I’ve seen many japanese Dudleys use reset -> Ducking xx Super, and Ducking xx Super is used as a ground cross-up against a jumping opponent a lot too. And not just in resets either, but Dudley uses Ducking xx Super versus Chun-Li a fair amount (esp. when she does her wall-jump or hop kick off your head). I think knowing the finer nuances of Ducking xx Super after a reset, to catch a jumping opponent, or to cross-up a jumping opponent is fair use. True, they can parry, but if it hits (with chances being greater than not), it’s a free super and guaranteed untechable knockdown.
j.HP/HP duck/HP cork is what i do.
If anyone is interested, I did a bit of testing (Ken dummy, set to JUMP). Here’s what I found.
If you meet your opponent in the air, and hit him with a LP ~ 5 dmg, then do Ducking (any strength) xx SAIII (any strength), the Corkscrew Blow will do 38 dmg. So, 5 + 38 = 43 dmg using LP to reset.
air MP reset ~ 10 dmg, Ducking (any strength) xx SAIII (any strength) will do 34 dmg. 10 + 34 = 44 dmg using MP to reset.
air HP reset ~ 17 dmg, Ducking (any strength) xx SAIII (any strength) will do 31 dmg. 17 + 31 = 48 dmg using HP to reset.
That must be wrong. HP duck?:wgrin:
shit, i was thinking hp/hp/hp cuz it had a nice ring to it.
hk duck, obviously.
This is off memory but iirc, the j.lp / mp / fp will push the guy different distances; so it mixes up the duck xx super reset whether you’re in front or behind them.
fwiw, I use mp and fp anyway haha.
Yeah, Training Mode has shown me that LP/MP/HP air reset will flip the opponent at different distances, thus, you have to use different combinations of Duck xx SAIII for all 5 hits to connect. I’m curious though, why does the game scale the damage down when a heavy hit is used to initiate the air reset? Like if I use air HP to reset opponent, then Duck xx SAIII, it’ll only do 31 points of damage, whereas if I did air LP to reset opponent, then Duck xx SAIII, it’ll do 38 point of damage. I thought a reset was just that, a reset of all damage, stun, etc…
I guess the HP already did enough damage on its own.
Whenever you do a Corkscrew on a resetted opponent, u usually want to do it so that they are as low to the ground as possible, becaue not only the first hit of the super do the most damage, you will get the most hits in unless they have weird hit boxes.
But sometimes I dont go for reset supers if I know my opponent is capable of parrying it.
If u reset with a jab or strong, the ducking isnt always needed, just super, or go for reset mixups.
antoine, yeah, i don’t go for the reset super either if i know my opponent can parry… but more often than not, especially against random people, it’ll connect. cuz 48 points of damage isn’t anything to scoff at.
Anytime you reset itll scale damage a ton but the stun doesnt and goes back to normal.
I really dont use resets often due to it not being guaranteed but if i do i use it after either a air to air j.fp or j.mp.
Instead of reseting with a super, I would rather go for a 50/50 or throw when they land.
hello all, how are you?
First, thank you for the all the info here, it has been of great help!
I started to train with dudley recently, and I took note of something that may be useful regarding the cr.hk combos on corner:
So far I knew the common cr.hk x5, mk ducking upper, and the “Kokujin” (cr.hk x4, lp MGB, lk SSB). Experimenting a little, I’ve found a combo that takes a little more damage and give more bar as well:
(corner) cr.hk x4, walk, f.mk, mp/hp jet uppercut (must be done deep, like in shotos for the hp jet upper to hit twice)
Using SA1 bar, and Chun-li and Elena as test subjects(lol) I got this:
-cr.hk x5, mk ducking straight: 63 dmg, around 0.85 super bar
-cr.hk x5, mk ducking upper: 67 dmg, around 0.90 super bar
-cr.hk x4, lp MGB, lk SSB: 70 dmg, around 0.80 super bar
-cr.hk x4, f.mk, hp jet upper: 72 dmg, around 1.00 super bar
-cr.hk x4, f.mk, mp jet upper: 75 dmg, around 1.10 super bar
it is harder to time, but more damage is always good
both jet upper versions can be used for all chars
Makoto, Chun-li, Dudley, Alex and Necro are easier to hit the mp version, for others just stick with the hp one
ah, and this is good only for direct cr.hk hits.
If you juggle from EX MGB, most damaging option is the “Kokujin”
hope it helps
oh, another little add:
whenever you get hugo stunned midscreen, use this combo for great damage:
j.hp, st.hk, mk ducking, ducking straight xx mp/hp corkscrew blow for 76 dmg (w/ rocket upper: 84 dmg)
works on everyone crouching if you use ducking uppercut (straight only for hugo and q)
also a good way to confirm a st.hk to super on crouchers
Interesting, thanks for the cr. rh juggle info.
RE: corner juggles
good stuff :tup:
edit:
oh, thing about the Kokujin (c.HK x 4, jab MGB, SSB) is that though it does less damage, you can super cancel SSB into SA1. can’t do that (or at least it’s infinitely harder) with c.HK x 4, f.MK xx jet upper.
===
RE: resets
i like resets actually. when i use Corkscrew i almost always go for the reset if i have meter, for a few reasons:
- it drives them into the corner.
- it’s a knockdown so you have your wakeup mixups, which are better than reset mixups.
- they can’t roll from it, so you have the rose on your side.
- with Corkscrew, you almost always have meter to spare.
with SA1 though you only want to go for resets if it’s gonna save your ass or win you the match.
edit:
ach… i forgot to mention i only go for resets off j.HP/j.MP. when you’ve got a MGB juggle going, go for the knockdown.
I don’t get this? I thought the reason to do resets is to reset the damage scaling? How does it scale damage? Do you mean scaling down the damage?
Reseting into a super art if you have already done over like a 5 hit combo scales the super a SHIT load. The only times with dudley i would say it is useful is after an anti-air j.fp.
Resetting only resets the STUN allowing for possible 100% stun resets on some characters notably akuma.
Can someone explain to me how to do the cr.hk juggle? I have tried over and over on all the different characters and I can’t get it to work. My friend told me that after they are in the air to slightly press forward before doing the next cr.hk but its not working for me. Thanks.
Practice this on Chun first…
… Then try others, It doesn’t work on everyone as far as I know…
Oh, and Six Hk’s only.
I have tried to practice it on Chun among others. Didn’t know it didn’t work on everybody. What I am trying to figure out I guess is what the timing of it is? Do I just keep doing cr.hk as soon as they are about to hit the ground? Do I have to step up a little bit each time? Do I do it sooner in their fall?
yo…
read the fucking thread.