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

Something similar happened to me. I used a back throw on a guile and went for the ambiguous crossup (hk.ducking hold up foward and HK to end up on the other side) and he did a non reversal (read: late) ex flash kick. He went flying away from me and my HK hit him as he came up. I landed in front of him instead of behind.

This leads me to believe that this is a safe jump against guile, reversal would go forward and thus miss because I am behind him, and late auto corrected would get stuffed by the elbow. These of course are moot if he has ultra 1 which has a hitbox that goes for days behind him so it doesnt matter, not sure about super though. Could anyone with more knowledge test these situations and let me know if it was a fluke? I also have video since I saved the replay but I don’t have any means of uploading at the moment so perhaps in a few days i can get it up here.

ok…updated the Juggle Overview in the OP…i just copy pasted East’s post from like…forever ago, and added a couple things here and there in the OP.

If you want me to add something or fix something, PM me for god’s sake. I can’t check every post everyday…help me out here.

Not sure if this is known already, but I just discovered you can FADC the recovery of an empty duck. Fairly useless.

Target combo 1 does chip damage. I’m not sure if it was mentioned, but I’m bringing it up now, since it’s not in the target combo overview section.

I’m really not sure if I am late to post this but CR.FK is a really, really good anti-air …

edit: well sort of. sometimes it’ll beat a jump-in perfectly clean and sometimes not. I guess it depends on your timing.

DOUBLE EDIT: Here’s a match with me testing it out.

[media=youtube]XWRfT_72zRU[/media]

I don’t know if this is the good thread, but i discovered good meatys.
After throw, duck-MK duck-LK 6HK with a VERY LITTLE delay does a meaty 6HK.
After 2MK, 2MP duck-LK then 2LK with a very little delay too does meaty.
After the throw, to mixup, you can do duck-MK duck-LK 2LP then 2LK, meaty too. (again little delay… but after some training you’ll be able to do it everytime)

SSB > ryu tatsu on reaction
not just that but they are left in a juggle state… you can super cancel for up to 510 damage
I did the same thing to a Gouken Land SRK… but the timing is so strict I’d rather not rely on it…due to the properties of SSB the Gouken version doesn’t work in the corner (it relies on you weaving back as his fist hits air =O I know!!!) but the tatsu version is soo much easier… you just aim to hit them as they come so it’s done early… and you win… auto damage… In corner you can DP (not sure if it’s character specific)

so yeah… there’s an abundance of Ryu’s online so you’ll never be without a randomized Dummy… if it works you get from 120 - 510 damage… quite promising.

lk.ssb = 120 damage… hk.ssb xx super = 510 (on counter-hit, got this on Gouken)

I discovered this during a sparring session with a friend who played Gouken… I ducked too far and was about to be chipped to death… Gouken did palm… I had no meter so the only move I had was SSB… It paid off… (read “fluke”)
I believe it works cause land SRK tracks your distance… and since it tracks your distance you SSB and take a step back (just far enough) and counter.

If you hit early… you get counterhit. if done late you get normal hit… anything in-between results in you getting palmed…

I dunno what everybody will think of this but yeah… Dudley needs to put as much damage as possible when he gets the chance… this helps that.

OOPS! counterhit HK.ssb xx super is around 548 damage 510 is standard

I’m telling you SSB IS GOD LIKE

The animation for Corkscrew Cross takes entirely too long to play out.

That is all.

Before I said that a Shortswing Blow will beat both wakeup DP and backdash. I would like to apologize because that is a dirty lie.

It does beat wakeup DP… with correct spacing
not backdash though.
It beats ex chicken wing clean
(ex) Thunderbolt punishes ex-hado from mid screen
It also counters a few jump ins

Also I’ve found success using it as reversal on wakeup…
unless they sweep

I’ve started using it alot more in my games now
now… of to Cross Counter and Thunderbolt

they MUST have some uses

I meant both at the same time. And it does beat backdashes, even Chun Li’s, assuming you do it a little late and from up close. You get an aerial hit.

One very specific use for Cross Counter is to punish people who like to DP FADC on their wakeup. I believe they lose the two bars and still get hit.

Why they gave a counter move that causes Dudley to take non-white damage and doesn’t counter lows when ex’d (like a certain someone) a three frame start-up is beyond me. Gouken basically gets a super Geese joudan atemi nage for the same amount of meter and doesn’t get stuffed. I could give you uses but they are dumb ones.

i’ve been trying this and it’s worked out fairly well. It’s great vs people that like to do high jump ins like ryu/akuma’s j.rh, rog’s j.fp

That’s how Cross Counter was in 3rd strike…

This is like complaining because Ken’s fireball is worse than Ryu’s.

You’re forgetting a huge difference that Cross Counter didn’t counter mid-hitting moves and was totally useless due to parrying. Cross Counter would have a great use for this game as anti-crossup/ambiguous cross-up, but since it’s terrible it doesn’t. Also, Ken’s fireball is worse than Ryu’s, but is still useful. Cross Counter should be useful but is useless where as Gouken’s counter has uses.

Im starting to use more and more fwd+Mp, this poke is very very good against some matchups. Its a key move against balrog and dictator, youll be surprised how much moves stomach blow stuffs.

When do you throw it out? Just randomly or when you think your opponent plays a certain way? I wrote the move off right away since it was his focus attack with less range. I’m all for anything that will help Dudley not get outfootsied.

It stuffs a lot of mid range pokes.

f. MP reaches further than or as far sFP with out the step in of sFP. I think it reaches just as far as Ryu’s crMK and hits mid. You can stuff Ryu’s crMK with it if right outside it’s range (cr. MK is better for this though since it will actually hit the foot)

You can punch Ryu’s foot during crMK with overhead.