Dudley's Safe Jump / Option Select?

So im new to SF4 and i just learned about the option selects this engine makes possible. They are beast. Does Dudley have any? I dont know any :frowning: but i thought id get the ball rolling. I will try the daigo one with ex jet upper in place of ex srk when i get home.

Also can someone translate frame data and tell us if any jump ins make safe jumps possible? What about overhead or low short being connectible AND SRk safe if timed right?

Safe JUmp set ups:

After throw: Medium Ducking , Jumping FP (Hold down back, Low Jab, St. RH… ect ect) Will block reversal or strat combo on hit.

After Back throw: Walk slightly , Jumping FP.


Non Character specific OS

downback (jab+short) Rh= block,Throw tech, or combo start

Poke with crouching Mp or St. RH and input MGB = Free MGB on hit.

ALso daigo option select like this is possible
[media=youtube]nL2zpySSymE[/media]
just replace ex SRK with EX jet Upper

backdash punish os

Kiddney blow or ultra OS
Borrowed from here http://www.exceedgaming.com/SuperSFIV/Dudley/DudleyGuideAdvanced.html
i just add a low jab to make it comboable on hit
:qcf::mk:, :qcf::3p::d::lp:

also works with rolingthunder/ target combo

:qcf::mp::qcf::3k::hp:

cr.lk,cr.mp,RH,FP = target combo 6 on hit and block, Sweep into ducking straight xx Super on backdash

Char spesicif OS


Dudley has plenty of option selects that aren’t necessarily character specific. You may want to look these up somewhere on the internets. This includes teching grabs while being stuck in a block-string by holding down-back and hitting LP+LK. This is extremely effective and a must have against certain grab happy players.

As for Dudley specific option-selects, my personal favorite is hitting c.MP and buffering a light machine-gun blow. If the MP whiffs, nothing happens. But if the MP connects, a free light MCB thats safe on block!

I would also like someone to explain how to safe-jump tho…or at least point me in the direction as to where I can learn how.

[media=youtube]jCapuhsOMcg[/media]

Go to the ‘meaty’ bit.

o nice. But i wasnt looking for meaty i dont think persay. Oh i just looked up this video.

[media=youtube]aHHoGHcgK9k[/media]

at 1 minute theres the Balrog stuff. Im going to test it out soon. But if balrogs low jab can hit and be safe im thinking dudleys should be the same. their frame data on the low jab is identical no?

safe jump option select EX cross counter vs. rog, beats reversal headbutt & links into corkscrew cross.
but if he backdashes you’re screwed, and if he EX dash punches your cross counter won’t come out.
not really useful since good rogs won’t try to headbutt your safe jump anyway, but it looks cool when it lands.

I was thinking about something like meaty cr.lk option select EX cross counter… regular headbutt you’ll stuff and can link into a combo, EX headbutt should make your cr.lk whiff and cross counter come out, EX rush punch he’ll absorb the cr.lk and you should be able to block. backdash will still fuck you over though. should be good in the corner (if it actually works like I think it should) cos they won’t try to backdash unless they’re crazy

I buffer a ex MGU into meaty j.HK. I played against an ibuki that would constantly backdash on wakeup, it will catch them before they recover if you do it right.

A good setup is after ex MGU > ducking upper, lk duck and jump at them.

@Alex:

It’s possible to safe jump with any jumping normal, but it’s not possible to safe jump on every character. All jumping attacks have 3 frames of landing lag; some characters’ DPs have 3 frames of start up, making it impossible against them. For anyone who doesn’t know, safe jumping involves timing a jump on your opponent’s wake up such that if they DP, you’ll pass through the invincibility frames of the move, but you’ll land and block safely before it becomes active (before it can hit you). If they don’t DP, they will block your jump. Against Ryu, Ken and Akuma (I think there are more), you can’t because they will just hit you out of your landing lag. The good news is that the vast majority of DPs/reversals in the game have 4 frames of start up or more. So that includes Sagat, Fei Long, Rufus, Ibuki, Dudley, Guy, etc.

So yeah, today I’m going to be testing safe jump set ups after common knockdowns, like forward throw or a sweep. I hope he has some braindead easy ones like Cody. Cody can do a back throw and simply hold up forward afterward and it’ll be a safe jump. :looney:

OOOh ok. i understand now. Ive been doing some testing and i now know that to be true know. Ones i tried are off a foward throw, Medium Ducking then J.FP. And Also back throw, (walk slightly) Jump foward J.FP. If timed right you can avoind sagat DP, Viper upercut thing, Dudley ex Jet Upper, ect ect but yeah no Shoto SRK like you said.

