Ask me anything about dudley

Daaaaaaaaaaaaaamn. I can think of all the nasty mixup if he had a reliable one.

whats the longest streak you got with dudley

i dont have the luxury of playing 3s in arcades lol, but i was playing with my friend the other day and got like a 31 game streak.

Hey, i want to be more effective with Dudley on the ground… Like, i would like to be able to win a game without jumping. Any tips on which normals to use and what moves to use? Any tricks? Just wondering… Thanks.

let me know what character youre fighting 1st. different matchups require different moves.

Shotos and maybe Chunli, although it might be extremely difficult against Chunli.

Hello
I’m seeking some help with the Dudley versus Twelve matchup. I was recently playing one of the first Twelves I’ve come across and I was getting stomped. (not that I’m good) but, he kinda just zoned me into the corners. His pokes outpoked mine, and parrying all the air dash-attacks didnt always pay off, at least what I was doing. If I jumped he would swing his axe anti air fierce punch, which would beat my attacks, so I had to parry, which would result in us tech grabbing each other… and staying on the ground and poking, I always got outprioritized. Maybe I haven’t had enough experience against twelve, but I was having trouble. Anyways, thanks for any advice you guys can give me.

with shotos youre gonna be whiffing alot of s.mp outside of sweep range. occasional s.rh to beat out stuff, but it can be swept so be aware of that. f+mk is a great move to because it builds meter, and is a hitconfirm if they decide to dash or w/e. use your fierces to smack whiffs (s.hp/f+hp). punish blocked sweeps with duck xx super. for anti air youre gonna wanna use s.mk into chain, or s.rh xx duck.

against chun…uhhh you lose. you can try to build some meter with medium punches. s.rh her limbs off if you can. don’t whiff c.rh, s.fp, or f+fp once chun has meter, because they are all pretty easy ways to get supered fast. not to say never use them once she has meter, its just alot more risky. random c.rh is good to keep her on her toes just dont whiff it, because even without meter you’ll get punched in the face. your best bet against chun is semi play the ground game, get meter, then do random jumps in between a semi ground game, and mixup from there.

um lets see. you cant let a 12 zone you into a corner, dudley has way way more priority than 12, not to mention 12 cant get out of a wakeup situation from dudley without random parry/super, so your main goal is to knock 12 down. with the anti air fierce thing, well one thing you definately need to learn is not to throw on every reset/parry situation, because its just what 12 wants you to do, because thats all he can do in that situation. parry the fierce, go into short swing blow xx super, it’ll smack his throw attempt. your s.rh xx duck should beat out practically everything he does when he jumps at you, and even if he parries it, he cant punish. also work your normal xx duck throw/short swing blow/hit confirm super game more, because i have a feeling you aren’t doing it. some little tips-f+mk xx hp/ex dp will only hit once on 12(the dp).

Wich characters bounce out of SA1 mid-screen and corner-combos?

Middle?

Corner?

it’s mostly dependent on what you use to cancel into Rocket Uppercut. if you do c. roundhouse -> Ducking Straight xx Rocket Uppercut, you’ll get full hits on pretty much anyone. if you use Ducking Uppercut instead of Ducking Straight, you can kiss the 3rd uppercut goodbye.

midscreen, the 3 that almost always bounce the other way after doing something like s. roundhouse x strong or fierce Jet Uppercut xx Rocket Uppercut are

  1. Chun-Li
  2. Remy
  3. Alex

reason i say “almost always” is because there have been times vs. Alex where i’ve done twds + forward x strong Jet Uppercut xx Rocket Uppercut and i got all 11 hits of the super in. same vs. Chun. Remy, i don’t think i’ve ever hit him with that for full hits.

in the corner, i’ve had only Necro and Twelve bounce the other way after a Jet Uppercut cancel and Hugo occasionally after a Jet Uppercut or SSB cancel.

:rock:

Well if Alex, Chun and Remy bounces off mid-screen combos. Then why do the majority of Dudley players pick SA1 when going against them?

