I was just suggesting people should use them more .One mk xx hk xx hp target combo, and you got yourself an EX DP to get out,or EX MGB for combos and pushback to corner, or you are that much closer to the super , however you wanna take it .
Yeah, Iām just yanking your chain.
Thereās also the much underused jab xx strong. Not as much meter but one of the best.
I wouldnāt call EX DP a get out though
To punish, I use Kidney Blow, cr.Lp x2, Stand HK xx HP Jet Uppercut. Builds an entire EX stock in one combo and does not require a jump-in.
Against some characters, only one hit of the Jet Uppercut hits, so against those I just do the regular Kidney Blow, Stand HK xx Jet Uppercut combo.
Difference between Dudleyās Super buttons?
I canāt find any difference at all, lol. Same startup and they all have the same range.
Fun Fact: f.HP xx Super will whiff on T. Hawk if the f.HP connects too close.
Heya guys,
Longtime lurker, but I guess Iām trying to āstep upā my game as it were. I just picked up SSFIV last week (last SF I played was 3S, so this was a bit of an adjustment for me). Iām doing pretty badly, though most of that is because I have no idea what the new characters are capable of/getting a handle of Focus Attacks/not having parry.
Iām doing fine on execution of combos (only real problems Iām having with execution is that Iām having a hard time linking c.LP to s.HK for those combos, which really hurts my knockdown game), but Iām a primarily concerned that Iām playing Dudley āwrongā, in the sense that I play extremely defensively, mostly playing footsies while trying to bait/punish mistakes. Probably about 60% of my damage in any round is from poking/stuffing things with s.HP and c.MP.
This doesnāt work too well since I tend to lose to anyone that has longer limbs than Dudleyā¦ so I figure Iām doing something fundamentally wrong. Does anyone else play like this, or does Dudley have to be on the offensive all the time to do well? Am I just an idiot for trying to play a zoning game with a character without very good footsies?
Thanks!
i think its way easier to to plink the the HK from lp. even though you dont need to, i am able to get the lp or cr.lp to hk more consistantly.
my issue now is when i input the command for ex mgb, i get a ducking. i am using lp and mp for the EX (because i can just slide my middle finger from mk to mp). am i doing the hcf motion too soon?
General stuff
Yeah, about footsies, i usually avoid that, unsless iām playing zangief,against which i use st.fierce for aa, poke, and alot more.Itās basically a big wall of ārejected!ā against zangief. But usually, if not against some character specific matchup were i have to use footsies and poke, itās like this, i either get in, get a throw/overhead, or even meaty forward fierce (Which you can combo off!) and win, or I either donāt get in at all,or i get in once, but my opponent jumps away or something, and lose.Iāve had so many dhalsims perfect me, and the the next round, i get ONE throw, and win dominatley.Then they perfect me againā¦
Mixups
Yeah, so basically you want to learn your mixups very well, you are a pressure machine.Use that, or lose.You have to learn A LOT of things with dudley.I mean quite a lot, as compared to the rest of the cast.You have to know :
*character specific safe jump(because ibuki, guy, blanka, to name a few have different get up timing, even sagat has), you have to learn :
*character specific option selects ( because some characters with fast backdashes could block them, but iām saying character specific mainly because of teleport punishes)
*character specific juggles (there are LOT of these, really, a LOT.Against Adon, jack shit works, while against Guy every juggle is cake, for example)
*some character specific links (on which characters st.jab hits, and on which ones it wiffs, under what circumstances and what block/hit strings.On juri, for example, overhead ~ cr.jab xx cr.jab ~ st.hk doesnāt work.Also, you can combo st.jab or st.mp after st.mp on Gief an Hawk, they lean forward too much, getting below thier hitboxes).
Bealing with jump-awayers(they can be quite annoying)
And then, you gotta āfeelā the mixups.So like, if your opponent is the jumping out of pressure type, which really annoyed me at first ( this is especially against ibukis, they jump out A LOT!!) you have to apply this like st.mk or st.hp, which will hit them if they try jumping out of your pressure (st.mk sure will, but st.hp does mosnter damage).Belive me, they wonāt jump anymore after taking 3 st.hpās (for 390 damage).
If they tend to backdash, rolling thunder, sweep, or even cr.mk( agaisnt some characters, again character specific).Use them as option selects after safe jump.
Learn the timing on the safe jump.It is forward throw, mk duck, jump HK/HP.This will help the hawk match, sagat, and cammy ones A LOT (maybe also others, but i donāt have enough matchup experience to talk about all the cast yet).It is very good.
Against shoto cr.mk, iāve used f.mp with some succes.
Cr.lk can beat shoto sweep/cr.mk. I press cr.lk alot in this matchup if iām just outside their range.
So basically your main goal is to get it, pressure, win.Donāt try to play the keepaway game too much.It doesnāt get you a lot.Footsies, not that strong also.
Very important, you have to read every opponent of yours, and what is his way of dealing with pressure.Bait/safe jump if he reversals,throw if he has a weakness against it and doesnāt tech all the throw, short swing blow if he does. St.mk or st.hp if they jump out, option select if they backdash.
