Thanks for the advice, I’ll definetly keep polishing it but it’s just so hard against Ken. Ken has such nice jumpins, very good karathrows, and f.mk/cr.mk just destroys me. I really don’t know what to do against his constant safejumps either. I can’t guess right all the time, and when I get down the guessing just starts all over again. Damn I hate Ken so much.
This Dudley consistently knocks his opponent out of the air with s. MK on reaction. He keeps his opponent grounded and fighting on his own terms. Very interesting!
He also starts his low combos with cr. LK -> cr. LP -> s. HK instead of using target combo into uppercut.
Good stuff.
I’m suprised you go U2 against Guile, I always go U1. You have to anticipate / react super fast to his booms to get him with it, but I still prefer it to Corkscrew as I feel it gives you another option in this matchp.
As of now, I’m still on fuck-around mode with Dudley, so I’m not really even getting into the strategy of Ultra selection for real yet. It seems like choosing an Ultra based on punishing Booms isn’t the best idea though. How consistently do you actually catch the booms?
I can do it pretty consistently, it depends a lot on the skill of the Guile player though. Dieminion is over in the UK at the moment, so if I have to play against someone like that, it’s harder as he’ll know how to bait out the Ultra. But equally, Guiles with zoning that good make it so hard to get in that having U2 to me feels useless… I’d rather have that additional tool to make them think twice about throwing sonics all day.
Comes down to personal prefference I guess.
I like U2 more, just because it’s Dudley… I don’t care how hard I’m being zoned… I have to get in, or I’m gonna lose anyway. Might as well have the Ultra for that opportunity. I know U1 punishes certain things, but good players aren’t gonna give you those chances anyway. I’d rather have an Ultra that pays off when I create my opportunity, as opposed to having an Ultra that requires me to wait for my opponent to fuck up, but that’s just me.
I found the japanese dudley player interesting because he did not opt for ex machine gun blow when he had the chance. Instead he kept his opponent standing and attacked with lots of frame traps and blockstrings.
This might be better in some cases because a knockdown is not always an advantage ( especially in sf4). Depending on the character moveset or your opponent playstyle it might be better to not knock your opponent down for a while.
interesting
I use U1 against guile also, you can punish sonic booms if you have good reaction, once you do it once they will be hesitant to throw sonic booms and getting in will be more easy.
Golden Gunman, yes I play on 360 you have your friend list full tho, add me if you want: Arcadia Sharin
Told you guys cr.jab block string into empty duck/lp.mgb would be nice. =P
SSF4 -FaustNe0 [DU] vs eltwopee [DJ]
[media=youtube]1KfAsP0lTc8[/media]
I didnt know Dudleys low punch could counter Ibukis kunais. Very nice stuff.
i completely agree. It’s just such a flexible ultra.
My philosophy is why use a target combo when hit confirming into s. HK has more potential for bigger damage.
Because the standing HK whiffs A LOT in that combo
Any punch can deflect kunais, I think. I deflected them with jumping HK.
aight, so, i updated the OP with a couple youtube pages and videos. I’m not really going to post Match Videos in the OP unless they are time-marked with some interesting glitch or the sort until there is some high-level Dudley tournament play. If you do happen upon some High level Dudley play, let me know and i can add it to the OP, but i just don’t want to clutter it too bad. I’ll organize it better eventually when there are enough different types of videos to warrant organization.
Basically i wanted to separate it into Resets, OS’s, Combos, Tutorials, Glitches, and Tournament Videos; something like that.
Cr. short, st. roundhouse also work. It’s a one frame link but it’s easier to confirm.
I’ve been using that F+MK, cr. jab, F+MK, cr. jab, etc. string for a while now, it’s really good. Option select a fierce DP or a jab MGB during every F+MK and mix it up. It’s an excellent string against characters with poor reversal options.
Edit: I think Dudley is better off using his EX moves rather than saving for a super. The way I see it, 4 combos using EX MGB will do more aggregate damage than one combo with Super. I also like having EX Jet Upper as a strong reversal/get off me move. His super is good and easily set up, but I think Dudley needs those bursts of explosive damage early in a round to secure a life lead.
Just so you know you can be thrown or jabbed in between the cr.lp and the f.mk. You gotta mix it up with frame traps against an opponent good at defensive poking.
AKA those guys that mash jab at all times.
Yeah, but atleast if I’m not sure about the distance I can always link into standing fierce.