wat u guys do when shotos’ play footsie with u?
i reckon it’s pretty hard to pass their far hp/cr.hp/cr.mk
jump in when they whiff the low mk is alrite cuz the only thing they can do is dp and all u gotta do is parry and give them a big fat combo. but watabout they keep a safe distance and doign their gay footsie game? i reckon dudley doesnt have any mvoe that can trade with shotos’ cr.mk
at the right ranges dudley’s f+fp will pwn them.
learn the ranges it is really, really key.
if they throw a fireball duck through it and fuck em up.
just turtle back if they turtle you don’t have to take risks with dudley if you don’t want
just wait for openings and all that.
if they sweep crush them. try to bait out shoryukens on a jump in, so you can parry.
also learn to do the st. rh. ex mgb juggles and punish off their limbs. when they whiff if your in range. stay outside there maximum range and just play smart.
I got a question about throwin roses. Thought about makin a thread, but prolly doesn’t require pages of responses.
After a corner knockdown do you always throw the rose?
What about timing on the rose so you dont get parried/owned?
Is it pretty much only worthwhile in the corner?
Tanks yu
corner is def. best time.
just learn each characters wake up time…it’s the only way
also know your opponents tendencies and whether they just wake up naturally or quick recover.
if they parry the rose you still have the advantage.
don’t get predictable after the rose and you want get owned.
good luck and the corner is always fun man!
VS. Urien
This is one of Dudley’s toughest match-ups in my opinion, along with Chun and Ryu. Any advice for this match-up?
The main problem I face vs Urien is that after zoning him to the corner where Dudley can normally dominate, Urien can still be intimidating. You can be mixing-up well and dealing damage, then he can parry or just plain get lucky and then throw you to put you in the corner. Needless to say this means he throws the reflector, and you are in a position you don’t want to be in. If I score a knockwon against him in the corner, I will throw the rose, then walk back a step or two to safety and as he is blocking / parrying it, walk in and mix-up. I also try to use standing HK from just outsuide of throw distance, sometimes as a meaty and cancel it into a duck where I then mix-up again. What other tactics can be employed in this situation to prevent Urien from gaining the advantage.
Other problems I face are jumping into Urien. His launcher and metallic spheres can mean eating a big combo if you are unwary. I find that jumping HK is really good against him as he is so tall and he is still in hitstun when you land if you can hit him with it. However, the launcher beats jumping HK which is really annoying. Someone said to me that if you time the HK late it will beat it but this doesn’t seem to be the case when I try it.
The other useful thing is standing HK vs Urien, as he has long limbs it can often beat his pokes and you can buffer a duck into it and then maybe land a super also. However apart fromt hsi I really struggle in this match-up. What can Dudley do?
i used to think this match was so hard, but you really just gotta play your game. and play the player not the character, dont think about all his aa options really, just be ready to parry if you jump. also f+fp is great against urien on the ground, c.fp is useful in this matchup too. as you said, use s.rh to knock off his limps, and use s.mp/c.mp into duck to get in and mix him up. this is mostly a momentum match, and comes down to who guesses right. just dont make stupid decisions like wakeup ex dp when he has meter and stuff, and not being ready to parry air spheres/launcher. urien will die once you knock him down, u just have to be patient and get in. dont jump THAT much because dudleys ground normals are solid against urien, and will hit him building meter and stuff. urien doesnt have very good defensive options, so most of the time hes forced to guess when you knock him down, so use that to your advantage, and throw him to the corner. also it helps if you get good at parrying unblockables.
Thanks for the advice. What do you think about using meaty HK xx EX SSB. This is something I see Jima the red Japanese Dudley do quite a lot, especially against Urien. He stands just out of throw range when he does it, and even if it is blocked he follows up with a tick throw, high / low , bait’s a low parry (parry-trap) or another SSB. Worthwile using or too high - risk?
Also on a totally different note, what do you think about using parry-traps? I think in the US you guys just refer to this as baiting a move for a parry. I’ll give you an example with Dudley to explain, Jump in HP, HK xx mk duck, then wait a split second then parry low (could option select parry) and punish. The idea being that at this range a lot of opponents will be tempted to throw out a low poke. You make it look like you have messed up but actually you have just baited the move. Another one would be to ducking straight someone as they are getting up or when they are in the corner, then again wait a split seond and parry low. This works becasue Dudley recovers quicker from the ducking straight than it appears he should, giving you enough time to “trap” them with the parry. Another one woudl be to time a sweep on wakeup so it misses but you recover just in time to parry low. It’s risky, but in the arcades in London, we have had some HK players over recently and they love these parry-traps like crazy. Theoretically with Dudley they are useful becasue if you get the trap you can punish with an EX MGB combo for high damage. What’s your opinion on using parry-traps?
