what moves don’t leave dudley’s opponent close to him?
Also, if I’m coming off as sounding hostile, I’m not trying to be. I’ve just got a hypothesis and I just want to make sure it’s correct, so I’m just asking questions to get answers in case there was something I overlooked.
It’s mainly situational stuff like EX JU or trade JU’ing the tip of a jump-in. It makes them fly pretty far away and it’s a techable knockdown. As I said, as long as you’re close to the opponent when you get the techable knockdown they are the same or better than hard knockdown. I think that getting techable knockdowns actually make Dudley’s offense more effective if you’re close since the opponent has less time to think about what’s going to happen next if they quickstand.
Btw, I realize I made a typing error. I meant techable knockdown instead of untechable.
No idea what you’re talking about
All of Dudley’s juggles not ending in MGB leave him close enough for mix up.
Duck Upper
Duck Straight
Jet Upper LP MP HP EX
c.HK after an Anti Air LP / MP Jet Upper
anti Air duck upper > dash forward > MK Duck straight > EX duck straight > EX Duck Upper
Not from juggles dude because as you and East said Dudley is right in their face after basically every juggle. More like if you trade JU with a jump-in that just touches you or if you Air-to-Air trade with business elbow. Those kinds of situations.
Let’s say you go jump-in with business elbow and your opponent decides to air-to-air you. You guys trade and he rockets away from you and can quickstand and you are basically reset and pushed back out. It’s stuff like that. In terms of combos, I think techable knockdowns are better. I interpreted your statement as in any situation and I was picking that out. Sorry for making it confusing.
But doesn’t business elbow rocket your opponent to the ground if they get hit?
Also, after doing a little bit of work, I just feel like I cracked the code on figuring out how all of Dudley’s tools work together. Set-ups : D
Random information: after a duck upper, Dudley has 55 frames until the opponent wakes up
Which means you can be hit by a 1 or 2 frame move after 3 dashes, but anything 3 or more you will be safe.
Setting up meaty stuff off of juggles is awesome, especially because they’re really easy to do. Even though it seems like you guys don’t do duck straight anymore if you do EX MGB > short duck straight > forward duck > Dartshot it will basically give you a 2-3 frame meaty dartshot on every character if they quickstand. If you do roundhouse duck after short duck straight and do a very slightly delayed crouch short, you will get it at least 2 frames meaty if they quickstand. If you do short duck after short duck straight in the corner, you will be set up for an EXTREMELY meaty crouch roundhouse. The same setups work for juggles in the corner that end in jab mgb.
Hi I have a question about Dudley’s frame data. On the SRK wiki it says his lp machinegun blow is +2 on hit but at 0:55 of the above video he links the 3-frame jab right after it several times. Is there something I am missing here?
That my friend is the Balrog stylin on exclusive link lol. His hitbox is weird enough to disregard the frame data for the lp MGB that it will hit on him as many times as you can pull it off. Very strict timing though to learn, I believe the light punch has to hit balrogs glove at almost perfect timing after the hit stun of the lp MGB. I suggest making that the last thing to worry about learning as a dudley player after you master everything else.
do you guys use a square or octagonal bracket?
I cant do half circle from left to right for the life of me, but can do it easily from right to left.
would this help at all.
I have trouble with this one as well. I just went to training mode to and turned on the inputs and practiced it over and over. I saw that I kept missing diagonal-down back (the “1” position on a numerical keypad). I can do it more consistently if I do a clockwise rotation with my wrist.
hmm usually I try to turn from 6 to 12 (counter-clock wise) just because I naturally pull the stick downwards during combos.
sometimes a 9 to 3., but can never find a comfortable spot… maybe I need a new stick.
:db::d::df::f: will register as a half circle forward. It is an input short cut. If you are using a square gate, make sure you go past the bottom right corner of the gate. Practice Practice Practice. Also, octagonal gates sound good in theory but they usually are more trouble than they’re worth.
Cheers, but what do you mean by peanut butter lol?
And how do you personally approach a Dudley fight? Alot of Dud fighters seem to go on all out attack. Do you just jump straight into combos and links and all that?
Reference the encyclopedia thread for a basic list of option selects. Me personally I use them to punish backdashes because good players will use that to avoid Dudley’s insane high low mixup.