Ask me anything about dudley

This might be a dumb question, dunno though…I’ve watched many vids with Dudley vs. Yun and I’ve noticed that a lot of the players when blocking for the Genei Jin, they block low, is this a normal strategy for all Dudley players? Do they not care about Yun’s f+mk hitting them above or is it just too risky to try and block high then low?

Well blocking low usually is the thing to do for all players against GJ. F+mk kinda hurts, but i’d rather get hit by that once or twice than get hit with palms and such. It’s just really risky. But doing anything against GJ is risky, its just that good of a super.

everyone blocks low vs gj, on account of he has much more low combo starters.

against gj, general strategy is block low and watch for the command grab. but alot of times when hes doing s.lk to u in gj ur GONNA get grabbed. risk vs reward ratio.

in order to be a good 3s player u have to know when to take risks. sometimes if its a really obvious setup, ill ssb, super, parry the overhead etc… dudley has REALLY high reward for parries (especially with super) so…i take more parry risks, cuz it could win me the match. thats just something u have to do with a character like dudley imo. against good defenses its much harder to come by a mistake, so instead u have to force them.

Epsilon is right, you can’t just always block low against Yun because good Yun’s will Zenpou - Tenshin (command grab) you and get damage in on you that way. They can kara the grab as well to increase the distance. And of course after the combo is over, a lot of Yun’s will run away and just go back to meter building. If you are caught within this pattern of play, it’s really hard to get going against Yun and you will just lose sooner or later from the GJ.

So what risks should you take? Here are a few things I do in situational circumstances, ranked from highest risk to lowest. It would be interesting to know what you guys do, espeically Suupaa, as you must have played Pyro who is the best Yun outside of Japan a few times:

When Yun activates GJ from half a screen away or more, and is moving in on you

  • Parry the lunge punch high twice, then punish with HK xx EX MGB xx Super. High risk, but you can get big damage on Yun. I do the super to try to run out the GJ timer a bit more, to completely try and wreck Yun’s momentum. A good way to bait this is to dash back once. Yun’s dash is crappy, so most Yun’s use the dash punch to travel, and that’s when you can parry and punish it.

  • Use Towards + Fierce to knock him back. You can cancel straight into Corkscrew if you think he will parry it. Watch out for the start-up on the fierce though.

  • Cross Counter. Not as stupid as it sounds, but if you are too obvious, Yun can just Zenpou Tenshin you. Doing an EX CC right at the very last second you can do it can sometimes work.

  • Sweep Yun. Becasue of the sweeps start up this is really difficult to time exactly right, but you can ducking upper xx super afterwards.

  • Corkscrew blow as he gets close. OK option because the Cork is harder to punish than it seems, but it’s sometimes difficult to get on on reaction as fast as you need it.

  • EX Jet Upper. Variant of the above, but I find that on reaction I can get it out fast.

When Yun Is in GJ and in close and mixing up between high /low / throw

  • Low parry if you think he is gonna go for a medium kick. High risk, but you can punish him hard for it.

  • EX Jet Upper / Corkscrew in between hits of the GJ.

  • Block most of the GJ, then when you think Yun is going to go for the command grab, Fierce him out of it. Go into Corkscrew for Insurance. (Stolen from VictoLy, but it works)

The other general thing I look out for when playing Yun are divekicks. If I can anticipate one, I will Jump up HP and if get it, as soon as I land go into duck xx Super. This can intimidate the opponent into not using the Divekicks. You can also SSB the divekicks if you can react fast enough to time it correctly.

That’s all I have, I’d really be interested in what else is good to look out for against Yun.

Weird question… does Dudley’s conter move do more damage if you parry hits first then counter?? Cause, there’s been plenty of times when i parry the first 2 hits or Ryu’s Hurricane kick, then counter’d the last one and it seem like you take more life.

Are my eye’s play’n trick’s on me?

Edit:… another thing… i dunno if n e 1 has ever seen or done this b4, but i was able to hit 2 corkscrew blow’s in a row(with out stun). i was fighting Urien… did the CSB with wp, he parried the first 4 hits, then the last hit knocked him off his feet, imediatley i followed up with a FP CSB for the kill ( all of this took place in the corner). So yes 2 in a row… My question is if there is a more practical way to land 2 CSB’s??

Block low vs the GJ. When Yun goes for the f+mk, just hit c.mp and you’ll stuff him.

Yellow’s way is usually what i try to do. If I’m feeling particularly lucky, i’ll try and super out of f+mk, but sometimes GJ has such ridiculous priority he’ll knock me out of it. It’s happened against pyro many times.

Pyro activates GJ.
I crouch in corner.
He pokes a bit.
I super off attempted poke…
Observers: Nice.
GJ hits through my super, he gets juggle.
Observers: Fucking GJ.

