You can also do c.HK x 3 (with proper stepping in between), ducking upper/straight in that scenario against Chun. Saw AneurysmX do it eons ago.
yeah
You can also do c.HK x 3 (with proper stepping in between), ducking upper/straight in that scenario against Chun. Saw AneurysmX do it eons ago.
yeah
Yeah I do the MK backswing sometimes, but if I feel good about I do a ducking upper into a super. It all depends.
for some reason urien is super easy to jab mgb juggle and i can almost always hit 2 jab mgbs and a ducking upper midscreen
BUT
i have been also able to hit 3 jab mgbs on urien midscreen but do not know if a followup after that is possible.
it always looks like im JUST BARELY missing it
these were after a cr.roundhouse btw not a stray mgb connected on a jump so that urien is higher up. im not sure if he falls too much for the followup off the cr.rh or not
so question 1: is a followup possible after 3 jab mgbs midscreen on urien
question 2: can you hit them lower in their fall with command dash fierce (duck straight?) than with command dash kick upper.
ive been confused as to why people have used this before except that it seems to go further like if you hit a jab machine blow that bounces them too far for ducking upper to hit.
anyway what can dash straight do that dash upper cant?
I use dash straight after ex mgb/c.rh to link into sa1 midscreen although I am not sure if it works on all characters.
i think itll miss Q for sure. and possibly hugo. and its pretty strict on the height of the falling character.
man i miss this game. my fave combo was always the:
jump in rh > st.rh > ex mgb > jab.mgb >jab. mgb > mk.backswing > super… so sexy. only in corner.
man dudley had a lot of combos.
Lostintheflurry
I’ve had the same experience regarding Urien, never been able to do 3 jab mgbs followed by a finisher midscreen on him. I’ve just never really given it much thought either, put more effort into trying to do jab mgb to f+mk x fp SRK.
Oh and regarding the dash straight – if I recall correctly it gives you more damage assuming you cancel it to super. Ducking upper is better if you do not cancel to super. Also, with SA1 the ducking straight will more often give you full hits on the super.
Gaijinblaze
Can’t remember ever seeing that cr.rhx3 – I’ll have to try that! Thanks for sharing!
Learned alot of stuff yesterday at a tourny thanks to epsilon.
One question though, how do I play against Necro?
you use standing roundhouse and zone him with that. then hit confirm it into ex mgb. standing roundhouse will beat a lot of his pokes, esp his long range ones. dont jump in on him. he has a really good anti air.
also just try to get crouching roundhouse on him once in a while and go into dash straight/upper to keep him on his toes.
Yup, st.rh is your friend – You don’t hitconfirm it though, you optionselect EX MGB.
Jumping actually usually works pretty well for me against Necro, but I guess it’s not really necessary – st.rh really does beat everything he has when used correctly, including jumps.
Try avoiding getting stuck in his mixups by redparrying the second hit of his spins (no idea what the move is called, qcf+p)
I believe cr.fp is a good counter to his jump-back mp and far drills aswell, but st.rh might be just as good, test it out.
He’s like the hardest character to juggle with cr.rhx5 in the corner imo So you might be better of just going for 2-3 sweeps before going for the finisher.
necro is easy to stun too. maybe 3-4 close round houses will usually put his stun meter near full. whiff that roundhouse!
Alright sweet, thanks alot!
I find that Dudley has a hard time trying to fight Urien. What are some things Dudley can do to get around his moves, mainly his his c. mk and c. hk and his tackles?
it sounds stupid… but i usually jump straight up and bait a parry and come with with a roundhouse or fierce. that can usually lead into big combos. i used to have a pretty hard time with uriens.
also forward+mk and forward+mp are good to advance forward. they have good priority and can stuff some tackles. you can also use forward+mk and option select into super. nifty.
things to avoid are jumping in on him cuz his cr.fierce is too good against dudleys low jump. and his head butt cross ups are cheesy but effective.
dudleys corner 50/50 is so good against urien tho. get him there and keep him there.
dont forget dudleys standing fierce and forward+fierce. its good forward pressure.
How exactly do you hit confirm fwd+mk? Do you really just have to be quick or is there a trick to it? I’ve tried using the QCF motion as I do fwd+mk, so if it hits, I could just use another QCF into super but I usually just end up doing c.mk or ducking.
Got to be quick took me a minute. But after awhile it becomes like clockwork.
How are you supposed to do the cross under ducking xx corkscrew when they jump over you reliably. Do you just have to react that fast?
haha. i love doing that move. you kind of have to predict the jump forward from your opponent. the second he jumps, you do hcf+K(roundhouse or mk) then at the end of it do qcf+p (facing opposite way now).
best way to learn it is just to practice doing ducking into super over and over. then when youre ready practice doing the same with someone jumping over you and switch the direction of the qcf.
this works best on those cross up kens. cuz it keeps them from doing it so much. noob kens will try to cross up all the time. they jump in even more. theyre good to practice on.
i wouldnt suggest doing it on hugo, you can… but its a really small window of opportunity since he jumps sort of low.
edit:
sorry, its been a while since ive played. but you sort of have to time it so that you do the hcf+k as he is coming down. so as your opponent reaches his peek and is coming down, thats when you duck under him. and once youre on the other side, you do qcf(toward him)+p. you sort of have to wait for him to stop at the end of the ducking and then punch just to confirm that there is a direction change.
i was trying to find a video… but i couldnt.
cr.fp works really well against Uriens cr.mk/cr.rh, you just need to predict him doing it. Even so it’s not as big of a risk as e.g. trying to beat a shoto cr.mk with your st./f+fp because well … What can Urien do from a cr.mk hit? Nothing.
If he catches on to your trying to counterpoke his low pokes he will switch it up to using st.fp, st.mp instead … Your st.rh destroys his attempts of this, just whiff it in pokerange and ofcourse option select EX MGB …
This means Dudley wins the pokinggame midscreen. Now just be wary of stupid/to many jump-ins (even on deep j.fp Urien can parry to cr.fp, which hurts…) and be ready to parry his tackles and punish his anti air spheres (cmd dash x SA3 or cmd dash straight xx SA1 works wonders against AA spheres)
In my opinion Dudley - Urien is a rather strange matchup, in my opinion Dudley should win on paper but in actuality it’s a rather even matchup … I do still think Dudley has the advantage though.
I guess my basic advice on fighting Urien would be just to try to outpoke him and play it patiently, if you take away his AA spheres and his tackles, react accordingly to his dash-in throws (Urien 101) and try to outpoke him midscreen (Shouldn’t be that hard really) you really leave him having to elevate his game alot to be able to beat you.