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

is ex duck safe for jump in option select srk?

still seem to be having trouble against fireball spammers…

Hi,
I come to you Awesomleys for some piece of advice regarding of the c.RHx2 in the corner.
I understand it doesn’t work on everyone, but still I would like to pull that off.
I dont get the trick to do it, am I suppose to wait after the 1st c.RH ?
It goes : xxx EX MGB (corner) - c.RH (wait) c.RH
or do I just plink immediatly with mk to get the job done ?
I hope i’m clear and someone can actually help me on this.
Thanks

You have to wait a little bit. If you plink immediately the second scoop won’t come out.

Does anyone know what would be the inputs for this option select?

YouTube - 2011 03-06 SSF4 AE ??? 3on3 tournament Part3

Level 2 FADC > crouch jab ~ Ultra

Don’t do it the way he did it since he only did a level 1 FADC, and that will leave you -3 on block. The Gief player actually could have Ultra’d him and ended the round.

EDIT: Actually Gief would have won either way, since he has a 2-frame Ultra/SPD and Level 2 FA leaves you only +1 on block.

Can anyone tell me why AE isnt out yet?

Because you weren’t a good boy and used a team with Sentinel one time in MvC3.

Alternate costume idea for Dudley.

Steampunk-RoboDudley.

Is there a trick or method for landing a MK Duck Straight after an EX MGB? It’s probably the most practical thing with Dudley that I absolutely suck at. Currently I either hold down back and roll the stick to forward or go straight to forward and hit MK (I’ve even tried plinking it LK~MK) then hitting MP (or whatever) but it only succeeds about a third of the time, if that.

I’m also getting a MGB a fair amount of the time despite the inputs clearly showing that I pressed MK then MP some frames later.

I find the LK/MK Duck Upper (I use MK usually) to be incredibly easy (90%ish execution) and does more damage, excepting a follow up. Is is worth learning to use MK Duck Straight against the characters it works on and the follow-ups?

You’re doing it too early. You’re doing the duck input while EX MGB is still in recovery. Wait longer than plink it. It’s better to get a whiff ducked straight than a whiffed mgb.

You only really need it if you want to do more damage off of linking Ultra off of duck straight and sometimes getting fierce jet uppercut to link off of duck straight.

Thanks a lot, I’ll keep that in mind. Now i think of it that does explain why I was getting MGB, shame you have to add a second input to duck so quickly otherwise it wouldn’t be a problem.

I’ll keep practicing. Adding the Ultra isn’t too difficult so it seems useful to be able to use it following a hit-confirm xx EX MGB combo anywhere on the screen. Might give the HP Jet Upper a pass for the moment, having to change which duck to use and the timing of the Duck and Jet Upper depending on the character seems too difficult right now; especially considering it straight up whiffs on some characters.

Is Dudley really that high execution? 9/10 ouch, that sounds really bad.

I’m an exclusive Rose player, and my execution sucks. I don’t know what a target combo is (j/k it’s a chain combo right… right?).

So I’m thinking of picking up someone else as a secondary, because all Rose all the time is ok, but can get a little boring. The other thing I like to do apart from zoning (which is why I play Rose) is rushdown pressure. With Rose, that means slides, crossup mk low strong low strong slide… and that’s it, you’re out, go back to zoning.

I’m thinking Dudley might be a good fit, but if the execution is just one step down from Viper I don’t think I’ll ever have the time to get decent, let alone good, with Dudley.

So. Can I skip memorising all those target combos (8?? Seriously? I think Rose has 8 comboes total) and just rely on like 1-2 b&b combos, overhead and jab/s.hp fw.hp pressure, c.lk c.lp s.hp/hk into ducking shennigans, or am I going to have to learn a bunch of 1 framers and like 8 different situational combos and whatnot to even compete?

Dudley isn’t high execution because of his target combos. Those are mostly useless. Everyone one of his good combos is a 1-2 frame link and you have to know the right timing to juggle opponents.

You sir, win an internet!

A combo I find funny and cool but kinda useless:

J.hp, f+mk, cr.lk, cr.lp, cr.mp, st.hk, ex mgb, … If you look at it 2 sec, all punches and all kicks are used and chained except after jump in.

Works on chars like Abel, Dhalsim, …

Dudley isnt high execution at all.
Reactions for hit confirms is more like it

I pretty much agree. The high execution aspect of Dudley play is normally just for showing off… I personally love doing his show off combos though. His practical combos are generally really easy and plinkable. But having the reactions and the ability to hit confirm at every opportunity is what is more crucial than Viper levels of execution.

Also, I disagree with people saying target combos are useless. But I do think they are not particularly important at beginner level Dudley play.

I’m having trouble with Overheads/Low attacks/Anything else on someone else’s wake-up: Okizeme? If I never do it I feel like I’ve wasted my only potential at winning a match, especially when one correct guess (which I’m alright at; mind games etc) after a combo can lead to like 600 damage with another knockdown or stun. Considering a close LP or punish can lead into that, it doesn’t seem too vital how many combos Dudley lands so long as he gets a knockdown and gets to make the opponent guess.

The problem is that now that I can f.HK, c.LP, c.LP, s.HK xx or c.LK, c.LP, s.HK xx I normally get Uppercut or worse yet Ultra’d. I also drop combos after landing the first hit, which sucks but I know I just need to work on my execution. As far as I can tell this is one of Dudley’s greatest strengths as a knockdown can practically end a round in his favor.

Though I’m in control of that situation it feels far from being in my advantage against scrubby Kens and Ryus and practically every character’s Wake-Up Ultra. If I go through with an overhead or low attack I have to hit a 1 frame window(?) with 2 active frames; practically a 2-frame link right? Whereas if they mash Uppercut or Ultra and I miss by even one frame I eat 100-500 damage which doesn’t seem too useful. Sure I can bait a Wake-Up ultra but that gets me thrown usually or wastes my opportunity to do any damage.

It is worth doing right? Should I use it less, or develop ways of making the timing easier? Or maybe I just need to put more time in practicing the timing. Either way I feel at a disadvantage whenever I knock someone down and at the same time consider it perhaps my best opportunity; which kind of sucks. I’m gonna stick with Dudley regardless but having to hit two or three 2-Frame frame links consecutively and guess correctly with no errors is killing me time and again.

If it helps I usually get a heavy knockdown via a throw and HK Ducking > Dash Forward, wait a little then F.HK/c.LK.
Last thing; does Juri get up at the same speed as everyone else? Because I can’t get her at all, maybe It’s the animation putting me off.

A meaty cr. lk will recover before any ultra that isn’t super fast (like Akuma, Gief, Guy Ultra II, Ibuki Ultra I…), will beat slow reversals like EX PC and EX Headbutt, and stuffs wakeup jab and throw for a combo. The only thing that beats it are fast, invincible reversals like Shoto DP. If you think they’re gonna DP, just walk forward then walk back (They will be too far away to throw or FADC because you’ll make the reversal whiff, it’s safest to block low just in case they’re a wakeup sweeper), if they DP or throw you can react and punish accordingly. Reading your opponent is the first step to becoming a competent Dudley, the next is landing combos.