It depends. SA3 is easier to juggle with and has better range, but SA1 will always dish out better damage.

Other than that, they both work well with Dudley’s high-low mixup game, they both can be juggled into, and they both supply good amount of EX meter. It’s up to you on this one since they’re both valid.

I will say though, SA3 is handier because of its range and 3 stocks, not to mention it still does very respectable damage. Three right guesses = call it a night

I don’t know how relevant it is now days but you could always just use SAI against Akuma to do the 100% stun combo and extra damage and SAIII against everyone else.

SA3 is far superior in almost every way. And better in every match-up.
shorter bar, get better faster, more EX stocks, more potential damage
Dudley becomes more versatile, adjustable ranges, more safety when you super,
more screen control, more more more more better better better
more/easier hit confirm opportunities-different cr.mp and and mp and rh hit confirms/mix-ups-you can’t always hit confirm SA1 from f+mk, ssb, far jump-ins

SA1 is for fun

i like sa1 against denjin ryu. 1 frame start up like corkscrew but on contact w/ ryu (i think only on contact?) goes through denjin :slight_smile:

sa1 against chunli. that bitch needs to die asap

sa1 doesn’t really enable you to kill chun faster than sa3. sa3 gives you ex and super faster. that kills chun faster.

I’ve seen Chun die faster from three mixups into SA3 and more often than two into SA1.

I use SA1 against Chun/Akuma.

But the more I play the more I think I should just use SA3 in every match up, except maybe Chun.

SA1 play’s Chun’s game. Play Dudley’s game.

Inspired by Genki’s Dudley I decided to freshen up on my pocket Dudley. I think I’ll use him against characters that give Alex a lot of trouble. Particularly; Chun, turtle Kens, maybe the Twins, and Urien.

Speaking of which, what is the best thing Dudley can do against Urien? I feel like I have to play more defensively and fish for jump ins. If you knock him down and expect him to wakeup parry or Headbutt, what are Dud’s best options?

Any specific Chun advice?

Dudley vs Urien can go either way. Urien can make good use of his pokes here, not to mention Dudley can’t really punish stuff like certain blocked Tackles without meter. Finding ways to get in and push him to the corner is key to this match. Urien doesn’t do too well in the corner, and Dudley has tools to be able to stuff things like wakeup Headbutt/Kneedrop escape, such as HK, f.MK, HP, cr.HP, and also the rose. If you feel like he’s going to either parry or do a wakeup Headbutt, create some space between you and him while he’s down, and give a little pause to anticipate what he’s going to do. You don’t want to be too defensive, because that gives Urien more room to get you cornered and work his magic. Play offensive, but don’t get careless.

As for Chun, I feel like the best reference for that matchup would be any Kokujin vs Tokido vid. Going in there, not being afraid to jump in, as long as you get close. It’s risky, but considering Dudley can kill Chun with three bars, it’s well worth it.

If urien headbutts on wake up you can either backswing blow super for free or cr mp jeppa super too.

Okay, what are some good Dud pressure/gimmicks? Right now I’m working on crLKx2, LK Duck and Roll, then throw/block/LK Short Swing Blow. Trying to keep it pretty basic and unlearn some bad habits of mine.

Low short x2 into ducking is not safe/good.

if your low shorts get blocked you have a bunch of other options.

uoh from that spacing can combo into cork. A step forward then dart will combo. (Without walking will still hit but no won’t combo)
You could go for toward mk into super, low strong ducking super, or low mk just to mix it up.

ducking should generally only be used in combos or when trying to combo/confirm into super from moves like st rh, st strong, low strong.

dud does have a handful of gimmicks that are high risk high return so you’ll definitely enjoy dud Louis.

Watch yohei Dudley, I think you’ll enjoy his play.

edit : is cr mp to punish headbutt prefered over st rh?
Seems like based on spacing and timing the cork hits funny after low strong jeppa sometimes.

i always liked…

1 low short x lp mgb
1 low short x lk ssb

both safe on block, build meter, chip damage

Are you trying to win with just gimmicks like with Alex? Dudley is not very good for that I’m afraid.

i disagree.

One mp into SA2 unblockables and the match is over. I try to bait anti airs and punish. Duck upper under projectiles, close the distance but be wary of the mp.

I think the Dud vs Urien matchup is a little in Dudley’s favor. Crouching FP can stuff a lot of Urien’s normals…

I just realized you responded to a post I made over a year ago. But thanks for answering anyway.

Has anyone ever seen what appears to be Dudley’s j.rh cross-up?

Tonight while playing the computer Chun in 3SOE training mode, I did j. rh out of the corner while Chun was moving in on me. I hit j. rh on Chun’s back shoulder and reversed our positions relative to the corner. I don’t know if this was actually a cross-up or if it was a 3SOE situation rather than an arcade situation. Any input or ideas about examining this more would be appreciated.