Sjdeuces- kinda sketchy to try to duck out since auto correct can end up leading you into them. Just block and back dash. I think that the one thing that screws up new Dudley players is that they can’t block properly.
@inControl, im not new -_-, I specifically said a crossup attempt that isn’t deep/meaty because I know it auto corrects and gets stuffed when crossup is deep/meaty, just trying to make use of special to its full ability. We know how to play defense, but knowing other options won’t hurt.
Depends on what you think the right range is. I would say forward duck, but honestly I have never played anyone who didn’t meaty their cross-ups or land them deep.
yesss… screw the marn combo lol
Never said you were new or anything. I guess I made a general statement to your question? But like the other guy saidit would depend on the distance of the cross up.
Any tips on a nooby dudley? D: I can hit c.lp > c.lp > s.hk > ex MSG about 10/100 times in training mode, which isn’t the best >.< I just started teaching myself really basic jump in combos like j.mk > s.mk > m.msg and stuff like that.
I know(from reading here), that dudley isn’t the best beginner character, but I don’t care. I love all of his moves, I love how many different options his ultra can be combo’d into, and he’s very handsome(no homo)
there’s a tutorial for that now. HOLY SHII--------
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Feels good to point people in the right direction.
Cross Counter if you’re brave. I usually just Focus and dash away which ever side that may be.
Building ultra and getting out of a bad situation is always good.
Are you guys able to hitconfirm off the c.LK, MK target combo? It’s too fast for me to reliably confirm
So I’m a noobish Dudley and have been playing for him for a while. I watched Thirty Four’s video the other day and realized there’s so much you can do out of F. MK. (which I never used really used). So anyway I get online and try breaking it out but was unable to land it once. (told you i’m noobish)
I can never get close enough to my opponent for f.mk reach. I can get within cr. mp > mp mgb range, but that’s it. If I get in close enough to use one I usually get thrown, DPed, or beat out by a higher priority normal. Does cr. or s. jab combo into f. MK?
What’s a good way to approach my opponent up close or what’s a good normal I can toss out to get in close enough to land f. MK? Or do I just have to wait and use it as a punish?
I appreciate any help. Thanks!
First, you have to get inside f.MK range.
Secondly, you have to have your opponent afraid to push buttons / blocking.
The difficulty of getting inside varies depending on opponent skill level and character knowledge. Like Daigo, you have to start remembering how players react in certain situations to decide what kind of player they are.
This is SSF4, players dont like to block, to tell you the truth I dont usually get people to block until I take some health off and/or have a good lead. To say it isnt hard to get in and do work would be a bold faced lie. IMO You should look to start your frame traps if you’re new to Dudley after you a combo from Duck Upper/Straight Machine Gun Blow.
As you saw in my intro, vs the Abel, He was pressing buttons after my Duck Upper/Straights, gave me free combos.
Start off slow, it took me since release to trail and error all the info i put into the tutorial( and didnt lol)
Lemme know if you have more questions here good luck with Dudley.
so this combo only works on Abel?
target combo (slk, smk, smp, shp), s.hk, ex mgb
Di,
All 3 of his Target combos
s.MK HK HP
c.LK MP HP
sLK MK MP HP
can link into s.HK vs character with big hitboxes
Abel Juri… I’ll do a video on it later today after I get some sleep maybe.
the c.LK one I use since it’s a huge hitconfirmer. It’ll be a great start to my character specific stuff
Thanks for the response ThirtyFour.
I’ve never understood how to read frame data in regards to target combo’s. Is the final hit of the target combo equivalent to the regular normal move in terms of advantage hit/block? Say TC 6. (cr.lp > cr.mp > cr.hp) Does the final cr.hp (hit/block) behave with the same frame data as a regular cr.hp? and if not, how can you determine what links from this mathematically, or is it just by testing? (Edit: I found that the frame data for these TC’s is indeed on Event hubs, and it is indeed different from the regular naked normals as I thought)
I want to compile all the link timings and frame windows for his combos. Maybe it exists somewhere, I know thirty four’s recent video had some frame trap information. I want to get a feel for which combos are easier timing, so I can weigh the risk/reward of them during my learning phase.
Glady, there doesn’t seem to be too many important normals that whiff on crouchers (st.HK, F.mk etc)
I’m an Abel player and have always been confused and frustrated by Dudley’s but would like to learn how to operate with them. Its definitely a different mindset to each match though.
