The Complete Dudley Thread

i meant hk into hk ducking to throw, sorry, i should have clarified. canceling into the other ducks into various setups is still good, and i use it alot myself.

Was glancing around since you said you edited a few things. You should add that this works on the twins too. :tup:

^ will do.

Cool, IMO this guide is one of the best on SRK, keep it up.

Ok I don’t know if you a section on opening moves but what is the best opening move to do in a match?

uh…

Nothing. Don’t get into the habit of doing moves at the first available instance.

amen.

Unless you know the guy, and what they do, but whatever. Generally not a good idea. (had to write that or someone else would argue it)

should i use s lk s mk s mp s fp for meaty if i have no meter or alwaysa stick with f fk, c lk, throws, and what else (any suggestions?)

nah, s.lk can be parried high or low so it doesn’t really make for the best meaty.

don’t forget about f+rh s.mk, even if you have no meter, it still does solid damage.

ive been using the aforementioned combo all the time cause i thought it was the one that did the most damage. then i come here and i read “that combo is pitifully worthless” lol

s.lk to s.mk still has its uses, as it can link to super or setup a throw/anti throw game, but specifically as a meaty it isn’t your best option, and neither is finishing the chain.

Old ST player, learning 3s. hopefully this hasn’t been answered before, I skimmed the thread:

One thing I see a lot in Kokujin matches is his use of the clk (blocked) then a (mk I believe) backswing.

It seems to work quite a bit of the time, but I’m not sure why if there isn’t the threat of a tick throw and it’s no advantage on block. Is it just a natural thing for opponents to do a move that will be hit by the BSB (as I assume) or is there something else after block that they might be scared of? The only thing I can think of would be a walk up throw or a chain combo for safety besides the BSB.

I want to know the other options after a blocked clk so that I know what else I can be doing in that situation that makes them react in that way, if anything besides the natural urge to “hit back.”

c.lk, f+hk.

c.lk, c.rh

c.lk, down parry

c.lk, f+mk

c.lk, walk up throw

c.lk, short swing blow

lots of options @_@.

Oh right, I wasn’t talking about normals after the clk as a setup. I’ll keep that stuff in mind.

I was trying to understand if there was another reason besides the “need to hit back” is the reason why it works.

I think I was asking the wrong question. I tend to have that issue when talking about SF, I went from Hyper and ST to Marvel and then 3s so for me it’s harder to figure out why things are the way they are in 3s.

people do not like when another character is close to them in an advantageous situation in 3s. especially one that can take off so much life from so many angles (dudley).

what use is f + mp?

its a decent poke. generally f+mk is better though. you cant combo anything off f+mp.

f+MP is kinda cool for the range and speed actually. it hits further than f+MK and fast enough to make tight poke strings. sadly it’s a high parry, and you can’t cancel into corkscrew like you could f+MK if parried.

  • if i did empty jump > c.SK xx SA3, couldn’t i get thrown before the c.SK?

  • why don’t people just crouch tech (down+throw) to avoid the throw/SSB trap? (force of habit? version 1 only?)