The Complete Dudley Thread

Jumping over pokes is important. A good jumper can always change the game…though I’m not sure what game this tactic is used most in to practice. You kind of have to jump a poke like you would an ST tiger shot or something like that, to punish. To jump effectively, you need a good ground game. Combofiend told me jumping is just a tool to use during poking, not the main thing to do.

So when you feel a poke (psychicly) that’s your time to jump over and roundhouse.

Just started playing Dudley for fun so I donno if this has been covered b4, but I noticed that his forward mk, can be used as a kara to gain range, it’s pretty shitty for kara throws but it looks better than the distance Ken gets when Karaing his cr mk/hk.

What Im getting at is if it’s possible to land his anything into jab MGB, ex jet upper, hp jet upper corner juggle on more characters by kara canceling his > mk into the HP jet upper?

I tested and you definitely get more range by doing F,D,F (hold), mk~hp, but I donno if the actual combo works.

I’ll test it out but if anyone has answered this already it would help because the above combo does amazing stun and would be useful on more than just shotos and Urien.

Honestly I dont see any real good uses for that.

Cant really think of any times when I would need a kara srk or something with dudley.

word…:looney::looney:

wtb kara throw pst

I dont know what to do as a corner trap juggle… can someone help?

I can do, c.hp, the light machine gun blow, f.hp, then whenever I do something else they always block. What should I do after the f.hp?

Don’t do that.

Corner juggles with Dudley are character specific but for the characters that can be juggled with c.RH, the basic corner juggle is probably c.RH > jab.MGB > c.RH > jab.MGB > c.RH > ducking upper.

If you’re looking to reset an opponent, you want to maximize your damage for the most part before doing so, otherwise you’ve wasted a chance to deal more damage. One reset you could try is c.RH > jab.MGB > c.RH > jab.MGB > c.RH > st.fierce. A lot of opponents, especially newer players, will either crouch and block or dp. From there you have a lot of options like dartshot > super, go in for a grab, UOH > backswing blow, etc.

Just try not to be too predictable and mix it up.

Alright awesome, thanks! Hopefully I can get some of that down.

Why not end the combo with lk Short Swing Blow or fwd+mp->mp/fp uppercut? Also, against a lot of characters isn’t it just better to do 5x c.HK -> finisher?

My favorite reset as Dudley is j.fp. You actually have enough time to meaty a c.hk or a dart shot. With SA1, you can also super off the reset.

I was just trying to give an example of a basic corner combo, really. If we’re talking about more advanced ones, then I like to do c.RH, jab.MGB, c.RH, jab.MGB, jab.MGB, short back swing blow. However, you need to be playing against a character who can get more air time when juggled (Dudley and Remy for example).

Fwd+mp > dp is a nice way to end a juggle (I use it a lot on shotos) but I like having the extra time on the ground to set up another mix-up. Also, I may be wrong but I believe the c.RH x5 juggle is one of the least damaging ones you could do on most characters. It works better though against characters with fat hit boxes like Alex, Chun, Q, etc.

does jab machine gun blow go through grabs?

You’re not invincible to grabs, no. If you do it meaty on someone’s wakeup, it will stuff a grab. However, this really isn’t a great idea. Dudley has better meaties, like twds-hk, c.hk, and hk.

If you need to beat a grab besides on your own wakeup, do lk short swing blow. Beefy damage and a super cancel. In fact, short swing blow is my favorite way to beat a reversal Gigas Breaker or Hyper Bomb.

The 1-hit version of jab mgb does 5 damage. C.hk does like 17. As far as I know, c.hk x 5 -> finisher is the most damaging juggle Dudley can do like around 75 damage in training mode with c.hk x5 -> lk ducking uppercut -> SA3.

c.hkx4->lp mgb->bsb is better if it works on that character.

cr hkx5 dash fierce jeppa

what are dudley’s option selects?

i’m trying to get ready for evoooooooooooooo.

lol.

put a parry input in before every move you do

profit

just try not to on chun… put another quarter up…:razz:

I’m having trouble juggling with the c.hk. Is there a certain timing or distance i need to be from the player to make it work?

walk forward a tiny bit before each c.hk

Hey guys, I need some help on my wake up game.

I know that certain moves stuff a Shoryuken on wake up, but does this apply to any version of the Shoryuken? I have a problem with Shotos that consistently stuff them with cr LK or MK, toward MP, or Akuma’s MK. I don’t do random Shoryuken’s on wake up, I only do them when I see my opponent is going to be 100% aggressive, and just go for repeated combos when I’m down.

What moves by Dudley can stuff a Shoryuken and Urien’s headbutt? I’ve been experimenting with the cr HK, cr MK, and the toward HK overhead and haven’t seen much with them.