Ask me anything about dudley

So chaining the s. rh or s. mp into duck to super. I haven’t figured out the point of this seeing as you can link the super anyways after either punch hit confirms. Please tell me the purpose of this attack method, i see pros doing it literally all the time, and i feel desperately at a loss. Also which kick should i duck with if i wanna duck to throw after a blocked s.rh i also saw a sick combo where something chained to the f.rh overhead, can anyone help with that?

  1. it’s easier to see if it does hit

  2. compensates for range. if you hit someone with max range s. strong and you see that it hits and you go into super, you’re either gonna sacrifice damage (Corkscrew) or you’re gonna miss altogether (Rocket).

  3. as posted in my list, s. roundhouse linked into super only really works with Rolling Thunder because of #2

  4. use forward or roundhouse versions. if you cancel into duck from roundhouse, you can use either. if you cancel from s. strong/c. strong, then use forward version.

  5. if you’re just attempting to throw, recommended is short/forward version. roundhouse brings you in too close so then all you can do is either tech the throw if they were anticipating it or SSB. sometimes even SSB can’t come out fast enough because your opponent has already anticpated the duck attempt.

  6. nothing chains into twds + roundhouse, but twds + roundhouse chains into s. forward.

:rock:

Ok, well thank you for showing me the light on the rising upper chain.

I’m gonna find that vid i saw of the move that seemed to chain into f. rh, and see what you think.

But my new problem is waking up against ken. It seems like his s. mp s.f chain is unbeatable by anything other then up block or super, or ex jet upper. If i guess wrong on the wake up attacks, ken can punish me pretty bad, and then cause knockdown and threaten me all over again. Sometimes I parry the attacks, but i might aswell go for the corkscrew as it has minimal cool down, very small attack window…unless parried of course, but people are still good enough to know the timing and pwn me.

Then theres the throwing, if i’m blocking down or back, i’m gonna get thrown, and my first insticts against ken are to block to prevent the more beastly attacks from being landed. So i get thrown alot, when i try to throw, the s. mp chain stuffs me, i can’t believe how many moves that stuffs, i feel helpless.

The axe kick i usually catch in time to block, so i’m not too worried about it except the uoh.

I’m always affraid to block back because of the fear of short short super, or c. mk super.

sometimes i try wake up ssb and i still get tripped up in the c.mk that they throw out as wake up just because the timing of the ssb isn’t solid enough to avoid it.

Basically, I feel like i’m always guessing, and never confortable on wake up, even when i roll on knockdown. What should i do?

no prob.

sounds good. i’m really doubtful it’s something into twds + roundhouse though. really.

blocking is your best and safest option when getting up. unless, of course, your opponent is freakin predictable. you can opt to super on wake up, but you run the risk of getting knocked down again. so just block.

he’s probably doing the s. strong, s. fierce meaty. yeah, i feel ya. it’s a damn pain. only thing i can tell you is to try and be more observant of your opponent’s tendencies. just be patient and try to watch out for whatever it is he’s gonna do. yeah, it’s super tough, but that’s all you can really do.

you can also try option selecting your tech throw attempts by crouch blocking and pressing jab + short. if he tries to throw, you’ll tech it. if there’s no throw, all that’ll come out of you is a c. jab.

for more obvious walk -> throw set ups from Ken on your wake up, do c. short, c. strong, c. fierce chain to keep him out or just do c. short, c. short xx super.

don’t worry about the UOH unless he’s at a certain distance. if he’s right up in your face and he UOHs, the only time you’ll get supered right after is if it’s done meaty. otherwise, don’t worry about it. it’s crap damage.

just block low and react to overheads.

IMO, it’s easier to block low and react to Ken’s overheads than to block high and react to his c. shorts.

what strength SSB are you using?

in some cases, using the forward, roundhouse or EX version can avoid a low hit.

just block. try to react as opposed to guessing.

when you’re thrown or knocked down in the corner, be careful of quickstanding vs. Ken because he can dash through you and screw you up.

it’s a tough match, but it’s definitely winnable. just be patient and make sure you capitalize big time on the openings you get.

:rock:

This is really good advice on fighting the Ken match-up here. Patience is what will get you out of his mix-ups when stuck in the corner, and as Kal-El says, blocking low is the safest thing you can do. Just also wanted to add that Ken’s UOH setup is cr.lk, cr.mp, UOH. So if you see him do the first two moves, that’s when you might want to try going for a forward parry if that setup is bothering you. Be carfeul though, if the Ken player figures out you can spot that UOH set-up, they will just substitute a cr.MK in place of the UOH. You might just therefore want to block low and react to the UOH by chaning your blocking stance. I suppose it depends on your playstyle and whether or not you like to take risks or not.

Dudley’s Kara Throw

What do you think of Dudley’s kara throw (Towards + Jab or Towards + strong)? At first it seems a bit useless, but I tested it and after a crouching short, Dudley’s normal throw will whiff, but his kara throw will reach. Having found this out, I think it may have some uses. You can normally cr short X2, and then after that follow up with a UOH or Dart Shot, but now you can also tick throw with one cr.short into the kara-throw. Sure it’s not anywhere near as effective as Ryu or Akuma’s version of the same tactic, but espeically when you don’t have a super stocked, this is another method of applying pressure. You can also kara-throw off a liver-punch (towards+strong). From this range Dudley’s normal throw will also whiff, but kara-throw connects. I tested on both Ryu and Ibuki (the thinnest character in 3S I think), and it works on both, although you have to cancel late into the animation to get the maximum range.

So what do you think about Dudley’s kara throw? Pointless triva or semi-useful weapon?

pointless trivia. sounds cool in theory but i cant see anything super useful for it, use it if you want, but it is by no means necessary.

i wouldn’t bother trying to use it either.

c. short ticks into throw just fine. all you have to do is walk a little, ala Ken.

s. short also ticks into Dudley’s throw very well.

if he had Akuma range on it, then i’d use it all the time. but the minimal increase in range for Dudley’s kara just isn’t worth the extra button tap :lol:.

:rock:

I always see strategies for the main playable cast, but what about Gill beyond “learn to parry?” I still can’t get a handle on all his 2-hits, and the only way I seem to win is by spamming j.rh + s.sh,s.rh,s.fp and doing the latter three hits on wake-up. Any good stuff to look out for or to exploit?

Rose vs Hugo’s Moonsault Press

I have another quick question. In many of the Japanese videos I have where Dudley fights Hugo, when the Dudley player knocks Hugo down, that player throws the rose really early. I forger the name of the player, but if you have the co-op cup 4 vids, that black and white Dudley player that beats Deshi Ken uses this tactic against Hayao’s Hugo. Kokujin seems to do it agasint Hayao in SBO 3 vids as well.

Normally against most characters you throw the rose so that as they are getting up, it hits them, trying to force the opponent to block, reversal super or use a high priority reversal EX move to escape. I was wondering, are these players throwing the rose that early so that it beats the Moonsault Press if Hugo tries to use that as a reversal? I am pretty sure that in the past, when I have anticipated that my opponent would go for a 360, I have tried a meaty attack, but the 360 beats it, probably because it has “invincible” frames such as how the EX SRK can beat a rose. I am wondering if by throwing the rose early, if the opponent tries to catch you with the press, as they grab you, the rose falls and hits them out of it, allowing you to combo them on reaction. If this does work, can the same tactic be applied to beat a reversal Gigas as well?

Obviously the risk in doing this, if it works, is that you could just get thrown normally on wake-up, but you could combine using the early rose and a meaty attack to get around that (although they could block or parry). When I fight agasint Hugo, I normally try to keep him away using Dudley’s range on his pokes, but if you score a knock down, say from ducking under him and reverse corkscrewing him during a jump in, I want to be able to press home the advantage using high / lows, so if this tactic works, it would be pretty useful if used at the right time.

i use the rose alot vs hugo, not because of moonsault press, but because it keeps him out of the air. because if he parries it you recover first, and can make him parry more stuff. i dont even bother throwing the rose over hugo, too risky. i play hugo as gtfo away from me and AA his shit, and play footsies.

:rofl: I hear that , and to be honest I play like that as well against him. I like to sometimes use cr. Fierce or standing MK as anti -air and then follow up with a duck XX super as those moves reset Hugo. The rose is good to discourage Hugo from jumping in as well, I give you that and I myself do that too.

But anyway, the reason I ask about the rose versus the press is that because it has good range, if you score a knockdown and walk back, even at the range where I would use either meaty HK XX duck or cr.HK (as opposed to high / low mixup), you can be grabbed out of either by the press, so I wanted to know if the reason they threw the rose was for to eliminate that threat.

Cool. For a while there, I wasn’t even sure if anyone was reading my stuff Cool.

is there any trick to juggling with EX Jet Upper > Fierce Jet Upper? i can’t seem to get it to work…

well u can only do it during a combo, and only on certain characters afaik.

c.rh, exdp, dp.

HAHAHAHAHHAHAAAHAHHA.

man, i knew it was only a matter of time before that came out of you.

:rock:

c.mp, duck, c.mp, duck. rinse and repeat. Super on reaction, throw, swingback, uoh or anything random.

ride the rocket

for the EX DP into fierce DP… does the EX hit once or twice? deep? late? does the juggle work on the PS2 version? can you juggle with JP (or anything besides a fierce DP) once you land from the EX DP? does the fierce DP hit deep? once or twice?

From my experience, EX jet always hits once, and the fierce jet can either hit once or twice depending on how late you do it, although it usually hits once for me. You can also do jab MGB before EX jet; that’s what I do.

It does work on PS2.