I really have to learn and practice all of dudleys links. I jump waaay too much as well, i’ve been trying to cover distance using ducking and dashing, but against guys like ken I still take my chances with aaa parries to get in. I really have to break myself of the habit. I bascially revolve my game around trying to set up the s.rh ex.mgb juggle, possibly into supper ) if i use sa1. I find i use short swing alot as a wakeup game ,I throw an early fwd+ rh and then sb as they get up. It snot a great strategy but, im learning.
Those arent bad strategies, I always do s.rh ex mgb, the only thing u have to watch out is the opponents that wont get hit by it when crouching.
Hey just remember, not all set ups or strategies work all the time, some ppl fall for it, some ppl dont, mind games are about experience and knowing both u and ur opponents capabilities.
s.mk>s.hk>s.hp is also good if you aren’t good at buffering s.rh>exmgb, its also safer. They’re both nice anti uppercuts for when the opponent is knocked down
does anyone ever use the rose throw taunt? I use it occasionally in the corner and from range as anti air…thats about it. If anyone has creative ways to apply it id like to hear them.
The only creative use I know for it (and probably everyone else who has played against Gill with Dudley) is to use the Rose Throw Taunt to interrupt his Ressurection super.
I also wanted to ask if there is anything Dudley has that can get past Makoto’s countless anti-air’s? If not, I’ll just have to get better at parrying them. Ok, another question: If I do successfully parry any of Makoto’s aa’s, what do I counter with?
Last question: Anybody got any useful information on Dudley Vs. Oro?
actually, the rose is really useful after knock downs as a meaty. Somehow get the opponent on his back, toss a rose so that he has to either block or parry it when he gets up. This means his options are limited, whereas you’re free to do whatever mixup you want. The reason this works is because the rose’s trajectory is high enough that you recover before it hits its target.
Yeah I use it as a meaty, in the corner especially. I played a sean who would throw the ball, then if you parried would immediately throw the sean tackle and trip you out of that. He varied it, to keep you guessing but the strat was basically a high low hitting very close together. I’m not sure that the rose has that same property, as the recovery is a bit long, but im experimenting. you really have to find the right range to throw it as a meaty as a srk will go right through as will countless other moves. But knowing that, i occasionally use it to bait srks by taunting, faking a low rh and then parrying the srk and following with corner juggle of choice.
I use it a lot, nearly everytime I knock them down… just because I’m cocky But its still very useful
If you time it right, it’ll stops some supers on the opponent’s wake up causing the opponent to parry/or block, it also add more damage for the one attack after the taunt. Straight after the taunt(because they will be blocking from the roze) you can f.hk>super(if they duck), c.hk>hcf+mk,mk>super(if they stand up), throw or just super (if they try to parry the rose and counter) or if you just want to go for the last chip.
Another useful technique for the rose is if your opponent has very very little health left(lets say a blocked exmgb could kill). Throw a rose from a far distance and go straight to exmgb(good players will parry the rose and the exmgb so becareful ), if they try to jump forward they will get hit by the rose when they’re airborne, they will get hit back into the end of exmgb.
ok this combo i had some do it on a match to me.
Dudley gets me into the corner and:
j.hp, s.hk, ex machine gun blow, c.hk, hcf+lp, c.hk, hcf+lp, hcf+lk/lk, SAI. How do u connect the second c.hk? I been trying but not working… is there a secret or just timing?
Some questions on the sbp. I feel that it is a very good move, but I am not using it effectively.
For the normal sbp, does Dudley actually moves forward from the position he started the sbp? I don’t think he does. If I am wrong, does he move forward more for the heavier kicks?
Other than the distance Dudley moves back (and if I am incorrect in number 1,) is there any other difference between the different strength of sbp? Damage? Stun?
Does Dudley move forward from his original position with the EX sbp? I think each hit he moves forward a little, but the first hit he does is at his original position.
I usually do the standard juggle with dudley ( c.rh hcfmk+mk) but then i switched to using the ducking straight with fierce after. I got chunli in the corner and c.rh x4, ducking straight(fp)xx sa1… 88dmg. I m sure you guys have seen this alot. but i thought id post it. I find the ducking,mk good for ground cross up at mid screen, but other than that i use ducking straight. Anuerysm… thanks. Im trying to learn dudley very well. I find that he compliments my natural playing style very well. I dont like to blindly rush like ken, gouki and makotos tend to do, but if you get some one in the corner then you just smother and confuse. I like alex for the same reason. But im pretty sure that most people could kick my ass so I need to practise more. Especially multiple hit parries. Im brutal at those. Anything over 4 hits and im in trouble. Im from canada, im supposed to be good at parrying!
AO
this is for people who like to parry when they jump in
Use an early s.hk when someone jumps into you, when they parry do a hcf+mk do get to the cross up to the otherside and launch Corkscrew blow while they’re still in midair
jesus, why not just cancel directly into ex-upper or fierce upper? since the two have different start ups, it’s very difficult for most anyone to parry.
Against any opponents that can be juggled with low roundhouse, ie Chun, u can do it 5 times then ducking straight or upper into the super. I prefer upper just cuz its easier to time, and since its 2 hits, its easier to supercancel… altho I think doin it with the straight take off more.
Against those that cant be juggled, ie shotos, if I land a ex mgb, I do a couple of jab mgb, u can do up to 3 but the timing is hard so I stick to 2, sometimes even just 1 if I feel lazy, then either a short swingblow into the super, or wait right before they land do a toward mk into the fierce uppercut and cancel into super.
Here is a combo that looks good on Urien and maybe some other characters and waste a lot of meter so do it only when u know the guy is gonna die : in the corner, anything leadin up to ex mgb, another ex mgb, jap mgb, jab mgb, short swingblow, super. its like 20 something hits. Do only one jab mgb if u doin it on shotos cuz the secong ex mgb hits them 1 more time thus 1 less hit on the juggle limit.
Yeah i seldomly use short sb into super as I always miss. With the shotos i generally exmgb and juggle with ducking, and reset. I have been trying to incorporate resets into my game alot more now, primarily because i find them fun, not necessarily for any strategic advantage. I have been also experimenting with the ex cross counter recently. It seems to be a move with quite a bit of potential. Im trying to use it in cornertrap situations to completely paralize the opponent. After chains when there is an opening in my offense, on jump out attemps. I m still learing what does and doesnt trigger the counter. Im thinking that for some characters (Q) It would be a real crippling mind game to use.