Ask me anything about dudley

NEW REQUIREMENT.

All new posters must read the aforementioned threads. If your question is answered elswhere you WILL BE IGNORED. Kal el is being really nice to you people asking some DUMBASS questions that are answered a billion times all over these boards, and you’re just too lazy to look for the answer.

The truth it that it’s hard to find info anymore thx to denjin for compiling the info @ http://www.shoryuken.com/forums/showthread.php?t=101382

Probably in early '06 we will have some better organization of the information here, but until then we have to make do.

just a little note though, please, please, please STOP using stuff like :hcf: + :2p:. it’s annoying and it requires me to think what you’re talking about :lol:.

just stick with the name of the move.

please and thanks.

:rock:

why does dudley get owned by remy?

:rock:

i wouldnt say he gets owned, that match can go either way i think. ive never played a top level remy though…because there are so few of them. dudley cant get in really, but remy doesnt do any damage.

hahahaha.

right. you’re just bitter 'cuz i make your Remy piss his pants :lol:.

:rock:

Akutabi the best combo for rolling thunder is to not use rolling thunder. and yes PLEASE READ THE GOD DAMN THREADS B/F asking silly questions, because like kal said they have shit you haven’t dreamed of yet, trust me my dudley was born in these thread!!!

wat do u guys do abt makoto’s j.mk/j.hk/air scissor kicks?
i dont like to use dp to aa agaisnt her cuz they will mostly tade and she will get the advantage
is ducking under the best option??

theres no real solid answer, those are good moves. for the axe kicks, dont jump so much. i just use my normal AA’s against them, c.fp, s.mk, s.rh. i dont really try to attack makoto too much, i just try to keep her off me, and if i get her to the corner mix her up. its really not in your favor to try to attack makoto, she has alot of stuff to keep you out.

QUESTION:::::::

when i use the rocket uppercut super i tend to miss on the 3rd uppercut occaionally. for instance, when i want to punish i do rh --> med. uppercut -> super. This works fine with corkscrew but the rocket uppercut they fly backwards and the 3rd uppercut of the super doesnt connect. I tried using jab and fierce versions.

What is the trick to gettin it to connect all the time. not only in this combo but also in other combos where it ends in a super as wel… Thanks

not a bad question actually.

basically, dragon punch combos involving rocket, certain characters fall out. some ones that come to mind are remy, chun-li, and alex. in those cases, just omit the dp from the combo, u get less damage and stun, but its still damage. like just do rh, duck super or something. corkscrew doesnt have this property, which is another plus to it.

True, SA1 has some weird juggle properties, but usually i try not to use it outside of c.lkx2–SA1, dartshot—SA1, and s.hk-ducking-SA1.

1.) Whats the best combo to do starting with crouching HK, full bar with SAIII?

2.) Any advice on linking forward HK into SAIII?

  1. go to the threads and find kal el’s godly list, it’s in denjin’s theread and one of epsilon’s

  2. it’s just a super cancel, roll the stick around quickly and press the button if it connects!!!

Thanks for answering! yea i guess theres nothing i can do about it.

I know some tips against fighting makoto have been givin but keep them coming! I have the most trouble with makoto! Even more than chun-li! I’d rather fight chun-li than makoto!!! AHH!!!

What i’ve learned… do med punch or med kick in air to air combat because fierce is too slow and makotos kicks will always win…

What do i do against a makoto that is trying to grab me? I cant even tech it and when i do jabs it still doesnt stop it. What do i do when makoto does that meaty two hand punch (fierce?) and upon block he does his grab after. Is jumping the only option? by the way… i dont think jumping in on makoto is a good idea either, even if you parry some anti air hit they always either dash… or tech throw… or they just block and u dont really get to get a good punish on them.

i…hate…makoto…

Actually Sdouble, forward HK into super isnt a cancel, its a link.

The timing is pretty strict, just use negative edge, and it helps a lot. Make sure the opponent is crouching also.

this was a post of mine from The Complete Dudley thread. just copied and pasted onto here.

vs. Makoto

Super Art: Rocket Uppercut or Corkscrew Blow. Dudley can build meter in this matchup rather quickly, so the stock isn’t as crucial here as say, when fighting Ken.

stuff to look out for: Makoto going for ticks into Karakusa. Makoto players usually use c. short, c. jab/s. jab, s. strong, twds + strong, c. forward, etc. sometimes Makoto players will bait you into thinking they’ll tick, so be wary of that as well.

