Dignity caught on tape: Dudley Video Thread

Dudley’s Dash > Ultra 1 is really really really good. It gives you practically full screen range, unless it’s a really slow fireball (like Guile’s LP sonic boom).

From the start to the end, Ryu’s Fireball takes 58 frames.

Dudley has a 19 frame dash, plus the 8 frame startup on Ultra 1, so in total it takes 27 frames.

That means that you have a total of 31 frames in which you can counter Ryu’s Fireball with a dash ultra.

Of course you can also buffer it while doing forward dashes during footsies, which makes it SUPER easy to land.

Eh? Ryu’s fireball takes a total of 44 frames. 58 is more than a whiffed Ex Cross Counter.
But I agree with you, Rolling Thunder is way too underrated, and his Dash > Ultra 1 legit.

OMG thank you for uploading this!

I’v been dying to see this fight.

GO MARN kicking ass with dudley where we can’t!!!

Eventhubs frame data says 13 frame startup, 45 frame recovery. Since you can potentially start the dash during their startup, I would say there’s 58 frames in total.

http://shoryuken.com/wiki/index.php/Ryu_(SSFIV)

45 is the total duration. Should it be 58 frames total, we would be able to easily jump and punish any fireball on reaction all the time. Or c.mk xx hadoken would leave him with terrible frame disadvantage since it only has something like less than 20 frames of blockstun. There’s no need for frame data when it’s so easy to verify how things works, and again, 58 is more than a whiffed Ex Cross Counter, which is obviously much more punishable.

no offense but please move this into moveset attributes, leave this to videos as its already hard enough to find stuff on this board. now that its being nub spammed.

[media=youtube]umFb4sp2DFQ[/media] first upload for me :slight_smile: Hope you enjoy and constructive criticism appriciated. I know there are at least 2 stupid MGB:s there ;p

00:18 You have to punish harder. When people leave themselves open with a window of ten or more frames use fwd mk, stnd hk, and mgb duck or cr hp into stnd hk into whatever.

00:40 Good anti air with jet upper. If your in that situation where you have them in the corner and they’re just floating from jet upper don’t be scared to add a cr hk for extra damage.

00:53 You already know.

1:13-1:23 Good job of pressuring. So far i’m guessing you have a hard time linking to stnd hk. During that little pressure string I never saw you use it. So far I don’t think I have at all.

1:24 If you think he will wake up with something bait it. Throw something out that will recover by the time he gets up or walk up to him on wake up. Sitting does not count. One more combo you would have dizzied him and that would have been the round.

1:33 :frowning: If you were going to waste it like that you should of just used it at 1:29 to finish the round. Especially since your not using EX at all.

2:07 :frowning:

2:39 :slight_smile: Good Finish

What I take away is that you need to add stnd hk into your arsenal. Its as someone said “the party starter.” All of his most damaging combos have stnd hk in there. You can link ex mgb or duck into super or duck into reset off of it. Its what his offense revolves around. Without it your handicapping yourself, your game, and your potential. Hope this helps.

First of all, huge thanks for input :slight_smile:
I can do the c.lp->c.lp->s.hk consistenly on training, just trying to implement that into game as you said. The c.lk->c.lp->s.hk is still giving me some trouble but I’m working on it. For low mixup I usually use the TC6 and chain L/M MGB from the c.mk.

That’s actually a really good tip, I got to work on that. Kidneyblow would prolly be a good one for this?

I actually tring to use it there but hk jet upper came out instead :stuck_out_tongue:

Try tc# 2 cr lk, cr mk. Its can be canceled into mp mgb or duck or jet upper. Two of those lead to super. Just a thought.

That or a jab.

Mash that shit out. lol Seriously with your playstyle I’d switch ultras. In that match you didn’t use any meter. If your gonna do that you might as well. Plus it punish other things outside fireballs. All shotos sweeps except gouken/dan. All honda headbutts. Blocked Fuerte dives. Just a thought

woops :slight_smile: actually I meant TC2 and not 6, don’t get how I looked it up so wrong. I usually only burn meter to ex MGB, but I land it mostly with jump ins since the c.lp/lk->c.lp->s.hk still doesn’t come naturally during match, that and EX jet uppers as reversals ofc.
I usually use RT for shotos/blanka/honda, just felt that guiles booms are too hard to punish with it :stuck_out_tongue: plus I land the U2 fairly consistenly so it feels more comfortable. Thanks for the tips again

@ciry I think you are doing fairly well. You had some issues gettign in but it is guile, and when u did get in i thought for the most part you kept decent pressure. At least you went with overhead or low hit on his wakeup to keep pressure on. Like sheng said when u can confirm an overhead or low hit if u have meter u might as well figure out that cr lp > s hk link. ex mgb combos really change the pace and strategy of a game in that immediate time frame. a follow up combo will put your opponent pretty close to stun. One thing i think is confusing is the cr lk > cr lp link, so personally i substitute using cr lk > cr lp > s hk to target combo 2 cancelled into ducking. That way i can do some sort of damage and condition my opponent into wanting to block that.

also, i think you should add in more frame traps/tick throws. a few times u had a cr lp blocked and u tried to walk back in. try cr lp, f+mk or even cr lp XX ducking straight. short ducking should beat most jab mashing i would think. if your opponent is smart, he’ll block more, that will open up more tick throw opportunities as well as the god like cr lk, s mk XX empty ducking into throw. that set up is too good and when u add that to overhead into s hk > win game combo, things look pretty good.

Here’s the problem with a dash->U1 fireball punish:

Even though your dash + U1 startup has less total frames than Ryu’s fireball, it still won’t help you full screen. Because if you’re standing at full screen, you have to wait for the fireball to reach you before you can duck through it (which, frame-wise is… a shitload of frames). So by the time you duck it and start your U1, Ryu will have already recovered.

The only way you can start your duck at the same time Ryu starts his fireball animation, AND pass through the fireball, is if Ryu throws it close to point blank. Now, if you’re half-screen or closer, you’re much better off just straight up doing U1.

The only possible scenario i could see for successfully punishing a long range fireball with dash->U1 is maybe against someone who has a very fast EX fireball, but average/poor recovery… like Sagat maybe?

But with Ken / Ryu, their regular fireballs just travel too slow for you to punish them in time with a long range dash->U1 (and like i said, if you’re any closer, you can just use U1 by itself).

For fireballs recovery includes the startup as well. Doesn’t make sense but that’s how it is.

sry dbl post

cool dudley video at a tourny Justin.tv - empirearcadia_tv - Battlefield Arcadia #16 at Gamepad With Competitive Online Jun 26 2010 at 12:04PM PDT

fast forward to 15 minutes, i play casuals for a good 30 mins until the tourny starts

First thing I noticed was a lack of cr. lk in your mix-ups but I’ll leave it to the guys who really know their shit to comment.

And throwing away from corners. Good stuff, though. I liked watching the video.

The two things I noticed were 1. throwing out of the corner and 2. I don’t think you used overhead or cr.LK once to start a combo. It’s shocking how often even good players will fall for the overhead especially if they are worried about you going for cr.LK. Apart from that, nice job.

i stopped doing overhead because he kept back dashing, but whenever i had him in the corner i would start overhead jab jab roundhouse etc.

btw what do you mean by throwing out of the corner?

i stopped doing overhead because he kept back dashing, but whenever i had him in the corner i would start overhead jab jab roundhouse etc.

btw what do you mean by throwing out of the corner?