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

What is a safe jump btw?

And these resets are pretty hard to execute, manage to get them on the other side after doing c.MP but then i hit too late on the other side of them…

[media=youtube]t8dD3K2_Pz4#t=5m49s"[/media]

Note that in SSF4 shoto DPs cannot be safe jumped in a traditional way because they are too fast.

Ah thanks again

And hmmm, that’s quite disappointing lol, the idea of Safe Jumping all day against Shoto’s to neutralise their DPs sounds so good lol

can’t pull it on shotos, but for the rest of the cast it’s a good idea to always try it…

Does Dudley have a kara throw? and if he does what’s the input?

[media=youtube]9We8ZsutK_c[/media] for the tutorial.
I think the best move to use for kara throwing for Dudley is f.hp since it moves you forward the most, but f.mk and f.mp work too, f.lp as well maybe?

Dudley’s only kara throw is with standing fierce punch :wink:

What are good ways to mess with the opponents. Good resets? Also I saw Marn and i think liquid srk do FA lvl 2 then a normal move and a dash to get them on the other side before the other person recovered. What normal did they use. s.HP?

That I saw marn use is focus > wait they stay on their knees > crouch medium punch into hk ducking, and focus > jump forward > c.lk > hk ducking…

Wow. Had no idea Dudleys Kara throw was good. It looks comparable to Kens almost.

wth lol…no… its almost useless…

Not even close to Ken’s. The only thing it’s better than is Dudley’s 3s Kara Throw.

His kara throw is not useless. Good players know the range of throws and extending the range=more throws against good players.

But comparing Dudley’s kara to Ken’s is like comparing Akuma’s normal DP to Sakura’s normal shooken.

It’s nowhere near as good. It does have some very limited usefulness.

Did you know that Ryu can kara throw with s.hk? If you didn’t, it’s because it really doesn’t matter unless you’re just right out of throw range.

Shouldn’t kara throw work with any command normal that takes you forward? the others are just utter crap since they don’t take you practically anywhere.

No because even if a move will move you forwards by the end it doesn’t necessarily mean that the very first frame will move you forwards. In fact it’s almost completely unrelated.

they are waiting for the crumple and then using a cancellable normal. in those cases they are cr mp and cr lk. I think you can get away with xx mk ducking and sometimes even lk ducking depending on the move used to set up the reset.

This is a gimmick at most though. All resets put you in 50/50 mixup so, that’s the risk u pay.

What kimokoan and marn have done (and this was mentioned elsewhere in this thread) is stop their combos mid string and add an overhead. This resets their damage scaling and they effectively get to pull off a combo with the overhead. Obviously they condition their opponent into blocking low when being hit so, tkae that with a grain of salt. But it is there.

I’d say best way to mess with opponents is to not always try to go meaty on their wakeup. Sometimes stay out of throw range and just block, then push them into frame traps or knock them down in the footsie game. THen when they can’t afford to wake up reversal without huge risks, go for overhead or cr lk mixups.

When you guys do

f mk
overhead

do you always go for st rh? I find it is just better to learn that link as opposed to throwing the jab in there because it does more dmg if you link to EX MGB and just makes it a 1 step hard link as opposed to two things to worry about.

What ive learned about dudley lately:

-cr lk-mk TC is really the only one you need because its a wonderful setup to go into lp jet upper to ultra. The other TC’s are good against grapplers but no other situation really because after they connect you’re pushed back a ways and cant apply pressure. doing jabs to hk to any mgb is better because you stay close after. also, if you special move cancel the lp-mp-mk or f lp-mp tc’s into stuff it doesn’t do as much dmg as cr lk-mk TC. You dont get enough bang for your buck.
-Link EVERYTHING to HK because it leads to ultra from jet upper or EX mgb in corner.
-pokes are forward lp if spaced well, hp, forward hp and cr mk from outside footsie range.
-KEEP TRACK OF WHEN YOU HAVE ULTRA 2. Anytime your opponent makes a mistake and you have it stocked you should DEFINITELY be getting this off.
-search for counter hits and frame traps with f mk, f mp.
-do one of four things when applying pressure on wakeup: block, cr lk-mk TC to stuff, overhead, throw.
-from f mk and overhead just immediately link to st hk because it will get the most dmg.

That is how i play dudley generally. lol.

I never use the target combo, always go for c.lk, c.lp standing HK combos.

I use cr.lk xx s.mk only when I’m trying to option select backdashes.