The Complete Dudley Thread

THANK YOU so much for the info. When you mention punishing Urien’s overhead st. fr with st. strong into super, do you mean parry it and then punish, or does st. strong actually beat it? Also, it’s tricky in general for me to tell when Dudley’s st. rh outprioritizes other pokes. It seems to have deceptively-good range when hitting whiffed pokes, I think. Cr. fr isn’t much damage–true–but if you beat Urien’s low pokes you get the extra damage of hitting a crouching opponent. I guess I’m too predictable when I push Urien into the corner because I often get thrown into the corner after they parried something I did, and it’s like I did all the work getting myself into the corner, for them! :stuck_out_tongue: I have trouble with Urien in general, but mostly when I use my main characters against him. I thought you want to keep Urien mid-screen, but I guess when he’s cornered, you just have to watch out for him parrying and throwing you into the corner. It reminds me of the danger of cornering SA 2 Makoto.

punish the f+fp on block he means.

Holy crap…if you block it, you can always punish it (w/o Aegis behind it), or do you have to be at a certain range? I DEF didn’t know this…

Yes it’s on block since I provided some frame data. Sometimes he might be out of range for your st strong to hit (i.e. max range), but if you think you’re in distance from it it won’t hurt to try. You usually tend to get them right after Aegis ends and their last normal for the free mixup is the overhead.

Hmmmm…oh yeah…I wonder why Urien players use f+fr so often after the Aegis ends in the corner. It seems a bit obvious but perhaps they also don’t know Dudley can punish that, and perhaps he’s among the few? lol I have a LOT of trouble with Urien in general, but now I’m back to fearing good Chuns (as long as they don’t mind/tire of it, I relish the rematches as learning opportunities).
Who else are bad match-ups for Dudley? I find a good Remy, 12 or Necro difficult sometimes because of their range, but esp. Remy since he moves in and out so much and catches me off-guard with low cr. LOVs. I have trouble with a COUPLE good Kens in L.A. over here, and JR Rodriguez says Dudley and Alex don’t really have a chance against Akuma. I don’t find Ryu that big a deal. I heard Oro is a bad match-up: perhaps partially cos he has a very low, evasive crouch like Chun (I love st. fr but I hate it when it whiffs on low crouchers).
Edit: I should menion that sometimes the frame-data stuff goes over my head, but I’m starting to adapt my mind to it lol.

They use forward fierce because it is an overhead. It can only be blocked while standing. Most players habitually block low when forced into a mixup situation.

In this case the Dudley would still be blocking low after Aegis ends, and would be hit by the overhead.

Yeah…the thing with waking up in the corner with Aegis in your face is it seems better to block low and hope your reflexes respond fast enough to the beginning animations of Urien starting to go for his overheads. Even if you start out blocking low, he might pull back and hit cr. mk and you wound up blocking high cos you saw him stand up, but he was just faking an overhead and instead was just walking back for that low poke. I guess you just have to make sure you’re at least blocking in 1 direction and then just watch Urien and forget about the Aegis (whether it’s temporarily off-screen or RIGHT there): except when he’s doing the Knee Drop corner cross-up, of course lol.

its really hard to react to fast overheads like urien’s. the reason why players habitually block low is because most chars can’t combo off their overheads, or their overheads are slow enough to react to.

sure you may eat some dmg from an overhead but its better than getting knocked down and having to guess on wakeup. lesser of two evils if you will.

unless you’re playing vs dudley, or urien with aegis out of course. then its not safe to block low, or high.

ook need help mastering f-.mk into super. Like kokujin do repetitive f-mk and when it hit super. Ho do yall go about doing that

Like with most hit confirms, do fw+mk, do the super motion (qcf qcf) then if it hits piano the punch buttons (hp~mp~lp).

good look professor. I get to practice with it. I tell you when i get it down packed. THANKS.

This thread rocks

alternatively, most of the time you’re ducking but reacting to overheads. So, you can go from Down position, do QCF + forward, and if it connects, you’d only be one more qcf + punch away from any super. This gets tricky if you’re going from walking backwards or blocking, to this motion, since you might end up using a duck-under. So be really careful with that. This was one of the easiest ways for me to hit confirm, since QCFx2 takes longer to do (for me at least).

As for punishing toward+fierce, especially if you don’t have enough meter for super at the time, remember to use mix ups like ducking strong xx duck under, uoh, swing back blow. or standing strong, duck under, toward+roundhouse. It might just be that i played against defensive uriens, and a few charge partitioning players, but i found that if you have no meter and can’t counter with something other than super, you REALLY need to figure other stuff out. If you’re waiting for meter, they’re waiting for you to move to get things like dashes into chariot tackle mix ups in.

Not to mention, some of the players i went up against were REALLY conservative with meter. so if they did pop a toward+fierce and i had no meter, they would have a sequence of things to make sure i couldn’t get out. Like someone said, depending on where it hits from, it’s really difficult to punish, and a lot of good players realize that and use it to their advantage.

It’s one thing to say “urien’s nuts in the corner but so are you,” but it’s another altogether to see the openings especially against that kind of play -.- Not dissing you guys at all, i’m glad this forum section is alive and well, just saying that you can’t just rely on meter alone.

Cheers.

I noticed something in the movelist: “Punch and Cross” - I’ve NEVER heard of this, how do you do it?

Also, I’ve been looking into EX crosscounters more as a tool against Yun. “Just parry high” doesn’t get you a knockdown. I think if you’re quick with it, it can make an effective anti-air, and if he activates from far away, a possible genei-jin hoser. I’m not saying it’s the be all and the end all, but I think if we look at our less-often-used tools in this matchup, we might find ways to improve it.

punch and cross is hcb, f+p.

and high parry does get you knock downs. parry into f.mk x strong upper xx super.

wow a dudley thread… i am ranked 700 out of 701 all time best dudley… soo take tips from me … BACK SWING THE SHIT OUT OF EVERYONE (xcept chun) and youll win …

edit: also wake up jab / short + super hit confirm that shit… good way to get out of corners…

If my opponent and I meet in the air, and I either (a.) parry his air attack and counter with my own HP, or (b.) just straight up hit him with HP, do I use HK Ducking xx HP Corkscrew, or what? I’m having trouble figuring out which combination (button strengths for each one) of Ducking + Corkscrew Blow to use.

air to air use j.mp.

Is MP used over anything else because of it’s ability to stuff tons of things? Or is it used to setup proper reset spacing for Duck xx Super? And what is the proper button strength for Ducking and for Corkscrew Blow? HK + HP? HK + MP?

i dont use those reset situations, its a waste of meter unless you will absolutely kill them, what duck you use depends on how far away they are from you.

your meter is much much better used in other ways.

j.mp has good horizontal range and high priority for a jump attack.