I dont think its as brain dead as cody’s but still good if you can get it down. Just time the safe jump J.FP (hold downback) then do Low Jap or short. Those 2 will coombo or do block string on hit, or Block a reversal Ultra or DP (most of them anyway)

still experementing off other comman setups other then throw

Good find on the safe jump set up for his back throw, I’ll test that out next time I play.

Today my friends and I discovered a delicious anti-back dash option select: F+MK, option select LP Machine Gun Upper. Back dashing is probably the safest escape option on wake up or during block strings, especially now that most DPs are trash, so I was landing this a lot. The effect is different depending on the length of your opponent’s back dashing. Against some characters you’ll tag them as they land, dealing good damage, leaving you at +2, and allowing you to continue pressure. You’ll catch other characters during the mid-air frames of their back dash, sending them across the screen for a knockdown. Chasing after them with ducking builds meter too. So you either get damage and frame advantage or a knock down and wall carry.

If they don’t back dash, jab MGU doesn’t come out and they block your F+MK, which leaves you at an advantage and is an excellent mix up tool. Hell, even if you fuck up the option select, they block a jab MGU and you’re still safe (against all but a few characters in specific situations).

You just have to be careful that jab DP doesn’t come out instead of jab MGU, that was pissing me off today. I have to make sure my inputs are crisp.

Here’s a safe jump set up I discovered today, I posted it in the General Discussion thread but I might as well put it here too.

Do a BnB ending in st. roundhouse xx EX MGB, Ducking Straight (HCF+K, then P), then just buffer up/forward. I practiced this against Ibuki’s 4F EX Kazegiri. This is exactly the kind of easy, brain-dead set up I was looking for. So this means after EX MGB we can do Ducking Upper for damage or Ducking Straight for oki.

Very nice, does ducking straight work on every character btw?

That’s a good question. It probably does. It’s harder to land than Ducking Upper though, the timing is stricter. If you guys could test this safe jump set up and post here with your findings that’d be really helpful, I didn’t get a lot of time to test it myself. Remember, it doesn’t work against Ryu, Ken or Akuma.

Edit: Oh, and j. fierce doesn’t work for this particular set up, at least not on small characters. Like I said, I don’t know, didn’t test that much.

I have done ducking straight on probably half the cast, and it hasn’t failed me yet. Which ducking straight though Tofu since you can land short and forward versions.

I’ve been using LK Ducking, I haven’t thought to try MK ducking though. Would MK Ducking put you closer to your enemy and allow for more juggles?

He meant which versions of the Duck itself, LK or MK.

well for all jump-ins u either do DP (for whiffed jump-ins)or safe jump right? and i just started this game so i dont know what good pokes dudley has but u shoudl find a poke that can link to light mcb and thats another good option select i guess. and also low tech is so important in this game

On characters that it works on it might be better to do F+mk os jab jet upper. It it gives you a knockdown and you can safe jump afterwards, though it’s not a “set-up” per say because you have to learn the actual timing its not just a hold up forward kind of deal.

But because of this you can produce a mix up on some characters with a “fake” safe jump. Because the timing for a safe jump after a jab jet upper is so quickly after the recovery it can be hard to tell if it’s good or not right off the bat. So if you hold up forward right afterwards you can make it look like you’re trying to safe jump but you’ll land in time to block if they were to shoryuken. This of course means that your jumping attack will not hit them but it will look like it will to them. This is similar to rufus’s safe jump after galactic tornado.

I believe this is posted elsewhere (in the combo thread I think) but if you’re going for damage after an EX MGB, you can follow up with Ducking Straight -> HP Jet Upper. Does a bit more damage than Ducking Upper. It works on everyone in the corner but only a handful of characters mid screen.

added a new os.

cr.lk,cr.mp,RH,FP (do fast, MK dial a combo style) = target combo 6 on hit and block, Sweep (then mk ducking straight xx Super) on backdash

but someone told me sweep wasnt good to pinish backdash cause u get a little pop up. The training dummy system in this game sucks, but as far as i could tell it worked with normal popup. If someone could verify that would be super.

Can someone make a video of Dudley optionselects pleaseeee? I don’t understand this shit.

Alex get off my characters little boy.