did you tell everyone about his glorious walk speed?
might be fastest in the game
did you tell everyone about his glorious walk speed?
might be fastest in the game
True and true, Dudley’s walk speed is super fast, he crab-shuffles the stage fast. The fear I have is that, after hearing how Guy is missing hit-boxes on some of his moves, is that they are still fine-tuning these characters so along with the characters we’ll see a preemptive DLC character balance patch that’s going to toss some of these awesome things out the window.
Dudleys pressure is intense. Also I got around to counterhits
you can combo after duck straight and lk short swing blow with cr.mp
Cool things…
Dudleys st.hk block strings is extremely dangerous because he can keep pressure going.
lol heres the BEST PART guys…
If people stand jab and keep stand jabbing to try and open you up like what cammy does theres 3 things you can do
Short swing blow BUFFER after blocking first jab and dodge 2nd jab then short swing blow punishes them
Cross counter in the middle
of course ex jet upper.
dudleys timing in this game is much different but once you get used to it you’ll be in love.
His most DANGEROUS block string move is st.hk because he can seriously screw you over, too keep it short.
he can cr.mp after, short swing, thunderbolt, low duck,
I FOUND ONE use for duck upper and that’s block string and heres the example.
after landing st.hk on block and your opponent KNOWS you’ll use low duck, you can use duck upper for the counterhit and do serious damage, low duck and grab, low duck and continue pressure.
Your opponent should just mash lol, but then you use godly short swing
You know what makes short swing so good in this? it’s hard to cr.tech dudley in this compared to ssf4. like ssf4 balrog could just keep tapping l.jab with no timing, but in this game you gotta time your mash jabs in order for it to look “rapid”. So theres a HIGHER chance of short swing blow counterhit that you can combo into OR which is even Scarier that you do not absolutely want to get hit by is a trading short swing. Jeez it hurts so bad lol
So you’re telling me that Dudley is how Dudley should have been in Street Fighter 4. That’s good because Capcom dropped the ball hard in that game. Too bad August is 4 months away because I really am PJSalt about how Capcom treated Steve in this game.
[INDENT=1]SFxT Dudley[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]Keep in mind I am still experimenting![/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]Corner Meterless[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]**Overhead combo:**f.hk, st.hk xx lp srk, st.hk xx lk ssb, cr.mp xx mp srk (427 dmg)[/INDENT]
[INDENT=1]**Low hit combo: **cr.lk, st.hk xx lp srk, st.hk xx lk ssb, cr.mp xx mp srk (397 dmg)[/INDENT]
[INDENT=1]**Punish combo:**st.mk>hk, st.hk xx lp srk, st.hk xx lk ssb, cr.mp xx mp srk (451 dmg)[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]Midscreen Meterless[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]**Overhead combo: **f.hk, st.hk xx lp srk, hp srk (318 dmg)[/INDENT]
[INDENT=1]**Low hit combo (standing opponent): **cr.lk>mk, st.hk xx hp srk (274 dmg)[/INDENT]
[INDENT=1] **(crouching opponent): **cr.lk>mk xx lp srk, hp srk (258 dmg)[/INDENT]
[INDENT=1]**Punish combo: **st.mk>hk, st.hk xx hp srk (whiffs on crouching opponents) (334 dmg)[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]Since the last combo whiffs on crouchers, use the overhead combo to punish and maximize damage. Just in case your opponent has an animation that ends with their character crouching that you can punish. I don’t play this game. Just started playing because I got that Dudley :p[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]Corner 1 meter combos[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]**Overhead combo: **f.hk, st.hk xx ex mgb, hk xx hk ssb, cr.mp xx mp srk (467dmg)[/INDENT]
[INDENT=1]**Low hit combo: **cr.lk, st.hk xx ex mgb, hk xx hk ssb, cr.mp xx mp srk (437 dmg)[/INDENT]
[INDENT=1]**Punish Combo: **st.mk>hk, st.hk xx ex mgb, hk xx hk ssb, cr.mp xx mp srk (485 dmg) [/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]Midscreen 1 meter combos[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]**Overhead combo: **f.hk, st.hk, st.mp xx ex mgb, f.mk, st.hk xx mp srk (404 dmg)[/INDENT]
[INDENT=1]**Low hit combo: **cr.lk, st.hk xx ex mgb, f.mk> mk, cr.mp xx mp srk (363 dmg)[/INDENT]
[INDENT=1]**Punish combo: **st.mk>hk, st.hk xx ex mgb, f.mk> mk, cr.mp xx mp srk (423 dmg)[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]Imo I don’t think Dudley should use meter to combo into ex mgb. It would be better to tag cancel after a hp mgb. Hp mgb gives enough time for the incoming character to either reset or continue the combo with a cross up, high or low mix up, or just go into the character’s bnb.[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]Notes:[/INDENT]
[LIST]
[]Dudley can still combo off of a srk trade AA
[]I have two theories that I am testing out to stop rolls. One is if you time ssb on your opponents wake up, as Dudley lunges back and your opponent rolls towards you, their roll will not pass through Dudley. So as Dudley comes back towards your opponent from ssb, Dudley will hit them after the roll. My other theory to prevent rolls takes place in the corner. If you get a hard knockdown on your opponent in the corner, you jump over them which puts you in corner. If they just wake up blocking or mashing you can beat it meaty. If they roll towards you they will place themselves in the corner and are still in Dudley’s space for his mix up. These are just theories, still seeing if any of them are valid or just a bad idea. Have not been able to play against a human player yet…
[]Dudley’s cross super art works just about the same as corkscrew cross in ssf4. Combos from almost everything in this game because of the juggle system. Not sure if this is ever worth the meter.
[]Air to air j.hk causes a ground bounce
[]A good partner for Dudley might be a character who can keep the opponent locked down in block stun and tag cancel Dudley in for a free mix up. For example, I use Akuma’s Hk tatsu until he blocks it. I then tag cancel Dudley in, on Akuma’s second to last hit of his tatsu. Dudley will be in right around the time Akuma does his last hit of block stun. This allows Dudley for a free mix up!
[/LIST]
OS against back dash
[LIST]
[]1,2,3, cr.mk TC OS still works
[]f.mk, hp srk OS
[/LIST]
Safe Jumps
[LIST]
[]f.throw, mk duck, jf hk ( safe against 5 frame reversals)
[/LIST]
s.mp is honestly dudley’s best poke at this point. more range than s.hk and cancels into h/ex mgb for a 2in1 hits crouchers, recovers faster than c.mp and s.hk. this move is solid.
f.mp is pretty gdlk. it has a ton of active frames. and while bryan has this like half screen rekka bullshit that’s safe on block and causes a shitload of pushback on hit, f.mp can stuff it. but this move stays out so long it can get jumped on.
s.hk is sorta useless. they nerfed the range so hard that you can’t link 2 normals or chain before it. still good for punish combos like f.mk, s.hk but other than that w.e.
c.mp the poor man’s s.mp. has a bit more range but the recovery is so bad.
s.hp. same ol’ s.hp this move is good for when you’re trying to get dudley out. just buffer into launcher. also good for keep away. sucks as a far AA now.
s.mk is a good AA causes a lot of counter hits on people trying to jump in with attacks.
c.hp- pretty good AA.
c.hk is the same. you can only do 2 juggles with it now but you can do it from anywhere and it still works as an AA.
c.mk is a waste of a button. don’t press this shit ever.
http://forums.shoryuken.com/t/ye-olde-english-pub-the-dudley-social/109355page-56
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