If you’re playing at a high level then you know that if you just block eventually if your opponent wants to continue their pressure, they’re going to have to do something unsafe. No character was made to safely continue pressure; however I think the problem lies in the reason a reversal is used. Unless you have something to gain other than to stop blocking [favorable set-up because of such, like putting them in the corner], perhaps at your next practice session you should not reversal unless it is to beat a focus after your opponent ate your air attack with it. Dudley is a rush down character, but you have to pick and choose your spots. Surprisingly enough defense is an important part of Dudley’s game.
You need to block with most characters, even if you have a decent reversal. Having it is nice dont get me wrong but being “free” on wakeup its something you just get used to. Even when i play other characters I block most of the time.
The real problem dudley has is that you need to take risks/exploit mistakes to win. Dudleys gameplan is based around looking for a jump/focus/mistake and then proced to win the round, if you try to play solid and without any risk you will loose against all the cast, because dudley has the worst footsies in the game.
I still think that having a reversal is a viable point as to why certain characters are better than others.
Because its not like most of the lower tier characters lack offense…because they definitely do pack a big offensive load…but they just get raped by pressure and when you’re playing a high level opponent who is better than you for example…a reversal is important.
I’m not saying it is 100% necessary to have a reversal but it gives you more options which is important at high levels.
If you’re playing a high level opponent who is better than you than reversals are usually worse unless you are throwing them out when you know you can. A good opponent will bait your reversal attempts and essentially take the option away from you.
You just have to guess right. Lol. That is all this game is. Doing random moves and random mix ups and guessing correctly. If you guess wrong, you eat 200+ dmg or a throw. Sometimes, even an ultra or super.
This is not 3S. Guessing went a long way in 3rd Strike, in fact, some characters won off of two mixups (Makoto). Blocking on wakeup is, as Gridman, a great T. Hawk player, pointed out, is godlike. It’s good because A) you avoid the damage that comes from a meaty attack and B) you force the opponent to continue attacking, at which point it’s inevitable they will open up. Not having a good reversal is not the end all, be all sign of a low tier character. Rufus’s, as Mr. X pointed out, has slow startup and is not very safe when blocked. Neither are Chun-Li’s, another very good character. They make up for that by blocking their opponents attacks, taking the shit, before they see a spot open for a c. short into EX legs or what have you.
Someone else told you to be patient, and this is true. While Dudley is truly a high risk, high reward character, you still can’t slam a reversal or backdash on wakeup everytime and expect to get out. Just block smartly, wait for an opening, and take it, because that’s when Dudley is at his strongest, when he can catch a mistake. Sure, characters like Cammy and Rufus can bring on the offensive pressure, but eventually the miniscule damage they get from that isn’t enough, and they’ll try to do a dumb move. Just wait for that dumb move. Patient blocking is the key to this, and I think that is what separates the good players from the bad ones, ultimately.
Unless you’re a top player that’s constantly losing out at top 8 at majors to the same, unbeatable tactic, I’d rather not hear about you bitching about characters being garbage.
I’ll take some crouching forward startup buffs though plz. <3
^I’ll take that and a bigger hit box for st.roundhouse. I would actually be really happy with just those two things.
s.rh hitbox is already pretty damn good but that can be our little secret.
It’s good, but I’m greedy and hate looking like a scrub when I whiff some crouch normal into st.roundhouse an inch from my opponent’s character’s face.
So this is a dumb question, but what exactly are they saying in Dudley’s theme song? All I hear is “Booger flavored doodoo in you.”
I know this is hard to believe but this is a serious question.
Get on the dance floor?
Boogie baby groovin you?
“Boogie with the groove in you” I think
lol at music question.
They say “Boogie! Feel the groove in you.”
and “Boogie Fever! Boogie Fever!”
I’m almost sure it is “Boogie fever groove in you”.
Guys when is it appropriate and not appropriate to end a combo with a MGB?
And any help on the timing for f.HK when the opponent is down?
f.hk is quite friendly to use it meaty, take an hour on training mode for some setups, like ducking straight after ex mgb, and his throws; If you get the chance and no meter bar/don’t wanna spend it, try to go for some of the jet upper variations,decent damage and knockdown, the ex one is always good to use, very good damage and the knockdown is included…
Is u1 useless?
Why am I not connecting after c.lp c.lp s.hk? Like I get pushed back
good block strings dudleys should be using? I’ve been playing around with tc 8 c.lk c.mk s.mp canceled into whatever.
Is his crosscounter a gimmick or viable tool in his mixup game?
Thanks for any help I’m new using him
Match up specific
You are getting pushed back or missing the link
I like to keep pressure with f MK cr LK and cr LP. I mix up the order and throw in a sHK xx LK duck or sneak in a overhead.
Very situational. It loses to a lot of stuff so I’d recommend trying not to use it.