Getting pressured (not too good)
If you are getting pressured, itās tough.Ex dp doesnāt not cut it.It goes the other way almost every time if you are getting crossed up if you reversal with it.You have to actually time it.EX short swing blow and Cross counter can help you a lot against crossups, non meaty ones.If they are meaty, block,backdash, and see if the opponent uses option selects.If he does, stop doing it.If they are going for stuff like cr.lk or cr.jab after a jumpin, they could be trying to get a throw.crouching tech, or if you feel like if, EX short swing blow.I see that Short swing blow doesnāt get much love, because it generally isnāt that good (waaay worse than thrid strike, thatās for sure) but it does have itās uses.It auto corrects nicely under a non-meaty crossup( the EX version at least).
You can also use Thunderbolt once in a blue moon for itās 9 frames of invicibility, of course, if you have metter to fadc it.(even if it hits or not, itās pretty shit, it sometimes doesnāt knock them down even if it hits), if you are getting annoyed by pressure,if you have 0 life and the opponent will try and chip you after a jumpin, but donāt use this often.Itās very bad.I donāt use it at all, except for the situation above.0 life, to get out of pressure, and fadc it.
Try to think how your opponent tries to get out of your pressure.
You have to block, and crouching tech.If you find a leak in their pressure, try to get that throw.If you do, win the round, lol.
Use dudleyās focus.Itās very good.But donāt abuse it.Youāll get biated alot for it.Try to use it throught hit strings not containing of jabs, because it could net you a counter hit, and a crumple, even if itās level 1.Focus crumple->mixups->win
Speaking of crossups and focus attacks, you could also try to reversal Focus dash on wakeup.You could also use the focus attack even as a poke, somethimes.Itās bassically the better f.mp regarding that aspect.
Other final tips
Donāt sweep after like 2 cr.jabs.Use it only if you are in a mid range game, but beware if they like jumpin, but they shouldnāt.You should make them not jump ever, with the help of st.mk.Mixed feeling about the sweep.Looking by itās animation frame by frame, it looks like it should have hit 3 frames earlier, with would have made it better.Itās not very good at midrange, but itās kinda the only place where you can use it.Huge recovery.Be smart about using it.I am mostly doing it by mistake, while trying to duck or short swing blow, or when i link into HK xx MBG ( or ex version).
Forget about dp.You donāt have one(for AA functions at least, itās good on combos though, hk xx hp dp for punisher does 260 damage), except for ex( which is also not good).
Cr.hp is also good as an AA, in the sitautionwhere st.mk isnāt.Mainly where itās kinda late, because when he does st.mk dudley stand up=big hitbox, while doing cr.hp->cr.hitbox=lower hitboxā¦Against bigger characters, i also use cr.hp as a hitbonfirm if i have super.Cr.hp ~ super is pretty easy, or cr.hp ~ cr.lp xx mp dp xx super on most of the cast (didnāt test it on all chars, but did test it on ryu, and it worked, so i assume it wors on anyone) (also, VERY important to use MP DP.It has more range then HP dp, so more chances of hitting)
Thatās kinda all iāve got right now.I hope it helps.Sorry for the big wall of text, but if it helps a little bit even one person, then iām happy.
so, most of that is ok advice.
EX DP does auto-correct, you just have to do it late.
cr.hk is not a good mid-range poke.
forget that Dudley has thunderbolt, just forget it.
Cross Counter has 3 startup frames, so it wonāt work on meaty crossups.
other than that, you should organize that post better. Itās quite intimidating.
Sorry for nagging on about his kara-throw but I just canāt pull this 1 off. Basically what I understand from your post is: "Press towards + HP. Then start mashing LP+LK after a bit of a delay. Well as soon as I press towards + HP Dudley starts the Forward Fierce and not even a meteor could stop him from continuing that move till the very last frame.
How do I cancel that into a kara-throw? Im confused!
Well you shouldnāt be mashing for starters, there is no need. You just need to drum your fingers, so that as soon as you have pressed Towards + HP, you press LP + LK. I use my third finger to press HP and then use my thumb and first finger to press LP + LK.
Is anyone else having issues pulling up "Golden Gunmanās Dudley Guide Great All-Purpose Guide
Golden Gunmanās Advanced Dudley Guide Builds on First Guide "
Iām getting internal server errors every time I try to look at the dudley guides!
Edit: Seriously, I only clicked once : /
Yes, GGM said it was because his server traffic was 600% (!?!- the wonders of SRK!) over the limit. So heās going to try to put it up again next month. Iām missing it too!
On another note, I just thought Iād share a little execution tip for Dudley newbies (like myself). I have been failing to do the s.HK ExMGB cancel consistently, until I started using lp and mp for the EX rather than mp and hpā¦ I think itās because the extra split second it takes to switch fingers means I donāt press the input too early. Playing Dudley has been great for my game. Itās tightening up my execution and Iām trying so damn hard to stop mashing. I really was a Ryu scrubā¦
Yes apologies guys, Iām trying to find a workaround for the site. But it won;t be up until next month.
Well I buffer the 41236 while doing s. HK. and press MK+HK if it connects. If it whiffs it does nothing, but if it connects/gets blocked you will eat something fierce.
Sorry, I wasnāt recommending just throwing s.hk exMGB out there- I always confirm it with jabs or a jumpin unless itās a guaranteed punish. Iām far too old to hit-confirm off s.hk, unfortunatelyā¦
Hk is -3 on block anyway, so not exactly a great poke, if thatās what you were implying?
After an EX MGB, which Duck is recommended?
LK Duck. Lately though, Iāve been using cr. HK after an EX MGB because itās possible to miss the follow-up punch. With cr. HK, you put your opponent in the perfect position for Ultra 2.
Lk duck upper doesnāt work on adon after EX MGB midscreen.Heās an ass.