Playing pyro for me is just like playing any Yun, except it seems that pyro just is so fast at building meter. He can get GJ so often, it seems just like a never ending round of green trail.

whats the difference between different punches used when doing corkscrew, i know that corkscrew has more range if you use the fierce but is there any advantages in using the jab version? or any situation for me to ever use the jab or strong versions.
Oh and whats the stats on dudley’s grab and does he have any good karas?

jab version is safer. i use it when i feel like wakeup supering, but im pretty unsure. fast supers and shit will still punish it, but few characters can punish it really hard blocked.

Anytime you combo the sa3, use fierce. There’ll be times where you land something at max range and your jab/strong sa3 will only connect on the weak & last few hits.

Or when you do reverse duck unders into sa3.

yeah, whenever u combo use the fierce version, cuz it goes the furthest. when u duck, super jumpins too.

Hi everybody! I’m new to trying to get good w/ Dudley FINALLY, I hope!
I’m reading ALL the Dudley threads here, including this one, and I’m on Page 7 or so at this point. I wanted to ask some questions, but first, I wanna reply to this post.
'Thanks for your tips, Kal el! That’s CRAZY that the ex MGB always comes out when it connects, so it’s 1 of those things you don’t even have to WORRY about “hit-confirming” or whatever cos nothing comes out, otherwise. I can be fearless about dat now. I’m sometimes a chicken about stuff like that, and when you punish whiffs, as you said, it can be difficult to make sure you CAN connect w/ ex MGB, simply because you’re connecting from afar and the animation looks REALLY weird: DAMN those weird animations! :stuck_out_tongue: This concern usually arises for me when I STUFF/COUNTER (whatever) a poke with the st. rdh because that attack seems to have great priority over a lot of other normals :smiley: haha. This makes Dudley REALLY scary: whether you do st. rdh x ex MGB to punish, or after a parry.
I HATE the shoto low-forward against Dudley cos of his crap poke range and bad defense against low pokes, as I see it. Dudley’s pokes seem better as whiffs as counters to other normals. When I used Alex against Vic’s Dudley, he would just counter all my pokes with st. rdh or something else, for some odd reason: NO one else has ever done that to me before, in that matchup.
Whacking Chun’s pokes that she whiffs, or countering her pokes, sounds great for Dudley, cos he needs all the help he can get. I heard you can try to sweep Chun’s legs w/ low rdh, but maybe only her evil low forward?

I’m assuming #2 is in the corner and that the c. fierce is the reset :slight_smile:
Can someone post a list of all of Dudley’s resets (regardless of location to use them), or would that take forever? haha. I like jump-in mp, c. hp, with either followed by duck super. Duck super from behind after reset is great. I actually parried that once but then messed up when I landed: go fig :sweat:

I made a post in fighting game discussion a long time ago about easier buffering/cancelling (sp) techniques for supers. I often have that same, specific problem you have and still do if the controls aren’t working very well. What I try to do instead of short short super is short short dp rotation: meaning, instead of short short super (qcf x 2 rotation), yet I hold down on the stick for the shorts, then press the stick to forward without putting the stick in neutral, then I do the dp, which good controls seem to count as two qcf rotations.
In other words, sometimes you can get a move to come out by trying to do a dif attack instead, as long as it has a similar command/rotation. This might not work as a buffering technique for charge supers, but since sfIII doesn’t have charge supers, at least that ain’t a prob :slight_smile: I feel scrubby doing this, even if it’s a consistent success for me (on decent controls, of course), and even if I’m actually doing it right, because it feels like I’m doing it wrong and getting away with it :smiley: lol
~Nick

THIS is the MAIN reason I find Dudley so tough to use: he has to get past the EVIL shoto low forward :stuck_out_tongue: I heard that his st. rh might beat it, but maybe that’s just if he whiffs, and you punish. I’m not even sure if hitting the limbs is always about countering someone’s normals or punishing limbs that whiff, or both?
'Also, if you jump, you’re saying they only can get the dp out in time? If they expect a parry attempt from you, they could multiple st. jabs that you either parry or they whiff with to distract you. It’s a toss-up between which character has the best AA in general and AA-parry: Dudley or Ken :stuck_out_tongue:

I guess wake-ups are always supposed to be immediate? 'but if not, I like to do delayed wake-ups: because of the delay, they lose wake-up priority, but as you’re recovering–probably only after a normal recovery and not “quick recovery”/tech-rolling–and you delay, it throws off ppl who decide to do nothing on wake-up. If this makes any sense to you guys, then what I would recommend at least TRYING is a delayed wake-up with EX SSB: it seems to beat out a lot of attacks/pokes, but Dudley’s only immediate wake-ups are SA 1 or 3, and ex DP, I think.

everyone has a tough time getting past kens cr. mk. and chuns shit and yuns shit…you just have to deal…dudley has one thing they dont’…well ken sorta has it and that’s like epsilon says alot the huge random damage factor…think about it…

against a really solid player it’s tougher to get knock downs but if you can’t even get one or two a round…come on you have work to do…i like to dash up and do nothing the first time i get a knock down most people(esp ken players) just know you are going to do something and will go for an attack just block and put in that work…get them to the corner and tell them to say goodbye!!!

