Dignity caught on tape: Dudley Video Thread

I wish I had a xbox so I could play some of my fellow chaps

Man, what’re you talking about? You play viper, lol.

Now I recognize you. I think it’s you at least. Every time someone mentions old MGO players who don’t play anymore, your name comes up.

Eventhubs had this dudley combo video posted and I thought to post it here as well :slight_smile:
[media=youtube]DZsy-DgT9dk[/media] (part1)
[media=youtube]DNwU8omaayQ[/media] (part2)

cr.hp seems to beat everything s.mk will but it does more damage. This can be important because Dudley’s s.mk doesn’t do much. AA lp Jet Upper can be useful for the same reason. You just have to do it early enough to stuff their air move before it comes out. s.mk is the optimal AA you don’t have much time to react, like when you’re playing footsies and whiff a poke while they jump.

Probably for better oki. Ducking uppercut basically throws them a full screen away. Probably only lose 13 damage at max for the oki.

Forgive me if I’m wrong, but I believe he’s trying to set up a safe jump.

Ducking straight gives you the same opportunities as a ducking upper.

Just like 3S Dudley. This is one of the most important parts of Dudley’s game, and is essential against characters with a strong ground game such as Chun / Balrog / Bison. Remember to mix up with standing LP and HP to lure the opponent into throwing out a poke at a wrong time so you can counter hit it with the stand HK.

Agreed. cr.HP I find is also good for taking out shotos from air hurricane kick cross-ups. Another important use is that in the corner (or even mid-screen), Dudley’s cr.lk, cr.mp, crHP target combo can tag moves that are invincible, like Blanka’s rainbow roll.

I’m not sure about this, but does duck straight make for an untechable recovery? Something to check out.

Just checked it, both can be teched. Maybe it’s for spacing purposes since you have to dash twice to reach your opponent when you do a ducking upper.

Greetings gentlemen, I have three videos from Mr Kimokoan, the french dudley player, I got at least 5 from him but I selected theese because of the opponents, they were more entertaining matches, i think ive seen this guy miss a link or two but besides human error his timing in the links is awesome.

vs Juri:
[media=youtube]SwOYU44WGDU&feature=sub[/media]

vs M.Bison:
[media=youtube]kWceJ7Rdsx4&feature=sub[/media]

vs Cody:
[media=youtube]pg4_RWced0I&feature=sub[/media]

This guy is preety good with Dudley and he just trashes his opponents, still on my personal point of view he spends too much of his energy on FADC, and while doing a great combo the damage scaling stops the damage flat and to me its a waste of either super or ultra, but we all play different Dudleys.

Cheerio gentlemen.

There is a reason he’s doing those combos. Go into training mode, and do them, and you’ll understand why.

Uhm, no I still don’t get it, even adding stun damage or just building preasure on the opponent I still don’t see why use the energy that way, but we are here to share videos and comment on them not on any personal points of view, as I said we all play different Dudleys.

those were entertaining

I would happily use 1 of my meter to put someone in the corner from anywhere on the stage easily.
I would happily use 1 of my meter to do at least 600 Stun
I would happily use 1 of my meter to do both of those at the same time, and do at least decent damage.

I understand that everyone may play a different Dudley, but there are fundamental things that are just smart to do. There is a reason the best Dudley’s are all doing this…

And i wasnt talking about using 1 of the bars to do a ex mgb or using it to push the enemy in the corner, i was talking about using ex mgb, ducking upper FADC, loosing 3 bars, and then conecting ducking straight and jet upper, or ultra, by that moment the damage scalling on my on understanding makes it not worth the trouble, still it looks awesome, but on the fight he had with bison he wasted all the bars and ultra against him on the 2nd round i guess and lost, that was what i was talking about that he abuses that and its something i dont find it useful, and still its his own way of playing, again it looks awesome and no doubt he is one of the best dudleys ive seen so far.

looks like sometimes he FADC’d twice in a row just to get them into the corner. other times i have to agree that he just wasted meter but i think he was in the moment and couldn’t help it.

