The Complete Dudley Thread

You should not get so wrapped up in one style that you can’t play the other way, a balanced approach is best. Sometimes you have to rush the other guy, sometimes you have to be patient, it’s all situational, no one can tell you when you should do what except you.

Secondly, yeah footsies are very important, if you don’t move around well then your jumps become really predictable and easily countered.

Learn to walk, and get a feel of what they’re doing. Build meter occasionally, and stay prepared to anti air & stop dashes and things like that. If you don’t learn how to move around properly, you will never get better.

F+mk is good used sparingly, but you shouldn’t just like randomly f+mk from full screen to move close to the dude.

Street fighter is all about application of moves, almost everything has a use when you use it sparingly.

still having trouble with c. hk, f+mk xx hp uppercut midscreen and in corner.
i did it once to ken in the corner and it seemed like i had to do it really early for it to hit, but only got one hit from the uppercut. is this correct?

how much more damage does it do over the regular c. hk ducking upper?

yo i was trying to s. HK xx LK ssb

is there a list of who this works on midscreen or is it just useless to even try to go for it?

so far its real easy on URIEN, NECRO, ELENA
can do it on TWELVE and ALEX but only sometimes. you might have to be super quick with it? i dont know.

if you can land a s. HK, it’d be foolish NOT to ex mgb, a ssb (unless linked into super, which would drastically scale the damage) wouldn’t give you a knock down and could make things awkward when you’re done.

when you hit s. hk, you either ducking super (hcf k xx sa1/sa3), ex mgb into a juggle (ducking upper), or jet upper

it depends on the situation.

in a pure punish situation, yes ex mgb is better, but ssb is safe on block & costs no meter, also if ssb hits there are several things you can do, since you’re at advantage. it’s by no means “awkward” should it hit.

does a lot of damage too, maybe more than s.hk xx fierce dp.

hmm

I didn’t test this, but… if you s. hk, ssb on a blocking hugo it would lead to you eating a reversal 360

where as an empty ducking would have advantage.

on hit…what would you follow up with if its not sa1/sa3?

i know you can hit confirm s. HK ducking super, but are people able to hit confirm into ex mgb and hp uppercut?

also i tried midscreen and the ssb only lets you get like 2 or 3 hits of sa3 so its not much more damage. lots of damage with sa2, but no one uses it. sa1 totally misses.

One, s.hk xx ssb doesnt combo on hugo, even in the corner.

two, it depends on which ducking you do. you are only at advantage on s.hk xx.lk ducking.

and on hit, i was wrong, if you do s.hk, you can’t really “follow up with anything”, but it leaves you in a very good position, people like to do something after they get hit by it, and it leaves you at a good range to react.

and it is the most powerful no meter combo on those characters without a c.rh/jump in.

fierce dp does slightly more damage and pushes them into the corner, so it probably is better overall, but i do like doing s.hk xx short ssb on characters like urien, because it’s a nice string on wakeup that is pretty safe. and if it hits puts you in a good position.

you can hit confirm s.hk into fierce dp?

no, you cant.

right so youre just talking about when youre in a situation to punish.
yeah i dont know, ill have to see how often i can pull it off to see whether its worthy or not. i just thought it was something cool to find while messing around in training mode.

ahh, I was just going off what eric had said

and I figured since hugo is so huge, anything flies with him :P.

I’m currently listening to those Denjin Vid blogs (specifically the one against Ed Ma), and even though he’s a Ken player, something intrigued me when they got to the Makoto vs Ken thing. He mentions that he will poke Ken I.'s Makoto from a safe distance so that he won’t get grabbed by the Karakusa, I have to know, is there anything that Dudley has that’s safe for a poke (crouching or standing) against Makoto, or is he at a disadvantage in this case.

dont let him get close… crouching + medium punch is a good fast anti dash… but you got to watch out for makotos crouching + roundhouse it hurts… you just gotta read your player … spam c+mp here and there… imo…

Makoto dashes under st.mp, and st. RH is usually to slow for her – I like cr.mp if I want to prevent her from dashing, st. RH works aswell but you need to predict their dashes alot better really.
I have a question by the way, regarding jump-in backswingblow … I’ve tried it alot but it seems it’s basically guaranteed to get thrown out before it’s animation starts … How do you guys go about using it? Does the EX version avoid the problems better? Or should I just look for a range or something where I can safely (against throws) empty jump-in to backswingblow?

anyone have any advise for fighting a turtlish yang. My friend seems to have lvled up and has been beating me quite a bit. he pretty much denies my jumps by staying just out of range of j.HP and doing c.mk or just beating me air/air. he usually goes for wiffed dive kicks to throw, s.MP or c.MK. when he gets in on me it’s almost like can’t do anything. he’s just outside of s.HK range and he’ll pretty much punish anything i throw out with c.mk slashes.

Well this is my first “advice” post…

First I’d say to be more patient on defense. From the Yangs I’ve played and seen, they’re all about hit confirms into high damage/stun ex slashes. Twin’s players are more offensive then even Dudleys imo… They’re always looking for quick damage, and if you show you’re going to react, you have the tools to do so.

If he’s using slashes to punish you, bait and counter attack with f.HP or even a random ducking super(though this is my own personal bad habit. If you think it’ll work, use sparingly and for shock value…)

Wiffed dive kicks can also be punished with f.HP, MP, and RH depending on ranges. And if he’s just out of range of any of those use ducking HP.

Don’t jump in anymore, at all, just so he gets used to you not jumping, which should probably open up your jump-in game later on in the match.

But yeah…Patience and counter attacking is key vs. Yang. If you start to read his dive kicks and his follow ups, you can start giving him the business…

Hope this was helpful and not too n00bish. I’m still learning too after all.

I’m in Japan now, there are a lot of Dudley players (and players in general, of course) and this one dudley would always punish a dive kick with SA3

it stopped the yangs and yuns in its tracks.

I’ve been looking through the thread but I haven’t yet heard/found the explanation why Chun/“Duds” is now considered an EVEN match in Japan :open_mouth: I haven’t seen youtube evidence yet, either. This match drives me NUTS. 'Sorry if this has been answered already…

Youtube evidence: rikimaru vs aiku.

Basically chun owns dudley for free midscreen, but once Dudley corners her its good night.

Oh, and the Japanese revised it to 6-4 chun.