, he stuffs whatever his opponent tries to poke with using twds + forward.

SirSmooth:

Dudley can cancel into a special or a super from the following:

  1. s. roundhouse
  2. s. strong
  3. c. strong
  4. s. short
  5. c. short
  6. twds + forward
  7. s. jab, s. strong, s. forward chain

i think he can also cancel from jab alone and from c. jab. but they’re not useful, IMO. i’ve also cancelled into a super using s. fierce, and i’ve seen 178 do it against Takami’s Chun-Li in an SBO qualifying match.

:rock:

fierce can cancel into super yes, but you have to be at point blank range to hit all hits, better do hk xx duck under xx super… you should use it as anti-air, which 178 does alot, if he thinks someone will jsut parry his fierce, he’ll go straight into SA3 and the other gets hit :wink:

Anyway: Yea I should do the most damaging :stuck_out_tongue: But I love that link, I shouldnt do it vs Chun or any other bitch who can crouch it =(

s.mk-s.rh-s.fp Cool AA Chain. 4 Strange Tming hits to parry. s.rh xx rh ducking xx super behind them. Block a late jump in from an attempted parry, short swing blow.AA parried f+mk xx dp or ducking, super.

Dudley is usually one of the hardest to parry against. Mix up your attacks. Alternate between high attacks, low attacks and throws.

You can try the “Dashing Under” move but end it with a throw instead.

:encore:

ooooooo…thx again for replys…

s.roundhouse xx ducking xx super…
ducking=no punch?? just the dash part??

how does weak mbg work vs. empty jump…seems like it would be hard to parry…plus it could open up combo possibilities…

Ducking = no punch, correct.

And jab mgb can be a pretty good anti-air, probably a little better if you use s.rh and then cancel into it. if everything gets parried, i think you still have enough time to be able to block/parry/tech/throw when they land, considering they’ll have very little time to hit you from the air at such a height where they’re able to parry an s.rh. So it’s kind of safe, but, if you don’t anticipate the correct next move, you’re going to be in a world of hurt.

You could also mix it up from time to time by doing an s.strong and then the ducking move, rather than the roundhouse. S.strong is quick enough that it can knock them back from their jump, and, at the same time, allow you to see whether or not they successfully parried or not (which means the difference between a super that connects, and one that hits only once or twice if at all.

Parry bait. Hmm.

This is something I’ve picked up agaisn’t d mk happy ken scrubs with dudley. On wakeup from about half screen away for instance (know your ranges)throw a rose to pin ken on the ground. Then do roundhouse duck under into ducking straight. Wait then tap down. If you don’t trust it immediately, the just block low. Dudley recovers in a flash.

After the parried d mk I usually go into s rh x ex MGB and then all hell usually breaks loose.

I love ^^^ that shit.