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

@iiperu, I see, I respect that, good shit though on EVO online

a little question.
it seems that i can’t hit HCF lk lk fadc c.lp consistly, any trick there?
(the part after the uppercut fadc into c.lp, most of the time the c.lp will get blocked)

That link is just practice, the only advice I can give is that you have to input the jab faster than you think.

This is a very mediocre combo so don’t use it in general.

@gefen, i asked this question when i was new to the dudley forum a long time ago and they told me to it wasn’t tht important for your offense and i listened, and i focused on the BnBs and footsies and I got solid. I barely start to use it now, but only for stylin or to stun them or to punish fireballs. Try double tapping the LP but its all about practice and timing. Learn your frametraps first rather than this IMO

Knowing that link has its uses. It’s mainly useful for that combo Logan Sama posted that involved using crouch fierce, which does huge damage, but its difficult to land. It’s all about weighing risks and rewards.

It’s a 1 frame link inbetween duck Upper and jab.
I dont have a use for it tho outside of fireball punishing

lol
Disregard he s—s —k.

The only time you should use the upper fadc cr.lp/s.lp combo is if you’re punishing a fireball because s.hk xx EX MGB is better damage and takes them to the corner. Or possibly if you did cr.lp x2 -> cr.mp xx ducking upper because s.hk wouldn’t have reached and you want to get a knockdown.

Knowing how to do that link allows you to do a combo that can take an opponent from almost corner to corner and guaranteed 3/4 stage to the corner. Logan Sama talked about doing it with crouch fierce > st. roundhouse for the most damage, but any combo that has st. roundhouse xx short/forward duckupper xx FADC > crouch jab. > st. roundhouse xx ex mgb > short/forward (char specific) duck straight > jab mgb will do it. If you start that combo with crouch fierce I believe it does something like 440 damage and a ton of stun and it requires like 2 and a quarter bars of ex meter.

FADC Duck Upper LINK only good vs fireball users.

FADC Duck Uppper Juggle is what you should be using every chance you get off an EX MGB or an AA Jet Upper.

Unless you really need 3 bars for a wake up/mix up option.

Hey everyone, thanks in advance for your help!

I don’t know really where to start. I’d say I’m at a 6.75/10 for level of comprehension and effectiveness as Dudley. I can do some combos, I’m beginning to properly respond to character jumping in at me, I can do EX MGB, Ducking Straight, LP MGB somewhat consistently, I’m starting to get the hang of ending combos with standing HK…

What I can’t seem to do is effectively keep the pressure on my opponent. I’ll get a quick combo in, knock my opponent in the corner, then basically I’m back to square one. I guess I freeze up, or I become a bit too obvious when going in for the attack on another character waking up. Shoto’s always make me too nervous to attempt to attack on wakeup because of the invincibility frames on DP’s… I know for a fact I try to open with Dart Shot too much on waking opponents, though, so that I can try to change…

I also can’t really seem to figure out how to effectively move in on an opponent to start a combo. I know forward MK is supposed to be good for approaching, but I never seem to be able to use it properly, and generally will be outpoked by someone when I use it, or I’ll end up having to enjoy a sweep. Generally I find myself just using HP to get a good hit in while trying to get in on an opponent. I think I just get a bit impatient and frustrated and don’t really like waiting.

Vega (Claw) absolutely rocks me when he jumps off the wall. Well, not ALL Vega’s, but my friends, at least. I can’t focus or CC him, he’ll usually get the grab instead of the slash, and I can’t dash away, because usually he’ll be able to still snag me. I can’t duck away because just like dashing, he’ll most of the time still get me, or he’ll possibly cross me up which will make Dudley end up doing SSB… If I jump in the air to try to knock him down, he’ll grab me. Just sucks. I pretty much have to try to block, but then I’m never sure if he’s going to cross me up or not, and then once again, he’ll probably get the grab.

Chun-Li is the bane of my existance. Once again, it’s mainly my friends Chun-Li. Her pokes are extremely annoying, and it nearly impossible for me to get in. This and my Vega problem might just be friend specific, because he knows me and my playstyle fairly well, and I don’t seem to have as much of a problem against others.

Anyone have anything in particular I should read and try to learn? I TRY to read and gain new knowledge about the game daily, but I find myself overwhelmed with information and don’t know where to start.

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And please learn how to use training mode effectively.
For example take Vega’s Wall Dive to training mode. Record his walldive grab in the air and ground. Find out ways to beat it. (Air ground on wake up ect.)

Come back to me after you watched vid / went to training mode vs some things.
I’ll help you beat ur friends no problem

Vega and Chun are problem match ups for Dudley due to their pokes.

Stuff wall dives with stMK. There’s probably a few neutral jump attacks or jump back HP could work as well. Hit up training mode and check it out.

You can’t give respect to either character in this fight. Learn to stay in their face, learn when they want to panic and try to reversal so you can bait it out (Vega has nothing invincible but flips which are awful and easy to punish), don’t give any of them space and don’t let them escape the corner and most importantly is when you do hit them, make sure it hurts. Both characters have low life and stun, a few good hits and it should game over.

If you ever notice a tactic you lose to or something you don’t know how to punish, record it in training mode and do some trial and error with it there.

@Xero Anarian

Remember that knockdowns always are in your favor. Don’t be scared of approaching just because they have a reversal option. A big part of playing dudley is taking calculated risks. Everything you do carries risk and the faster you learn that the better you’ll be. That doesn’t mean you have to be careless but you’ll have to try to guess what your opponent might do considering his health and meter.
If you fight a ryu with u2( LOL) you can pressure all you want as long as you both have high life. If he’s down to 30% and you have noticed he likes to mash DP you know you shouldnt try to overhead on his wake up.

Approaching is always tricky, but it seems you don’t know your options. If you notice your opponent likes whiff pokes then try to f+hp in the right moment. You’ll hit them out of their attack and if you get a counter hit you can start a combo and get another knockdown. If your opponent likes to FA then lk duck straight. F.mk is not good for getting in, especially if your opponent has better pokes.

Can anyone explain why Akuma’s far st. Roundhouse will sometimes hit once or twice when its blocked?

Has to do with the spacing and if you are crouching.

Yeah, that’s true, but I meant more specifically as to why it may hit once or twice when you block it crouching. I’m assuming the hitbox is near the end of his leg and that’s what will make it whiff when he does it up close.

  • After an ex-mgb when do I use lk and when do I use the mk version of ducking?
  • Is there a list of which characters the hp.jet upper whiffs on after a duck straight?
  • Thirtyfour in your tutorial you recommend mp followed by lp.mgb as a good armor breaker. Why a lp.mgb but not a mp one? That combo’s as well, isn’t that the stronger option then?

Since i’m bored I’ll see if I can answer your questions.

After an ex mgb you should always do lk duck. First of all it works no matter the ender you should + it’s not as tight as mk duck(unless you plink). Mk duck straigt is good incase you want to U2 since you get more hits and do more dmg on most characters, the problem is that mk duck straight doesnt work on some characters…

There is a list somewhere on these forums so I suggest you do the forum search.

c.mp into lp mgb is a pretty good habit. Incase your opponent blocks you are safe.

Dudley Encyclopedia has a list, check it out.
There’s a longer gap between crMP xx MP MGB than crMP xx LP MGB, higher chance of eating the released focus.