New to Dudley

:wgrin:

with kara throwing, you don’t have all day to cancel the normal into the throw though. so be quick about it :lol:. if i recall correctly, it has to be done within the first 3 or so frames of the normal. Akuma’s is probably the best to start with because you have 2 ways of confirming if you’ve done it right.

  1. he’ll move a space to grab and
  2. he’ll grunt when he throws (he does not grunt if it’s a non-kara throw)

now regarding Dudley’s kara throw, it’s :lame:. nothing else to it.

best kara throws, IMO are (in no particular order):

  1. Q
  2. Chun-Li
  3. Alex
  4. Ryu/Akuma
  5. Elena
  6. Remy

:rock:

regarding the meaty…my brain hurtz…sorry i asked >.<

ok…thx for the info on karathrows though…is there a kara something else?? karaspecial?? karataunt?? thought i might have seen something else…

yes you can karataunt :stuck_out_tongue: Kara-UOH, you can kara special moves but it only helps with ken’s shoryuken

you forgetting Makoto, man?

kara EX Hayate. kara Fukiage. kara Oroshi. and for cryin’out loud, KARA KARAKUSA?!??!!

:lol:. jus’playin, DooM.

anyways. get back on topic. Dudley’s kara, whether it be for a throw, a taunt or a special, is absolutely USELESS.

:rock:

Kara-RRF is useful for Remy too.

Yeah, I have a question: Is f.roundhouse->Super a link or cancel? It only connects on a crouching opponent right? And Im having the hardest time getting it to work. :sad:

Link. To learn the time let it hit, then buffer the motion like a 1/2 second after you hit the f+rh, then piano the buttons. If you do it like this you like never miss it, unless you weren’t looking for it in the 1st place, to buffer.

ugh…talk about total frustration…i finally play against some good people and i get my ass handed to me…which is all good since im new to the game…and u gotta work ure way with up with any game ure new at…BUT

…never…ever ever…have a felt soooooo helpless in any videogame…shit is digusting…my friend was playin ryu…this clown is just crouching and doing mp all day…(i think its mp)…anyway…it wouldnt be so bad if i could just TRADE FUCKIN HITS…but this fuckin move stuffs everything i have…than what am i left with??? jumping in?? dont get me started…i know dudley is strong up close…but shit!!! i just cant get in…i was losing to some other characters but this easily made me feel the most shittiest…i can tell dude i was playing wasnt even trying…im willing to admit im pretty shitty at this point…but dammit…if i had played his ass for hours and hours…i still woulda felt helpless

and i heard ryu isnt even supposed to be all that good…

whats the problem people…

hmmmmm.

Shotos are always a problem for me (well, maybe not Sean). they’re predictable? perhaps. but they’re damn solid. especially that sandy blonde S.O.B. :lol:.

anyways, Ryu isn’t as tough to deal with as Ken is, but he still gives you a fair share of pain. he can pretty much do similar things as Ken when playing with your head on wake up. c. short, whiffed close s. jab -> throw, then a few turns later, he’ll dash back instead of throw and do a c. roundhouse or c. forward -> Tatsumaki. he also has great anti airs. s. jab or s. strong are great for messing up parrying. etc, etc.

so how do you get by this? not sure. :lol:. kidding.

seems like your opponent is a turtle’s turtle. when i see someone trying to keep their distance like that, first thing you feel like doing is jumping in. sometimes it’s ok, but against Ryu, probably not the best thing to do. so i use 3 pokes to try and hit him and get in at the same time:

  1. twds + fierce
  2. twds + strong
  3. twds + forward

at the distance i’m guessing your opponent is playing you from, the 3 mentioned will either trade or hit him clean. they have more range than any standing normal Ryu has, with the exception of Ryu’s twds + fierce, but you don’t really see that in poking games :lol:. another thing i can suggest is to use Dudley’s Ducking Rush in between pokes. you can either do Ducking Straight as an alternative to twds + fierce, or just Duck and throw if you get close enough. use Duck and throw after a couple of Ducking Straights while Ryu is poking. he’ll most likely expect you to throw another Ducking Straight so he’ll be susceptible to the grab.

once you get within s. fierce range, you can jump in. use j. roundhouse. has tricky timing and has great hit stun. do an early j. roundhouse and, if it connects, immediately super. do a late one and if it connects, go into EX MGB heaven :wgrin:. if they’re blocked, that’s ok too. at least you’re in Optimal Beasting Range :lol:. mixup the highs, lows, throws and Short Swing Blows! once you knock him down in the corner, it’s your game to win or lose.

hopefully some of that helps you out, 'cuz i know for a fact the the Shoto c. strong isn’t the end all and be all of pokes :lol:.

:rock:

First off all this is with rocket uppercut in mind. I think thats the best super.

Something else to add. With dudley imo one of the most important things to do is feel out how your opponent reacts to jumps. Dudley’s jumpins are very good, so always get used to what your opponent does in reaction. Dud is one of the only characters that can get away with jumping more than most cause of his excellent jump rh.

  1. If they like to parry jumpins always, then you can do the jump roundhouse either early or fo the jump fierce deep and it will screw up the parry timing. Remember that anytime a jump roundhouse hits, you can combo straight to the rocket uppercut, even if it hits very early. Basically you are mixing up between early rh, link super, and deep fp, combo of choice.
  2. If they block jumpins then throw when you land, dudley can punish throw attempts better than any other character I think with his short swing blow. Jumpin, short swing blow. As your dudley is fading away for the move, look at their character sprite, if you see them whiffing a throw or a normal, then cancel the swing blow to super. I know that empty jump, short swing blow will hit the average third strike player ridiculously often.
  3. If they do antiair moves, then you can beat almost all antiairs with an early rh link super. Of course this is character specific, some people you dont want to jump at often at all, others you can virtually jump the whole game.

Also remember that if you are caught in an air to air situation and you parry, hit them with a jump fierce or strong, IIRC you can set up parry or die situations off of both of these by doing ducking xx super when you land.

Anyway make sure and mix it up when you do jump, if you do the same thing too much then third strike will kill you.

So heres my problem what do you do against chunli with meter? This is the matchup that I think is the only thing that holds dudley back from being a top tier character, if he didnt lose to chun so bad he would be top 5. He is so good up close and has great antiair options but he just cant beat that whore in my experience. Anyone who actually plays good chunlis know anything? All your attempts to close the distance are way too susceptible to low forward link super, she can just walk back from your jumps and low forward if you stuck out anything, her fierce is one of the few that is better than yours. When I fight her I find myself waiting for a mistake and that works on weaker players but I know that I shouldnt win that way.

I honesntly dont think Dudley loses to chun that bad. 6-4 at worst, all you have to do is jump/bait a s.fp and you pretty much win the round. S.rh xx ex mgb out of s.fp range, and block low when she tries to c.mk you, you can actually reversal super it if you’re looking for it. You have to jump really intelligently in this matchup. But, you really barely have to try to actually close the distance, just block low withing c.mk range. Basically the key to winning this matchup is jumping, but intelligent jumps. If you ever wanna play at Athens or something whenever Eli is down, I can play Chun vs your Dudley alot. The best Chun around here I’ve played was Mick, and I can probably beat him pretty consistantly now. IMO there’s no good Chun’s around here anyway.

I think that the fact that theres no good chuns around here is why you feel that way about the matchup, that might skew your feelings towards it a little. From my attempt to learn this game back in the day in Cali I remember that basically if anyone used dudley the other guy just ran to chunli and I never saw a single match where that strategy didnt work out for them, you cant fight her on the ground and you cant jump at her really either. She can just walk back so fast she can walk away from your jumpins, and if you tried anything in the air or you try to throw/tech throw on landing you get low fwd super to the face. Jumping in and parrying is also very dangerous against her cause of her low fwd-super or stand rh-super, have to be parried differently, both can be hit confirmed, its really stupid for dudley. Im not saying its impossible as I do see that the Japanese seem to not feel so strongly about the matchup but I was curious what people specifically do against her. It looks like at least a 7-3 match to me.

Do u need to make the overhead meaty in order to link the super…I’m having massive problems linking f+roundhouse into super

No. Any time it hits (and you’re in range) you can link it.

how much time do u have to link it?

Well the timing is weird at 1st. Youw ait about a second after it hits, and piano the buttons. Buffer while you do the f+rh. Piano when you see them reel back.

thanks epsilon :clap:

VictoLy matches up on cv.com. 85 mb well worth it if you’re a Dudley fan. Do yourselves a favour.

For that second combo, I do it the OPPOSITE way which is the way you have it in the first combo, sans that last c.roundhouse.:smiley: Is there really any difference as far as damage goes?