The Complete Dudley Thread

Meaties will beat almost any Shoryu but lose to reversal supers and EX shoryus. If you’re going to do a wakeup uppercut, do a wakeup EX uppercut. Dudley’s uppercut has shit invincibility. Wakeup SA3 is better and harder to punish.

But remember that there is a huge risk with a wakeup reversal. It should by no means be something you do often unless they always throw out a meaty.

cr.hk, s.hk, and dart shot all can stuff a reversal shoryu. You’re misstiming it if you’re losing. I think you trade with Akuma’s shoryu, but you should beat everything else.

When you say s.hk, do you mean his overhead attack that can be linked with his standing mk?

Against wake up Shoryu.

CR.HK --> It’ll trade and you can do the command dash with a follow up.
ROSE --> Meaty ofcourse.
EX. Shoryu or super.

Got these from DR.Subzero podcast… Nice…

s.hk is standing heavy kick. It’s the one that combos into EX Machine Gun Blow.

Dart shot is his overhead.

Thanks guys. Somewhat related; I have a big problem with Shotos when I’m knocked down. What they do is spam cr mk, s mp (or in Akuma’s case s mk) and that stuffs anything I do aside from EX moves. If I block low, they throw. Go for an EX attack, they suddenly back away or block all of it. Go for a throw, they attack. Do a standing block, they do cr mk then combo. They have a weird sense of prediction that I can’t get the hang of. This is entirely for Shotos, any other character doesn’t give me any problems. I know many will say ‘parry it’ but I don’t believe in just guessing and hoping for the best, in fact if they’re parry-happy I tend to use that against them and go for some easy throws.

I also hate the fact that Dudley’s cr MK and HK come out too slowly for a Shoto’s cr HK.

you’re obviously really predictable. just play more.

worst tactic ever.

work on your execution and ducking xx super any shoto sweep.

Alright, I’ve been working on some stuff in training mode and I need some help on combos and tactics.

[LIST]
[]Is it possible to land cr.hk x5 -> lk Short Swing Blow? I can do cr.hk -> lk Short Swing Blow sometimes, but I just don’t get why it whiffs or why it hits. Is it just doing it immediately? When doing cr.hk x5 -> lk Short Swing Blow, do you have to land the cr.hk so that they fly up further than normal? I was practicing on Chun and it just seemed to whiff randomly.
[
]When landing twds-mk xx uppercut -> SA3, how can you avoid having the twds-mk reset the opponent?
[]When landing s.hk xx EX MGB, I’ve noticed that it gets blocked sometimes. I just have to make sure to cancel into the EX as soon as possible, right?
[
]When doing lp MGB from cr.hk or EX MGB, should I just be trying to do the lp MGB as soon as possible?
[]Is MGB completely safe on hit? Is the lp version plus on hit?
[
]What are some good ways to set up tick throws, besides Ducking -> throw?
[]Is Dudley’s crouching target combo safe on block? What if you stop at the second part?
[
]Is parrying a shoto cr.mk a bad idea? Akuma is giving me fits and I’m trying to figure out how to get the fuck out of the corner. Is his lk tatsu punishable without parrying? Because I have a lot of trouble trying to parry it.
[/LIST]

my dudley is pretty shitty, but i’ll try to help.

[*]Is it possible to land cr.hk x5 -> lk Short Swing Blow? I can do cr.hk -> lk Short Swing Blow sometimes, but I just don’t get why it whiffs or why it hits. Is it just doing it immediately? When doing cr.hk x5 -> lk Short Swing Blow, do you have to land the cr.hk so that they fly up further than normal? I was practicing on Chun and it just seemed to whiff randomly.

a. while the aforementioned combo is impressive to see, when executing, be aware of risk vs. reward and also damage potential.
you’re better off doing ducking super, imo.

[*]When landing twds-mk xx uppercut -> SA3, how can you avoid having the twds-mk reset the opponent?

a. for me, i tap twds then qcf punch for the upper, then sa3.

[*]When landing s.hk xx EX MGB, I’ve noticed that it gets blocked sometimes. I just have to make sure to cancel into the EX as soon as possible, right?

a. it’s a cancel, so yes; mash that shit out.