when your opponent is the one waking up you should beast them to death. they have to take a massive risk against you to get out of the corner(attempt a parry, wake up super…)…throw the rose and off that you have the high low for 50/50 (his lk lk super, dart shot which is fwd+rh)

then you have walk up do nothing see if they do something punishable(this works b/c so many people think dudley players always go for stuff on wake up)…if they do f em up…if not so what your still close so you win…dudley wants to be in the grill…

then you have the beast that is short swing blow…beats wake up throw, and most wakeup cr attacks…

you also have all his ticks into throw…or duck mixups as well…so nasty…dudley does own you on wake up just like the 3s strategy guide says…dudley has some sick mixups too…look through these threads for a post by kal el…he gave like 20 mix ups for dudley…TWENTY PEOPLE>>>>>>>>

dudley also has his lk, mp, hp chain when he’s the one crouching. this pushes people away that you want away from you when your’e the one in the corner(ken, chun, yun(when he’s stocked esp…his dive kicks are gay though) and ryu with denjin stocked lol…
Dudley is the 5th best in the game imo behind yun, chun, ken, and makoto…yes he’s def better than urien unless the urien is a god…most uriens have shitty footsies and can’t do the combos required to even consider playing him…
never underestimate dudley when your’e the one waking up, that’s like asking to die…

i have those mixups posted by kal el saved at my home pc i’ll post them up when i get home from work…

'Actually, I NOW have caught up on everything: I’d said previously that I’d read everything, but I forgot that was the other thread and I still had some pages left of this one.

Edit: Btw, oftentimes I play at FFA so I play some of the U.S.'s best players. I get some knockdowns on them with Dudley but I need to work on throw set-ups more…sometimes I SWEAR the game is half throwing! BLAH…not the most exciting part of 3S

I’m still new to Dudley but it’s satisfying to beat better players with him when you have more trouble against them with characters you’re already better at using, and I’m not even talking about better match-ups.

'thanks for all the tips thus far, and I’m gonna try to add some more comments and questions before I forget.

Is ex CC good against Makoto’s axe kick, or do knock-down attacks and specials sometimes or always stuff it?

Is there ever a point to doing st. rh, short SSB for a 2-hitter? I guess it’s only better to do if they block the st. rh.

I also usually hit ppl w/ SSB when I hit a poke that misses cos the attack moves him out of the way, of course :slight_smile: I don’t seem to beat a lot of throw attempts with it, but maybe I don’t use it enough when I anticipate throw attempts. I REALLY need to practice teching, I think…I guess I’m just too chicken to tech cos I don’t wanna eat a combo…esp. when cornered.

Can you always do st. rh into ex MGB if you counter someone’s limbs from far away and they’re still on the ground? Does this always connect as long as you’re not outside the reach of the ex MGB as it travels across the screen? I know now that there’s no risk in doing a quick-cancelled ex MGB cos it won’t come out if the st. rh doesn’t connect, AND as long as you’re not trying to hit a short-crouching character with the MGB, such as Chun.

I talked to Cole yesterday and he said Dudley has good priority over Urien, and then I practiced countering cpu Urien’s limbs w/ st. rh and couldn’t believe how easy it was haha.

I’ll post more if my shortest-term memory reminds me…

Why is that like asking to die? The closest to underestimating in that case would be just to block on wake-up or tech-roll, from what I could tell.

Hmmmmmm…my last understanding of decided tiering was Yun, then Ken or Chun for top tier; upper-mid tier was Makoto, Urien, Dudley or Akuma. Mid-tier is real tough to determine…maybe cos they haven’t been rigorously (sp) used enough, despite this game being SO damn old, or maybe that shows how great a game it is, because it seems to evolve, still?

More trouble with ken, introduced to the painful world of yun aswell

Ken is such a hard match for me, i have a lot of trouble landing the st. rh poke. As you all say, ken usually just goes for dudley’s legs, and keeps at quite a safe distance.

What do i do about his relentless low pokes? They are hard to down parry, and when i do, people just cancel to super, and i feel like a shmuck.

Basically, i need help getting close to ken. I’m also having issues on wake up tactics against ken, apparently i’m not good at fooling anyone that’s decent with ken, and i’m highly predictable.

Ken’s crossup murders me when done by the best…

How can i bait ken?

Yun i have all kinds of issues with…

His 123 stuffs everything when i get in close, including throws. Then he sa 3’s the shit out of me.

Whats a good way to deal with the dive kick bullshit, especially in the corner. I thought of some ideas: Duck out of the way with qcf and kick, maybe even super fast enough to switch side corkscew, would this work?

EX Uppercut, but if the yun is quick enough (they usually are) i can’t execute fast enough

C. fp, this sometimes works for me

And if all else fails, how about a cross counter? lol

What about when your getting pressured by genei jin

I’ve tried waiting for openings and taggin them with a super, this is risky, but kicks ass.

What are some solid anti yun tactics?