Ask me anything about dudley

empty jump, swing back blow is good sometimes, u just have to know when to use it. if they are looking to anti air you, it doesnt work very well.

Kokujin probably thought that for him to have a chance against Justin’s chun he has to knock her down and put her in the corner, its almost impossible fighting her on the ground, at mid screen, and jump in Ex Upper accomplish both. If I recall correctly, Kokujin did manage to land one and fucked Justin’s Chun up in the corner the rest of the round.

empty jump swingblow is good too, but alot of ppl can react to it just by sticking out a low mk or something, the best time to do it is when Dudley knocks his opponent down and empty jump swingblow as they get up, once they fall for that u can change it up by doing empty jump toward RH for a free super link.

Interesting, I’ll watch the match again and look out for the landed EX uppercut. So the short of it is - empty jump > EX uppercut is something good Dudley players will be looking to do against Chun to rape her in the corner?

It can be situational, Dudley wouldnt want to miss the uppercut when Chun has meter, but when she doesnt, Chun cant really do much to punish.

Or lets say in reverse, Chun has Dud in the corner, Dudley gets up, jumps over her, most cases Chun would try to throw or stick out something where Ex Upper would work.

Sorry if this has been addressed already but I’m wondering if any of you guys can offer some advice on applying corner pressure like what moves I should focus on to keep them pinned down if possible.

twrds + MK (+1 on block i believe, so you can use it as a tick setup. if it hits, link into super.)

c.lk (double up the c.lk, if they hit, go into super. if they’re blocked, u should be in proper distance to try UOH link into super.)

s.HK (if it hits, go into EX MGB. or duck xx super. if they block s.HK, you still have sick frame advantage to work off of.)

twrds + HK (if it hits, link into super. if they block, walk up throw. or walk up c.lk,c.lk xx super)

these are just a few moves, there are others, but i think these are the “important” ones to use. really, it shouldn’t be too hard to keep the pressure up with dudley when you have your opponent cornered.

moves that can keep a person in the corner are:

twds + mp, twds + hp, twds + mk, s. hp, s. mp (x ducking), s. hk (x ducking).

There are some block strings you can use, some that I try are:

(while opponent is waking)

rose, c.lk, f.mk, s.mp x ducking, ssb

c.lk x 2, f.mp, f.mk x ducking, lk->mk target combo, ssb

c.lk x ducking, s.rh x ducking (this could hit off a limb, so if you see it, super!), s.mp, s.hp or f.hp.

yeah, they aren’t that good.

When against hugo

What’s the main plan when playing against hugo. I guess there can be multiple plans, but against an expert hugo player, what should i be looking for.

Were talking doesn’t get close unless he’s going for the 360, won’t jump in like an idiot, and blocks and zones ridicioulsy well.

option select s. roundhouse x EX MGB when he’s doing standing pokes like s. strong.

try to learn the ranges of his normals. 'cuz say, if he’s too far for a s. strong, he’ll probably go for a c. forward. knowing stuff like that can help you punish whiffed attacks, parry those attacks or stuff 'em with the option select s. roundhouse goods.

:rock:

And it’s time for another noob question

what and how do you do an option select st. rh x ex machine?

just throw out s.rh xx hcf ppp.

if it hits off their limb you get free combo, if it doesnt you just whiffed a roundhouse, which is slightly safer than blocked ex machine gun blow. i DO NOT reccomend this against any decent chun li or shoto, as their low moves can punish the whiff with ease and damage…

Does this mean that if you do ppp and they block it wont come out? And if you do s.rh xx hcf pp and it doesnt hit off their limb, will that be a blocked EX MGB?

see they wont block it because youre throwing it at the tip of their normal range. if it hits, it will only be s.rh xx ex mgb.

Messing around with juggles and mix ups (its long)

I’ve been getting rather bored with dudley’s standard juggles, and i came up with some new stuff that i don’t think is that bad.

Mid screen:

I tried cr. rh, j. fp (reset) rh duck dash x to super.
it does more damage then the f. mk x to jet (unless you hit deep and super cancel) and very similar stun.
also more damage and stun then mk. duck dash mk upper x super
I also think its flashy as hell.