Makoto has only 1 low combo, and that’s c. short x jab Hayate. regarding overheads, she has 2, both of which can go into supers. her UOH you don’t have to worry about when she’s using Abare Tosanami. if she’s using Seichusen, then watch out for her spacing. her Oroshi is super cancellable, so keep an eye out for that as well.

in this matchup, i find that option selecting s. roundhouse x EX MGB to be of great importance. 1) it stops her dash in attempts and 2) it’ll nail her limbs if she’s trying to poke. Makoto is one of the easier characters to juggle, so that means extra damage and options for Dudley.

twds + fierce is another great normal to abuse here. great range and priority vs. Makoto. same can be said with twds + forward.

regarding specials, the one to really use vs. Makoto is SSB. you can avoid certain post Hayate mixups by SSBing right after you get hit by the Hayate. if they try to c. short or try to grab immediately after, they’ll get smacked .

you don’t really have to use Ducking rushes to get in when fighting Makoto because she’ll be the one coming to you. as mentioned earlier, option selecting s. roundhouse x EX MGB is your best friend.

in this match i find that i jump more often than in others. one reason is to avoid getting grabbed when she’s up close, the other is to pressure when she’s reeling. jumping straight up is a great tool in this matchup. do early j. roundhouse -> super or late j. fierce -> combo. when jumping around, don’t do so recklessly because good Makotos will EX Fukiage you if you’re not careful. heck, she has a lot of great anti-airs anyways, so she can opt to reset you and go for an ambiguous cross-up.

also of importance in this match-up is Makoto’s wake up game, or lack thereof. yes, she has virtually nothing outside of SA1 to deal with wake up pressure. if she’s using SA2, twds + roundhouse will hit her out of SA2’s start up and she will be vulnerable to 50/50 set ups.

if the Makoto you’re facing just happens to miss an Abare attempt, i suggest to avoid parrying the final hit of the super, even if it is kinda easy. why? you run the risk of missing the parry. so what do you do instead? you can hit her before the uppercut comes out. lots of time to do so as well.

Makoto’s Abare has 4 hits and is in this order:

  1. j. forward
  2. s. short
  3. c. roundhouse
  4. Fukiage

right after the c. roundhouse portion of the super, you have a full second (or more, i’m not really timing it, just going by feel) to hit her with s. roundhouse cancelled into whatever you want. heck, you can even EX Cross Counter her for viewing pleasure.

i posted the combos i use vs. Makoto on the first page of this thread, but i’ll put them here as well.

midscreen

  1. s. roundhouse x EX MGB -> twds + forward x fierce Jet Uppercut
  2. s. roundhouse x EX MGB -> forward Ducking Uppercut/Ducking Straight
  3. c. roundhouse -> forward Ducking Uppercut/Ducking Straight
  4. c. roundhouse -> jab MGB -> c. roundhouse -> forward Ducking Uppercut

super cancel #3 into Corkscrew if you have one handy. #4 isn’t as easy as it seems.

corner

  1. s. roundhouse x EX MGB -> jab MGB -> c. roundhouse -> jab MGB -> c. roundhouse -> fierce Jet Uppercut
  2. s. roundhouse x EX MGB -> c. roundhouse x 4 -> fierce Jet Uppercut
  3. s. roundhouse x EX MGB -> c. roundhouse x 2 -> jab MGB -> c. roundhouse -> dash -> s. strong x fierce Jet Uppercut

#1 is the combo i use the most in the corner because it’s the easiest .

couple of things:

Makoto is 1 of 3 characters in the game who will get hit by s. roundhouse x forward Ducking Uppercut EVEN WHEN STANDING. the other 2 are Yun and Yang.

