Ask me anything about dudley

how come nobody like rolling thunder its rapes when you manage to get a fierce MGB and link it with rolling thunder i get em all the time on over eager cs bs as and s’s trying to get an eazy win on little ol n me

because when you do an EX MGB combo and they’re knocked down and you get in a f+hk or c.lk x2 you can do super and at that point you lost more life then a simple sa2 which leaves you with no meter.

Personally I only use sa2 against certain chars+supers. Denjin comes to mind. Any other time it just depends on who the person is & their habits or if I’m bored.

Denjin is the only time I use SA2, and I absolutely love it against Denjin. Completely neutralizes the Denjin, the only thing they can do with it is hit you while you’re in blockstun for a 1 hit Denjin. Any other setup, you can SA2 right through. Not to mention, it’s stupid easy to combo into with the link off s.RH. So if you have them on the ropes, you can just combo into it to finish a round or game or what have you.

Alright, here’s a question:

How can you safely use back-swing (?) blow (hcb+k). I’ve been trying to make it work in many situations since I started playing dudley, but it seems the only time it’s EVER safe is when they’re out of range of the hits. EX or normal. I’ve been knocked out of it by so many differant moves I couldn’t list them all, the most hurtful though were urien unblockable combos and some bizarre alex elbow combo :confused:

Just throw it out randomly. I’ve won rounds and games by just doing THAT one move.

Randomly is subjective though.

Massive

randomly = massive junglist

now aside from the random factor, you can use SSBs after ducking. you can use them as anti-air for them empty jumpers. you can use them to screw their heads on their wake up.

:rock:

empty jump, ssb k

I have noticed it works more after ducking, however for anti-air I prefer cross-counter/SSB mixup. EXCC rapes air if it works, which it does aaaalot, however if they get used to it you’re fucked, they’ll empty jump and low hit into a super. So I mix SSB in there, another place it works.

But it doesn’t always, in any of these situations. As for the empty jump in, that’s when I got killed by uriens unblockable combo. Any move that hops forward a decent ammount (Yun’s qcf+p, Uriens Tackle, Alex’s Charge, etc) will aaaalways punish dudley in this move, it seems like you have to have them on the defensive for it to work. Hell, I’ve been hadokened out of it :confused:

Thanks for the tips, I’ll try to keep it to AA mixup and sometimes after ducking (After ducking is a large mixup of moves, I have about 4 differant combos/whatever I’ll do after it, unpredictable) for now.

anything cancelled into swing back for aa.
whiffed uoh into SB
sb all day into sb

your opponents do those moves to you when you empty jump? that’s really weird, man. if anything i’d assume they’d try to go low on you if you empty jump and SSB, but not any of those you mentioned. when you empty jump do you land right beside them? 'cuz if they do those moves, just block then punish. if they’re throw happy, then SSB.

:rock:

My understanding was that the SSB should be used any time you expect to be thrown.

So, once you think your opponent will throw you, use that move. Which can be cancelled into a super by the way.

Some examples:
Down short, walk forward a bit, then SSB.
UOH, then SSB.
On their wake up, stand over them 'til the last second in which they’re completely up, then SSB.

I’m sure some SSB stuff is covered in the DCP - Dudley thread.

By the way, I always use the Roundhouse version. I’m sure the other versions have their uses (and I know some of the people on this thread think that the short version is the way to go…) but, I’ve often been hit out of the other versions. Roundhouse version seems to help me the most. It’s still quite fast.

i ONLY use the mk version, roundhouse version goes back too far, and has more startup, so its less likely to punish their whiff. short version doesnt go far enough so ur more likely to get hit by them pressing a button.

It’s not so much the speed, it’s the fact that he doesn’t hop back enough ot get invulnerability frames. Any rush forward move, projectile, homing move or high-priority melee attacks knock you out of it.

Today I was knocked out of SSB (RH) by twelves jab version of NDL. Aka, I was coming forward, he used it, I ran into it and it cancelled my move.

I’ve been looking up and testing all the uses of this move in combat and I don’t see how any of them are safe. Fuck, if TWELVE knocks be out of it with his weakest special…

I just don’t know. I’ll continue trying to use it, but for now it just doesn’t seem safe enough. There are a few combos with this, I’ll still use those, but I’m not going to use it as a standalone skill anymore.

epsilon is totally correct on mk short swing blow it is the best, it’s just perfect, goes out of range and is just fast enough to beat recovery time on almost everything!!!

Umm ssb is safe if blocked man!! abuse it with empty jump in dw lk lk, it;ll fuck your opponent if you can cancel off both!! total guessing game, train them to try to punish your lk lk bam ssb!!

I’ll have to try mk SSB, I’ve been using HK and LK :o

You crazy guys only use one strength of Swing Blow? No offence but that sounds like a sucky idea to me. The strength of SSB you should use should be dependant on the situation you are in and what you think your opponent will do. There are way too many examples of how to use SSB in mix-ups within Dudley’s game for me to go through every one. It is one of his biggest weapons / mix-up and no one in the game really has anything like it because of the ability to combo into super from it, or lay an option select parry / parry trap situation out of it. The MK version is good, but I really think you have to vary it. Especially when people get smart to SSB traps. By simply varying the stength, you can muck up their parry tming and land supers when you shouldn’t.

