People keep saying to me that Dudley has no footsies and is terrible unless he gets in. I don’t understand this. Dudley has a slew of good pokes to utilize in footsies and good AA to keep them on the ground. He doesn’t have the equivalent of a shoto cr.mk or Rog’s cr.hk but he has cr.hk, cr.mk, cr.mp, s.hp, f.hp, and f.mp. I feel like Dudley is fine in footsies. Am I wrong?
Question is, how to deal with other people footsies?
I was doing fairly fine on todays session until I got beat by Ryu’s c.mk. It ok since today was my first time with Dud, but I still don’t know what could I have done. Low pokes screwed my dignity.
I can’t agree with this. Dudley’s pokes like cr. mp, s.mp, and slipping jab [This isn’t an obvious one, but it hit’s farther and will actually catch some crouching opponents], are mediocre at best.
The others you listed like cr.hk, cr.mk, and f.hp all have decent range or better, but are all pretty unsafe. They can either be reacted to and punished and/or blocked and punished.
This means that in order to be effective [at least in the matches I’ve played] you have to rush down. You have to create pressure strings with cr. lp, f.lp, c.mp, f.mk, lp mgb, lk ducks, f.hk, lp shortswing blow, and throws.
This is why I believe Capcom made Dudley do insane damage, because he has so much trouble getting in. This is why I also believe he has such an amazing mix-up game as well. This is also why they gave him rolling thunder. Albeit the fact that I think capcom should have given it more range, as much as people knock this move, if you’re not using it against characters who can solidly outpoke Dudley, then you’re fighting an almost unwinnable game. Rolling thunder presents a threat to characters who like to play a ranged game, because they can’t just throw out fireballs or the laggier pokes “all willy nilly” The threat of getting rolling thundered, plus having Dudley right on top of you when you get up, is scary.
Please don’t take that as a “US3 R0II!ng T#und3r GAIZ, IT’5 G3wd” statement. I still believe it’s balls, but I can understand why it’s there and the few uses it has.
Rolling thunder is retarded. 3/4th of the screen my arse.
If you’re getting out-poked it’s time to Focus attack and get in that way. I would only use Rolling Thunder if I got paid to use it. It is garbage, just like it how was in SFIII and with less ways to combo into it. Also, almost forget about crouch roundhouse and crouch forward. Crouch short is superior.
Chances are if you’re using rolling thunder, you’re not comboing into it, but rather using it to punish. If there are any combo’s into it, I wasn’t aware of their existence.
Youre clueless
Clueless to what?
Rolling thunder is not garbage, in fact is a very good ultra for punishing purpose and against fireball characters is ESSENTIAL. Crouching roundhouse is a nice poke that goes under a good number of high attacks, c.forward is not that good but give it a shot against shotos c.mk also it have its uses in OS.
Im surprised people claims RT being useless, its key in some matchups, youll see
You can’t focus attack Ryu’s cr.mk. You get eaten by cr.mk xx hado all day. Focus attack is really good vs heavy pokes like Balrog’s cr.hk because it gives you a free crumple if they throw it out. But generally I’ve found that against an opponent with a directional DP you can’t threaten focus at all because they’ll just jump at you and do a late j.hp -> DP. If you backdash you get hit by the jump-in and reset in the air usually. If you forward dash you either eat the jump-in or dash underneath them and the opponent is safe unless you dashed really early, in which case you can autocorrect anti-air them with something. Also most charge characters have an easy way to deal with focus when they have charge. Rog has the EX torpedo punch or EX overhead, as well as TAP. Blanka has horizontal ball. Chun can ultra 1 or EX fireball, and Guile can just throw a boom and do a normal.
Adding to this is the fact that sometimes if someone does a deep jump-in on your focus and release you’ll often end up whiffing behind them with Dudley.
Level 2 focus is a good poke every once in a while but it’s kinda like a jump-in because it’s punishable on reaction if they’re looking for it. I think Dudley’s dash is slow enough that you can get punished for a level 1 focus so it’s just a bad idea.
I was being a total idiot about the FA shoto thing, I forgot about them buffering a hado after it. Level 1 FA into dash is -3. What are you doing to punish fireballs with Rolling Thunder? Waiting for them to throw one and then reacting to it? If so, this is just like when people first discovered that Abel can full screen Ultra I shoto fireballs. They will look at your ultra meter and then not throw them out. Whiff punish ok, but I will take comboability over mobility and 60 more damage any day.
