Getting in- Peekaboo style

Hey guys,

Just a question, or series of, regarding how you are getting in on certain characters. By this I don’t mean ‘how do you get in on fireball characters zoning you?’ but I mean when you are at, say, 1-3 character spaces from your opponent.

Currently, I’m finding the best way for me to get near enough for my hit confirmable jabs into st.HK xx whatever, is to jumping roundhouse- but I’m sure you can see the limitation in this method of getting near enough to start a blockstun. I am also using the short ducking into f+mk/cr.jabs, but against the better players I’m finding they’re reacting in time to this and throwing out jabs into their own painful combos.

I have experimented with FA and FADC to throw/counter hit, and thats been my best way of getting in at 1-3 character spaces, but again- there are limitations to repeatedly using this tactic.

I guess this is a problem that most Dudleys are finding, as Dudley has an almost non-existant footsie game, so at 1-3 CS against characters such as Ryu/Ken/Akuma/Bison, Dudley will have a harder than normal time, as closing that distance is crucial to him dealing damage, but closing that distance with no footsies seems relatively tough.

I used to play Bison in vanilla and Sim, but with Bisons amazing footsies, I had no probs getting in at 1-3 CS, and Sim…well thats self explanatory.

Just wanted to get some opinions on the matter really, as watching videos of Marns godlike reads and timing are leading me to believe that I need to develope the same skills to be competitive at the higher levels!!

Cheers!

Standing Fierce is good for getting some nice damage at that range. If you used to use Bison a lot, have you had much joy with dash up throw as a mix up?

forward fierce and forward forward both inch you closer, so you can either duck into throw or throw out some st. fierces to try and stuff/trade with a poke

whats the easiest way to get close to someone who throws repeated fireballs without jumping in?

When I’m feeling sharp I can usually duck on reaction to normal (get caught by EX) fireballs at shoto crouch MK range, but when I don’t feel that great I’ll try and focus fish a little just outside of crouch MK range, get a level 2 block to step in or absorb a fireball and step in. Mixing that up with jumps and pokes seems to work well for me.

Yeah, this is the only thing working for me really against the better players. f+MK/HP are great guys, but at 2-3 CS its still difficult to f+MK into a blockstring/combo, as even if it hits, you are still too far away to go into jabs that will link to st.HK, due to pushback. f+HP, HP or just HP are great at that 1-3CS, but I’m more interested in getting the combos off, as opposed to the pokes (as I have the pokes down with Dudley pretty well, as he’s very similar to Bison in that respect).

Short dash into throw, again, is great to use to score a knockdown, and start the mixup, but it only tends to work once against better players, as the second they see a dash in future, they’ll mash out jab and catapult into their own combuus, which really hurt lol.

I think I’ll just need to get better at my FA timing, seeing as I NEVER used FA in an offencive manner in vanilla (bisons/sims focus attacks were very bad), but cheers for the ideas guys.

Empty lk/mk ducks, lv2 focus xx dash forward, fw. fierce/forward, and mix up with jump in business elbow are the main ways I get in. Much like mastering the ranges on Bison’s SK and PC ranges in vanilla, you really have to master dudley’s ducks. If you know the exact distance you’ll land, you can really work it to your advantage, and land 1 char away from the opponent, right in his face, etc. Dudley is all about reading your opponent and responding to what he’s throwing out. If when you duck in they’re just mashing jab, you can easily space a ducking so that you’re a bit outside of their jab range, and smash them with a fierce. If they block your st. HK, then just do a lk ducking and, agan, try to read your opponent. Is he going to throw? Is he going to attack? s he scared and is just going to block? The more situations like these you have, the more opportunities you have to get massive damage. Remember, you only really need to get in once. Dudley’s combos do absolutely retarded damage.

if you are implying great or high damage combos then this statement is a contradictory to your implication.

however if you mean, Duds combos are weak and held back then what they should be, then yes, your statement is correct.

only being a dick…

Solid advice though. will have to work on my execution and performing QCF on the fly.

Everything that’s been said, plus don’t forget to utilize his great walk speed. Also, toward fierce is really good at far distance but it’s not a move you can just frequently toss out due to how risky it is on wiff or if FAd, also has really slow startup.

Be aware of the fact that if they Focus absorb your fierce, you can FADC out of it.Or super cancel for a total of 480 damage.

Last night I ran into a really good Chun and played about 25 matches with her with Dudley (I think I went something like 11-14). I think this is Dudley’s hardest matchup due to Chun’s plethora of footsie’s and Dudley’s lack of footsies. I wanted to train my footsie game, so I figured that this was the best way to do it.

I found that the focus attack was really good for getting in, but obviously don’t abuse it or you will get punished. The only problem is that Chun seems to have advantage after a level 1 FA connects for you with her shorts (maybe I am just not timing my moves right, I’m not sure), but after you connect an FA or get an FA blocked, dash in and crouch tech. If you get the c.lk to hit, then go into the c.lk c.mk c.mp c.hp target combo for some good damage.

Also, of course the f.fp is great, but Chun can go under that with her sweep and other crouching pokes, so only throw it out once in a while.

Another thing to do is stand like just outside of her sweep range, walk up a little bit and hit s.hk, buffered into mgb. Don’t abuse it, but it’s so dang satisfying when you do that.

And when you get a knockdown, never let up. Demolish that Chun. She can only really EX SBK against you, so if you train her to do it, just do a neutral elbow drop and continue with the punishment. There were many rounds where I had a sliver of life left and Chun was about to pretty much perfect me, when I finally got in and just dropped the hammer with some high damage combos and finished her. Never give up on a round with Dudley.

counterfootsies are soooo hard with dudley, but if you can catch a shoto doing their c.mk with your own c.mk and get a knockdown things are about to get ugly for him, incredibly difficult, but scoring a knockdown with dudley is HUGE and that’s just one of the many many many ways of doing it, especially against those people who think they ‘know dudleys blindspot’ at his feet

works better against some than others obviously but that just depends on the quality of their poke.