Dudley Q&A: Let's learn... like Gentlemen!

So, i just went through the thread and didn’t really find too many more questions to add to the Q&A, but i did add some more useful links to the OP. If you guys know of any more links i should add let me know.

If you guys would like me to add some FAQs that aren’t in there already, let me know some to add to help out all the potential Dudleys out there who want to pick him up.
Just make sure it pertains to Dudley. i don’t want to just put in random ssf4 mechanic questions. That stuff is everywhere.

You think you should put some kind of disclaimer in the title like “DON’T MAKE A NEW THREAD! QUESTIONS GO HERE”?

i honestly think about it everytime i see random questions in places they shouldn’t be like new threads or in…the video thread…
i think i shouldn’t have to, but apparently, it’s quite possibly necessary.
I just don’t want to muck up the title, naw mean.

how about this: i’ll try it out for a couple weeks until all the new ssf4 blood rolls in and realizes how a forum works. Then i can take it down.

Thanks, I’ll give it a shot :slight_smile:

Read through your explanation of dudley’s normals and commands – great work, thanks so much. What I was hoping to find, though, was two questions (hopefully not addressed before). Mind you I never played ssf4 and only cursory experience with 3S.

Against a shoto, I don’t have a problem ducking under fireballs and advancing safely, but against grapplers, dhalsim and others with strong low meaties, I have a hard time approaching my opponent safely. Jumping feels, at best, 50/50 to me, even with using jHK and a lot of empty jumps into tick throwing – against advanced players I feel i eat it a lot for walking into a grab or off their anti-air. How do I approach non-shotos safely with Dudley?

On wake-up, I never seem to know what to do. I’m used to having a lot of wake-up options, but I feel I get stuffed a lot, or worse grabbed. I get the sense I should be using either LK or 6HK for high-low mixup, Thunderbolt for cross up… Is jHK appropriate? Or Ducking straight? Id like to know ALL my wake-ups so I can start up mindgaming. Also, is it even worth it trying to do wake-up game on some characters? Zangief or Ken for instance? Maybe when I’m more knowledgeable…

SalPal - I noticed this thread isn’t stickied! Maybe we can get a mod to sticky it for us? This is a great thread you’ve made, it should be right at the top for everyone to see.

honestly, i don’t know the protocol for getting a thread stickied.
We gotta get the Matchup Thread stickied too. Whoever knows how it works, get on it.

Thanx for the kind words too!

You PM a moderator to get a thread stickied.

So I just ran into something today that may explain why you’re noticing differences. Maybe, anyway haha. I knew the mid-screen ducking straight to HP upper was char-specific but it seems the way characters fall off of EX MGB seems to be character specific as well. Adon, for example, falls way differently than most the cast I’ve been playing against. And with him MK ducking seems a lot more reliable than doing LK ducking.

Anyway just thought I’d follow that up in-case that’s part of why you were having problems with it. Could be the characters, not your timing.

So what is Dud’s most useful Kara-throw? Or is it 3S all over again and his suck?

I have a quick question… What should I be using to punish Juri’s EX spinwheel kick (think that’s what it’s called). Is the recovery too fast that I can’t do any punishes, or is there something? MGB doesn’t get there fast enough or s.hp.

Just curious if there is something I’m missing that can punish it.

thanks!

When she EXs it, its incredibly safe. I don’t believe Dudley has something that can punish it. For that reason, when a Juri player has meter, you want to be particularly careful when they’re waking up, cause they’ll often use it to get you to back off and make room for her air rekka and fireballs, but do your best not to be forced back.

Stand Fierce will punish EX Pinwheel. You just need to remember to crouch block the pinwheel as you recover faster doing this. Someone on these forums says that Ultra 2 can also be used, but haven’t chekced that myself yet.

Non EX versions - HP Jet Uppercut can punish it every time (if you crouch block). You need to react fast if it’s the LK version though.

quick question

what can you combo dudleys overhead into? i can hit mk after but that seems to end the string :confused:

c.LP, which you can combo into s.HK for various thing.

You can also do f.HK -> s.HK, but it’s weird timing.

I’ve been told that you can link to S.:hk: xx EXMGB but the timing from the overhead to S.:hk: is ridiculously strict. I just stick to :r::hk::db::lp::lp::l::hk: and go from there (when I actually pull it off that is). - Edit, Karsa beat me to it :slight_smile:

:r::mp:, :r::mk: or :r::hp: are his better Kara-throw choices

What do I do against Cody and Fuerte?

-Cr. LP
-St. HK (I don’t use this)
-Super

Thanks Golden G.

On a seperate note, anyone else finding the transition from a charge character (in my case Honda) being really difficult with dudley? I played Dudley in 3S but not very well, just enough to learn the move set.
But I am getting my butt handed to me on a regular basis in super now. I feel like I’m always m.duck 'ing at the wrong time, or having problems linking s.hk after c.lp c.lp

Anyone else who’s made the transition have any tips? the only saving grace is that my normal spot with honda was crouch blocking anyway :frowning:

oh and what am I doing wrong if it feels like i’m getting punished everytime I s.mk?
everytime i throw it out there I feel like everything has priority over it, or I’m doing it wrong