Makoto is also the recepient of this stupid link - s. roundhouse -> s. fierce . pretty useless, but has good stun!

i’m reposting the combo list just so people who can’t search won’t have to:

vs. Shotos, Urien, Hugo, Twelve & Twins midscreen

  1. s. roundhouse x EX MGB -> twds + forward x fierce Jet Uppercut
  2. s. roundhouse x EX MGB -> forward Ducking Uppercut/Ducking Straight
  3. c. roundhouse -> forward Ducking Uppercut/Ducking Straight
  4. c. roundhouse -> twds + forward x fierce Jet Uppercut
  5. c. roundhouse -> jab MGB -> forward Ducking Uppercut

vs. Shotos, Urien, Hugo, Twelve & Twins in the corner

  1. s. roundhouse x EX MGB -> jab MGB -> twds + forward x fierce Jet Uppercut
  2. s. roundhouse x EX MGB -> jab MGB -> jab MGB -> short SSB
  3. c. roundhouse -> jab MGB -> EX Jet Uppercut -> fierce Jet Uppercut
  4. c. roundhouse -> jab MGB -> jab MGB -> twds + forward x fierce Jet Uppercut or SSB

vs. Urien and Twelve #3 is done without jab MGB. so after the EX Jet, it’s twds + forward x fierce Jet.

vs. Hugo #3 looks like so: c. roundhouse -> EX Jet Uppercut -> s. strong x fierce Jet Uppercut

vs. Chun-Li midscreen

  1. s. roundhouse x EX MGB -> c. roundhouse -> forward Ducking Uppercut
  2. c. roundhouse -> c. roundhouse -> forward Ducking Uppercut

vs. Chun-Li in the corner

  1. s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut/Ducking Straight
  2. s. roundhouse x EX MGB -> c. roundhouse x 3 -> jab MGB -> short SSB
  3. c. roundhouse x 5 -> forward Ducking Uppercut/Ducking Straight
  4. c. roundhouse x 4 -> jab MGB -> short SSB

vs. Elena midscreen

  1. s. roundhouse x EX MGB -> c. roundhouse -> dash -> c. strong x fierce Jet Uppercut
  2. c. roundhouse -> c. roundhouse -> dash -> c. strong x fierce Jet Uppercut

vs. Elena in the corner

  1. s. roundhouse x EX MGB -> c. roundhouse x 4 -> fierce Jet Uppercut
  2. s. roundhouse x EX MGB -> fierce Jet Uppercut -> fierce Jet Uppercut
  3. c. roundhouse x 5 -> fierce Jet Uppercut
  4. c. roundhouse -> fierce Jet Uppercut -> fierce Jet Uppercut

vs. Makoto midscreen

  1. s. roundhouse x EX MGB -> twds + forward x fierce Jet Uppercut
  2. c. roundhouse -> jab MGB -> c. roundhouse -> forward Ducking Uppercut

#2 isn’t as easy as it sounds, so if i’m wanting to secure a match, i’ll just do c. roundhouse -> forward Ducking Uppercut/Ducking Straight.

vs. Makoto in the corner

  1. s. roundhouse x EX MGB -> c. roundhouse x 4 -> fierce Jet Uppercut
  2. s. roundhouse x EX MGB-> c. roundhouse x 2 -> jab MGB -> c. roundhouse -> dash -> s. strong x fierce Jet Uppercut (thank you, YellowS4 )
  3. s. roundhouse x EX MGB -> jab MGB -> c. roundhouse -> jab MGB -> c. roundhouse -> fierce Jet Uppercut

#3 is the combo i use most often vs. Makoto in the corner because it’s the easiest . and yeah, you can begin all of the corner ones with a c. roundhouse instead.

vs. Dudley midscreen

  1. s. roundhouse x EX MGB -> forward Ducking Uppercut
  2. c. roundhouse -> c. roundhouse -> dash -> fierce Jet Uppercut

vs. Dudley in the corner

  1. s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut
  2. s. roundhouse x EX MGB -> jab MGB -> c. roundhouse -> jab MGB -> c. roundhouse -> forward Ducking Uppercut
  3. c. roundhouse x 5 -> forward Ducking Uppercut
  4. c. roundhouse -> jab MGB -> c. roundhouse -> jab MGB -> c. roundhouse -> forward Ducking Uppercut

one interesting (and very damaging) combo *vs. Dudley only *which can be done anywhere on the screen, but has to be initiated with a meaty and requires your opponent to be crouching:

