u really dont need to do all this crazy shit to get footsies.
slow the game down in your head. stop jumping around so much, and think for a second. the rest comes. experiment a little bit, and watch vids. figure out what works for you, and your game will evolve naturally.
Well, I think point is to get to know the other characters in whatever way works for you. Either by playing them for a bit, or watching a shit load of videos. The key point is to understand what the character wants to do in the matchup, so that you know best what to keep them from doing. Like vs shoto, they’re gonna wanna use option select c.MK, and just c.MK in general, so you’re gonna wanna use t.HP more in that fight. Same with Urien c.MK and your c.HP, same with Makoto karakusa and your backswing blow, etc etc. Know what the opponents options are, and use yours accordingly to maximize your strength and minimize theirs.
yeah, you need to know matchups, but you dont necessarily need to play the character to learn that. if you play your character enough, that stuff comes. which like i said, comes from watching vids and figuring out what works for you.
and just general game knowledge. maybe i take that for granted because ive been playing the game for a while, and almost nothing really surprises me anymore.
ex ssb is good when used sparingly. it can occasionally be parry bait, but its good after like, a UOH because you will score that knockdown. and get on them quickly to force a guess.
i use it sometimes, but not in any specific situation other than UOH. the normal one is really good…and if it hits the hitstun is so long you can really set up a high/low/throw game after it. people love to either parry high or block high after getting hit by one of these. so especially in the corner, you can just walk up and throw them for pretty much free.
Good faq, I must say I agree with about 90-95% of what you said in it. One thing you may wish to add to your faq though; the shin-shoryuken glitch Ryu can do against Dudley after a throw. Just to have new Dudley players aware of it. Also, Corkscrew Blow is 2 frames not 1. And you forgot to mention the jab > strong > forward chain can also be linked into either the strong or jab version of MGB after the last hit of the chain connects (and EX MGB on Makoto as well, but I’m not sure if it works on any other characters).
I still dick around with Lk mk mp fp cause its his most damaging normal combo. am i stupid? it does get parried like 50% of the time. i do it to build/conserve meter. sometimes i dont feel as safe throwing fk out there to chain into MGB. I mean, i use all the other normal combos too, mainly f+mk mk fp and lp mp fp but just to switch it up.
i dont use the jab combos. i only use jab to spam f jab
the only chain combos i use on a standing opponent are:
LK > MK (hit confirm into super)
c.LK > c.MP > c.HP
f.HK > MK (if i don’t have meter… otherwise it’s f.HK into SA3)
so it’s really just the low chain, and that’s to get breathing room if anything (if i’m attacking with the intent of hitting, i’ll go with c.LK c.LK xx SA3).
as anti air, a few of the chains are pretty good… like MP > MK > HP, or MK > HK > HP, or even LP > MP > MK xx jab MGB. then again you could just do MP/HK xx ducking/jab MGB/super.
on the ground, chain combos just push Dudley away from the opponent… which isn’t a great thing (unless you really need breathing room). go for the high/low/throw or HK xx EX MGB/Jet Upper for the knockdown and wakeup game instead of chaining.
thanks, this thread has been rlly helpful. im working on my meaty game but its just so largely rock paper scissors i dunno if im doing dumb stuff or good stuff.