  1. you can’t expect to land combos of the sort i posted unless your opponent makes a big mistake. with better players, the chances of them making mistakes like that are slim to none. for the most part, Dudley lands his supers off of hit confirms, not combos.

e.g., twds + roundhouse -> super, c. short x 2 xx super, UOH -> super, s. roundhouse x duck xx super, etc.

so it really doesn’t matter whether it’s Rocket Uppercut or Corkscrew Blow 'cuz when activating a super off of a hit confirm, your opponent is on the ground to begin with, not semi-airborne like when super cancelled off of an uppercut.

  1. it’s not at all recommended that you super cancel at the end of an EX MGB combo whether it’s midscreen or in the corner UNLESS you’re sure it’ll finish your opponent off. why? too much meter expended + huge damage reduction on the super art.

:rock:

^ dude,
pm’ed you…
anyways, can you help me w/ our vids? we need someone who can host it.
we recorded our tournament, and guess who our winner is…
DUDLEY(my bro). he went against YUN and Akuma in the finals.
tnx.

Hey _epsilon, I have a few questions for you. With cr.short used as a meaty, can that snuff out SRk’s and other non-ex reversals? I have tried both crouching short and standing mk as meaties and they don’t appear to stop reversals. They stop throws however. I probably have the timing wrong, if this is the case, is there any method or way to remember how to time these two moves as meaties?

Also, I was wondering when it’s a good time to use jumping Rh to jump over the opponent after they have been knocked down. I have seen quite a few of the top players such as Jima and Vic do this, and I was wondering why. Obviously you can start a high / low mixup, but you could do this without jumping over the opponent as well.

imo, c.short is hard to do consistent meaties with, cause its so hard to do, but it should theoretically beat out a non-invincible srk… I saw Oro do it once vs Ken =)

j.hk is good because you can do loads of mixups, hitconfirm super if you hit his head on the way down, you can super, throw/ssb mixup, c.short/f+hk, or just jump again.
You can also whiff his j.hk and then throw right away, for some readon it’s really good =/

doom you didnt read the 2nd part of his question correctly.

theres no way to really describe the timing of meaty c.short because different chars get up at diff speeds. it will beat out reversal ken jab srk for sure though, if you time it right.

the main reason the crossup j.rh is good is because of the side switch, and you build a little meter too, it makes the mixup more intimidating, because instinctually you block low after a crossup, so overheads are great to start off with, and then mixup. also against characters that get up slow (chun, shotos etc) there is enough time to do meaty whatever(f.rh, short short)

Ah, I didn’t factor characters waking up times into my thoughts. I can now see why the jump over RH can be pretty useful, thanks. I have anotehr question for you, however. What is Dudley’s best course of action if Ken comes in at you with an EX. hurricane kick. Sometimes I use jumping strong to snuff it cleanly, but this doesn’t seem to be very consistent, sometimes the hurricane still beats you clean. Duck Under->Backscrew Blow (when you cork facing the wrong way) is great, but it can be tough to react that fast as the EX. hurricane is so quick, and you need meter for that to work. You can obviously just duck away or even MGB to get the hell outta there, but I was wondering if there is anything that can be done as to intimidate the opponent into not using this trick.

I’m going to assume you mean Ken is doing that while Dudley is on the ground. It also sort of depends on if he is crossing you up with EX hurricane or not.

If the angle of the hurricane will move it behind you, you will usually get hit since the hurricane is one of the moves that can hit you from behind and the front simultaneously if you are caught in the middle of it. Sometimes you can reverse your block in time if you get crossed up but not caught in the middle, then punish, but you have to be really fast on reaction. I vote fuck that.

Like you I usually just counter-jump with jumping strong, I rarely have a problem mistiming it. You can def do it consistently and I like it b/c and you have a lot of options to mix up ken as he lands from being hit. You can try to reset with cr. roundhouse, walk up throw, walk up backswing blow xx super, walk up overhead, or if he is almost dead duck forward super (corkscrew) for almost gauranteed dmg.

If the hurricane isn’t crossing you up and you are on the ground, you can just standing fierce or super if you time it right.

None of the good Ken players I play against ever EX hurricane in the air at me when I’m on the ground. They do it when they sense I’m about to jump or to escape corner traps.

jay clean out your pm box. Ive been trying to get in touch all week.