And man I really have trouble with EX MGB to MK duck > straight. I can rarely get it to land, and even if i do I don’t see to get the HP jet upper to hit. Always whiffs, but maybe thats character differences (testing vs ryu)
Furthermore, when calculating frames from normals canceled into Ducking… is the method:
Normal moves hit/block stun + normal move recovery (since this recovery is removed by cancelling into Ducking) - 20 or 21 frames (LK /MK ducking recovery)? It would be easier to use Hit stun/Block stun and then subtract ducking recovery from that… but I don’t currently have that data and Eventhubs only shows you the advantages instead.
So cr.lp (+2 block) + 7F recovery - 20F ducking recovery = -11 On block?
Surely people have tested this, but if I am unable to find the info then figuring it out on my own will work too.
TCs operate a lot differently than the normals you’re pressing. Think of them as special moves that do no chip because that is basically what they are. They cancel into each so you won’t be getting hit out of them somewhere in between while doing them so it’s good for pushing people off or just making them block. Use SRK wiki to see the frame data, it’s more accurate.
Shoryuken Wiki
Games are in the upper right.
Isn’t that what the frame data guide is for? It tells you the frame advantage on block or hit and you could calculate pretty much anything else you would like to know.
EX MGB MK Duck Straight whiffs on certain characters
EX MGB MK Duck Straight HP Jet Upper whiffs on certain characters
Ryu is one of those that MK Duck Straight HP Jet Upper link whiffs on. It works on Ryu in the corner though.
Nope. Method is
((Active Frames-1)+(Recovery))+(Hit/Block Advantage) - (LK/MK Duck)
The 1 stands for cancelling on the first active frame (when the move actually hits)
sHK xx LK Duck is -3 on block, sHK is -3 normally on block so there’s no difference between cancelling or not cancelling into LK duck since sHK recovery when hit on the first frame is the same length frames as LK duck
sHK xx LK Duck on block = ((3-1)+(18))+(-3) - 20 Frames
sHK xx LK Duck on block = 20 + (-3) -20
sHK xx LK Duck on block = -3 on block
so crLP xx LK duck on block would be = ((2-1) + 7) + (+2) - 20
= 8+2-20 = -10
This is just calculating frame advantage/disadvantage of a special cancelable move canceled into an EMPTY duck though
Well I am approaching this from both angles, learning to play Dudley and learning to fight against Dudley (one in the same). For w/e reason i get hit with a lot of throws off of empty duck (when fighting against dudley’s). Maybe this is because I am afraid to tech because I don’t understand upper/straight timing but it happens. So from what you are saying, the best option for normal xx empty duck is -3 on block. Meaning that I believe its safe on block with the exception of like 2 frame supers right? Certainly I could get cr.jabbed out of most things after, but at least I would have the opportunity to block tech.
Its funny when you realize things that you thought were so safe on block, are in reality pretty unsafe. Seems that if they go for throw after that, my only option appears to be to tech or reversal EX upper? Do jet uppers put you off the ground during startup? or can you be meaty thrown out of them reversal? (besides EX, i know it has invincibility frames)
-3 would mean anything with 3 frames of start up would hit him out of it (reversal SRK, 3 frame jabs, 3 frame shorts, normal throws). It’s just not super easy to get a 3 frame short or jab out on the first frame to hit Dudley in recovery. If they duck and throw, that’s 5 frames (throw grabs on 3rd frame, throws beat normals active on same frame iirc). You have 3 frames to hit him with anything before he throws you. If this is Dudley vs Dudley, crLP is 3 frames so just jab his ass or throw him if he does sHK LK Duck too much. crMP into duck is even more punishable. Don’t sleep when you’re playing against Dudley.
Jet Upper is throw invincible from the very first frame.
The only thing you need is PATIENCE. Just because Dudley is a rushdown character doesn’t meant that you need to be rushing to get to the opponent. This is usually - unless you’re doing something like fighting Dhalsim - a sure-fire way to lose a lot of life for very little gain.To be honest, I usually wait until most people come to me. For example, if you play a Ryu player and they move back at the beginning of the match and throw fireballs, you can duck through the fireballs and start closing the distance. At a certain point, they will usually do something that will allow you to get in for free like a jump-in. If they jump, you can anti-air with st. forward and then just dash in. Voila! You are now in good range, but you have to take away spammable moves first to start your traps as Thirtyfour said. My example is very basic, but that kind of mentality definitely helps. There is no parry to save you from being out-footsied in this game.
Got the timing down for c.lp > c.lp > s.hk > MSB. I feel so accomplished.
What do I work on next? lmao
cr.lk -> cr.lp -> s.hk
f.mk -> cr.lp -> s.hk
f.hk -> cr.lp -> s.hk (I do straight f.hk -> s.hk and plink it)