And then my new personal fav:

cr. rh, jab machine, f. mk, rh ducking dash x fp. cork.
(flashy mcflashington and were talking 50’s damage range against training mode ken)

The reset gives you a mix up option aswell. You don’t have to go for the ducking x super, you can go for the duck then do cr. s cr. s super if they get in the habit of parrying the duck x super. Or throw which will nail them to the corner. Either way, it seems almost like you get a free wake up mix up advantage. I doubt most opponents will be used to in such the situation.

I understand that if you stick to standard juggles you get the wake up anyways. But i’m looking at this the way you would look at akuma’s st. fp reset demon flip set ups.
It really does force your opponent into a different wake up situation. (which is my purpose for these wacky juggles) If you haven’t already done so, please try these out. I think at the very least you will have fun with them.

Thoughts on this guys?

Corner juggle mix up:

Well i started practicing the ex upper to fp upper after a launch, and i love the idea of doing a double upper to faggot kens. It’s a little harder then the rest of the shoto juggles imo. If you want extra meter and damage, jab machine after the launch before the ex.

(when you fuck up the jab machine, and yes it DOES happen to you)
I noticed if a jab machine gets multiple hits after a corner launch, that you can st. mp reset them before they land.

This gives you a little more damage, and i’m thinking abuot a way to do: st. mp x duck dash (fill in the blank) for a chance for crazier mix ups when you tag them with that st. mp.

Corner poke strings:

I figured out how to cr. s to f. rh very quickly, for a super link mix up. HAven’t tried it out yet, but it seems like it would be effective.

(best when against non shotos)
Assuming everything gets blocked, heres my new idea for the poke string. cr. s, f. rh, f. mk, st. rh x duck dash for duck dash mix ups.

(when against shotos)
to get to the duck dash mix up earlier, leave out the f. rh and go right to the f.mk after the cr. s, it’s faster and safer then f. rh too because you know a good ken is waiting to shoryuken you or whatever, you want the string to be air tight.

(personal thought on wake up f. rh vs. shotos)

I never want to let shotos out of the corner, and i can’t find a shoto proof poke follow up for a blocked f.rh. (even after the mk chain) In other words, i don’t want to let them up for air by risking a blocked f. rh. After watching fujiwara, i decided to only f. rh after a rose corner set up, if you land the link your doing a wopping 60 damage against ken (among other rose options of course)

How do you feel about these strings?

Basically, i find that the duck dash is a very effective mix up option against any character, and even against very good players when done unexpectedly. It’s quick like a shoto dash, you can attack, super, and cancel attack to super. It sets up for 50/50’s and I feel that it is a very underated aspect of a finely tuned dudley mix up.

I would like to hear any suggestions or thoughts on these little anitidotes for dudley juggling/mix up/poking boredom. Brutal honesty is what i expect.

Could someone tell me the timing for toward -> forward into super? is it a cancel? cause I can barely hit it. Any explanation would be greatly appreciated.

Its a cancel. Try doing quarter circle towards forward, quarter circle towards punch.

You can cancel it if you want to, don’t know why you’d do that though. You hit confirm it by linking it into the super, I assume that’s why you’re asking this. Just keep practicing and playing around it. It’s practically impossible to help you with your own timing by just an online post. It’s a fast link, so if you’re not too keen on hit confirms this could be difficult for you.

f+mk into super is a link. you CAN cancel it, but why would you. what are people talking about its a fast link? its really slow. sometimes when i just throw f+mk out there i can super on reaction when not even looking for it. especially on arcade.

Really? It’s one of the links I have a harder time with, although it is a couple frames (+2 on block, I assume a bigger advantage on hit.) I have a hard time hit confirming it straight up, doing qcf+mk, qcf and hit confirm the punch works well but I don’t have the presence of mind to do it that often in matches.

thats weird, i find it easy. everyones different i guess. it might be because i practice on the dreamcast version, so when i play on the legit versions hit confirms seem easier.