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

It’s either one of them, but forward ducking straight is harder to time, but will set you up for fierce jet uppercut or more hits of ultra as opposed to short ducking. The timing is deceptive, but you have to wait on the ducking after ex MGB more than you would expect. If you’re getting MGB instead of ducking, you’re doing it too early.

Ex MGB xx Ducking straight xx Fierce jet upper does not seem to work on Ibuki anywhere on the screen and with any strength ducking. First time I’ve seen this whiff.

Ibuki is weird, in the corner as well. Need to duck later than usual, else I go under her.

Ok, so I mentioned doing forward ducking upper into fierce jet uppercut after ex mgb since it seems to be the most damaging ender after ex mgb; however, I found out that this ender doesn’t work on Ibuki period. So, I went into training mode and tested it on the entire to cast to see if it worked and where. Here’s the list:

Anywhere

Chun-Li
Cammy
Juri
Guile
Dictator
Boxer
Claw
Seth
Gouken
Sakura
C.Viper
Dee Jay
Cody
Guy
Rufus
Makoto
T.Hawk
Adon
Zangief (short ducking straight)
Abel
Dhalsim (short ducking straight)

Corner Only

Akuma
Sagat
Blanka
Gen
Dan
E.Honda
Ken
Ryu

Can’t Do It

Ibuki

Just a quick heads up, the timing on this is pretty strict. For Zangief I actually got the combo to work outside of the corner when I landed the last hit of ex mgb, but couldn’t replicate it with the full ex mgb. This means it probably works anywhere and my timing is bad, but I don’t know for sure, hence the asterisk. You can replace fierce jet uppercut with Ultra II in the combo and it will land four to all the hits. Finally, you can do short ducking straight instead of forward since it’s easier to land, but you can’t do fierce jet uppercut and the ultra will land less hits, since the ducking straight doesn’t hit as deep. Feel free to test this yourself especially on the corner only people and post if I’m wrong. Hope this helps some of you.

Thanks for this! I see that the trick is to use MK Ducking… I usually use LK Ducking as it’s really easy to time, but I’ll start messing around with this instead. You can actually Jet Uppercut some characters after a LK Ducking Straight (Hawk comes to mind). Do you have the damage / stun values of this combo BTW?

Also would you mind if I put this up on my guide please? It’s some good info, and IMO, one of the most satisfiying combos to land.

It’s true :confused: Last night I opted out of doing ultra a few times just to do the damn FP finisher lol.

Just doing ex mgb xx ducking straight xx fierce jet uppercut does 268 damage and 390 stun. If you do this in a punish combo like liver blow xx st. roundhouse xx ex mgb xx ducking straight xx fierce jet uppercut, it does 382 damage and 550 stun. If you replace the fierce jet uppercut with Ultra II and land it fully, you’ll do 508 damage. In comparison, doing ex mgb xx ducking upper does 250 damage and 350 stun, and doing ex mgb xx jab machine mgb in the corner does 210 damage and 358 stun

i know that at some point everyone was talking about how cool it was that liver blow combos directly into stnading roundhouse, but if that isn’t enough hitconfirm for some of you (which it isn’t for me just yet) you can also link it directly into c.lp or c.lk which link into the standing rounhouse - sometimes (not too often) you’re too far away for that roundhouse to hit if you’re playing footsies but it’s still good to note that you can add an extra hit in for hitconfirm if you aren’t comfortable enough with everything just yet

but hey i’m pretty new to street fighter haha

yeah man, you can do the same with the OH, it’s a little easier with the OH though, because there’s a shit load of hit stun on that. I’d say just try to get used to doing 1 jab, you can add 2 jabs to the combo, but… that’s gonna get scaled. Just try hit confirming with the f+MK/OH and the c.LP.

Side note: You still playin smash or no? I quit a little after sf4 came out.

I think you guys should just take the time to learn the Overhead -> Standing RH link. It really doesn’t even feel like a one frame link. The benefits in offline play are incredible, seeing as how Dudley has the potential to destroy most of the cast with just 3 combos (Hell, some with just 2). It’s delayed enough to be a decent hit confirm.

Of course if you’re playing online, go for the crouching jab.

No doubt, I always manage to either land the link but whiff the follow up, or just miss the link and get the followup… when it lands though, wow, thats some ugly damage.

I have looked through this thread and Golden Gunman’s guide and I still cannot find what few combos there are for Ultra 1 (rolling thunder) I use U1 against shotos etc at some points in time, but other then the counter hit/fireball set up I dont know how else to land this ultra, I know you can tack it on after a jumping RH, Is there another way to confirm this ultra that im missing out on? Or is that it really?

^No other known way to combo Rolling Thunder.

Here’s the damage and stun differences with the overhead link cHaotix mentioned above.

Using this combo: Overhead > s.HK xx EX MGB > MK Ducking Straight > HP Jet Upper = 362 Damage and 550 Stun.

With the jab substituted in: Overhead > c.LP > s.HK xx EX MGB > MK Ducking Straight > HP Jet Upper = 341 Damage and 528 Stun.

I’m still not confident on the first one myself but it’s definitely the better option if you do get comfortable with it.

EDIT: For three stocks of fun, you can do Overhead > s.HK xx EX MGB > MK Ducking Upper (FADC first hit) > MK Ducking Straight > HP Jet Upper = 388 Damage and 630 Stun. Pretty gross for landing an overhead lol.

Keep in mind, that’s even more scaling if you’re looking to hit a Super or Ultra off of overhead. Though if you’re just looking for easy damage/stun then yeah, go for the jab.

It’s looking to me more and more that Dudley’ is the kind of character that will need to maximize his damage at all opportunities though.

Easily, its so very hard to get in, maximum punish is very much Dudleys MO, if he had slightly better pokes he would have a much more diverse gameplan, but as he stands he is pure rushdown/bait and punish. His wake up game is astounding in SSF4, however, since meatys arent all that juicy in SSF4 its not as spectacular as it could have been.

If he plays someone without a fireball, he actually does a pretty good job of zoning.

I never get Ex MGB, but I miss the Straight punch a lot.

So, here are my questions :

  1. is the timing between your pressing of MK and LP really important ? I try to hit them as close as I can but I wonder if it has any use :looney:
  2. do you know how many frames we have to perform this juggle ?
  3. do you think the DP whiffs only for hitbox properties, or does SSFIV carry a weight value, like in GG ?
  4. how do you time your Forward Ducking Straight ? Personnaly, I press MK at the apex of the “fly” of my opponent. But I wonder if their “flying time” is not character specific…

Another time, thanks. I really appreciate your help, thanks to you my Dudley is getting better every day ^^

Thanks Darkyellow, great work! I’ll have this up on my guide at the weekend, making sure you recieve the props ;).

As of right now, there are no known ways to combo into Ultra 1. In previous builds of the game, it was actually possible, via air-to-air Jump HP and from an early anti-air swing blow, but these have been removed.

Also in previous builds it was possible to combo Ultra 2 from EX Swing Blow in the corner without using FADC! But I guess that proved too strong so it was changed.

FA3, hk swing back xx super does the most damage out of simplicity from what I remember. Then again, you’re wasting all 4 bars.

Using super is never a waste of meter!

I just realised yesterday that doing HP jet upper after dart shot can be a good option for beginners /in laggy games. Damage isn’t overwhelming but you can get it to work pretty much every time even with mashing.
Oh well, dunno.