3S: Dudley

another question:

c.strong from full distance hits, what should I cancel it into? SAIII seems like a waste of meter since it does piddly damage from long range, and anything else won’t combo, maybe jab mgb, but again, that thing does crap damage. suggestions?

SAIII has different ranges.

fierce = longest
strong = medium
jab = short

I know, but It’s still doing shit damage after max range c.strong.

I’ve linked s. roundhouse–SAIII against Chun Li. I swear that it felt like a lot of lag between the two attacks but I got a complete 6-hit combo against CHun LI, even though the pause after the s. roundhouse seemed to push her farther away. I’m also pretty certain that you can link after a s. forward/ advancing forward.

Heres my question, what the fark is the point of using the jab or the strong version of SAIII??? It’s not like you do more damage if you use the jab version or do you recover faster if blocked???

2nd question, why the hell doesn’t SAI connect but SAIII does after doing: air fierce, s. roundhouse, EX MGB, j. MGB, c. roundhouse, f. ducking uppercutt–cancel into super? I did this combo with both super arts on CHun Li and the SAI just whiffs but SAIII never does. If I can get in another attack before the juggling limits are up then I should get in SAI. Who in hell changed the game?

Apoc was the one who explained the SAIII distance stuff to me. I think if you do fierce version pointblank, they have to tap forward before the flash in order to parry it. So it’s to mess up easy parrying I guess.

The SAI doesn’t have as much reach as the SAIII. That’s why its whiffing probably. Anyway, no point in wondering about that sorta shit cause Chun’s got weird juggle properties.

Also works on Makoto in the corner, mid screen, not sure.

SAI works, u just have to do the duckin upper slightly later, do it too early the SAI wont hit. Or, u can cancel into the super from the first hit of the ducking upper. OR, u can just do ducking straight into the super.

low RH problems

should i even bother landing the low rh? I usually get burmed attempting it. Should i just stick to to s.rh into ex mgb? also any rushdown stuff involing the ducking would be great. thanks in advance.
AO

low RH problems

You just have to know when to do it, I catch ppl either when they land or when they are waking up, of course its always a risky move if u do it all the time. U got it mix it up with maybe toward roundhouse punch (overhead) and link it with a super. That’ll make them block high more…
Hey I see ur from TO… where do u play? If u go to Orbit (Pacific Mall) you will probably see a few good Dudleys.

pacific mall is far

I play at home alot… iknow. But i made two custom sticks for myself with p360s so its simliar to the arcade. Ive played joe and John at the arcade at bloor street (VF?) and they wailed on me. I might go to Pac mall but its a go train ride and the a subway ride from union and then a bus from finch. So thats a brutal trek. I guess it would be worth it to get educated by dudley all stars. Yeah i never use low rh. Its too risky. I generally practice against level 8 akuma (cpu) and urien as they are the hardest matchups for me. I find irely on the chains alot to get the opponent to block and then use ducking to close the distance and then throw or uoh. my mind games are weak…
thanks
AO

Practicing against the cpu will cause you to develop patterns. They will hurt your game versus other players. The best way to practice is to put on training mode and sharpen your combos. And mind games are developed by playing against other players.

yeah i have a couple people that I play, but I beat them about 15-1. I have to play at orbit and get rocked I guess. I generally try not use patterns too much, but you’re right it happens. Like isaid i find myself using chains to pin down the opponent then throw, or just pause for a beat then start another chain to try an catch them opening up and hope to beat them to the punch. I also want to jump less with dudley as I rely to heavily on anti air parries to land combos which is a brutal strategy i know. I guess i just have to play more high level players.
thanks
ao

Oh u live far eh, well if u have played Joe u prolly seen Dudley at its best. sometimes i play at the arcade right at Yonge and Dundas. The sticks sucks but the competition is usually good.

I use chain a lot too, and for the same reason u do, high chains, low chains, random chains… and then ducking, throw or swingblow, or parry then counter, really effective.

I’m not sure if anyone has posted this yet, but I’ll put it up anyway. Dudley has a move which a lot of people don’t know about

hcb then forward + punch (motion like iori’s command grab)

he does a quick punch(depending on the strength you used) and goes straight into the crosscounter animation.

Yes that move is called the “straight crosscounter” at least the fierce version. Try cancelling different normals into that, its mad fun, and might be useful. ie standing roundhouse into straight crosscounter, 2 hits.
There is also an ex version of that move, of course.

Questions for ppl : I have seen ppl do toward mk and then super… it looks like a link. Is it actually linkable?

Dudley has too many links…

you gotta do it as fast as f.mk>uppercut

its all about the UOH xx super
and
s.rh, duck xx super :evil:

yeah when i played joe he used ibuki, so i didnt get to see the infamous dudley. …I have trouble fighting urien and makoto with dudley… any help would be awesome. With urien I cant get close. With makoto I cant get away. also which sa is the most common. I find sa3 to be the best for me as it allows for more ex moves and you can land it in dubious circumstances such as wakeups where you can see the animation of a move as you rise. It is also relatively safe. At least compared to sa1.

yeah, it works exactly like ken’s c.mp, sa3.
it works better with sa1, but it’s doable with any sa.

Err… I have trouble doing the Ken link too… c.mp then super.

Ya Makoto’s a bitch, I try keep her away and look for her trying to get in with dashing in and grab, if she gets close and rushin u down u have to take a chance doing a super or ex uppercut, jumping away might work but I often get hit by the hayate while jumping. Swingblow is very useful on her. Also this combo works on Makoto : s.hk, mk ducking upper–> super.

Urien is a bit different cuz his pokes are longer in reach but they dont have the same priorities that Makato has, so u can outpoke him or, most of his pokes arent cancellable so parry and counter.
Random crosscounters work for me haha…

I have a tough time with Ibuki and Remy actually…