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

Nubcakes questions here; Considering my accuracy on 2-frame links is around 75%, (you can tell me to practice it for forever and a day and it won’t get any better, I’ve reached my plateau on execution it seems.) The c.LK > c.LP > s.HK is a double 2-frame link, with my accuracy I’m landing that around 56% of the time whereas if I were to just do c.LP x2 > s.HK I’d be landing it close to 75%.

So should I stick with the harder double 2-frame link or go the easy way out with the less effective but easier single 2-frame link?

I’m a little bit confused… I friend of mine told me that Dudley has a crossup with j.lk, I try it, and I think I can do it but i’m not a expert with the training mode.

Someone can try it ?

Both are handy, try doing the c lk one just a touch slower then the cr lp one, its not as hard as you think.

What can Dudley do against an extremely offensive player? I find myself just getting raped by insanely offensive players and I’m stuck turtling and getting thrown over and over, or getting an attack stuffed/countered.

Universally, I can’t shake getting rushed down.

I know this is probably gonna sound like an asshole statement but I think it’s needed. You need to learn dudleys footsies and to block. A lot of rushdown is perceived pressure in our mind. We panic. We try to anticipate/guess what they do next. If we are wrong we eat damage. If we are right we delay their next attempt to continue rushdown. If your playing online this could be part of your issue. The delay forces us to guess on rushdown building bad habits. Standing hp best long rang poke, stnd mk best anti air, cr lk best counter crouching poke, cr lp best close range poke, cr hk best long range/punish counter poke, stnd hk best buffer poke.

I asked this on one of OneHandedTerror’s videos and wanted to ask here as well…

What are the advantages of using mk ssb over hk ssb after a blocked lp mgb? Only advantage I could think of is it’s 3 frames faster. hk ssb does 20 more damage? than mk.

You answered your own question. It’s faster. Both are equally punishable on block, and 20 dmg is not that much for what you’d be trying to do, so the faster ssb is better against more moves. I must say though, I think lp is better to do, because it’s 3 frames faster than mp, and it’s safe on block.

SRK shortcut also works with :r::df::r: so you could hold forward while doing s.lp

Err… f.LP is a different move to s.LP, so not sure if that works. This is the problem I have with Dudley when trying to cancel a standing normal into Jet Upper since I’d usually be doing F D DF F with other characters but that’d get an unwanted normal most of the time with Dudley, which is why I stick to MGB in the majority of my combos :confused:

Does c.LK have less pushback than c.LP or am I crazy?

If anything, i’d say cr.lk has more pushback than cr.lp.

I think it’s important to learn that link just because it hits low and for me, it’s pretty vital in my high-low mixup

I’m very new with Dudley (and fighting games in general) but I pretty much only want to play him. And, I have a question regarding Ibuki. How do I counter her jump back Kunai throw attack? Like, if they spam that, it’s almost impossible for me to get in. I can’t remember if I can duck through it, but if/when I do, they just do that annoying neck-breaker slide thing. Should I focus dash or something? My reflexes aren’t fast enough, but I can learn.

Basically, how do I counter Ibuki? I have a lot of trouble with her.

Focus is, jump up, hit it. If she does ex upkick you can focus immeadiately to nail her on the way down unless she does ex kunai.

Then I really am crazy. Don’t know why but think I have less problems with pushback getting out of range for the s.HK when I do j.HK > c.LK > c.LP > s.HK rather than j.HK > c.LPx2 > s.HK :looney:

Sounds to me like you’re chaining rather than linking the lps, thus making the s.hk link impossible. Wait a little longer between the lps. Practice without the jumpin to get the timing.

How does chaining the c.LPs cause more pushback than linking them? :looney:

If that is the case then there really isn’t that much point in doing c.LP x2 (after a j.HK) over c.LK > c.LP.

I always try to link the first two attacks, I use it to get the right rhythm for the final link, though sometimes I’ll get the c.LK > c.LP link but botch the c.LP > s.HK link anyways :frowning:

im having the hardest time linking machine gun blow with any combo …i can do it with upper cut but machine gun blow just never comes out for me…is there an easier way to nail it?

I would say if you’re jumping in deep enough to land c.lk, I would only use it if the jumpin is blocked, to fish for another opening. If the jumpin hits, just go straight into s.hk or f.mp >s.hk etc. The j.hk can be your hit confirm. Save the c.lps for blockstring/close range poking.

well you can do the motion as :db::qcf: but thats about it. Go to training and set the input display on, I myself sometimes mess up the cancel since I press the punch too early at :df:. If your issue is similar you can try to overcompensate and do :db::qcf::uf: to be sure it comes out right, just don’t do this with duck since it can some times result in unwanted thunderbolts :smiley:

Not an asshole answer at all, was quite helpful. Thanks!