Dudley’s oki game is literally about twice as good when the opponent is in the corner. That is reason enough to fadc ducking upper in EX MGB combos. But I would agree that the ultra at [media=youtube]kWceJ7Rdsx4&feature=sub#t=2m30s[/media] was a bit overzealous. Also I don’t do ducking fadc ground combos because I don’t want to do a 1 frame link into a jab.

Honestly it depends on how meter dependent your defense/offense is. If you have 1 meter to combo when you hit them that is plenty. You get back like half of it during the combo anyways.

figured id post this up, wasnt sure to put it here or in Dudley’s Overview and Analysis of his Moveset and its Attributes but i figured it is on tape.
so im not a very good dudley player atm, but i landed Rolling Thunder from pretty crazy range while practicing with him vs a friend. heres the link [media=youtube]c316LGSCyPo[/media]
you can see a lot of the hits actually miss but the end animation still lands. sorry if this is already common knowledge lol

yeah it does have some distance, plus i think Ryus hands extend his hitbox. Ive commanly landed that ultra with the first hit conecting and the 2nd hit wiffing, but never with the 2nd AND 4th hit wiffing. Thats deep.

1+1+1= 3

I’m just going to say not to get too hung up on damage scaling when you’re playing Dudley, or thinking about FADC’s. He hits like a mack-truck. Sometimes positional advantage and stun potential will outweigh how much damage you do to your opponent in the process. Besides, if you do get the stun, [which if you hit your opponent with pretty much any 2-3 random attacks before hand] you’ll get the stun, and can do more damage and keep them in the corner. Now that is worth 4 bars, but Dudley only has to pay 3.

This isn’t about the rolling thunder, but in general: Next time you play your friend, just go bat-shit crazy, offensively. If you get hit, just think to yourself “fuck it” and get up and keep attacking. I don’t think he’ll be able to handle it, and it let’s you figure out Dudley in attack mode, so you can pick your spots to go on the offensive. Also, Anti-Air, and stop using ducking straight as a safe attack.

Help Logan-Sama help himself

YouTube - VIP2GAMING’s Channel
YouTube - VIP2GAMING’s Channel

I’ll start:

c.lp, c.lp, s.hk xx EXMGB, Corkscrew Cross :arazz:
c.lp, c.lp, s.hk xx EXMGB, duck > straight, Corkscrew Cross :tup:

When you practice combo’s, for the next week, don’t practice hit confirms. You gotta get off of them, when it comes time to punish. Start with these 2: f.mk, s.hk, hp jet upper and s.hk, EXMGB, go to town…

Other than that, Training Mode and see what you can punish of Guy and Seth’s.

-Hope that helps!

I’ll attempt at dissecting your gameplay.
Okay first off, you were dropping a lot and I mean A LOT of bread and butter combo’s. You must got back to training mode and work on those, cause that’s one of him main gameplan.

I also noticed the lack of s.HP or f.HP in your gameplay, I don’t think you pressed that button once which is a shame.

During punished, keep it simple, s.HK xx EXMGB.

Not sure what happened there, but it seemed like you correctly baited out Guy’s ex wakeup twirl kick, but somehow you failed to punish. It was my undestanding the whole point was for him to whiff that attack so you can go to work on him.

All an all, I think you were too nervous and it showed in your gameplay. Work on them nerves, once you get used to tournament scenes, they will go away and your gameplay would reach its true potential.

Last thing about the Guy fight, you pulled an ultra after an EX MGB. Why not go for EX MGB, duck str8, ultra? It seemed like you were scared of attempting difficult combos?

About the Seth Matchup:
You let him jump in on you for free all the time, a simple s.mk would work. I personally go with Light DP into Light MGB after he does that wall jump on me cause it gives you more time to think and pull it out safetly.

There was lack of punishes during the seth fight. When you blocked that 20 hit kick special thing he does, you went for a hit confirm when you coulda just went for s.hk xx mgb,

All in all, work on them nerves and you will see your gameplay increase in 10 fold. Good stuff.