Ask me anything about dudley

OHHH i got it now… thats a lot of work ahah to do the EX MGB after every roundhouse but hey… i guess its worth it in the long run after i get good at it. So far i was practicing and i got urien a few times. but sometimes i mess up cause my roundhouse caught him when he was blocking haha. Just more practice for me! Thanks!

yeah.

make sure you’re outside of Dudley’s s. roundhouse max range so you’ll tag their limbs and not their bodies.

:rock:

u dont do it on every rh, if u do it on every rh you cant land rh, duck super. just do it when its time to do it, and dont do it that much except for those 4 characters listed, highly not reccomended vs shotos or a chun doing c.mk with meter. also not reccomended for short characters (ibuki, oro, elena, chun, ibuki) generally, although with oro its good vs his s.rh and chuns s.fp. just do it when its time to do it.

alright… here’s my latest screw ups…

Played some games with dudley in the arcade and after a ex-mgb, i tried to finish with a forwards mk into fierce jet uppercut.
The thing is, I hit them with mk but the freakin uppercut whiffs or some shit. Doesn’t even touch them. And so… I got punished…bad… it’s been happening to me midscreen and in the corner. Am I going in too fast or something? Happened to me 4 times tonight -_-

It’s def harder to hit that on some ppl. I played against a Q player and that combo kept whiffing when i’d try it on him. If you notice that happening go for the ducking medium uppercut instead.

I think i’ve seen ppl recommend you do a medium jet upper not the fierce, i don’t remember what the damage diff is, and you’re way less likely to get killed for whiffing the strong jet.

it will not hit on oro, ibuki at all. sometimes it will whiff on twins.

Sorry epsilon . It’s cause I read this once a week . And there’s too much to be read . I’ll take a deeper look at it when I have time …

:clap: keep working guys !

depending on which character you’re facing, you might be better off doing Ducking Straight or Ducking Uppercut when midscreen. other than the characters epsilon_ mentioned, i don’t recommend twds + forward x fierce Jet Uppercut vs. Chun either. she’s iffy.

you gotta hit them as deep as possible.

Q is actually one of the easier juggleables in the game, if not the easiest. matter of fact, Q is the ONLY character in the game you can do s. roundhouse x EX MGB -> jab MGB -> short SSB on MIDSCREEN. you can do jab MGB -> twds + forward x fierce Jet Uppercut on Q midscreen after EX MGB.

i’ve personally never tried using strong Jet in the combo. i’ll have to check that out.

i usually only use strong Jet to cancel into a super.

e.g., you parry a jump in, instead of throwing when they land ('cuz they can tech that) or just doing s. roundhouse or s. fierce, i do twds + forward x strong Jet Uppercut xx Corkscrew Blow. does really good damage.

:rock:

New-ish hit confirm through target combo?

Ok my fellow Dudley players, I have something pretty cool to tell you about, as fas as I can tell, a hit confirm possible through one of Dudley’s target combo chains. Big thanks goes to Dukus for this who showed me this when I was playing against him at the UK Ranking Battles (www.rankingbattles.co.uk)in casuals this weekend.

Basically, Dudley’s Short, Forward, Strong, Fierce chain is useless right? You can link the super if you stop at MK in the chain, but what’s the big deal? Well actually, you can link the super after the MP in the chain. So basically on wake-up as an additional mixup, you can do the target combo, and on reaction, if you see you got the first two hits, you can link into super straight away from the third hit. If you were blocked, just follow through the combo, adding the fierce, and you get pushed back to some safety.

I also found that for the third hit, the mp, you can actually press forward+mp, and the chain still works. Instead of stepping forward with the forward+mp poke as usual, Dudley will just do the standing MP animation. Might sound useless, but I find it easier to do the on reaction super part doing it this way. I am not 100% sure, but it might even be possible to go short, forward, QCF+MP, link into super. Obviosuly if this works, then this is even better because you would get to buffer the super somewhat. My execution isn’t fantastic, so maybe someone else can verify that last part.

Anyway, i find this quite useful, it’s an additional mixup, and after you use it on people, you can start ticking into it, such as do the first two hits, throw (if blocked), or wait a split second and parry high or low, then punish.

One more thing. This probably doesnt work, but I will test it myself later. I was in training against Ken (in the corner) and I did Jab, Jab, Strong, Super. Jab, Strong, Super definitely hits, but if you can get the third jab in , you may be able to verify this combo on opponents on reaction, which again would cause a mix-up opportunity.

Anyway, I will go and thoroughly test this some point this week, but it could be useful knowledge to have. Maybe Epsilon or Kal-El can verify if any of this is true.

GG

why not just use short short super? it hits low, and is still pretty easily hit conifrmable. same with the s.lk-s.mk chain, just link after the mk, its not hard, i do it all the time. the exact same mixups work after the s.mk. i really dont see the need for ever using the mp, as it’s probably crouchable on short characters, just like the start of the chain, s.lk.

On wakeup, short, short super and dart shot, super are better. But say after a jump-in, this can be useful as it is faster than the Dart Shot, so you could vary it with short short super, Dart Shot, SSB, throw, etc. Dudley’s best options generally are the high / low mixup of Dart Shot or Short X 2, but it’s just an additional mixup to add to the mix. Also if the opponent is blocking, this is a good chain to tick throw into or use a low hit after the first two or three hits connect.

Of course you can just do it after MK as you say.

How often do you use the EX cross counter and who against and what move can’t it counter apart from fire balls and shit.

I know shin srk will batter it, anything else

excc makoto anytime she jumps :smiley:

i never use cross counters, why take damage AND waste meter when u could just parry.

cause u do a whole lot back esp on EX as u will do it twice

What about when you know your opponent is going to attack you from the air. and even though you can parry him all you’d get out of it is a FP or Rh?

What about jumping in after a parry? You can’t get shit on characters that duck and have high swinging moves after you parry their attack. Dudley sucks vs. hardcore turtles

u can do rh into fp dp for a knockdown off air parries.

as for your second comment…just…no…

ummm, YES.

or you can also do twds + forward x fierce Jet.

or s. strong x fierce Jet.

my personal fave is in the quoted post.

:rock:

why parry or cc, when you can just use the rose as an aa

i got a question…

after a knockdown in the corner i usually do a foward MK then a S.short over the oppenent, then when he recovers i do a c.short (its usally block) then i F.roundhouse link to a SA3,

i find without doing the c.short to bait the low block, i get parried if i try the f.rh right on recovery,
this tactic for me works about 70% of the time, usually i get thrown or i get poke inbetween the c.s and f.rh,

anybody find a more efficient way to land the f.rh on a parry happy opponent? that loves also to parry your sweeps