The Complete Dudley Thread

I don’t think getting thrown is very likely before the clk. The clk comes out really fast and you generally won’t be in the range to be thrown anyway… I think it would way too risky for the opponent to try a walkup throw for anybody to actually do it in a match. For me, the risk/reward is really flawed, if you whiff throw you eat a super, if you land the throw you do about the same damage as a fierce. I’ve never seen this situation happen.

Edit: I’m not sure about your other question… cause if they lowtech in that situation it opens up opportunities to eat an overhead or take the throw anyway.

Hopefully I’m not off track, if I’m completely wrong please correct… I don’t profess to be any good at 3s.

I like f+mp because of the range, it covers distance nicely. It also has a deceptive look to it, that makes people always try to attack you afterwards. With that in mind I use it to set up option parry’s and jumpins. I however don’t use the move alot, only when called for. I also use f+mp to rest after a basic c.hk->mgb juggle in the corner. When they are falling after the f+mp rest do a UOH x super. It should be the right distance for medium sized characters.

i wouldnt use resets intentionally, especially when youre missing out on a lot of damage, and the knock down.

why do that when you can just c.rh, jab mgb (x1 or 2), f+mk xx dp. you do way more damage/stun and set up a 50/50 afterwards.

xXxDa_RaGexXx: yikes… nice avatar. i can’t help imagining epsilon_'s Dudley with the flame effect.

question on 50/50s: are they really 50/50s? for example…

  • f+HK/c.SK: if Ken knows you’re going to attack, both can be DPed.
  • SSB/throw: low tech?

these are definitely tighter traps than what most other characters in the game have, but does Dudley have genuine 50/50s? for example, Urien’s high/low game during Aegis is much closer to a genuine 50/50 (close since Aegis can be parried).

I barely ever use resets, unless I mess up a MGB juggle. I “ONLY” use resets if I know how you play,and that you are not reversal happy. 98% of the time I will just go for a big combo as you said and set up a 50/50 after the knockdown. Plus my main super is SA 1, that does fairly good damage linked after a meaty UOH. I personally believe that by the time you get the opponent in the corner you should have him sized up, knowing what he is affaird of. Most people I play usually block high after the reset so I don’t use it that much. I was just stateing something that does work even though its 2% of my game.

Well yea they are real 50/50’s. Dudley’s rose has a similar effect to urien’s aegis. The only differnce is that it hits only once. Try throwing the rose before they wake up timeing it so that its meaty. You’ll be surprised how much it stuffs. The thing with the rose its only really useful in corner traps where you don’t have to dashin to reach them after the knockdown. Kens dp’s don’t scare me, on numerous occasions I have consistently stuffed his dp’s with t.hk and c.hk. Ex dp is what you gotta watch out for. But even if your meaty timing isn’t too good, most good players will not risk a dp unless its really worth it. One or Two times I won’t attack after a knockdown, just to show the opponent that I will hold block at times. Makes good players second guess a dp.

BSB/throw is a interesting one. There isn’t much that can save you from that except jumping or doing a super. They key to 50/50’s is being able to read your opponent. I notice that alot of people go for the 50/50’s without observing there oponent and seeing what they like to do. Like one time during a round try not attacking on their wakeup, and watch what they do. If you see a c.lp come out then you know their is a good chance that he likes to low tech. That is easily countered by parrying high/low. Even some occasions if timed right a BSB will evade the c.lp and come back to hit him on his recovery (timing is strict). If the ssb dosen’t hit him on recover most likely he willl block and that makes a stale mate. HK BSB also evades dp’s nicely.

I know this is off subject but can Ibuki seriously dash through me on wake up if I did a c.RH or f.MK

No it just means your timing is off. If I remeber correctly Ibuki has a quick get up compared to most of the cast, like the shotos urien etc. Just time your hits to be as meaty as possible.

Ok because my ground game is crappier than before. Using arcade sticks take some time getting use to

Ibuki’s a pain in the ass.

help.

any reasons other than chip i should ex backswing blow?

I find myself getting tagged by Makoto cmp when I try to do the walk up BSB/throw mixup. Somehow the range on the cmp always stuffs my backswing. Since my friend sometimes uses SAI against my Dudley, I take a lot of damage from fucking up this mixup.

Am I doing it wrong? I go for it on wakeup obviously, and not having it takes away an option that I’d really like to keep.

you are mistiming your throw if she is able to c.mp you out of it.

meaties/option parry/know they will mash mix will destroy c.mp

Definitely add more to your wake up mix up.

Remember cr. hk in the corner lets you play hacky sack with makoto

I’m trying to learn c.hkx6 on makoto but for some reason the timing seems weirder then most of the female cast.

All juggling corner characters have different timing actually. Your just going to have to learn it yourself. Just practice. For me personally, alex is the hardest to juggle multiple times.

dont c.hk x6 anyone, and especially not makoto.

on makoto do this combo.

edit combo. sweep, sweep, jab mgb, sweep, jab mgb, ssb.

this one is better.

Nice. I’ve still been getting owned on the ground, though…my ground game just needs a LOT of work. I’ve been trying to stay on the ground more, but I just can’t seen to find the openings I need. Any advice, just in general, for finding combo starters on the ground? I usually only win ground wars by out-poking people (it’s amazing how much damage three f+fps does to Akuma, if anything will make him jump (and eat hk, ducking upper xx Rocket Uppercut), it’s that).

Best advice I could personally give is, stop using dudley for awhile and go shoto. They will teach you the fundamentals to haveing a good ground game. Once you “TRUELY” understand what zoneing and footsies really are, the hard part is applying it to dudley. But it makes the learning process ALOT easier.

Hmmm nice, I must add that one to my arsenal. Thx!

yeah, if you’re having trouble with ticks and zoning, especially versus a shoto, i would also suggest PLAYING as a shoto (preferably Ken).

playing as your opponent’s character gives you a lot of knowledge re: character strengths/weaknesses/common setups/timing/etc… so next time around, you’ll have a much better understanding of BOTH sides in the fight (your character + your opponent’s character).

Another good way to learn the hard fundamentals of footies is to pick up some Super Turbo. If you want to get anywhere with anyone in that game, you need to know how to play on the ground, and without all of this fancy new stuff, it’s all about position.

As was said, though, playing shotos is another useful option, but not Akuma, really. He’s much less of a ground character.