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

i always plink the s.rh to help myself from not dropping dudley’s combos. It’s a habit that helps to make your combos more consistent if you’re comfortable with plinking.

I always plink the rh with my ring/middle finger, drumming on rh then mk. Keeps me in habit of always doing it whenever i go for the rh, inside a combo or not. mk i plink with my middle and index finger. This way i don’t have to move my hand around. I envy players that can move their hands around and still know “where” they are on the buttons. Probably the most consistent timing for plinking since you’re always using the same fingers.

whenever i do that link the input looks like:

:mk::hk:
:hk:
:r::lk::mk:
:r::mk:

Thank you very much :slight_smile:

I think it’ll help me a great deal next time i’m in the training room !

yeah f. MK recovery is something I’m still not adjusted too and I drop f. MK s. HK sometimes.

I tried the Plink today, and it’s pretty easy to do and helps a lot with the difficult links.
But it’s a really different thing to plink in a actual match. I must force myself to get the habit of plinking in a match. Not an easy task.

But noodleman, i dont understand why you plink the f.mk. If it’s the first hit of your combo you shouldn’t have to use the plink with it, right ?

And i can’t figure out the timing with c.hp ~ s.hk it’s too slow…

Final question can you plink a lp ? I’m thinking dart shot to c.lp I have the timing right but it’s always good to know.

Thanks for your help

I mean do something like f.mk, s.mp, f.hk. If you’re not within throw range they’re not gonna tech a throw.

Going for a throw reset in a long combo is really predictable. You don’t have to mash OS tech to tech the throw, you just wait for your opponent to stop comboing and then you know he’s trying to throw you. Even if the combo is down to 30-40% it’s still worth it to finish the combo over going for a throw because you get the guaranteed knockdown and still some important damage and meter. And you’re not just risking damage when you’re doing a reset, you’re risking eating reversal -> ultra or even just them teching the throw. A throw tech is very bad because you get pushed out and have to work your way in again.

Even then, a throw reset is barely more damage than the combo unless it’s down to 10% before you even start the stun. At least with f.hk you get a whole 300+ damage combo.

Any kind of reset during a stun combo is going to be pretty obvious. If I got stunned I’m only looking for one thing: a reset.

I’m talking about offline of course because online is garbage.

why did they nerf Dudley’s taunt?

[media=youtube]ZPZCm92-Cfg[/media]

Anyone got a link to a 3s voice pack? His ssf4 voice just makes him sound like an old butler.
Also, anybody got any links to some 3s-like juggles? Sick of all these dumb “OMG LETS PUSH DMAGE SCALIN MOAR” combos. Some practicality would be nice.
Does he still have his throws from 3s? I don’t own this game.
Edit:found one. [media=youtube]0kbC84KZjYU&feature=related[/media]
let’s find more.

What? No you can’t change his voice, sadly. JPN and ENG voice both suck equally.
Video thread. There’s match videos and combo movies. YouTube - MrDustKicka’s Channel
No, both his throws look different but the both result in chucking your opponent like his 3S directional throws.

I was just wondering but where do you guy’s look when you play as Dudley?
I myself end up looking just in front of the character I’m facing
I like standing just outside of Dudley cr.hk range and observe what’s going on,
I like this range because I can react to whatever they throw out at this range plus no Srk’s can hit me
(I stay midscreen distance from Honda… naturally because of his head buts)

I like looking just in front because I read that your eye’s react faster to things just outside your field of vision so I can see if Ryu’s about to throw a hadouken, as soon as i notice the motion I can hk duck and I’m through leaving me a hell load of frame advantage to do whatever I want.

Where do you guys prefer to stand as a universal location and where do you look at? (Dudley himself?, the opponent? the space between?)

I remember someone asking what’s the best thing you can do after landing a level 2 FA and backdashing.

Walk forward then do F. FP is the most damage I could do. It does more damage than MP and HP MGB.

Not more damage than dash in lp upper, hp upper.

Also I think I was wrong and you CAN land EX MGB off a level 2 backdash.

When I pull off level 2 FA and then backdash, i usually dash forward, crouching hk into lp mgb

Unless it’s corner dependent, I think it just hit 2-3 times and sends them flying back.

What is a strong punish if you do not have an EX bar available?

Should I still be doing something to hk to hp machinegun?

Also, I have seen people do Cr hk-some duck version-punish with upper or straight

what is the recommended follow up and what version of duck do i use?

Is Duck-u2 a viable way to punish a projectile? I know u1 does the job but i have heard duck-u2 works as well…

f. MK s. HK:
LP JU to HP JU
LP JU to LP MGB
HP JU

Viable and viable, it has invis to punish projectiles, but you require pretty sick reaction to pull it off on such close projectile

Read the combo thread.

Might be a tad dumb question, but isn’t it possible to just do that with c.lk -> c.lp -> s.hk combo as well? the c.lk->c.lp timing is so long that shouldn’t it leave you enough time to react to reversals?
Would it still be possible to catch backdash?

trying a te stick on 360, and was told something about square and octagonal gates o_O. which one does it come be in default and which one is preferred to use with duds?

TE comes standard with square gate,
I don’t use stick but I’ve heard that as you get better you don’t “ride” the edges, others may be of more help than me, I’m guessing that octo gate might be more beginner friendly since it’s “rounder”?