The Complete Dudley Thread

How do you deal with Alex drop boots?

parry, just block. its really punishable on block too, u can probably get a free c/s.mp into duck xx super, at the very least u can get reversal super.

It’s been a while since I last played Dudders. I have a few questions, sorry if they’ve been asked billion times before:
1- What Jump-ins can SA III beat? (E.g. can it beat the Twin’s or Akuma’s Dive Kicks?)
2- What are his best/good pokes?
3- How should I use his Ducking? Which :k: strength should I use for which situation/combo?

Again sorry for asking this if it has been billion times already.

Corkscrew Blow will beat any jump in provided you start it up as they’re coming down. if it’s already out and moving then your opponent jumps in, there’s a chance you’ll either trade or get hit clean.

  1. c. short
  2. c. strong
  3. s. strong
  4. twds + strong
  5. twds + forward
  6. s. fierce
  7. twds + fierce
  8. s. roundhouse

to a certain extent, you can use c. fierce to snuff out attacks.

if you’re gonna cancel into a super, use forward or roundhouse versions. if you cancel into duck from roundhouse, you can use either. if you cancel from s. strong/c. strong, then use forward version.

if you’re just attempting to throw, recommended is short/forward version. roundhouse brings you in too close so then all you can do is either tech the throw if they were anticipating it or SSB. sometimes even SSB can’t come out fast enough because your opponent has already anticpated the duck attempt.

:rock:

Thanks again, bro gonna practice him when I get back on me PS2. :cool:

so i’m playin dudley now, he is pretty strong. i can handle Ken and Urien fairly well but i’m having problems with Makoto and Dudley. any advice?

theres some anti makoto stuff in this thread, and the ask me anything about dudley thread, im not gonna bother reposting. did u even read the thread?

for dudley, just do whatever the other guy is doing to beat you lol.

block, reversal super

I’ve JUST finished reading basically ALL of the 2 biggest Dudley threads here (the thread at top and the “ask me anything” thread) and I’d like to add a few more comments and questions.
Can’t you use a block string and cancel into lp MGB or is lp MGB easy to punish if blocked? I was just thinking of adding some chip damage here :slight_smile:
I actually catch many good players with low roundhouse when they empty-jump on me–esp. when they jump from a considerable distance.
Another player mentioned using the Cross Counter/CC against the twins dive kick. Is this usually too slow to react to dive kicks, is it actually weak priority against it, or are you just predicting it? Does it matter which button press of the CC you use, or if you use the ex version?
Does the CC or at least the ex CC work against the 1st few frames of supers, or only against supers that don’t make contact with the CC right away? I also thought that the CC or at least the ex CC are supposed to do double the damage of whatever hit him? I heard that doing an ex CC to the last hit of a missed SA2 by Makoto will do MASSIVE damage to her?
Does anyone have advice against playing Urien or Remy? I find Dudley’s short-ranged normals difficult for getting in close against both of them. I have trouble in general w/ characters w/ good keepaway: in Urien’s case, long low pokes; in Remy’s case, high and low LoVs and dive kicks and dashing around after LoVs.
Is Dudley’s main strategy (if among possible others) for getting in close, to counter the other character’s pokes or punish whiffs, and use st. rh into ex MGB combos? I actually use st. fr and toward + fr to counter and punish. I try to use toward + fr to punish the EVIL shoto low forward, but that move is so fast to come out and recover :sighs:
I guess my last comment is that his strange st. jab seems to be a good whiff and cos it’s confusing. I think Vic uses that particular normal, but I need to make sure it’s not the toward + jab, which I didn’t know existed.
I need to work more on the timing for hit-confirming/linking his st. mk and toward + mk, but I’m not worried about that right now :slight_smile:

some characters will have difficulty punishing a blocked jab MGB with anything other than a jab or short. i sometimes use this as parry bait. but i don’t suggest doing that vs. the Shotos or Chun.

i use that too. just make sure they’re really empty jumping :lol:.

why CC when you can parry and punish for potentially more damage and none taken?

i’m not entirely sure of the numbers, but for an EX CC Dudley takes 2x the normal damage and he in turn inflicts up to 3x.

you heard right. you can also do that to other supers, but you have to parry in between to CC the last hit.

far as i know, the only supers you have the luxury of blocking and then CCing are

  1. Abare Tosanami
  2. You Hou

i’ve tried to CC the last hit of Chun’s Houyoukusen after blocking all the other hits but i guess i’m not fast enough. in one of his vids, SlimX was able to activate Blue Nocturne after blocking all but the last hit of Chun’s super so i’m guessing it should be possible to activate CC. at least, theoretically.

supers you have to parry then activate CC are those multi-hitting ones that aren’t too fast like

  1. Urien’s SA1
  2. Q’s SAs 1 & 2
  3. Hugo’s SA3
  4. Alex’s SA2
  5. Ken’s SA3
  6. Elena’s SA2

etc., etc.

i’d say Dudley’s main strat is to knockdown and proceed to abuse.

also, you should use s. roundhouse x EX MGB to punish. as much as possible, anyways. certain situations don’t allow you to do that like say, parrying a low hit from Chun-Li.

if you only use s. fierce or twds + fierce to punish, it’ll be a long match :lol:. this is where option selecting s. roundhouse into EX MGB works wonders. doesn’t work that great vs. the Shotos and Chun, but if they dash in or have a high attack out, you can catch them and you can then abuse them.

i don’t think you should be attempting to punish the move after the fact. when you use twds + fierce, it’s more so you catch them as they’re doing the move. works wonders provided you’re at the right distance.

i whiff s. jab on my opponent’s wake up as well. i use that or twds + forward. it’s such a useful thing because your opponent’s tendency after seeing you whiff a high hitting attack as they’re getting up is to block high so then you can hit them low. you can then mix up as you see fit.

high/low/throw/swing back blow. all day, baby!

in one of last year’s SBO qualifying matches, Munakata knocks a Yun down in the corner. as Yun is getting up, Munakata whiffs 2 s. jabs then immediately does twds + roundhouse -> super. money.

the s. forward link is really easy.

twds + forward is quite possibly the most difficult link. for me, anyways. i can link every other linkable Dudley has with ease, but that one just makes me sweat :lol:.

:rock:

What about Dudley’s Rocket Uppercut? You can fit a whole bunch of stuff on block after the first mini-uppercut.

'Thanks for the help again Kal el :slight_smile: The reason I might want to do CC, besides discouraging jump-in attacks, is when I’m having trouble parrying a particular jump-in attack, such as Yun or Akuma’s damn dive kick, which can be altered in timing for impact so much and so easily, and against VERY deep jump-ins which seem to hit EVERYone. I’m not even sure if it matters which characters do a deep jump-in, but Frankie would often hit me w/ a deep jump-in combo starting with jump-in fr when using Dudley, and months later, I did the same thing to him with Dudley when he was using Ken. It’s 1 of those scenarios that makes ppl say “I PARRied that shit! what happened?!” haha.
I also scored 2 jump-in combos with Elena’s jump-in fr against Vic, but maybe he was bored? lol Good players sometimes play at such a high level that they seldom use scrubbier shit that would work on a scrub like me :stuck_out_tongue: thereby making them more cautious and thus more hesitant.
To add to that, sometimes trying to make yourself look scrubby can confuse an opponent: like making it look like ya messed up, then command-grabbing them w/ a character after hitting them w/ something close and not finishing the ground combo: they’re either holding down or down-back to block asap after recovering, or they’re even letting go of the stick or returning it to neutral to wait for the expected combo to finish…which ends up not happening :smiley: 'For instance, I recently did a jump-in fr (yes: another jump-in fr :stuck_out_tongue: ) but with Alex, and I connected with it and then waited and did a fr Powerbomb when I landed. Another player said “wtf” (he actually spelled out the letters) while that happened: he probably thought I messed up.
While I’m at it, I remember Epsilon saying that the weird semi-chain thingie or whatever–cr. short, st. forward isn’t that useful, but I saw some Japanese player in the pink outfit using it against wake-up characters in the corner who try to wake-up parry: they tend to parry at least the rose and often try to parry again, but that 2-hitter is so fast that’s it hard to see whether a high or low hit is coming after the rose
Isn’t there some use in doing st. rh into short SSB/BSB? To admit, I only learned recently that it connects. I think that’s everything I was trying to remember :slight_smile: ~Nick

no prob, dude!

gotcha.

however, you’d be better off not relying on CC due to the trade off. also, if the jump in hits ahem below the belt, your CC won’t work.

haha. when fighting Dudley, it’s best to not even try to parry his jump in. in this case, the risk is far greater than the reward. you succeed with the parry you get to hit your opponent with what? yeah. exactly. not much. if you mess up, that’s at least 30% gone.

haha. aka, randomness. it’s good to do, but again, don’t get into the habit of relying on ghetto tactics.

i know that one! i do that too. i X.C.O.P.I.E.D. that from KSK footage. works whether the fierce is blocked or not. reason being Alex opponents usually expect a close s. forward or s. strong after a j. fierce because those are the only 2 moves that will cancel into his Flash Chop.

it’s not so much that it’s useless, but there are other (and better things) you can do. for example, if you had a super stocked, why would you do a chain like that when you could have gone for c. short, c. short xx super? if you didn’t have a super, you could have gone for c. short, c. strong, c. fierce chain.

i haven’t tested that on everyone, but if you’re backed into the corner, you can use that to punish your opponent for pretty hefty damage.

vs. Chun-Li, if you’re back into your corner and you manage to land a c. roundhouse, do this:

c. roundhouse x 2 -> short SSB

:rock:

Thanks again :slight_smile: Your first comment about jump-ins hitting below the belt makes me think that maybe you DO have to parry low if the jump-hits low, right?!?! I think this would explain why I had trouble parrying multiple dive-kicks from damn Yun. I hate that the top-tier bitches haha.

I’m just surprised that a fr powerbomb (BATISTA BOMB haha) works so well.

You mean if you’re backed into the corner, you can try st. rh, SSB to push your way out of the corner?

You can get 2 cr. rhs against Chun and also connect w/ short SSB when YOU are the one in the corner?

I thought the cr. short, st. mk might be good against ppl who try to keep parrying, but then again, I guess the rose can only be parried high, so cr. short is best as a follow-up. I see Japanese players finish off cornered opponents who wake up with the rose, followed by cr. short, st. mk or SSB among other things, mostly, but, admittedly, I was only watching 1 Dudley player who was doing this, and maybe he was only playing so many dif opponents, so I dunno why he wasn’t trying cr. short x2, super.

'Finally, I was kidding about the guy actually spelling out “wtf?!?!” haha.

actually, all jump-ins have to be parried high. it’s just that CC won’t work if the hit is below the belt. i guess it’s Capcom’s homage to the rule in boxing that goes by the same name: no hitting below the belt.

hah. it’s because 99% of every player will expect an Alex player to do close s. forward or s. strong after a j. fierce attempt.

among other things, yes. it’s not necessarily the safest route, but it is a possibility.

YES. take a look at this thread for more Dudley combos:

http://www.shoryuken.com/forums/showthread.php?t=104754

it is an option, but like i said, you have other and better options as well. since that chain begins with a c. short, why not just chain another c. short into it and have a chance to go into super instead of just having crap damage from the c. short, s. forward chain?

:rock:

can’t you link into super after the s. forward connects? or am i just smoking too much crack…

you can link into a super from s. forward on its own or from the s. short, s. forward chain, but not from his c. short, s. forward chain.

i thought i was possible, but i tried it and it just doesn’t work. if it did, that would make Dudley even more of a threat with the high/low.

:rock:

ah. i see.

Thanks for the clarification :slight_smile: I thought there must be some reason for that Japanese player to do c. short, s. forward after the rose when they’re cornered and, at least, about to die: cos you expect them to parry to try to avoid being chipped to death, so you do something weird. I guess he was just going for a creative finisher? lol

‘Sorry…I must’ve missed that thread if it’s not new. I read the entire “ask me anything” thread and the complete Dudley thread, and glanced at the other threads, but those 2 seemed the most useful. I certainly wouldn’t to ask redundant questions after all your guys’ hard work :slight_smile: Unfortunately, at least against faster characters, I can’t react quickly enough to employ a lot of the duck and tick tacTICKS yet haha, but I’ll work on it. Have a great evening. ~Nick

I was wondering, what strength of SSB is best against throws? Or when should u do it after they block certain jump ins? Also if you expect them to shoryuken, which strength will avoid the hit and hit them on the way down? I’m probably wording this wrong, so please help me out, or ask me wtf I’m talking about.

Basically, after they block, like a j.rh, which will let you hit them at the end of their block stun?