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

lol 600% that’s awesome

danggg dudley is tight

questions questions…

oh here’s one, does rose’s ultra 2 count as a duckable projectile? if she’s coming at m REALLY stupidly can i just ducking upper in her face? lol

If you do a Target Combo as slow as possible, is it still safe from people mashing stuff out when you’re doing it? Slow as possible meaning of course that it still counts as a target combo.

Your last sentence answered your question.

Is it me or does Counter Hit overhead grant +4 frame advantage,aka as much as non coutner hit?I cannot connect cr.mp or st.lk after it, which are 5 frames.I expected it to be +7 being a hard attack, but oh well…Weird though.

Yeah, you can duck through the orbs - but because of the path they take you have to be really precise with the timing.

How useful is kidney blow on an opponents wakeup as a mixup?

Is there some place where I can find an overview of Dudleys frame traps?
All i know now is that I can punish jabhappy ppl with a lpmgb into lpdp. I need more of these kind of tricks though.

The thing with Dudley is that pretty much every move he has up close puts him at frame advatage, meaning that you can frame trap of virtually anything.

Some that I use:

  • cr.LP x 2, Stand HP (this one works suprisngly often for some reason)
  • cr.LP x 2 / 3, wait a split second, Stand HK xx Duck. If you’re brave, you can buffer the EX MGB if you went for 3 cr.LP’s. Against some characters, if you space it right, the HK will either whiff, or counter hit straight into a big fat combo.
  • Towards + RH, MK Target Combo, wait a split second, Stand HK.
  • cr.LK, MK Target Combo, wait a split second, Stand HK.

Generally the rule of thumb is that you can use any move of Dudleys that leaves you at frame advantage, and then trap with either cr.MP / Stand HP / Stand HK. Cr.MP and Stand HK are fast and have good hitboxes (and can be cancelled into a duck). Stand HP is not as fast, but has the most godlike hitbox… just check out any or Marn’s videos as he is the master of that move!

Just watch out for traps after LP MGB. On block, you are at -2, meaning that you can often frame trap yourself!

what’s dudley’s kara throw?

He’s got a few, but the best is Towards + HP. If you mess around with it, you will notice that you can kara cancel it both early and late. If you do it late, it has reasonable range.

A setup I use for it is: Liver Blow (Towards + MK), cr.LP, cr.LP, Kara Throw. From this range, the opponent cannot throw you if you stand still, but you can kara throw them. If you Option Select the Liver Blow as well, then it’s an even better pressure string.

Also Marn, can I please ask you to post some matchup advice for Bison in the matchup thread please? I am guessing you play against Andre, so I would be really interested to know how you deal with a strong Bison.

I can’t seem to get the F.hp to kara into throw properly, “the laste” way you mentioned.I mean, it’s clearly canceling it, and the inups show up as HP, then LP HP LK, but dudley doesn’t move one inch while doing it.How do you do it?

uhhh 3 questions for now…

  1. when im playing a match with dudley vs fireball characters i find it hard to get in (depending on their zoning ability of course) and i have a tendency to always just duck all the way till im a good distance to jump-in basically. and i find that the ducking for dudley is very similar to abel’s roll in the sense that its not as safe as it looks. so what strategies would anyone recommend on getting in on the opponent??

  2. now part two, now that i got in im not too good at keeping the pressure or keeping the opponent cornered. so what moves would anyone suggest to keep the pressure up after u got them on knock down??

  3. also is grabbing after a mp mgb safe?? i find after i land it ppl always seem to counter whatever i do.

Just press Towards + HP, then drum LP + LK afterwards. Input should read as Towards + HP, LP + LK (so the HP shouldn’t be there twice). If you do it right, he takes a step forward and then throws. If you do it too quickly, then he doesn’t move forwards, but just delay the timing until you see it work.

If you can’t do it with the move, then Slipping Jab (Towards + LP) and Liver Blow (Towards + MK) can also be used. The range on those are a fraction less though.

OK here’s Dudley’s Kara Throw:
[media=youtube]mEiKLjm2usE[/media]

Thank you sir.Does that tick throw setup also work with slipping jab kara throw?

Yes the slipping jab one will work there as well. Another good one is cr.LK, MK Target Combo, Kara Throw. For that setup though, I’m not sure if the slipping jab kara can reach.

Well this is my last resort is there any matchup advice for Abel? Playing against Samurai Drew regularly and facing his incredible Abel is really just making me almost give up, not on Dudley but on actually playing Dudley right against Abel.