the thing i dont like about jimas setup is you have to use meter. also stronger players will red parry your 3rd hit, as well as the resulting super. so i dont use ex mgb as often, i use it after uoh sometimes though.
as for “parry traps”,
i use them, but i just call them option select parries. good ones i use are s.mk, down parry. c.short (works really well on chuns who mash c.lp) down parry, s.rh xx duck to whatever. the s.rh xx mk duck one works well too if they like to mash when you duck at them. mostly i just use them to discourage mashing attempts on my throw setups.
also the bad thing about option select parries is that if someone knows youre gonna do it, they could just attack high. like the chun one, if she knows you will do it she can just do back+fierce into super, and you will get hit.
dudley is very intimidating and people play it safe against him so i would say parry traps are worth it because the risk reward is usually in your favor, because you just have to use meter on the mgb and the rest is just free damage and meter back, esp if there the unlucky ones who can be raped in the corner lol!!
and yes down parry is generally best after a blocked ssb, cr. rh(people still think they can punish this if blocked wtf??), blocked dart shot follow up, etc. epsilon turned me on to some of these maybe he’ll post some more some time.
edit: he already did wtf??? shouldn’t you be in school?
I too think parry-traps are risky. When they were first done to me, I was like “WTF this guy is reading my mind!” Then I just started hitting high with HK XX EX MGB and then when he started parrying high instead of low I just threw his ass “Throw > parry!” I thought. Still I think it’s an interesting subject to discus rather than being asked “how do I get 6 cr. RH’s in the corner?” for the millionth time. I have to say that no Japanese players use them from any videos I have seen, and Izu when he came to the trocadero recently never fell for them either. But if you use them sparingly and at the right times, like after you have seen your opponent play for a bit and you have figured out their patterns, it can be really effective with Dudley. Maybe you guys could make a list of your traps? I use that Mk one too, but a little differrently. As a poke chain I go lk, mk, f+mk (in itself an option select parry high), down + mk (again an option select parry low).
Oh yeah thanks for the tip about cr. Fierce against Urien, I forgot about that move. That’s Dudley’s answer to that fucking thong wearer’s jumping HK, which I forgot to mention in my post as being highly annoying.
I find it embarassing getting hit by the c.RH in the corner… especially with Chun-li :sad:
i use option select parries as well. but not all the time.
thing i do is to see what the player’s tendency is first. one of the Urien players here likes to hit high after i do s. roundhouse x short duck, so i parry high.
however, MOST people will try and poke low because it’s almost a programmed reaction.
now regarding your opponent getting smart, that’s why in some of my previous posts i do a s. roundhouse after the initial s. roundhouse x duck sequence. why? because it leaves them in a precarious situation whereas if you guess that they’re going to poke and try to parry but they don’t poke, then your momentum is halted and you’ll have to begin again, and that’s not too good for you. if they block the 2nd s. roundhouse, continue to use duck set ups or jump in. if they get hit, cancel into super. you just have more options doing this than always trying to bait them to attack.
other things you can do are to UOH after a duck. link into super if it’s the right distance and you have stock. soooooo many options. baiting a poke, that’s it. that’s your only option.
:rock:
What is negative edge?
Why is blocking Ken’s fireball an advantage for you?
Why is a blocked or whiffed c.rh of Ken or Shotos dangerous?
Why do Dudley’s like sa3 so much (question asked a lot)? I know it has meter, but what are its specific properties? Seems to take minimal damage, is that what I want?
Why are normal MGB’s not advised? Are they bad on block?
How and/or with what do you keep an opponent in the corner with?
Does UOH link into supers?
What do you do when you parry a) a low b) a jump in and c) a standing move? What are the juiciest followups?
What is the ‘duck sequence’? What is ‘ducking super’? What is ‘duck upper’?
Thanks guys!
When you do a special, it will read both when you press the button, and when you let go. Try this, hold down any punch with ryu, do a hadoken, but instead of pressing the button, release the one you were holding.
Because when you’ve got your opponent in the corner, you can do a mixup of c.LP, c.LPxxSuper, f.HK linked to Super, or throw setups, and with more meters you get more chances to do this in a row.
Yea, they are bad on block. As far as I’ve ever seen, if you’re not comboing into one, they are not worth doing.
The rose is awsome for stopping people from trying to jump out when timed correctly, other than that all you should have to worry about is random supers. Once you’ve got them on the ground, you get to do all your stuff meaty anyways.
