Thats cool, hiatus’s are always nice. Is East Coast Throwdown 2 a possibility? We need as much 3s players as we can.
uh dudley’s raw. discuss
Hey epsilon_. If you ever happen to go on GGPO again, hit me up for some matches, definitely wouldn’t mind playing you. Also, for anyone looking for frame data, http://gr.qee.jp/3rd/index.html should just about cover you. I posted the same thing in the frame data thread too.
is there a range where f+rh will NOT link into super? I’ve been trying to get it to connect from outside of throw range and I’m having difficulty. I’m aiming to hit crouched Ryu’s knee with Dudley’s glove or even so far as to hit Ryu’s shin. I’m I attempting the impossible?
Also does anyone have any specific technical execution advice on doing short short super. I’m able to do it, it just feels less smooth than my attempts at other hit confirms.
^ the link only allows a certain amount of frames before you can catch the crouching* char with a super. i forget the exact values, but i think corkscrew is like one frame faster than rocket uppercut. but at max distance, the timing is a lot stricter than if you were standing right over him because there is some start up plus travel time (again, not sure about the exact values)
as far as cr. short short super, i like to do cr.sh, qcf, c.sh, qcf into super. practice the cr.s, qcf, c.sh, qcf part until you can recognize the hit confirm.
thanks, thats about what i figured. Does anyone know the exact window size? I guess advantage f+rh gets from crotch hit, crouch hit.
Thanks for the advice on short short super, I tried that method and I didn’t like it.
F+hk gives you +2 on crouching hit, which is why Rocket Upper/Cork links (both 1 frame start up). The longest range you can be to connect the super is actually a bit lenient as you don’t always have to be point blank. “Mid range” f+hk I’d say (if that makes any sense) would be the max range on it. I still occasionally get surprised at how far Cork connects from a lengthy f+mk or f+hk.
mid range f+hk makes perfect sense
i saw on a vid a dudley parrying the SAI of Akuma,he parried 3hit and he did duck (hcb+K)
i practice it but i can’t do you know it or can do it ?
I’d be interested in finding out how he did that too. I tried that numerous times and couldn’t get it to work. I thought that Ducking had too much startup and also can’t be used to go under super fireballs.
^Unfortunately, I can’t test this on my PS2 to find out myself, so I’d like to know this as well.
Also, does anyone know of any useful option selects for Dud besides the obvious st.HK OS MGB or fwd+MK OS super?
what do you mean by OS ?
OS = Option Select
just wanna drop a thx to whoever contributed in this thread so far. im reading now
The only other option select I regularly use is st/f+hp canceled to super if it gets parried. On block or hit nothing should come out. Just takes advantage of parry mechanics and people fishing for the fierce. I can’t really explain the timing here in words or don’t really have the means to record myself doing so, but if you have the game at home just mess with it in training mode with the dummy set to “random everything” and you should eventually figure it out. Tends to come in pretty handy most of the time.
So I tried doing this earlier on my ps2 pad (hate pad now) and I couldn’t seem to make it work. I have seen a video where someone does this, however, I’m not sure which one it was exactly. Maybe it depends on which version of ducking you use? No idea…
i tried on my DC with all the K version nothing change
i think it’s the timing
DC version is unreliable for testing stuff like that. That being said, I guess for now it’ll remain a mystery as to how that really happened.
link me to the video please?
i"m looking for clarification on something. Dudlley CANNOT cancel ex upper into super?
also i’ve been working on the f+mk hit confirm into super. Is this a link or a cancel? the only way i can get it to connect is qcf+mk, qcf+piano. is anyone able to do f+mk qcf, qcf piano?