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

Don’t get put into situations where you have to tech a tick throw. Anti-air with s.mk, keep people out with cr.lp + s.hp, etcetera.

There are only three ways out of a properly executed tick throw: Jump out of it, tech the throw, or reversal. There is no magic answer to tick throws, mixups are good in this game and that is a good thing. I believe non-EX Jet Uppers are throw invincible, but I’m not sure. Either way, the best answer really is “tech the throw.” Delayed OS cr.lp + cr.lk the crap out of people unless they start punishing you for it.

If you’re not anticipating a tick throw every time someone gets you in a string then you’re playing the game wrong. Most offense in the game revolves around throws and avoiding them in some way.

Well, since you should be holding block after the first jab (due to how many killer combos start after a crouching jab), you should try to get used to the OS tech inputs right after each jab while you are blocking (I have recently adopted a double tap for this, in case the first input is too fast), or buffer your reversal (EX Jet upper) after your auto block starts. If you are reading your opponent well, you can back dash then HP them in the face as well.

http://www.exceedgaming.com/SuperSFIV/Dudley/DudleyGuide.html

  • Some minor updates, now with more zoning information.

http://www.exceedgaming.com/SuperSFIV/Dudley/DudleyGuideAdvanced.html

  • A brand new page! Not yet finished, but includes Super setups, Ultra setups, the backthrow setup, corner resets and more!

all the moving avatars are making me sea sic lol

Something I haven’t seen posted around:

People are saying that the 3 c.hk are difficult to do. If anyone hasn’t figured it out, whether you get the third one or not, depends on your timing for the second. What you want to do is catch early with the second c.hk and it knocks them just a little bit higher, and the third then bcomes very easy to get. In fact, it’s easy enough to the point where you don’t have to plink.

Are dudley’s followup sweeps to EX MGB in the corner character specific at all? I know they were for sure in 3s, but figured they’d be more universal in 4. Reason I ask is I swear I can get two sweeps easier on some after the EX MGB than others.

As far as I can tell, everything works on everyone in the corner.

looks like goldengunman is uploading some option selects for the back dash wakeup

You sir are correct!

They are all up in the Option Select page of my guide:
http://www.exceedgaming.com/SuperSFIV/Dudley/DudleyGuideAdvanced.html

But here they are for your viewing pleasure right here, right now:

Kidney Blow OS Jet Uppercut:
http://www.youtube.com/user/thegoldengunman#p/u/2/d5byRL7MsvM

Kidney Blow OS Corkscrew Cross:
[media=youtube]U__Lo5tZO6E[/media]

Jump HK OS Sweep:
[media=youtube]-cFa4xQGCBA[/media]

Jump HK OS Jet Uppercut:
http://www.youtube.com/user/thegoldengunman#p/u/1/z4KXdqwSDY0

Hmmm… are you going to organize the entire thing or something, GGM? Because the previous page is somehow gone. D:

There are two pages. I divided it up because it was taking a long time to load:

Part 1:
http://www.exceedgaming.com/SuperSFIV/Dudley/DudleyGuide.html

Part 2:
http://www.exceedgaming.com/SuperSFIV/Dudley/DudleyGuideAdvanced.html

I’m also going to have another separate page for match-ups, but that might be months away as right now there are so few I know enough about.

Keep up the great work. The OS demos are great.

seriously the best guide ive ever seen for a fighting game, awesome work dude

You’ll have to forgive my nubbiness, I’m only a part time Dudley fan.

I’m having a bit of trouble with EX MGB > Ducking Upper and c.HK > Ducking Upper, I think after EX MGB it’s best to use MK Ducking Upper to land both hits and for c.HK use the HK version but I find myself missing quite a bit of the time. Is my timing just off or am I using the wrong strength Duck or is the strength of the Duck character specific?

oh man Golden G, thank you so much for putting that dudley guide together.
I’ve been having problems with flowchart ryu’s, but learning dart combo’s seems to have helped.

thanks!

For EX MGB, you can follow up with the LK version of ducking and get both hits. Going into ducking off both sweep and specials seems more strict in SSF4 than 3S if you’re coming from 3S. I would say it’s a lot later than before.

For the c.HK into ducking, you’re right in thinking HK ducking (even MK) ducking helps you net the 2 hits out of ducking upper. However, if you land c.HK at max range or clip an extended hitbox of your opponent starting it even further away, it’s best to do ducking straight (Punch finish off ducking). I think damage difference between ducking upper and ducking straight in this combo is only 20 damage, so when in doubt, just go for ducking straight.

Sorry for the noob question but what exactly is an Option Select? Is it just a fancy way of saying ‘mixup’?

Essentially it’s covering more than one option at a time.

Taken from SRK’s wiki glossary:

When a player inputs multiple possible options at the same time, and the computer automatically selects the appropiate one according to the situation. As an extremely basic example, in Super Turbo, you attempt to throw your rival with Medium Punch. If you are within throw range, a throw will come out, otherwise a Medium Punch will come out.
Advanced option selects are used to reduce the risk of getting punished if your initial option fails. An example of this would be Honda’s Auto Mix-up in Super Turbo. Basically, you do something, and if that something fails, another useful move comes out in its place, reducing (or eliminating, in some cases) the risk of geting punished for it.

Option selects can lead to mixups and or be apart of them, but an option select isn’t a mixup in itself. If that makes any sense lol.

I’ve had instances where LK Ducking Upper only nets one hit, and also instances where it missed (timing no doubt) so was kinda curious. Find it a bit easier landing Ducking Upper/Straight after c.HK than EX MGB.

Thanks for the advice, I’ll have to put more practice into it :slight_smile:

If your ducking upper only gets one hit, react to that immediately with another HK ducking upper and most of the time you’ll get more free damage just like back in 3S, two for the price of one. I’m not quite sure of any situations where you’d be able to force it to come out but it’s easy enough to react to. Depending on how the one-hit came about you might or might not be able to get the second upper. If the single hit was because the opponent was high, you’ll get it 100%. If it was because he was far, that’s a bit more iffy.