They can, it depends on the char you are facing and the distance you did the UOH at.
Don’t know much about parry follow-ups personally
as far as duck sequence, I think you are talking about this HCF K. Ducking super would be that canceled into a super, duck upper is just followed by K, which comes out as an uppercut thing.
Now for the pros to come and rip apart what I’ve said.:rolleyes:
Well negative edge is what Chicken said, but the way i think of it is when you execute a super, instead of pressing one punch button, you drum your fingers across all three. It makes it easier for super to come out.
Blocking Ken’s fireball when he’s close is an advantage, because when the blockstun wears off Dudley can s.rh off his arms into ex mgb or whatever.
Blocked or whiffed c.rh on shotos are dangerous because of Dudley’s Ducking. If a shoto does c.rh, and you block, you can do ducking super with reversal timing, so he eats a super in his face.
Sa3 is picked the most because it has the most options, sort of like Ken’s sa3. It has meter, does decent damage, and you can get it out so many ways. Short short super, s.rh x duck xx super, uoh link super, f.rh link super, If someone jumps at you, you can duck under them and super backwards, messing up cross up Kens and scares them from jumping…so many things.
normal mgbs dont really help much, they are bad on block.
If you have your opponent in the corner, congrats, you have just unlocked Dudley’s special ability: Ownage.
In the corner, Dudley is the scariest person you want to see, outside of Urien. He has high/low mixups, rose tactics, ducking/ssb fakeouts, its horrible.
When you parry a low attack, if its not most girls, s.rh or s.hp. If you s.rh, ex mgb, super, whatever. have fun.
Parrying a jump in, you have many ideas. The basic idea is to throw, or s.hp, or f.mk x uppercut, or you can wait for the opponent to land after the parry, and try to make them think you’re gonna throw, and ssb xx super.
Parrying a standing, s.rh x ex mgb is the best bet.
UOH links into super at certain distances. The easiest way for me to land it is on wakeup, doing short short, which they block, then you’ll be perfect distance for uoh link super.
The thing about that cr.lk, cr.lk, UOH setup is that from that range, the Dart Shot also hits and can be linked into super. The Dart Shot (F+HK) is faster, so harder to react to, and if you do the motion like this, F, HK, you get an option select parry in case they tried to spit out a move. But I suppose the UOH one is still useful as variation.
A better UOH setup is after cr.MP, Munakata style. The best set-up I can think of for this is as a meaty as an opponent is getting up, use cr.MP. Whilst Dudley can use otehr moves as meaties, the cr.MP stays out for a long time, so it’s easier to time in terms of using as a meaty. If your opponent tried a reversal or throw, the cr.MP will stuff it, and you can link to CorkScrew Blow / Rocket Uppercut. If they blocked it low, immeadiately do the UOH, and it will connect and allow you to link in a super. If the opponent blocked high, then you are in a stalemate, but as you are close, which is where you want to be with Dudley, you have the advantage. I would probably walk forward and cr.lk X 2 XX super in this case, but of course, make sure you mix it up.
a begginer with Dudley and 3rd. Strike
What is his ‘ground pwnage’? Why do I keep reading that his ground game is where he owns?
What are his wake-ups? Do they include meatys? If so, what are they? F+fierce?
What are his 50/50s on wake-up?
Does J.Hk link into S.Hk?
http://www.shoryuken.com/forums/showthread.php?t=101382
Denjin thoughtfully compiled all the useful info found in the Dudley threads for people like yourself :lol:.
have a look. a thorough one. i’m sure you’ll find the answers to your questions, as well as stuff you haven’t even thought about yet.
:rock:
I want to know what stuff I can combo after his :l::db::qcf:+:2p:.
I usually do Jumping :hp:–>Standing :hk:–>:l::db::qcf:+:2p:.–>:r:+:hp:xxSA I/SA III
Also what is a good combo for SA II (Rolling Thunder)
http://www.shoryuken.com/forums/showthread.php?t=101382
that also applies to you. go read through it.
all the combos you’re wanting to know are in it.
there are only 5 things you’ll really need to know when using Rolling Thunder:
- s. roundhouse x duck xx super
- c. strong x duck xx super
- c. short, c. short xx super
- UOH -> c. strong x duck xx super
- twds + fierce -> super (it’s a link, not a cancel…and opponent has to be crouching, if i recall correctly)
f’real though, you’re better off using Corkscrew or Rocket.
oh. did i mention to have a peek at that thread? yeah. haha. really. it’s got all you need.
:rock: