The Complete Dudley Thread

My Dudley is an Olympian.

c.rh ~ dash > s.mp x upper

Interesting view on the link there, here are my thoughts:

If your close enough to use that chain, you really should be doing something more damaging and easier to land. If you want to rush in and do your own throw setups. You can always cancel the s. rh into a mk. duck dash then throw for free usually. if it lands, its way easier to hit comfirm the duck dash into a super. I’m sure this does more damage aswell. I also think that after the first 3 blocked hits of that chain, you will have pushed them back far enough not even to be in throw range directly afterwards, i could be wrong though (someone look into that lol) Also a mk duck dash works great for a surprise rush in, and you will be able to do a simple throw right after! Against decent players, your gonna need to try other things off the duck dash, and don’t (BY ALL MEANS DONT) abuse this tactic. They will catch on quick.

The chain link to the super is really just flashy, and not dependable being that it’s somewhat difficult to pull off in a high pressure situation. Also, i’ll note that I don’t think i’ve ever seen footage of competition dudley players using that chain link to super. I’m not saying there isn’t, but it IS safe to say a very convincing percentage of good dudleys will choose another option. Overall i think it’s impractical.

If you need more convincing, I can ramble on quite a bit about specific situations and such, but I don’t feel it’s necessary. Ask me though if you want more info on that.

I will admit however that it is flashy, and looks real nice when you pull it off. So in that respect, use it accordingly.

Yeah- I don’t usually the s.lk-s.mk chain for hit confirm super, but I do use it for throw mix ups. For hit comfirm pokes, I usually do the s.rh -> mk duck under or c.strong -> mk duck under. However, I don’t usually try to throw the guy after s.rh -> mk duck under mid screen because sometimes you’re still too far away to throw after ducking under- but it’s good for baiting throws (for Hugo for example) because after ducking under you can ssb xx super if he whiffs the throw. For ducking under throw setups I usually use the c.strong -> mk duck under or f.mk -> mk duck under. You’ll be close enough to throw them mid screen w/ those cancels.

Are there any technical tricks I should know about to make dart shot->super more consistent(i land it 1/10 times, so I opt for the safer weaker s.F+rk->s.mk target chain)

Well if technical is what you want…

Do a “dart shot” as you call it, and pause as soon as it lands on your crouching computer dummy. (this is easy to do against ken, ryu, etc) You should see his head leaning back with a look of surprised pain on his face. Notice dudley’s positioning aswell. If he is still in the recovering animation during the pause, then unpause and pause it again as quick as you can. If you keep doing this, you will notice when ken’s face is back to it’s origenal positioning, and when dudley is back to his origenal positioning. You’ll eventually catch the pause screen when dud is recovered, and ken’s face is reering back to it’s recovering frame. Thats when you have to do it.

So then… You do the “dart shot” and buffer the super, then hit the punch when you finally got that timing for the opening down. It really is just like playing an intrument with the right rythem. You have to make a groove out of it, so you know when your doing it just right. (also like bartenders who pour perfect shots without measuring) It’s the same shit dude.

For me personally, i do the first fireball motion slowly, then the second at a faster speed and hit the button when i’m done with second motion. Technically, i’m doing it like an underhand softball pitcher, wheeling the stick around slowly , the increasing the speed in a nice fluid motion, and instead of releasing the ball at the right moment, i just hit the punch button. A wild analogy yes, but that’s the finesse it’s going to take, and it will also take a lot of practice but it’s worth it.

After hit confirming the twd.rh and executing the super, make sure you piano those punches to get more inputs from the negative edge. This way you don’t have to be exact on the timing. When you learn how to piano, many super cancels will be easier to hit confirm.

ty. this’s brought my execution to 90%ish quickly. :slight_smile:

Would drumming work to help you confirm f+HK to super on crouching opponents? The timing is strict so you might as well hit a few more buttons to help your chances instead of trying to be psychic about it and whiffing.

Prolly been covered already, but what do you guys think of the MK, HK chain, not the complete chain but that section? I think its pretty amazing, fast high priority, and not too much pushback, nice for some anti air action too I thought the startup and priority on st. LK is slower.

Forgive me I’m just learning Dudley so tell me if I’m repeating someone elses question.

It’s a good anti-air, and if you are going to use it as an anti-air, throw the fierce in at the end as it’s 4 hits to parry.

On the ground it’s not so hot though. If an opponent parries, the HK does not come out quick enough to interupt a punishment attempt. The standing MK can also be used to link a Super afterwards, which you cannot do after the HK. A better chain is arguably standing lk, standing mk because they come out quite quickly and you can chain to super or you can just use the standing lk to tick into a throw or swing blow fakeout. Sadly though the lk can be parried high or low, and many opponents will often take a risk to parry Dudley on wake-up because even if they block they are still at 50/50 as whether they eat a super or not.

I kinda liked it on the ground, the MK was fast startup, no pushback so you could tick throw, and the hit box on it seems quite weird seems to have a longer range than you think, and hits characters that MP wouldn’t, but I think you are right about the HK being too slow to punish a parry of the first hit, but I didn’t think it was too slow to be useful. shrug

u cant tick throw off mk hk chain. ur better off just doing f+mk and doing setups while hit confirming that.

EDIT- Never mind I found the tut :D.

I love the st. lk, mk chain. I use to link supers, plenty of mix up options if blocked.

I agree about the f. mk as tick set up, st. mk always seems to work too against people i’ve been playing lately. I love f mk though for every good reason.

What about other setups? d.HK? Ducking?

so many options! This is what makes dudley so fun! God we love him

The st. rh duck isn’t a bad choice, good players might be expecting it and parry forward, especially because dud isn’t gonna bust any low punishing attacks at that range (so they think)

I wouldn’t get too used to that mix up, it’s one of the most commonly expected mix ups dud has.

simple solutions:

backswing blow

uoh or f. rh overheads

j. rh set up

st/cr mp or (fp if you expect them to jump)

But the bread and butter of dudley’s ground mix up is f. mk!!!

   It's super linkable

   you can duck dash cancel it (this has even worked on players like ken I and pyrolee for me) at which point you can usually throw for free, or ssb, or cr. lk lk super! 

   You can do several of them consecutively

   When blocked, it gets you in perfect distance for over heads which link to supers (I prefer a cr. lk to uoh if your looking for the link after a blocked f. mk)

I think these are very good tactics when utilizing your f mk. Once you pop one out, your in control… remember that

I agree w/ Dansuko. I love twd.mk. So many options w/ that normal.

Dudley Invitational???

Does anyone who frequently posts in this thread live in the so cal residence? It might be totally lame, but I think it would be fun to get together and check out the dudley skills. It would be a great way to learn and feel useful to and from other dud players. Lets get some replies!!!

Anyone know that you can link a corkscrew blow from a machine gun blow? I did it playing with a friend and I tried it again in training but so far I only did it against makoto. I don’t know if it works on other characters; I’ll probably try that later.

i think one setup for that works on yang (and i guess yun) too, but i forget.

at any rate its pointless because of the scaling, if you do an ex mgb combo it does more for less meter in the same situation.