The Dudley Thread

[media=youtube]WVavd4DRb54[/media]

Some Dudley BnB’s :slight_smile:

Dudley sucks

I like, but the damage seems so low. I sort of squinted to see it but looked like 380s and a 402, without super?
really bumbing he’s not packing more of a “punch”.
Of course these are solo combos, MGB looks sick for switch cancels and SSB into Jet Upper could be a solid cross rush tag in combo for Duds.
How is his bound moves? Potential combos off of it I mean.
That is where Juri really rocks hard so hopefully the same can be said for Dudley

Really banking on Dudley to make me come back to this game.

s.MK is still a classy Anti Air!

I’m pretty sure Dudley’s damage will be ridiculous in this game. He’s a lot of fun. The Day 1 BnB I’m working with is:

J.HK or J.HP, towards HK, (link Target Combo) MP, MK, HP, (link) cr. lp, (ender)

Ender 1
Machine Gun Blow(you can EX to extend the combo even further with several variations after that)
Ender 2
FP, FP Exchange(I think it’s cross rush, but I can never keep those terms straight, lol)
Ender 3
Super
Ender 4
Team Super

I didn’t look at the numbers, but depending on how much meter you burn, that’s some pretty solid damage for day 1. He’s a real blast to play and I didn’t use him in 3s or SF4, but this version really drew me in with that Black Dynamite costume. I had planned on pairing Lei with Chun Li, and using Lars in my Vergil Custom Colors w/ his swap costume, but Dudley bopped all of that. I’ll definitely be sticking with this character for at least a few weeks to see what he’s got. Overall, it looks like most of the new cast are stronger than the mid and lower tier characters, with a few of the new cast possibly needing a balance patch. They’re fun though.

that BnB video seemed to focus more on his SSF4-style combos, which is fine, but he can do so much more wacky stuff in this game.

first of all, he can easily combo dart shot after a heavy jump-in (this was only possible on counterhit in SSF4), so you can do stuff like:
j.HK, dart shot, st.HK, cr.MP xx exMGB into juggles for huge damage (i’ll get to the juggles in a sec)

his j.HK ground bounces. And as Desk showed last night, you can get a j.HK after exMGB (but it’s tricky).

as for juggles, his cr.MP has a potential of 3, but his st.HK only has potential of 2 (you’ll understand why once you try it out in the corner). Best uppercut ender is MP version, because it’s single hit, 140 damage.

Here is the coolest juggle sequence I’ve found so far (corner only, works for an incoming Dudley after ABC-launch, or after switch cancel, or in his own exMGB combo):

st.HK xx L. Short Swing Blow, cr. MP xx H. MGB

the SSB pops them up high enough to allow another cr.MP juggle into MGB or jet upper. I prefer ending with hard MGB because almost all the hits will juggle, which means you can switch cancel it and do anything you want with your partner (right now I’m switch canceling Gief and he has enough time to neutral jump and get a ground-bounce headbutt)

So far, he’s been exactly what I had hoped he’d be. Just wish we had frame data. One thing I did notice is his counter seems noticeably slower than in AE. It could have just been my mind playing tricks on me as it was 3 in the morning.

Got to say I just love hes mp. DP. Finally a good reversal with lots of invincibility and you don’t need meter to do it. Great for AA, great for some “UmeShoryu” action, some decent/ok range and you can get shitton of damage after hit and then tag + you put the fear in your oponents mind.

Also I love how after MGP on hit you get so many options since it doesn’t KD (oponent can’t roll). Frame traps,overhead, low , throw, and that sweet mp. DP

  • He walk speed is great, it almost make hes throw legit :P.

The main reason I dropped duddley few weeks after SSF4 1st came out was exactley the shitty normal DP’s.

I must say I’m enjoying this xTekken version quite a bit so far.
jiz.

Time for me to chip in.
Midscreen, confirm into ex mgb, j.hk, cr.hk, mp jet upper. Easy, reliable, and the best damage you can get in the situation. If you plan to tag, use hp jet upper at the end, as the second hit will activate due to the juggle reset, giving more damage. You should be able to do close to 500 off any confirm midscreen.

In corner, after ex mgb, st.hk xx hk ssb, cr.mp xx mp jet upper (unless you are tagging, in which case use hp jet upper) damage is huge off one meter, and easy once mastered.

I have an amazing metereless combo in my vid for high damage. Cr.lk-mk target combo is amazing in wakeup situations, as you can confirm right into st.hk xx whatever. Combined with overhead pressure, it is terrifying. They’re gonna start rolling, stuff will get predictable.also, learn how to walk-jab without initiating dudleys slipping jab, it is a godlike frametrap with practice. Ignore rolling thunder…seriously. it is not worth the damage that can be done with any hp jet upper finisher + tag cancel.

Check my vid/transcript for some good stuff, it’s been posted a few places but meh: [media=youtube]tnEc0DRQN4c[/media]

Good stuff man. I had planned on pairing Chun Li with Dudley and Juri with Sakura (looks like it could be Christie now though)
But if you play around with Chun Li and Dudley let me know what you think.

I’m still debating on getting the DLC. I have a lot going on right now so I’m on the fence.

Well lemme tell you right off the bat, lol…

Jump in to Spinning Bird with Chun, Tag Cancel into that BnB I told you earlier using the ender with the Boost Combo back into Chun’s standard back MK etc follow up…whoo! Big damage and a pretty sick corner carry. The other thing about this team is that Chun’s mobility and footsies is a great balancing element for Dudley’s troubles getting in. It’s day one, obviously, but usually day one stuff isn’t this good so I think this team is pretty real.

i been using Yoshi as my main since the game has came out and have been dying for dudley to come out to tag him w/ him. anyone that has played/plays yoshi knows the damage potential he gives any character and thats why i love yoshi so much. if i cancel his windmill or any of his spinning attacks i easily get 400 dmg combos. but so far i feel like im not getting the best of dmg from him.

ideally i like going sM+hk+hp crMp mpMGB but i never get it to connect off a windmill. so far ive been going mp mp mgb cancel back into yoshi boost combo back to dudley cr mp dp mp or ducking upper depending on where im at. does anyone have any non-meter using combos w/ dudley yet that would be a better to use in this situation?

otherwise my other findings is that:

his counter move comes out incredibly slow and doesnt work against air attacks.
sMk is a decent anti-air.
f+Hk is a great and easily combo-able move into crMp.
his corner pressure is still unreal.
f+Mk is safe pressure attack. (i think f+mk, lk, f+mk, lk can be spammed the same way sLp of Raven)
you can juggle crHk twice in the corner into dpMp
dpMp has invulnerability properties
jMk crosses up rarely but in certain situations. usually in corner.
his jumping attacks have a ton of hit stun and good priority. jHk traded a lot for me today
MGB can be cancelled to make safe and Hp MGB can be canelled into quick confirm combos if done early

this is all i can remember off top of my head. hope to learn more on dudley i like his feel in this game a lot. except it sucks ass to get in

so far playing duds his ex ssb seems relatively safe on block uh ryu srk can’t punish as far as i can tell. What i wanted to share is basicalyy anti roll tech concerning ex ssb. Because dudleys moves back he stays in front of the characters roll n assuming ex ssb is safe on block then he can still set pressure. Hopes this helps somewhat for you guys… oh also his ducking does the same thing as ex ssb… think ibuki with her command dash

Heres a raw overhead comobo with one meter that does 477 damage I found (Dudley +Gief). I’m sure it can be optimised for more damage or whatever… but almost 500 damage from one of hes main mix up tools and only one meter is pretty nice imo. Works anywhere on the screen too (although you need differenr “finisher” juggle in the corner)
[media=youtube]-g8QAXJKEl4[/media]

Heres a littel variation of the same combo just for fun (uses 2 meters). :slight_smile:
[media=youtube]HbwjusPrVto[/media]

Thanks to the fact that HP MGB>Tag give you partner enough time to land a jump in combo, I’ve actually found it hard to get under 450-500 damage off a one bar confirm with Dudley.

However, despite his good walk speed, his normals still suck.

Thanks for the input.
Here is some in return:
You can do a grounded SBK too, I’ve used this quite a bit but I rarely see other Chun’s do it.
Use these links, Cr. Lk, Cr.lp, Cr. Hp xx Hk SBK I think it is around 288 damage by itself but bringing Juri in my case took it over 400 in most cases. Sure Dudley can the same.Of course you can also LLegs but I’ve also substitued Ex LLegs to bring Juri in becase of her ground bounce potential – with that the damage gets pretty nice even known it is 2 bars. If you can get Dudley in the air fast enough for his bound (Ex LLegs does shoot the opponent pretty high) You may have another go to move.

Like I’ve said I’ve got so much going on right now I don’t know if I can afford the distraction. Plus I take fighters waaaayyy too seriously to be healthy. So I’ve taken a long over due break.

I think Dudley can cross up the opponent with jMK when there in the corner, but I can’t tell if it’s just fake cross up that’s hitting him in the front either way it’s pretty ambiguous.

Edit: After testing it is a fake cross, but it could lead to some tricky situations

Stupid question, but how do you cancel MGB to make it safe?

Probably refering to switch canceling.