Dudley Character Specific Punishes

Spiral arrow is similar to Sagat’s Tiger knee, and Abel’s Wheel kick. If they are badly spaced, they are easily punished. If they are spaced correctly, they are safe. Most cammy’s tend to throw out arrows very unsafely though, but smart ones will space them like a light blanka ball. Have it stop early so they can throw out a Cannon spike, or grab mix up.

You do Rolling Thunder to punish the sweep after you’ve blocked it, not focus absorb it. You can’t cancel the sweep after it has finished.

Akuma can cancel any of his normals at any point in the normal, including recovery, into ultra. You block the sweep, reversal ultra, he can mash out ultra. Don’t believe me? Try it for yourself.

Oh yes - and i thought i added cannon spike. but … -30 on block

She is far away - but you know, this is why you have MGB fierce punch version or EX for free.

balrog dash straight and dash upper punishable with s fp or f+fp on block. Either that or the guy i challenged opted to never block them.

It depends on what strength rush punch he uses and the spacing. Realistically no one is dumb enough to throw out hp dash straights at close range.

i know akuma can cancel sweep into ultra, but ive nevr seen that. Sounds possible though. I havent tested it but i’ll accept it as true. Must avoid punishing sweep with U1 in that situation.

Keep mind that most Abels will FADC forward after the first hit of CoD regardless of hit or block. Will Ultra1 still hit?

ALL CoD first hit is -3 on block, with 25 recovery frames. If he FADCs it and dashed forward for mixups, forward dash is 16 frames. So 25-16 is 9 less frames he has to recover from so and 9 + -3 is +6 on a CoD fadc.

Basically, I wouldn’t try to ultra on reaction to a CoD.

my thoughts exactly, but with more numbers :coffee:

Well with deejay poorly spaced lk and mk “ooh yeah” move are punishable by st rh and ex is punishable by ultra but you have to be quick

Do you guys use EX MGB to punish full screen jump backs? I feel like it works incredibly well. Not many players do this besides bad players running away, though.

MGB can also be used to punish neutral jumps (Honda’s love to use that neutral jump HP), and shotos who air hurricane to escape the corner.

As you say, it’s a great tool to discourage opponents from trying to escape your pressure.

can dudley punish lk or hk dankuu?

how bout guy’s hoazanto, slide, overhead?

Dudley can’t punish any of Dan’s non-EX special kicks. I’m pretty sure he can punish an EX kick with c.lp, but you need perfect timing.

Guy’s HP and EX hozantos are easily punishable by HP and EX jet upper. Also, Guy’s MP-HP target combo is -5 on block, so even if they cancel that into a LP hozanto, you should be punishing with HP/EX jet upper (before the hozanto lands, obviously).

I still haven’t played Guy enough to get a feel for his running slide, so I go the lazy/easy route and punish with throw or c.lp into whatever. Strangely, I can’t seem to find frame data on Guy’s overhead kicks, but if you see it happening, go for a jet upper to beat it in the air.

Thank you bluelambency.

Ha. I just noticed that you play Dan and Guy and NOT Dudley. Sneaky information grab.

I don’t know if anybody has posted this but fierce and forward fierce punch beats ground tatsu’s perfectly, I’ve never traded, eventually they get smart and do it just short enough to throw you out of your punch, first time i mostly get about 5-6 fierce punches on that mentally scarred Ryu that tatsu on the beginning of round 1 lol.

With some playing around online.

Sagat:
Poorly space U1: Super (if predicted well from 1/4 - 1/2 screen) Duck > super
Poorly spaced T. Shoot (high and low) duck > upper/straight/super/ or Rolling Thunder
T. knee: … cant find a counter as yet
T. uppercut: Free, but timing is quite if you want s.hk>… or Corkscrew Cross (on the way down)

Adon: Fierce Jag Tooth: Jump back + Hard kick, will normally land ontop of him if timed right (when adon is on the wall)

But im still quite scrubby and new so feel free to say im wrong lol

It depends on the spacing/timing. FP and FP can lose to the tatsu depending. Crouching FP will always work unless you are too slow about it and let them go over your head.