Here are some examples of uses of different strength SSB set-ups I use:

  • Dudley does Empty Jump in, SSB.
    I would use the short version here because you think your opponent will throw you. Why do MK version here, I have played opponents that have whiffed the throw attempt early enough to react and parry after it. If you think they might go for a throw OR a poke, then just empty jump in and corkscrew blow / EX Jet Upper. That will beat both throw attempts and pokes, both low and high. Yeah it’s high risk, but 3S is all about risk / reward. In my opinion, using the Mk version is bad becasue if they just waited you out and blocked, the opponent can parry the MK version far more easily because it gives you that much more time to react to.

  • Dudley Jumps in with attack which was blocked / Empty Jumped in. Dudley then did crouching short (once) xx SSB.
    Here I would vary up what I will use, based on what I think my opponents reaction will be. To land this, I might have jumped in with a fierce / roundhouse and been blocked, or just emtpy jumped in. My opponent may be thinking that I would go for crouching short into tick throw. If I think my opponent thinks that’s what I will do and so would tech it, I would then do short SSB to beat the throw. However, some of my opponents might parry low after I jump in (thinking I am looking for short, short super). So if that’s what I think they will do, I will use Roundhouse SSB. If they do parry the short, they will probably go for a poke and cancel it into a normal, e.g. Ken would do cr.MP -> super. By cancelling the RH SSB here, I would duck away, miss the MP and and as Ken is recovering, the SSB will hit and I can super him. Hell I have even swung out of the way of Chun’s cr.Mk using the RH version of the SSB.

Ninja Edit: MK version swings out of the way of some pokes, e.g. Shoto’s cr. MP, but RH SSB swings out of the way of even more pokes, e.g. Shoto’s cr.MK.

  • **Dudley scored a knock down on opponent, dashed up / command dashed up to opponent, then crouching short xx SSB on wakeup **.
    Similar to the last one, this is a set-up I might use. Often opponents read that I will go for the short, becasue they think I will go for short, short super, so they might parry it. If I think they are going to do that, I will use the RH SSB, just like in the example above to avoid their retaliation attempts. However, some opponents won’t wake-up parry, they like to play it safe, and so will block. So against these players, I might use the short SSB. These two hits (the crouching short and the short SSB) hit really fast, in fact they may even combo. They may not parry the crouching short, but they may think I am going for a tick throw, so the use of the SSB (short version) could be justified here. After this, if both hits were blocked, I will probably option select parry forwards or down, because a lot of the time after this sequence opponents like to attack. If they were blocking high at the time of the SSB hitting I would option select parry high, and if they were ducking, would OSP low. Of course they might also go for a throw, so if I thought they would do that, I might go for a EX Jet Upper, or even another SSB (short) to beat it.

  • ** Opponent close to death, knocked down and in the corner. Dudley does meaty standing Roundhouse xx EX SSB XX Super **.
    This set-up I call the “Jima” because he uses it a lot and I admit I X-Copied it from him. The idea of this is ideally to stuff either a throw of reversal attempt, partciularly from people who do not possess a reversal move that can beat Dudley’s meaties. (So bad idea to use this against Shoto’s). The extra stuff he tacks onto the end is done just in case they parried the meaty. If the opponent is really good and starts red parrying or parries all of this string, the use the super to give them more to do. This is best used to finish an opponent off with chip damage, but it can be used anytime.

  • Opponent Jumped in, Dudley tried to anti-air with standing Roundhouse xx SSB.
    A pretty simple situation. It’s not Dudleys best anti-air, but against jump-happy opponents its a good idea to vary your anti-airs as much as possible to make it tough for them to parry their way in. Here, choose whatever strenght of SSB you want. In fact here I probably would’t use the short version becasue the parry timing is to similar to the timing for parrying Dudley’s HK XX Jab machine gun blow anti-air.

Anyway there are so many more situations that could be be given as examples. Obviously , a lot of it depends on how well you can “feel out your opponent’s intentions.” Every example I have given can obviosuly be countered, but that’s 3S and fighting games in general.

However, my long-ass post has one main point to it, and that is that you should vary the strength of the SSB you use, depending on how you are intending to use it.

Just my two cents, Gunman out.

i dont’ mean never use the others but in general mk is best. but i like what you posted, especially the jima stuff!! Lk just loses too much to chun’s jab etc. and other random crap on wakeup ticks, hk is bad alot of the times in my opinion b/c a savy akuma has plenty of time to do either of his 2 bar supers on you!
But you have some good strats.

Forward HPxxSuper I or III

:wasted: Is there a trick to do that. I cant do it…for now.Any help will be aprciated.

Don’t hold forward too long. Once you see yourself starting to move forward, move the stick back and begin the double qcf motion.