Dudley's Overview and Analysis of his Moveset and its Attributes

I find it a lot easier to hit in the corner, I worry more about mid-screen where I’m potentially giving away the extra damage. Easy enough to practice though.

that’s the main reason I like it. gets them into the corner quick-smart.
which reminds me, how awesome is the distance on Dudley’s throws!

Dudley’s throws are my favorite in the game (looks AND distance) no contest!

@ Kikuichimonji

True story about missing the lp mgb and fear of a quickstand. Best bet is to not miss lol, but I think it’s easy enough that it’s highly unlikely to miss…then again stranger things have happened.

Kei

I just want to say, in regards to the first post, that the half circle forward shortcut doesn’t work for half circle back moves. You have to perform the half circle back moves starting with forward, you cannot start on a forward-down.

whoa damn, you’re right…weird…

i need to edit the whole cr.mp xx ex mgb thing anyhow since that isn’t a real combo. thanks for that.

It’s strange that Dhalsim’s hcb motion can be shortcutted in that manner and Dudley’s hcf as well, but not his HCB…
I fixed it up a little bit to account for the strangeness. Again, thanks for pointing it out.

Also, Mr X do you, by chance, play Litchi in BB? i feel like i’ve seen your AV and name in some Litchi forums?

Actually it can be focus cancelled, but only if only the second hit hit.So if you do like jab,jab, HP jet upper, you cannot focus cancel it, but if you do whatever xx lp jet upper ~ HP jet upper, you can fadc it.You have to do the focus attack input before the jet upper actually comes out, but you must not plink it, because ex version will come out.
So you bassically have to hit FA 2 frames after you press HP for the dp, but before the second hit becomes active.

Dhalsim’s HCB has the shortcut? That’s the only HCB that can be then because no one else with HCB or HCBx2 has it from my experience but I could be wrong (usually am).

I may have posted in the BB Litchi thread before console release cause I did want to use her then. Ended up using Tao and Ragna and quitting entirely because I hate the game tbh.

sigh, i actually didn’t test it with anyone else…and i don’t really feel like it >_<. It definitely works for both of Dhalsim’s hcb motions. I think my half-circle motion explanation still covers that though…

On another note, are the juggle counters/properties for all his moves figured out yet? i wouldn’t mind updating that part sometime.

I haven’t played in a minute, but did they change Dudley’s recovery off of ex MGB? I just got punished by Ryu’s Ultra 2 on block.

I second this. I dont really know how juggles work in the SF4 engine period and I’m sure this is regurgitated information but just to add some structure to what we have regarding this.

ex mgb juggles
cr hk juggles
ex mgb > cr hk > into cr hk/ultra (but why not into mgb or jet upper?)
ex mgb >ducking attack FADC> mgb/jet upper
ex mgb > ducking attack > ultra (but why not into cr hk or mgb?)

It’s always been -8. Hella punishable.

His properties aren’t difficult to understand. I’ll post it up on the 4th if no one else knows.

I love j. MK.

it’s not that i don’t understand it, it’s that i don’t feel like taking the time to actually test Dudley’s juggle potential/counters for each special move/normal he has.

This is what i meant.

Unless you’ve already figured out all the JP values for every hit of Dudley’s MGBs don’t bother. Obviously first hit of dudley’s duck upper doesn’t add to the juggle counter, and only his hp and ex jet upper have a JP > 0 on the second hit, but i really don’t care to test everything. So, if someone else would like to take the lead, i’d like to post it in to the OP for everyone with an explanation of course. Some people don’t really understand how most of his juggles work, and a greater exploration could really help people create their own juggles to maximize damage from an ex mgb.

Ducking straight also does not increment the juggle counter. HP Jet Upper and the first hit of every MGB have a juggle potential of 1, cr.hk has a juggle potential of 2. Every MGB increments once for every hit so that they all juggle in the corner. If you counterpoke successfully with cr.hk your best followup is hp MGB.

LP Jet Uppercut, EX MGB, and cr.hk all launch into a juggle state 1 past free-fall. EX SSB puts them in free juggle state .

Honestly what else are you looking for? All of Dudley’s launchers basically allow for exactly 1 non-super/ultra followup. There are only 3 exceptions, Ducking Straight (because it doesn’t increment so you can follow up), EX SSB (free juggle), and cr.hk (because you can do a cr.hk again because it re-launches.).

Counter hit SSB launches but it adds a juggle hit so you can follow up with a juggled HP/EX Jet Upper or juggled Ultra 2.

O ye of little faith. cough

I don’t know if this is already known, but under certain conditions Dudley’s crouching forward can result in a juggle state (similar to Ibuki’s back + strong).

I made a video demonstrating it along with a couple options for additional damage. You can do virtually anything depending on the situation/character.

[media=youtube]INpFWd4I0Vk[/media]

It works when they backdash as well and any special you do when they backdash/jump will launch.

Great find.

Found something weird the other day. Was playing against an Ibuki the other day and I landed a, what I believe to be AA lp Jet Upper. Dunno what was going through my head, but after that I walked forward then did a hp Jet Upper. I thought as I was flying in the air “Well this can’t be good”. Ibuki did a wakeup SRK or whatever her equivalent is…but it was in the opposite direction. My guess is that my hitbox or w/e went over her head when I did the HP Jet Upper, but I still ended up on the same side I started on.

Mega weird. Wish I had a video, but I did save the replay. If someone wants to check it out, add me on XBL: FrenzyTEC