The Complete Dudley Thread

First, and this is all in my opinion…st. rh isn’t your money maker…it’s the f. rh that is. Chuns are scared of the cr. rh as it can effectively hit off a nice 40-50% of their health, use this to your advantage to spam f. rh as much as you want. Another thing, keep in mind that st. rh doesn’t link into EX mgb against a crouching chun, unless you can train yourself to do st.rh (are they crouching? yes: fierce jet upper, no: ex mgb) also, chuns are poking all damn day long, if you really get the chance to hit the st. rh, it’s probably against a waking up chun that isn’t spamming lightning legs, or ex spinning bird (newb, i know, but effective)

against the spastic chun that just throws out ay ay ay ay ay ay all day long, get the range down on the f. fp, that shit is godlk against chun.

to be honest, I’m more scared of a good ken than a good chun. I know justin wong hates dudleys when he plays, as it should be, we probably have one of the better matchups against her.

what do you do against chuns that spam the cr.jab vs your f.RH?

you have to parry.

parry is the only consistent way to beat c.jab.

if she doesn’t have meter, option select parry high against chun.

if she does…she can hit you both ways, but no risk=no reward against chun, have to take smart risks.

everything you do to damage her will generally be unsafe, you have to realize that to beat a good chun.

I believe im an OK dudley but I lose to my masher chun-li friend its pissing me off. Imma put a vid up soon of us play!

quick questions about chun timing my question has to deal with the jab MGB after the HK x EX MGB… i can get it probly 4 or 5 times out of 10… is there anything you guys do to get the timing perfect, or is it just practice?

midscreen it depends on the character, some characters it’s easy, but generally against fat characters it’s a little more difficult.

you really don’t “need” it for corner juggles.

just do mk ducking upper or f+mk xx fp dp for stun or on like chun, do sweep then mk ducking upper.

ok thanks. I’m getting it now… all im trying to work on now is hit confirming… i just added the s.rh x hk duck, s.mp x mk duck and c.mp x mk duck to my game, i throw them a lot after, whether i hit them or they block it… i just have a hard to hit confirming… i guess it’s just a lot of practice. i do buffer the super when i do the RH or MPs but still… i need work :wink:

dont do duck cancels mindlessly.

especially s.hk xx hk duck, youre at negative after that, it only works if they’re sleeping.

Hey, just wondering, if I’m jumping straight up to avoid a Kara throw, do I have advantage to hit her with jumping RK? Or can she recover to standing RK me before I hit the ground?

On how useful is UOH against her?

chun definitely recovers before you can hit her for free with a jump attack, it’s just a throw whiff.

uoh is ok sometimes to go over predictable c.mk’s to link super.

but like trying to use it mid-screen as a “counter” will get you killed, it can still be punished on whiff.

Yeah plus there is no reason to really use hk ducking except on chars where at max range s.hk->mk duck-> super wont get all the hits in (will still get like 2 or 3 but the first and second hits of the super are where the damage is at). Happens a lot vs small character especially when they are crouching.

Dudley is so fun to discuss lol

Yeah a miss times UOH against chun = hurting dudley

I’ve used timed UOHs to act as an AA and then do a reset super

but then again, I’m no shining example of dudley lol

i just landed short short short super on an urien. i dont remember what he was doing. this definitely cant be done while they are standing and not attacking right?

edit: nevermind just went on training mode. sorry for the dumb question.

is there a special timing or way to execute c. HK walk forward, f+MK xx HP upper?

when i do it only the f+MK comes out and it doesnt even cancel to the HP upper.

1.- For the short short to hit they need to be either not blocking, or blocking high, is a low hit.

2.- launch, walk a bit, f-FW cancel the second it hits into uppercut.

3.- practice, practice, practice

4.- both those things are just practice, both the spacing for the f-FW to connect and the cancel into uppercut

5.- see point 3 =P

oh, if it doesnt cancel, you are too slow, because is that, a cancel, so practice it.

thanks.

yeah i can easily cancel the f. MK on other juggles, like s. RH xx ex mgb, LP mgb, f. MK.

ill mess around on training mode more and see if i can figure out why i cant do it after a c. RH

Its easier on the big characters with slow falling speed, like every character that you can do c.RH x6 is easier than the other characters, so if you are gonna practice that specific combo/cancel practice on as many chars as you can.

Dudley combo video posted by rKf

I have nothing to do with the creation or uploading of the video, im just posting it here to keep everything in one spot:

http://forums.shoryuken.com/showpost.php?p=5333533&postcount=4018

direct link: [media=youtube]srDPx0F7wEY[/media]

also, heres the transcript:

time to level up our dudleys :smiley:

the 6x MGB is mind blowing.

Ive been waiting to see 6 in a combo haha.

Only some of this is really useful but cool to know.

It’s been a while since I’ve posted in this or the “Ask me anything about Dudley” Thread. But I’ve been playing Dudley for 2 years now, and it’s gone through changes. From a very defensive Dudely, then a 180 to an over aggressive Dudley. Both have gotten me from top 5 to last place in tournaments. Just recently though, I’ve been told by some ppl that it’s time to change my style yet again. Over aggressive means that I leave myself too open to stupid pokes and stuff, while too defensive gets me thrown around a lot. Note, that I don’t have the reflexes (or at least I don’t think I do) to low parry, or even low tech. Now on to the real question.

Does Dudley really require footsies for high end gameplay? I’ve watched Kokujin, Jima, Hong, and Fujiwara. Maybe I’m just stupid and can’t see it being done, but I mean, is walking back and charging with s.rh and moving up with f.mk considered footsies?

Also, should I be using f.mk to move around on the ground? During some matches I have, I see it stuff certain things, but I don’t think that I should be abusing it, what other things are there to get Dudley to move around? Dashing gets me tripped and rh. ducking seems to put me in a bad recovery state or something.

For now that’s all I can think of in terms of asking. It may sound dumb since I’ve been playing for 2 years, but meh, at least I can see my faults now. Any serious replies, I thank you in advance.