Well I know if they block you could do mix up stuff but I always see players hit limbs with s.rh and go into ex mgb MOST of the time when they have their opponent near or in the corner. I rarely see them miss it so I always thought they were seeing the rh hit then go into ex mgb into juggle stuff.
they arent hit confirming. theyre just throwing s.rh xx ex mgb out there. s.rh is high priority and will hit limbs clean in their recovery. because of this, theres no risk of having your ex mgb blocked if you do it out of it’s normal range so that it only hits the limb.
Yeah so… Dud vs. Chun. How the fuck do you win that?
My anti-Chun style is jump in close but not close enough to catch back-fierce or lightning legs, then low block. If I am in close I mix-up with tick c. lk, throw, jump straight up then throw or or backswing blow or j. rh, s. rh xx duck --> mixup.
Biggest problem is getting in close and then when you are close she wins with pokes, often poke xx super. Plus if you get nailed with SA2 in the corner and she super-jump cancels, she will UOH-super or do c. mk super or throw as you come down. That mixup after already get hit with SA2 fucking hurts, and I see no way around that except guessing.
remy’s lov’s can be shitty, parry, score a knock-down, then it’s over as long as u don’t get hit by random flash kicks. there’s more i know but i’m a scrub.
chun li sucks ass man…ducking works, u just gotta mix it up like a G. don’t get hit by oh or c+mk. Stay out of her ranges, u have too, get her in corner as always.
i actually enjoy the vs. Chun fights. i still cannot stand Ken though.
vs. Chun, i try to zone her in that she’ll whiff her s. fierces or that’ll be the only thing she can throw out 'cuz her c. whatevers are too far. that = parry -> s. roundhouse x EX MGB. and that = Chun in the corner. when she has no meter, pressure the hell outta her, but do so with controlled aggression. you go reckless and she’ll have meter in no time and that = a passive Dudley.
when jumping in, don’t do so from half screen away. they’ll see that coming and they can mix it up which will give you problems.
now when she does have meter, and she will eventually, you can still employ the zoning, but be more wary of the c. forwards and c. jabs. c. forward is self-explanatory, but with c. jabs, she can kara throw you or bait you into tech throwing which will allow her to link into super if she catches a whiffed throw attempt. i wouldn’t suggest trying to parry the c. forward. too dangerous when she has meter. she can do a close s. roundhouse xx super or back + fierce xx super. it’s a tough, tough match, but it is winnable.
sdouble-vslash made my av. i dont think hes making avs anymore though besides for himself, i did him a big favor so i got the av in return.
vs chun? hm, i did pretty well against flash g’s chun, even though i played him only 1 round. basically, you need to pressure chun. jumping works great when youre mid range. take the throw and block low. idc if she throws u 3 times in a row, you fucking block low unless youre super confident/desperate. throw 3x is about 1/2 of a c.mk super. once you get in, you can win, just make your mixups opprotunities count. also dont think about all of her options, just think about winning the match. if u ponder all the possibilities you’ll just hesitate and lose.
yea just like E said u gotta make every opportunity count… I hit and run haha… when ever u jump if u think she’s gonna b.fp u can rh early to hit her forehead… other than that jump and mis-time ur jump in attacks so she blocks or gets hit and when u land 50/50 with overhead super or 2xc.lk super…
Ok I got a question. When I started playing as Dudley, I had learned all of his strings of normals. Example f.med kick med. kick fierce punch or f weak kick med. kick. med punch. fierce punch.
However, A friend of mine, a Ryu player, told me that doing those normal strings pushes my opponent too far away to keep pressure on him. Is that true? Playing as Dudley, what combos or attacks should I be using most? What tactics and techniques should I be using to do most damage and keep me from being hit all the time? I’ve been playing around with the beginning parts of those normal strings to keep pressure on in the corner. And I can even cancel into the rocket uppercut SA1 from f. weak kick med. kick med. punch.
But I’d like to hear from the Dudley masters before I commit to this strategy.
Yeah… I’ve wondered this too… I can do lots of other shit with Duds, but I don’t know any chains. Am I missing out on much?? His big damage stuff seems to be sans chain anyhow. Anti-parry perhaps?
the only chains i do are s.short-s.mk because u can link super off of it and it doesnt push them back. another useful chain is c.lk-c.mp-c.hp because it does good damage and starts low. the other useful chain as AA is s.mk-s.hk-s.fp which is a very good anti parry chain. c.short-mk works well too but it does push back a bit more.
IMO, it’s about when and where you place the chain. Doing certain chains will force your opponent out and create some breathing room…but you can use chains to your advantage against some opponents.
I do Dudley’s c.lk -> c.mp -> c.hp after jumping in for a couple reasons.
Force someone into a corner while building meter. (Dudley’s all about some corner combos and you’ll need meter to do them)
or
A go-to mix up if my opponent either blocks a jump-in.
a. you can jump-in (attack or defensive parry) and use the chain to force them out to set-up another jump-in. When they see you jumping in again they’ll try to use an anti-air, parry and punish accordingly (s.rh -> fierce jet upper xx super if i have time, f.mk -> jab jet upper xx super if they’re going to recover before i can get in s.rh).
b. you can lull the person into thinking I’ll keep forcing them out everytime. I’ll jump in with an attack or defensive parry and use C.lk -> C.mp -> C.hp (making them block high then low) or I can jump in with an attack or defensive parry and use toward + hk verify into super (making them block high then high).
There’s other mix-ups two of course, jump-in -> throw, jump-in -> backswing blow, jump-in -> c.lk -> c.lk xx super, but the damage lies within the info above I guess.
I don’t know if these are really lame reasons to use Dud’s chains, I’m not an experienced Dudley player (as sir Jiggles will tell you). So somebody please own up on my post.
Short Swing Blow is essentially an anti-throw move, so use it when you see throws coming.
if they’re getting up, you can fake a throw attempt -> SSB. you can empty jump in -> SSB
if you’re waking up, it’s a little tougher to use. sometimes you can use it as a wake up move, but other times Dudley will get hit low.
vs. my buddy’s Ken, when he knocks me down and i’m assuming he’s gonna try and throw when i get up, i do the move but he does c. roundhouse instead, i get knocked down again. so on your wake up, blocking is probably the best thing to do.
yeah block on wake-up versus ken def. helps alot of the time until u learn some things about ur opp. But how do u get in on a def ken. Just the usual mix-up. Sometimes it works for me but i think i’m to scared of ken. But I do know that ssb is good against some of ken’s rush down shiz, BUt i try to make him get frustrated and do sum’n dumb just to get damage then I punish that ass. but i need more shiz guys. I need to be able to parry shoryuken’s on my jump in’s i’m to scared to jump against the shotos and that takes away a good bit of options.
Also if theres space or until later, advice against yun!!!
When I jump over people (or they walk/dash beneath me) I find that’s a good situation to use swingblow, because they throw alot in that that situation.
Coreect me if I’m wrong here, but if they time their throw perfectly as you’re landing from a jump, it’s unescapable right? During your landing delay I mean? Meaning, you can’t swing blow (or even tech)