The thing is, if you can get Ryu to throw no fireballs, then you don’t even need to use the ultra. The threat of it is huge. Footsies become a lot more fair vs Ryu if he doesn’t throw out fireballs.
But that would be ridiculous because people still throw fireballs at Abel at close range as pokes. It’s too good to give up even with the threat of ultra - people just hope that your reaction time won’t be good enough to catch on. So if you’re looking for it you will get it. And if they don’t throw out fireballs you just negated a large part of the shoto game anyway.
Consider Chun with Ultra 1. Yes, when she has charge I’m not gonna throw a fireball. But then what else am I supposed to do? I gotta go play footsies. And that’s what Chun wants to do, is make you come to her. Of course Dudley’s footsies aren’t as good as Chun’s, but he still benefits from shutting down jump back fireball as a strategy.
However, I personally still prefer Corkscrew Cross because I feel fine on relying on Ducking and jump-ins to punish fireballs. Also, I really like the anti-air option.
Not sure how relevant this is because you’re unlikely to do it but if Dudley does his back throw with his opponent in the corner, he throws them farther than normal so you can’t use ambiguous cross up or even stay all that close.
i didnt know dudley has a cross up move O_o
Does EX MGB have armor or not? I thought that I flashed yellow but it doesn’t absorb anything it seems.
The yellow only indicates the use of EX. And no, Dudley’s EX MGB doesn’t have any armor, would be crazy though haha.
That said some moves, as in Balrog’s EX dash punches, do gain armor from being EX’d.
I took some screens from the hitbox videos that have been floating around and put them online for a quick reference point to keep from having to skip around in the videos to find the relevant frame. The gallery is here. Like smileymike said, there isn’t really anything there for special moves, but this has all of his normals, super, and both ultras.
Here is the explanation of what the different colors mean from the readme file:
Understanding Hitboxes
[details=Spoiler]
Solid Yellow boxes:
This represents the physical space that the character is occupying. These do not represent hittable boxes. It is there
so the characters, when both are pressing forward, they cannot pass through eachother. Moves that can pass through
the opponent, for example, akuma’s teleport, that yellow area wil lcompletely disappear so he can pass through the opponents
yellow area.
Solid Yellow long horizontal boxes:
I am not sure what this info represents. But in a lot of moves, it appears on frame 1 of the move’s startup.
Solid Red boxes:
This represents the attack’s active hitbox. If this box collides with the opponent’s vulnerable box(explained
further down), it will register a hit. The data that is shown inside the red hitbox, is not important, they are
values representing range/height/etc… basically, important info for the development team only
Solid Green Boxes:
This is considered a Projectile Active hitbox. Same rules apply as the red hitbox when it comes to registering a hit.
Solid Blue hitbox:
This is a throw’s active hitbox. If this throw collides with a throw vulnerable box(explained further down) on the
opponent, a throw will be triggered.
Green lined boxes:
This represents the character’s vulnerable hitbox. If any attack’s solid red hitbox or projectile’s solid green hitbox
collides with the green lined box, a hit will be registered.
Blue lined boxes:
This represents the character’s vulnerable throwable hitbox. If a throw’s Solid Blue hitbox makes contact with A blue
Lined box, a throw will be triggered
Red lined boxes:
This represents the character’s vulnerable hitbox, just like the green lined boxes, but it is invincible to projectile
attacks(solid green hitboxes). [/details]
i was wondering when you’d show up here with your screenshots. Much appreciated.
They should’ve released screenshots like this before that god aweful 9 gig hitbox ridiculousness.
Keep up the good work.
Regarding the hitbox info that nhorne just posted, I remember reading somewhere that the long thin yellow boxes pictured are the “threatening” areas of the move, ie. the space within which putting out the move makes the other player block instead of walking back when they hold back on the stick.
Found a weird tid bit today.
His ->lp.-mp. target combo does 7 chip dmg.
Chip from a target combo. Also you can cancel the mp. hit into MGB or a duck or w/e you want. It leads to a lot of mix ups strings.
I dunno if this is already common knowledge, sorry if I’m sharing whats already known, haha