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

Here’s the breakdown of that combo done in training with Ryu at full health.

  1. Ultra 1 by itself is 500 dmg.
  2. Ultra 2 by itself is 440 dmg.
  3. s.rh, ex mgb, ducking straight, jab mgb = 343 dmg
  4. s.rh, ex mgb, ducking straight, Ultra 2 = 478 dmg

Difference is 135 dmg between combo 3 and 4… It’s comparable to a regular throw which is 140 dmg. But you need to also factor in that you won’t be landing that combo at the beginning of the match against a full health character so the dmg is more than likely less than 478 dmg due to scaling. This scaling also affects Ultras.

I agree with “cHaotix” where it’s probably best to only end the combo with Ultra 2 if you know it will kill the opponent. I’m not trying to slam Ultra 2 because it does have it’s merits. At the very least it can be used as an anti-air but soon that becomes useless because players will catch on and never jump when you have ultra 2 ready.

You mean that just by having an ultra stocked I can stop characters from jumping at me? Uh, that sounds pretty good to me.

140 damage is totally worth using an ultra. It also gives you an untechable knockdown.

Also, compare cr.lk xx s.mk xx lp jet upper -> ultra to cr.lk xx s.mk xx lp jet upper -> hp jet upper. Or s.hk xx lp jet upper -> ultra to s.hk xx lp jet upper -> hp jet upper.

Compare cr.hk -> cr.hk -> cr.hk -> ultra to cr.hk -> lk ducking straight -> Jet upper.

Ya all Dudley player’s should know never to combo into Ultra 2 if they end a juggle with MGB.
Takes off too many hits of the ultra to be worth it.
Super’s a different story.

I think he wasn’t talking about an U2 combo there, he just means ending with the jab MGB.

You’re saying it limits their options but it really doesn’t. If they give you the opportunity to anti-air with ultra then they also give you the opportunity to anti-air with something else.

Jump-ins are all about risk-reward. Dudley’s best AA does 65 damage. Extra damage=good.

And besides that like I said before the ultra gives you an untechable knockdown even midscreen and really ramps up midscreen combo damage.

Yup, ultra 2 gives you an untechable knockdown, and this game system is made for you to punish stuff whenever there is a chance, the best way possible, you don’t hold your stuff no matter how little the damage add is, because you take damage to get an ultra…

you said that you like to land a full ultra, well you can do it with ultra II too, so it’s 440 vs 500 and 343 vs 478, which one is the real tiny bit of damage ?

so, I get a focus crumple, I ultra, I get a tard to jump in, I ultra, I get a ducking straight on a ex mgb, I ultra, But I don’t stay on the wait hoping to get a focus crumple for an ultra that will give 60 damage more than the other one with all those extra options included with it…

It’s almost like saying

“oh I like to use ryu ultra 2, because I can still fadc into it, corner tatsumaki, do all that kinda of combos but when I get a focus crumple in the real raep begins”

:looney:

You’re funny.

Following up a jab mgb juggle with an U2 shouldn’t come to mind as a Dudley player.

lol

lul wut, just sayin, unless you can hit a lvl 2 each round its kinda useless, because it’s doable with ultra 2.

Is EX MGB > cr.HK x2 possible to the entire cast?

I just spent like an hour trying to do it on Makoto and seems like I’m out of range for the 2nd cr. HK to hit. I know my timing isn’t the best but seems like I should’ve hit by now.

Method: Recorded doing to Chun, playback on everyone.

Characters I can’t EX MGB > crHK x2:
Ibuki
Makoto
Akuma
Gen
Dan
Sakura
Juri
C. Viper
Sagat
Cammy
Blanka
El Fuerte
Adon
Rose

Is there anything else you can do in the corner after EXMGB aside from Cr HK or U2?

I usually do two lp jet uppers after the cr hk to help build meter if i have a huge life lead and want some extra juice for the next round. Ever viable to really do ducking upper to ultra? I THINK cr hk does more damage before the ultra.

-Should I just due EXMGB to Cr HK all the time basically?

-does f lp-mp target combo hit all crouching characters? I’ve gotten it to hit ryu and ken if they are crouching and im close enough…work on everyone or character specific?

After a EX MGB MID SCREEN to ducking upper should I only FADC if I have U2 stocked? Seems like thats the only setup worth wasting two bars for.

Without meter what is his best punish or a really solid one? I’ve been using cr lpx2-hk-hp mgb…

Thanks!

Side Note: Looking for some dudleys to learn from/play on psn. Add me and tell me who you are if you’re down. I dont take matches seriously or anything. Just trying to learn and see what other dudleys do and see other styles.

After EX MGB you can:
-duck upper (lk duck in corner, mk duck midscreen) (can FADC into duck upper again, duck straight, cr HK (corner))
-duck straight (lk duck straight in corner. Can land HP/EX JU, LP MGB, U2 after. Midscreen lk or mk duck straight is character specific, for all hits of U2 midscreen duck straight is character specific, midscreen straight JU is character specific)
-cr. HK (corner) (can U2 after)
-HP/EX JU
-U2

Don’t different characters fall at different rates? Might not be the best way of testing it out.

is there any reason i should be getting beat out of my low jab by other normals after a blocked jab MGB? ( other then i suck) its 0 fram advantage and the fastest normal in the game right?

I think it’s -2 on block, so yeah you should get beaten by other relatively quick normals :confused:

This has nothing to do with Dudley, but what is pad plinking? (don’t flame me…)

Yes which is why I couldn’t land it at all vs those characters manually, their fall after the EX MGB looked a lot faster than the characters I could land 2x cr. HK on. Unless someone else can, proving my execution is ass, I think it’s character specific.

What do you use to try to get inside? I only really use duck but it feels so limited and like ill get raped at the end of the animation.

Also, there any sort of rule of thumb you guys use when deciding what version of duck to use? For both dodging projectiles and spacing/zoning of course.

Dudley’s walk speed is great, his forward dash is also better than ducking everywhere.
HK or MK duck to get through projectiles, LK gets me hit by slower projectiles if I do it too early.
Don’t duck at you opponent needlessly, sure fire way to eat unnecessary damage.