Dudley has several. In fact, all of his target combos are +0 or better on block.
(chain: block adv, hit adv)
LP > MP: +4, +8
LP > MP > MK: +1, +5
F+LP > MP: +1, +5
D+LK > MK: +1, +5 (This one is godlike because you can link into S. HK)
D+LK > MP: 0, +4
D+LK > MP > HP: +1, +6 (Also godlike, gives a lot of time to hitconfirm)
F+HK > MK: 0, +4
F+MK/MP > MK: +1, +5
F+MK/MP > MK > HP: 0, +5
MK > HK: +1, +6
MK > HK > HP: +1, +6 (Ridiculous damage, can cancel into Launcher, links into Cr. MP/St. MP/St. HP)
LK > MK: +1, +5
LK > MK > MP: +3, +7
LK > MK > MP > HP: +1, +6
Honestly it fits him to have all these different safe chains. This allows him to mix up his frame traps and improves his offense a lot by giving the player time to confirm the situation.
Ryu’s isn’t safe. It’s punishable by Akuma, Sakura, Law, Bison, Vega, Ryu, and many others. It’s just hard to do + might cost meter, but it’s not entirely safe. Just safe enough to bank on in many scenarios.
MK MK HK doesn’t count. That’s a Tekken string. However, MP MP HK would count, but that ain’t too safe.
I would restore Ryu’s reach on cr. MK. After playing with it a long time, I believe that the frame increase was necessary, but not the reduced range. It should get the reach back, but keep it at 6 frames since it’s meant for poking anyway. I’d move Rolento from 930 to 950, and I’d alter Akuma’s teleport/Demon Step so that he moves farther than he does now, cause right now it’s insanely easy to just smack him into oblivion for even trying to use it.
Still, I wouldn’t be so oblivious as to say that nerfs aren’t necessary. I know people don’t like nerfs, but nerfs are just as important as buffs. I wouldn’t nerf people into the ground, but there’s some stuff that needs to be looked into, yes.
I wish more ppl that I play online went to tournaments also wish fgc didn’t have dead scenes like every state had a place to play offline(like CT) so I wouldn’t need a lot of money to travel to tournament only for top8 to pot split so that everyome is a winner -____-
Also i gave in im even more lazy now i only do links when i have meter and life lead ABC’s just to easy learning bison atm him and nina taking me 2 grandmaster faster >:)
lol, funny how people can perceive things differently.
I main Zangief and I hate the fact that I have to do these stupid ABCs because he just doesn’t do solo damage. It’s just more fun to play a character that can combo from pretty much anything into anything, like Hwo, Law, Chun, Nina or Jin.
I mean when I’m facing someone who plays, let’s say Hwo/Steve, I have to be so extremely careful to punish everything he does, land a grab here and there or otherwise he’ll kill me with two combos.
I play gief n love doing his links especially after watching snake eyez or aquasilk you dont HAVE to ABC but i see wat ur saying. Kuma is a great character mostly cuz nobody knows matchup but also because if his tools
cr.hp, st.mp ~ st.hp xx launch (this is pretty much his most damaging ‘combo’)
cr.lp, cr.lp, st.lk ~ st.mp ~ st.hp xx launch
cr.hp, st.lk xx ex green hand, st.mp, st.mp, st.mk ~ st.hk
st.lk xx ex green hand, st.mp, st.mp, st.mk ~ st.hk
So yeah, you can basically spend meter for 370-434 damage (buffering ex green hand in footsies from st.lk is pretty great actually, relatively safe on block, and 370 damage+knockdown on hit) and other than that you pretty much have to do boost combos if you wanna convert your pokes and jabs to some real damage.
he doesn’t. Gief is all about trying to out footsie your opponent and end everything with a launcher. Sometimes I go with s.lp, s.lp, s.lp, s.lk > green hand. But I dont think it does much damage. But it does show off that you can pull links pretty well.
Thing is gief does pretty well against alot of characters so launching him out isn’t always necessary but its y i made this thread y not launch forget about oki u dont need it in sfxt just launch lol but i like positioning more than max damage sometimes like y launch opponent wen gief has them in corner? Then again who isnt scary wen ur in corner smh se la vie
Ending a combo in green hand always leaves you at a disadvantage if the opponent isn’t in the air when you hit them. Launching and then launching back into Gief IS the best course of action if you get a hit in while in the corner, not realizing this is failing to understand the team aspect of SFxT. Red health means jack shit if you can just launch back into your character anyways and assuming you dont have 80+ seconds left on the clock now that it recovers so slowly, even though it gets brought up often, saying ‘it actually hurts them more’ that arguement is also kinda stupid IMO
Whether you like it or not, if Gief gets a hit in, he is gonna be launching from that hit 90% of the time if you want optimal results both in terms of positioning and damage. You get more than enough mixup from the airborne launcher quickrise with Gief, there is no reason to give up 100+ damage just to get a boost sweep hard knockdown.
apparently he is referring to relaunching back into gief. Since relaunching causes a HKD which means mix up time. This obsession with links is pretty stupid if its not important enough. I think learning how to put opponents in guessing situations with Gief is probably more important.
Actually if you link 2 medium strength buttons and launch straight away, you will pretty much always get less damage from your combo than if you did m,mhh. Same if you do 2-3 jabs to launcher instead of going llmhh.
EDIT: Not to mention doing boost combos like that also helps in gem activation