  1. (meaty) s. roundhouse -> s. roundhouse x EX MGB -> whatever
  2. (meaty) s. roundhouse -> s. roundhouse x forward/roundhouse duck xx super

vs. Q midscreen

  1. s. roundhouse x EX MGB -> jab MGB -> short SSB
  2. s. roundhouse x EX MGB -> jab MGB -> twds + forward x fierce Jet Uppercut

i’ve never tried to sweep Q more than once midscreen. i’ll have to try that out.

vs. Q in the corner

  1. s. roundhouse x EX MGB -> c. roundhouse x 4 -> fierce Jet Uppercut
  2. s. roundhouse x EX MGB -> fierce Jet Uppercut -> s. strong x fierce Jet Uppercut

both may be initiated with c. roundhouse instead. i’m sure you guys already know that .

vs. Remy midscreen

  1. s. roundhouse x EX MGB -> forward Ducking Uppercut

not sure if you can sweep him twice, so if i do land a c. roundhouse midscreen, i go for the super basic forward Ducking Uppercut finisher!

vs. Remy in the corner

  1. s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut
  2. c. roundhouse -> EX Jet Uppercut -> twds + forward x fierce Jet Uppercut

vs. Ibuki -> i don’t get to play vs. Ibuki at all . i do know you can multi-sweep her in the corner.

vs. Necro midscreen

  1. s. roundhouse x EX MGB -> twds + forward x fierce Jet Uppercut
  2. c. roundhouse -> forward Ducking Uppercut

vs. Necro in the corner

  1. s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut
  2. c. roundhouse x 5 -> forward Ducking Uppercut

vs. Alex midscreen

  1. s. roundhouse x EX MGB -> forward Ducking Uppercut
  2. s. roundhouse x EX MGB -> twds + forward x fierce Jet Uppercut
  3. c. roundhouse -> c. roundhouse -> forward Ducking Uppercut

vs. Alex in the corner

  1. s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut
  2. EX SSB -> strong Jet Uppercut

#2 can also be done vs. Hugo. another variation is you can follow EX SSB with a standing or crouching strong (this works on Urien as well) and you can either just let them fall or you can cancel the punch into a ducking rush and proceed to screw with their heads.

vs. Oro midscreen

  1. s. roundhouse x EX MGB -> forward Ducking Uppercut
  2. c. roundhouse -> c. roundhouse -> forward Ducking Uppercut

vs. Oro in the corner

same as Remy.

just a note, all combos midscreen involving 2 c. roundhouses can be ended with Ducking Uppercut or Ducking Straight, even if i listed the ended as dash -> fierce Jet Uppercut or dash -> c. strong x fierce Jet Uppercut.

:rock:

wow migz… write your own gamefaq

:rock:

shit your right suupaa my bad, i’m just so use’t to it that i just do it ya know??
my bad, can someone post his link and cancel combos. or just tell me the diff b/w the two lol. i just know his shit and not technically lol…also will knowing the dif. help like will it explain why some shit doesn’t work in some scenarios. like some shit wiffs if opp is in air or otg’s etc…??

this is another re-post from a few pages back.

the following are all links that can go into super.

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 - does not work with Rolling Thunder

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 link into 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.

the following are cancels

single hitting normals

  1. s. short - cancels into anything, but does not provide enough hit stun for MGBs or SSBs to combo

  2. c. short - same as above

  3. s. jab - same as above

  4. c. jab - same as above. also, whatever c. jab can do, c. short does much better

  5. s. strong - cancels into all specials/supers but doesn’t provide enough hit stun for fierce/EX MGB or SSB to combo

  6. c. strong - same as #5

  7. twds + forward - same as #5

  8. s. roundhouse - the all-purpose starter. lots of priority and hit stun. on crouching characters, s. roundhouse provides enough hit stun for forward Ducking Uppercut to combo

  9. s. fierce - only works if you cancel into super, does not work for specials

chains

  1. c. short, c. short - vs. Elena and Remy, you can hit confirm into fierce Jet Uppercut with this chain
  2. s. jab, s. strong, s. forward - you can cancel into super straight away or cancel into duck xx super for some flash
  3. c. jab, c. jab - don’t bother using. i just put it here because they can chain into each other and they cancel into specials and supers

the difference between a link and a cancel is with cancels, you interrupt the normal or the chain whereas with a link, you wait for the move to finish before going into another normal, a special or a super.

:rock: