One, Two, The End! Dudley Combo Thread **Check first post before posting!**

There’s no such thing as a safe jump-in, it’s always a risk. Dudley has one of the best jump-ins in the game with j.hk. But it can still be anti-air’d depending on spacing and the matchup.

Also if you trade with j.hk or j.hp you almost certainly won on the trade.

Jumping fierce is good, but it’s not Balrog good. It’s really good when it hits but it whiffs/trades too often for my taste. I don’t believe I’ve ever traded with Dudley’s forward though.

Also, jumping strong can be used to counter Vega’s wall dive if you time it right. It’s still nowhere near as good as Rog’s though.

nothing too damaging but duds c.short,c.strong,c.fierce target combo is +3 on hit. c.jab is 3 frame startup. Is it possible to link or is it too far?
short, forward, strong, fierce TC is +4 on hit. s.rh is 4 frames. Possible link in corner?

It seems the cr hp to st hk can link on most characters after a focus or a late hp jump in, can be plinked using mk

Although I dont know when you’re ever going to land a free late hp jump in on a good player but anywho:

j hp > cr hp > st hk > ex mgb > ducking upper (462dmg/753 stun) Not corner

j hp > cr hp > st hk > ex mgb > ducking straight > corkscrew (577dmg) Corner

Kikuichimonji when will you fix and update the first post? It has all combos with f+mk as overhead but f+hk is the overhead.

No it doesn’t o.o.

Not true. During oki it’s possible to time your jumps against certain characters so that you can’t be punished at all.

Those are certainly meant to be f+mk, its a good combo starting move, its fast and moves you forward, its a bit of a tight link to the st.hk but after that, well we all know what we can do after the st.hk…

Yeah, I should have qualified my statement. I was just trying to get at the idea that if your opponent is on-point he can usually anti-air you.

Ha, jumping MK stuffs Hawks dive clean, hilarious, thanks for the tip.

as a new dudley player, what combo (not even sure if what to call them: combo, links, blockstring) is the most essential that I learn first? (essentially which is the bnb for me to use in most situations)

I’ve read through all this thread (information overload), and have done all the dudley trials.

I’m having a really hard time doing: c.lp, c.lp s.hk xx jab jet upper, jab mgb. I cant link the c.lp and st.hk

so once I do get in close, what is a good non-jump-in and non-in-the-corner combo for me to practice, that will do some damage?

I am no expert level dudley, and I have a somewhat hard time with linking to standing FK as well, but there are a lot of strong combos and blockstrings that dudley has that are pretty easy to get a grip on that don’t need it or a corner set up.

Cr. LK -> MK target combo xx LP Jet upper -> HP Jet Upper - (remember the second JU does not work on a few characters outside of the corner)This one is pretty easy to get a hold of since target combos don’t really require any timing, just quickly move from one move to the next. It also can be a decent punisher combo but just St. HK xx LP Jet upper -> HP Jet Upper does more damage and should be used for punishing instead. You should also remember that you can tack on Super or ultra into any LP Jet Upper Combo.

F+Jab xx HP Jet upper is a decent one, but a bit hard to hit confirm.

You should also be looking to punish with St. FK xx EX MGB -> MK Ducking upper. Or just St. FK xx MGB.

I still don’t have many blockstrings down tight, but a few easy ones that are working out well for me are:

Cr. Jab x1 or x2 -> LP Machine gun blow. You can repeat this or mix it up with the next block string.
Cr. Jab x1 or x2 -> F+MK - You can repeat this or mix it up with the previous string.
You can also mix in Cr. MP -> LP MGB. Repeating and mixing up with these three options will catch a lot of people off guard and will tend to get them to slip up on blocking eventually if done well.
Just keep in mind that some characters with SRK’s can break out of these without too much difficulty.

For big damage, remember that you can cancel any target combo that ends in FP with super. Just buffer the super motion while hammering out F+MK, MK, FP or Cr. LP, Cr.MK, MP, FP and after that FP hits super should come out with ease.

Also just F+FK xx Super is a pretty clutch combo for Dudley. I hope more experienced players can elaborate for you, or you can just continue to read through these threads. But those combos are pretty easy to start off with and don’t require much in the way of strict timing.

I was fooling around practice last night, came up with an overhead ultra setup.

Forward standing roundhouse, link into uppercut (jab and ex seems to work atleast), fadc xx ultra 2

Anyone else discovered this? Probably has, but just incase there it is. :)’

Edit: Forgot to mention, the opponent doesn’t actually have to crouch. :stuck_out_tongue:

Regarding his overhead.I know it grants +4 , but i think i’ve heard it grants more frame advantage if it hits crouchers?Is that true?If so, how much?

Jab uppercut does not work. You have to do hp or EX. Also, you can link s.hk or cr.lp -> s.hk for more damage. Next time please check the first post, if it’s known it will be there.

No, it’s +4 no matter what. The crouching thing is only in 3s.

Kiku you don’t think that fwd. mk xx st. roundhouse doesn’t give you enough to hit confirm?

I think that f.mk -> s.hk is not enough time to hit-confirm probably, but f.mk -> cr.lp -> s.hk definitely is. The only combos I start with f+mk -> s.hk are punishers. But f.hk -> s.hk is easily hit-confirmable, even before you hit hk.

Just another one because I didn’t see anything for counterhit, but counterhit st. roundhouse xx st. roundhouse is a good one and the link is so slow that you have plenty of time to confirm it.

See, that doesn’t seem very useful to me because when am I going to do a s.hk and not cancel it into something? I’ll at least do a lp MGB or lk SSB if it’s a pressure string. And if you’re poking with it from range you’re not gonna be in range for another one, except maybe on Abel’s crazy hitbox. And even then you should just be doing OS EX MGB.

On the other hand, counterhit f+hp is entirely possible and the reason you want to throw it out there. So f+hp -> s.hk is a legitimate and useful combo.

I use it to fish for counter-hit when opponents are waking up since it’s one of the easier moves to throw out meaty.