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

Kara throw or kara -whatever is basically doing a command normal(like kens forwark+MK) and doing throw/other technique split second after it. This gives the throw/move more range, depending on the command normal.
Dudley can use f.hp to kara throw, but you gain so little range that it’s not very practical

[media=youtube]9We8ZsutK_c&feature=related[/media] this short video explains the whole thing way better than I did :slight_smile:

Some of the best advice I’ve read so far. So simple but true. :china:

I think it tends to happen to everyone, taking those breaks for a few days will really help you restrategize and lose your bad habits.

thanks ciry, i looked into and i see what you mean.

it does! plus, i get all kinds of comments about mashing and whatnot, i dont mash (i admit that i have a few times when under the influence of deep rage when nothing is coming out haha!) but i try to keep my game simple and true, loyal to the gentleman’s classiness, so a few days off does kick bad habits!

Thank you for the kind words :slight_smile: glad I can contribute even a little to the community that helped me level up my gameplay so much.

I don’t know if this is just common sence, but I can’t emphasize enough how important concentration and keeping you cool is, because once you start to get angry or frustrated you often start dropping combos and do stupid and reckless things that most likely result in you losing(Mash reversals etc). It’s important to learn to rationalize your emotions and analyze why the hell you are getting your ass whooped so you can keep your cool. Taking a small break after getting pummeled isn’t a bad idea either.

Sleep enough. People get frustrated and antsy way faster if they are tired, it’s just a fact. Poor night’s sleep also hurts your reaction time and timing and remember that a proper night’s sleep helps you learn new stuff much faster. Also good for body and mind outside of games :smiley:

truth in every word! when i get pissed i start dropping basic combos and overload on mgbs, embarrassing i tell ya! god! but its all good fun. just like the Onehandedterror says its all part of the game. Speaking of which, how come there is no word on OHT? that guy is one of my fav. dudley players!

Throwing is your key to victory. Mash dat stuff.

I honestly forgot about OHT’s videos.

I came across them when I was looking for a Dash -> Ultra tutorial for Balrog. He’s a really wise player.

i agree, makes it look easy and the best thing about his videos are the Dudley live streams where you can see him not only kick ass, but drop combos and make mistakes while commentating on them so you can see how even pros have bad days. in a twisted way, its comforting cuz it lowers the pressure i put on myself. great stuff man, i’ve learned so much in this forum!

I posted this in the newb forum but didnt get any answers other than one which i couldn’t tell if it was a joke or not. Anyway I am trying to learn the basics and Dudley at the same time and trying to find the best way to go about doing it. Right now I just mainly practice trials and I have all but one completed, is there anything else I should be doing to get good? I read new players shouldn’t practice combo’s and just learn basics but Dudley seems to rely heavy on rushing down and using combo’s so I am not sure what to do… Any tips would be appreciated.

Bread and Butters are also basics. You’re not going to go very far at all with Dudley unless you know how to do a combo like crouch short > crouch jab > standing roundhouse xx EX Machinegun Blow. The trial combos are jokes. Don’t even bother with them.

This probably a simple question that’s been asked before, but…

What is a better Ultra overall, Rolling Thunder or Corkscrew Cross? I seem to have an easier time getting the hit with RT but perhaps they each have their use in certain instances?

Rolling Thunder is a better punish ultra (fireballs, reversals, teleports, some pokes) but Corkscrew Cross can be combo’d into and can anti-air. U2 can greatly increase the damage off a frame trap, low, or overhead, even midscreen.

Dudley already has some tools to deal with fireballs (ducking) and teleports (OS) though so you can get by without RT.

Lots of it is matchup dependent. For example, almost everyone uses u1 vs Honda.

You want to learn how to move in on players. This is not really something that can be explained out right, it’s something you have to learn and experience and just figure it out.

Combos you want to learn:

cr LK cr LP s HK xx EX MGB

cr LP cr LP s HK xx EX MGB

f MK cr LP cr LP s HK xx EX MGB

f HK s HK xx EX MGB or f HK cr LP s HK xx EX MGB

Learn to do solid block strings as well and when to stop so you can bait reversals. f MK cr LP are 2 good normals you want to use if the opponent is blocking. Sneak in overheads (f HK) if you see them blocking low or cr LK if they’re blocking standing when you think you can.

Ex. f MK cr LP f MK cr LK cr LP if the cr LK hit the cr LP comboed and then hit the s HK link into pain
f MK cr LP f MK f HK if the f HK hit, go into s HK link or cr LP s HK link to pain.

Have you seen the Dudley Tutorial?
http://shoryuken.com/f333/swarmer-dudley-tutorial-259162/

So I’ve been playing some Dud again lately and I’m getting beasted by character who have good footsies. It’s not that big of a deal against people who want to try and rush me down, I’m a pretty calm player and will take my time to find an opening. But whenever the opponent catches on to this they will start to play more defensive. It’s at this point when I start to lose. Finding an opening on a turtling player is very tough for me. Sometimes I will get a (lucky) knockdown and will start some mixups, but if my opponent guesses right I will have to start everything over again.

Do you have some advice? Or possibly a video of a Dud who has mastered to get around this?

Edit: Also, does c.MK suck or what? I can often read when shoto’s want to do the common ‘c.MK xx Hadouken’ and I will try to stuff it beforehand with c.MK and it just gets beat clean… :sad:

Yeah I have watched that video, and it does help a lot. The combo’s u posted though. Are those the same ones from the combo thread? I tried some from there but I couldn’t land most of them. The frame window on them seem very small. Thanks for the help though, really appreciate it!

Just keep on practicing those combo’s, Dyson. They might put you off in the beginning, but after a while they will be easy to do. Atleast, until you go out of training mode and face an actual opponent. Then everything will start all over again. xD

I would start of doing the very easy ‘c.LP, c.LP, st.HK xx EX MGB or Duck Upper’ That will get your st.HK timing down and the half moon command. After both feel natural to do, start replacing the first c.LP with a c.LK. And also when doing the f.MK, cr.LP, st.HK xx, input the cr.LP almost straight after the f.MK. It’s very fast.

The only thing that is going to beat good footsies is:

  1. Patience
  2. Knowing your distances

That’s all it takes, but it is very hard especially if you play a character that has superior normals in every category like Chun.

cr mk and cr rh suck for footsies against shotos, dont get me wrong they work occasionally if you have a good read go ahead but i never hardly use them. The best poke you can use vs shotos is cr mp learn to use that and hit confirm it into duck upper.

In my personal experience cr.mk is amazing against shoto cr.mk. When I play Ryu vs Dudley I get scared to hit cr.mk.

cr.mp can’t beat shoto cr.mk at cr.mk’s max range. It just won’t hit according to my testing in the training room vs CPU Ryu doing random walking and cr.mk’s. And the max range really matters because of the active frames - you can’t walk up and cr.mp because you’ll walk into the poke.