[*]When doing lp MGB from cr.hk or EX MGB, should I just be trying to do the lp MGB as soon as possible?

a. yes and no, depends on the character, for me as the c.rh hits, i’m rolling the stick forward, then tapping jab.

[*]Is MGB completely safe on hit? Is the lp version plus on hit?

a. no it’s not, at least not from my experience.

[*]What are some good ways to set up tick throws, besides Ducking -> throw?

a. none, it’s dudley. he’s a boxer, not a thrower. jkjkjk. try c.s>c.s>ducking throw.

but that’s not a tick throw.

:confused:

[*]Is Dudley’s crouching target combo safe on block? What if you stop at the second part?

a. no it’s not but it’s fast and pretty hard to parry, the c.f ender isn’t safe.

[*]Is parrying a shoto cr.mk a bad idea? Akuma is giving me fits and I’m trying to figure out how to get the fuck out of the corner. Is his lk tatsu punishable without parrying? Because I have a lot of trouble trying to parry it.

a. ducking super shoto cr.mk, or parry s.rh>ex arsenio hall. if akuma’s tatsu is giving you a hard time, ducking xx super or s.rh>f.dp

hope that helps.

:confused:

All of Akumas tatsus leaves him at a frame disadvantage on block, it might be hard to notice on his MK/RH version of them - But you can punish them with a super or with an EX Jet Upper.
Akumas lk tatsu can be punished with s.RH into rickroll.

If with “Crouching target combo” you mean the cr.lk cr.mp cr.fp string, I actually do not know if it leaves you at a framedisadvantage - Never seen anyone punish it, it’s not to unusual with people trying to redparry the last hit though. Just confirm the cr.fp, so that you stop at cr.mp if they do block it. That way you avoid getting into frame disadvantage and you avoid their redparry attempt.

Tick throws … Well - f.mk is a free tick into whatever basically, just chop away at your opponent if you get him into the corner, and throw your opponent when you feel like it. Dudley doesn’t really need tickthrows, people avoid whiffing a throw against him due to him mostly hitting and due to him baiting them with backswing blow, so if you really want to throw them most likely they won’t tech it. If they tech it alot then just turn them into gutter trash.

Personally I’m still wondering if anyone besides me is feeling like EX BSB has a faster startup then the regular ones – I feel like on jump-ins my EX version never gets thrown out, whilst the regular ones do before they get to startup. Either I’m timing it wrong sometimes, or the EX one is faster.

you guys should just do 2s 6rh 236236 FIERCE!!!

rofl, i accidently typed this guys name as MR. jewis, i hate my job.

Hey, I just started playing 3rd strike 2 weeks ago (a little late, I know) and decided to take up dudley. Right now I’m mostly working on my execution and the combo I’m having trouble with is c.rh x ducking upper xx super. I can bust it out like 100% of the time landing the super off the first hit of the ducking upper but I see in videos pro dudleys combo it out of the second hit. I can do it maybe 5% of the time in practice and I doubt I’d ever manage in a real match, so I figure theres something I’m missing.

The input im doing right now is: c.rh, hcf lk lk, qcf hp. I can always land it off the first hit with this but never off the second. I’ve tried doing c.rh hcf lk lk, qcf qcf hp but thats even more inconsistent. I’ve been messing about with this for a while but I can’t really seem to find any tricks to hitting the link.

thanks for any tips

You just need to hit the punch button later.

after the ducking should i double qcf? I could hit it more consistently like that but im still way off on it. sometimes i think ive figured it out then i completely miss it

don’t take my advice but.

i just input it really fast when the second hit connects :confused: but i generally don’t do that combo because i like reseting too much aka walk up jab

True.

if you land it more doing that, then do it. you have plenty of time for it.

Throw the rose.

You’re mashing. the super after the ducking. You have a lot of time to execute the super AFTER the first hit connects. The 2nd hit will already connect by the time you finish executing

Yes, you should double the qcf. You can piano the punches for the super if you still need to get used to the timing. Once I got the timing down, I just double tap fierce. Remember that you have more time than you think to do the two qcf motions.