What i mean by that it’s that it’s almost impossible pressuring him, forget about trying to be cute and use duck into throw after blockstrings, that’s if you even manage to land some blockstrings against Abel step kick will knock out of that crap so fast you’ll be drinking tea with Dudley’s father. I’ve tried different ways to pressure him on wake up and making sure he won’t use his EX-TT against me and shove me right back in the corner but very little success so far.

Trying to get in is a big problem, falling sky is so much better now and I’m used to jumping in on Abel since SFIV now it’s basically suicide. Trying to inch forward using F+Mk or F+Hp is a quick way to die if he has breathless or focus’s the fierce punch it’s game over.

I would really welcome some input at this point, because right now facing Abel i feel like curling into a fetal position and hope it’s going to be quick and painless.

OMG! Did you guys see how much meter lk xx mk xx mp xx hp and mk xx hp xx hp target combos give?it’s INSANE!! They give like 4/5.And when you think they nerfed gen’s WTF kicks so that they give no meter…
J.hp ~ mk xx hk xx hp gives you a full meter.Well, not exactly, i mean it’s full, it’s just not active.I think it off by 20.You need 2 empty ducks to fill it up, or one jab.It’s INSANE!!
if you do mk xx hk xx hp target combo like 5 times, you are 1 jab away from full super.I know you wouln’t do that, but just to give an idea of how absolutetly insane the meter gain is on that target combo.cr.lk xx cr.mp xx cr.hp also gives more than half a super stock.It’s funny the ridiculous amount of super meter Capcom made the target combos give.We must keep this low and secret, or capcom will nerf it on the next patch.

wait does abel’s falling sky actually a good anti-air now?? it would actually catch ppl without trade? anyways i think u should mix in kara-throws into ur mixups if u get EX-TT a lot because that thing is not invincible to grabs so grabs will beat that out. only the normal TT beats grabs so if he uses the normal one a lot, drop the throws i guess. and if he uses breathless. be wary when he has the ultra and dont be right at him if u knock him down. stay at a good footsie range and just wait for him to wake up.a scrubby idea maybe to mash EXuppercut if u are right in front of him and he does wake-up ultra. im a pretty bad at this game but thats my suggestion. also the only thing that abel has to stop a person from real good pressure/blockstring is his TT so i dont know if that gives u any good ideas

Yes FS is actually quite good now.

I think his problem was how to get in, kara-throws won’t beat step kick, in fact you will eat it and get bodied. Plus jab TT has insane range. If he uses the normal one a lot you’re already dead.

As for the EX uppercut suggestion is BAD. Do no do it.

Abel has a gdlk back dash that is pretty much airbourne the entire thing too. He has A LOT of options.

Better would be to use target combo 1 into jab or strong mgb, standing just outside step kick range and zoning with s.strong and s.jab and buffering the former into jab mgb, that gets you in, from there you know what to do. Also leave a gap in your block string for him to TT you, put in a neutral jump and punish, he’ll soon stop and resort to EX roll to get out. But once he does that he’s already wasting meter so that’s good, plus he is outside step kick range and you can zone him again with your jab and strong.

Level one focus + backdash might be good but if he step kicks from no range he’ll possibly be able to get you before you recover (no pun intended).

Standing jabs will shut down a lot of his (well most people’s) attacking game, and he will then be forced to be more risky, then start watching for mistakes and capitalise.

We had an in depth discussion earlier about the matchup so if I forgot anything just post it that others may see.

[EDIT]
Also, a good Abel (hell, make that a good player) will never use an ultra without setting it up first. He will use breathless (ultra) only when he has made it the hardest for you to get out of (or combod into it). That you have a lot of options when he does it is a great misconception. When he has it, there is no leaving the ground, jump at him and bam - breathless. When he has ultra he may put a couple of frame gap after step kick to bait a reversal and bam - breathless. You need to know the set ups for it to know when he will use it and if there are any escapes. The point is to not get into that situation in the first place.

Also, I cannot say enough how good well timed standing jabs are at shutting down offence. Get in the danger room and try it.
[/EDIT]

@Starmine92, I know you’re trying to help but maybe if you went into training mode and set up the situations he’s having problems with and found solutions it may be more useful.
Also, read this http://sonichurricane.com/?page_id=1702

Trying to quantify bad advice by saying you’re bad at the game isn’t validating it. It is exactly that - bad advice. If you are bad at the game, get good then help others that aren’t as good as yourself.

@SmileyMike, how is it keeping it quiet putting it on a forum we all know that some capcom people will read? >_<