Ask me anything about dudley

noob question

which other normals does dudley have that can be LINKED into supers? all i know is the f.rh :frowning:

st. mp, rh,
fwd. fp
lk lk crouching
lp lp crouching
those are the ones mixed in wiht fwd. rh that will mix up godly style
and u can cancel off of short swing blow (half circle back and any kick)
go read the first posts in the complete thread for more detailed shiznite, epsilons post will vastly improve ur dudley.

a couple of those are cancels, but a combo is a combo so who cares.

as far as actual links

s.mk
s.mp
f+mk
s.rh
c.mp

single hitting normals:

  1. s. forward
  2. s. strong
  3. c. strong
  4. twds + forward
  5. s. roundhouse - only really usable with Rolling Thunder
  6. twds + roundhouse

chains:

  1. s. short, s. forward
  2. s. short, s. forward, s. strong
  3. twds + forward, s. forward - only with Rolling Thunder

pseudo-chains (by this i mean that it’s 2 moves, but they aren’t actual chains):

  1. UOH -> c. strong - cancel c. strong into duck xx super or EX Jet Uppercut if done meaty.
  2. UOH -> s. roundhouse - vs. Q and Hugo. cancel s. roundhouse into duck xx super or EX MGB.
  3. s. roundhouse -> c. strong - very difficult, i’ve only gotten it to work vs. Makoto, Elena, and the Shotos
  4. s. roundhouse -> s. fierce - does not go into any special/super and only works vs. Makoto. useless, but fun.

:rock:

Just came to say 23 pages of Dudley info… wow!

Arcades pretty much died in AUG, Georgia.

that c.hk,f~b.mk,(hp)jet upper super what is the timing?

Just do the f.mk really late. Juggle beforehand, if they’re jugglable, though.

What’s a good combo for Dudley that does good stun damage?
Also which more suitable/fast for combos? SA II or III? I see a lot of vids use SA III.

the 1st question is bad because there are too many answers, be more specific.

the 2nd question is bad because it doesnt make any sense. define a "“fast combo”.

i think you would benifit alot from reading the complete dudley thread, then rereading this thread.

Stick with using you’re gay necro Butch! And cheap ass ken, LOL! U gonna be at the mall 2day?

Well it’s just that whatever combo vid I see I see them use SA III, why don’t they use Rocket Upper?

this thread has nothing to do with combo vids, and to be perfectly honest i dont know, nor do i care what super is used in a combo vid, or why. this thread is about strategy.

Do you mean links? not being critical just trying to understand what you mean.

Okay, there is are a couple of problems I’ve got against this one guy who plays his Akuma really repetitively, and I realize that I should just figure out his pattern and fight against it, but for some reason I can never get through his pattern.

His pattern goes somethign like this, air hadouken, jump back, jump foward hurricane kick, medium DP, then jump, d mkick, and then jump back and then repeat. Is there anything I could really do to stop him midway? I’ve tried using rose to stop the jumping and I’ve tried using hcf + k,p to get under the hadouken, but I think my timing is off and I keep getting hit by it.

Another problem is with this one guy’s Chun Li. I read in one thread that you can use the s.RH and then link into combo from that. But does S.RH take priority over Chun’s f+HP and b+HP, cuz that’s all he does and it’s really frustrating to try and parry that over and over again. Thanks if you can help out

block or parry the jump back air hadouken, when he jumps forward to mk hurricane(which i assume is an air version), parry twice, then hit him with a big combo. its akuma, so if u do something like s.rh xx fierce dp, that will put the hurt on him. you cannot duck under air fireballs, so stop trying. or just block the dp and hit him again…

the s.rh to fight chuns s.fp only works if she whiffs it, you have to stand outside her range, then hit her arm. if she keeps using s.fp just jump in and hit her with a big combo. chun doesnt have a f+fp btw, it’s just s.fp. as for back +fp jumpins work well also, f+fp is your best bet as far as a ground normal, but watch for c.mk. also jump in parry works well against back+fp, but watch it when she starts to cancel it into lightning legs.

wait a minute

who the fuck are you

I have a question about the HK to EX machine combo. Whenever I try to do it on a stunned character it seems to let them gaurd in the middle of the EX machine combo. I’m trying it on Ryu in training with the crouching and random gaurd AI settings, in case that makes a difference.

if a character has no life in training mode, alot of times they will block in the middle of a combo. always have the dummy at full life when practicing combos.

Huh, thats a weird way to program it. Thanks, although now I feel like an idiot:encore:

hey jay in a match is it better if you get some one in the corner to just sweep that ass instead of getting fancy with lp mgb’s, i find that doing 2 sweeps a lp mgb, then 2 more sweeps and then lp ssb cancelled or not is easier for me to do. is that more damaging than the others, do you know the most damaging corner juggle. i find that i miss the 2 upper combo too much to do it in a match, but that might do more damage. i’ll go to training mode and research but i was just seeing if anybody knew off the top of there head.

i also do some stuff character specific but that’s just b/c i’m comfortable against that character.