Probably standing MK.
Probably standing MK.
All 3 actually, I have a great deal of success with st mk, but also with cr fp (never st hp, just cr hp, old Guile habit there, lol), I dont really use rh all that much as an AA if I have time to use rh I just Jet upper it and juggle with another. Also, jumping mp stuffs ALOT of Codys air game.
So played my friend’s Ken and Rose yesterday. I was playing non-stop Dudley total score was like 37 (him) to 17 (me). To reflect what some people have been saying, once you get in, you need to stay in there. After the beating, I went back messed around with some stuff in training mode.
Random notes…
Rose: A pain, the her fireball speed can really mess up your ducking, so be smart about it. I was trying to rush down, but was getting zoned like crazy. Jump HK, mk gets stuffed by Rose’s cr.hp at close range, if you jump from farther away at a different angle, j. hk and j.hp can sometimes beat it out or trade with cr. hp. After about 3-4 losses, I decided to just bulldog in, lessen the jumps and counter poke from her range with jabs and st. hk buffer to ex. mgb. This worked much better to get in on. My friend wised up and started to poke more with Rose…I have to say, her slide can really screw you over, it can range you out of st. hk and st. hp. Once you get in, the match is much different. Rose does not have a solid gtfo reversal to shake Dudley off, you have to keep up the pressure. Overhead and sweep works well on wake up, meaty cr. lk to chain or to link works well. I chose U2.
Ken: Much more pain in the ass. Can keep away just as well as Rose, also has DP to kick Dudley out back to mid or long range. Against Rose I was getting about 3 wins out of every 5 matches , again Ken, I was getting about 2 out of 8. J. hk works surprisingly well, trades a lot against DP in Dudley’s favor for dmg. Ducking works well at mid range. Fishing for st.hk xx mgb wasn’t working for me as well, but I think that is because I was way, way too close and getting stuffed by Ken’s cr. mk. Testing in training mode, if you are just outside the range of cr. mk, you can stuff Ken’s f+mk or hit cr.mk on recovery. St. mk works really well for anti air against Ken, even against ex tatsu, cr. hp gets stuffed too many times, and st. HP also works to counter far range air tatsus and jump-ins. Used U2, except for 1 match.
Feels like I am working hard as hell to get wins…against both characters, probably a bit easier with Rose since she can’t dp her way out of a close range fight.
I find that U1 useless in both matches, especially against a smart player. Smart FBer’s aren’t going to keep spamming fireballs since they know about ducking. I find that U1 did nothing to change my friend’s fireball style at all, I thought it was more of a hassle trying to get pass f+mk and cr. mk. If U1 had Chun or Abel’s U1 range, maybe it would be better.
Yeah, forgot about throw. Definitely most important since Dudders throw does good damage (and looks awesome).
Most of those combos are from free jump in st.fierces. Dudley’s normal bnb combos start with st.hk or f+mk for punishes and cr.jab/cr.short for mix-ups.
Needless to say his damage output is still awesome, but don’t expect to land j.fp, cr.fp combos very often.
And he tosses fuckers a loooooooong way, which is good for getting them to the corner.
Coming in straight from 3S with no prior experience with any other SF titles, and god damn I miss parrying.
Obligatory parry/3S related whining aside, Dudley feels all right. Some of the stuff he has now (6HK into HK, low links into HK, relatively safe MGBs and ducking specials on block) I’d have cheerfully killed to have in 3S, while other stuff (6 sweeps in the corner, crouching hit SSB into corkscrew, anyone?) I miss a lot. Overall he feels about the same except he has a really hard time getting in against characters who can play keepaway well.
Rufus, the Shadoloo quartet with the exception of Sagat, Sim and Guile seem to be my hardest matchups. Rose is no joke either, surprisingly. That damn U2 just completely resets the entire flow of the match at least once a round, no matter what. All of the above kinda make me groan whenever I see them pop up on the vs screen. I get the feeling though that a lot of my trouble with these guys has to do with my lack of experience facing them, especially Rufus and Sim. I still think they’ll be hard matchups
I started winning a lot more once I got execution down a bit better - just being able to connect 6HK into HK and the low link into HK with a reasonable rate of success increased my win rate dramatically. It’s part of what everyone else has been talking about: when you get in, you need to make it count. Also the 3S hyper aggressive style doesn’t really translate well into Super IV, I think. A bit more Fujiwara or Munakata than Kokujin seems better, if you get my drift. Bait poke with parry and then combo is gone, but it seems focus baiting and frame traps are pretty good instead.
In the end, once everything is settled, I think Dudley will have the most trouble against characters whose ideal range isn’t necessarily close up. Even when the opponent’s putting on the pressure, at high level play one crouching jab is going to spell a turnaround for Dudley, so while he might have some trouble I don’t think he’ll ever be throwing up his arms in despair against infighters. Maybe top level grapplers. Zoning type characters for certain.
General stuff I’ve noted against all characters: his forward throw seems really great. Two forward dashes and then one jab sets up the perfect timing for meaty 6HK, which will trade in your favor with any normal (non EX) reversal, because they’re airborne when they get hit so it’s an untechable knockdown and you can dash right back up with plenty of time to spare. Having a bit more trouble with back throw, but that’ll come in time too. His throws seem to be his best opportunities for setups. Also, I can’t land it consistently in online play, but ending his juggle combos in the corner with ducking straight->LP MGB is better in every way compared to just sweep or ducking upper. More damage, more stun, and something I think a lot of people don’t put enough weight on: there’s less time for the opponent to think before they have to get up and face the pressure again. That is, the time from the end of the combo to wakeup is shorter, and that can make any opponent panic.
I think just about everything character specific that can be said has already been said, and just in case it hasn’t I’ll mention that ducking no longer has any upper body invulnerability but instead has full body projectile invulnerability for a sizable amount of frames, allowing you to duck through things like low tiger shot, Juri’s low fuhajin, Akuma’s air fireballs and also stuff like Dan’s U2. The timing on ducking through Sim’s U1 is a bit tighter than most projectiles; I wouldn’t recommend it in any case because of the way it works and the risk involved. U1 doesn’t work either, because either you hit Sim and then get hit by the fire orb, or you pass the fire orb and Sim’s already recovered. U2 does work, if used instantly and at point blank range, but how often is that going to happen, anyway? Same applies for Sonic Hurricane. Speaking of Sonic Hurricane, you can duck it and hit Guile in recovery at all but absolute max ranges on reaction, even on wakeup. U1 works at mid range unless Guile is in the corner, because then Dudley can’t push him far enough with the initial rush to shove him out of the Hurricane.
You can’t duck Seth’s U1 at all, and I’ve gotten both U1 and U2 to work at point blank at times but haven’t been able to replicate it. U1 can punish it after block on reversal if blocked at point blank.
I don’t suppose any of the character specific stuff will ever actually help in a real match, but I’m just throwing stuff out there that I’ve toyed around with.
yeah his throw is really good.
f+mk is really good too…whenever u make them block j.rh you should do f+mk.
if it hits u can do c.jab x1 (or 2 depending on the range) s.rh xx ex mgb, and it’s +3 on block, you get a nasty frame trap with c.lk here, or you can go for c.jab counter hit/throw… etc. but one thing you shouldn’t do is two f+mk in a row, it’s sort of slow, at 8 frames.
some counters, s.mk can beat bison ex headstomp if you are early enough, blocked ex psycho is free ultra 1, maybe you can mgb? probably not ex. havent tested that.
did i mention a good Adon is Dudley’s worse nightmare
Anyone have any tips on turtle Guys? I couldn’t seem to get in at all after he hit me once.
Mini info against Rufus: Blocking cr. HP = free Rolling Thunder.
I still think Corkscrew Cross would be a better choice against Rufus. Being able to punish cr. HP is great, but its still only 1 move compared to the many chances to land a corkscrew instead.
Have u tried empty Duck (command-dash) into throw? It doesn’t seem like it would work but it does wonders against turtles. They usually expect some kind of attack, but instead they get thrown. If u notice they start playing better footsies, start throwing in some cr. MP or s. HP.
I have, and he usually slid(slide?) when I did. Probably got predictable with it.
Does anyone have any advice against cammy? I seem to fail pretty badly against cammy players and all I can do is block low until they decide to grab me.
Punish cannon spike with impunity, learn to os tech throws from low pressure, bait her dp move, and proceed to punish, after you have done that once or twice, jump in with rh to set up massive classy damage, also, after that fear to DP is instilled, wake up pressure for giggles.
and throw, throw her in a corner, bait dp, after that wake up games for days.
I’m ok with punishing cannon spike, it’s her spiral arrow and hooligan I have trouble with. Since you mentioned tech throwing low pressure i’m guessing spiral arrow is punishable with throw on block?
I may have to just sit in practice and find what to punish with.
Is F.MP good for anything?I mean if it’d move forward, it’d be pretty great, but like this…not so much.How much pushback does it have?
For cannon spike go as big damage as you can, just crouch and let the hooligan whiff then punish, spiral arrow, some of those can be punished, some are safe on block, im not 100% on what your best option against that move is at this point in time, will investigate.
The OS throw thing, if your getting you know, jabbed, block string/combo’d then they are tick throwing you, tap lp+lk after each cr whatever as your option select so you can tech said throw attempt, the inputs for this are slower then you think, I use the hit spark for say a cr jab as a visual cue to tap the OS.
I’ve been playing a friends Adon, after any version of his flip kick you can throw out standing fierce and they have to block it IIRC, he can’t do another one.
also, standing fierce trades with Wall kick, and his knee’s, but on wakeup overhead beats knee clean if I remember right. (might trade)
All I know is standing fierce out footsies him in almost every situation, I feel like the match is like a 5/5 or a 6/4 in Dudley favor.
Also, I’ve never had so many double k.o’s before in my life before playing against Adon, I even had a draw game one match, it’s really that bad…
St.fierce beats Adon’s st.roundhouse? I could have sworn it was the opposite way around.