The Dudley Thread

you don’t need to switch cancel mgb to make it safe

after some time in training mode:

[LIST]
[]all versions of MGB (even ex) are safe on block (tested against ken’s dp), maybe julia’s super can punish it but thats probably about it
[
]all versions of short swing blow are safe on block (again tested with ken’s dp)
[]lk, mk, hk versions of thunderbolt are also safe, however ex version is very unsafe…it does pushback quite far so some dps will whiff or only hit once if they try to punish you with it but they can easily just punish you w/ low foward into whatever
[
]foward mp mp string is defiantly + on block (probably + 3 or + 4), foward mp mp - cr.mp is a very tight block string, was able to dp through it no problem but trying to mash cr.jab and cr.short during it left me either still blocking or getting counter hit
[]cr.mk is very punisable, by dp or just simply by low foward into whatever, no reason to use it
[
]cr.hk is surprisingly SAFE on block, this blows my mind, so basically you can use this in your high/low mixups after a knockdown and don’t have to worry about being punished if they block correctly
[]fw.hk is also safe
[
]his s.lp s.mp s.mk chain is not punishable but it doesn’t seem to give you any advantage either, probably -1 or -2
[]ducking straight is safe, ducking upper is not
[
]fw.hp is unsafe, so is s.hp, so can’t really abuse these like in ssf4
[/LIST]

How are you guys punishing back dashes? it seems like I get blown up a lot by them because he doesn’t really have any moves that reach that far besides maybe his ducking stuff. Also how are you guys keeping pressure midscreen? I am kind of using his ducking at the end of block strings to push myself back into range but its becoming unsafe. Any insight?

@Cali-killa: nice findings. Had that impression too. That’s too nice. Especially MGB/SSB on block. Very vulnerable against Alpha counter though.

Anyone an idea which normals/command normals are + on block or good for frametraps?

I’m having trouble with st.HK-LK SSB-MP Jet in the corner after a tag. The jet doesn’t connect consisteny.
Any ideas? I think it’s mainly when I hit st HK too late, right?
What other variations of corner combos after a cross rush are you using?

most of his command normals, with the exception of fw.hp, seem to be about neutral on block, none of them seem to give much advantage on block

same for most of his target combos, and a lot of them push the opponent way out of range on block, which means they aren’t punishable but also that they aren’t very good for frame traps

seems his best moves for frame traps are cr.mp and his fw.mp - mp string, oh and lp mgb

I’m sure you are just hitting s.hk too late. You can do it much earlier than you would think. I had this problem too initially.

What’s the best combo you’ve found after a tag if you use 1 meter but not tag back?

I tested these as well and the Strong and Fierce versions of MGB are not safe. Tested against Ryu’s Fierce DP which is three frames. An also Jab MGB can be punished by 2 frame or less supers. Tested against Ken’s super art. EX MGB is safe from what I can see. Haven’t tested crouching roundhouse yet due to trying different combos and such but if it is safe then that is not surprising because it was safe in third strike. It was plus 1 to be exact.

tested it myself and your right, thats weird that when i tested with ken’s dp it seemed safe, how many frames is the startup on ken’s fierce dp?..i thought it was 3.

but yeah ryu’s fierce dp punishing mp and hp mgb but only when done on reversal, can’t punish his sweep, but julia’s super can

so this probably means mp and hp mgb are -3 on block and his sweep and lp mgb are -2

What can dudley do off a wall bounce? I’m trying to construct a fancy pandora combo but i cant seem to get him reach anything

Here are some combos that I found before Dudley became available to the public. I do not play this game anymore but I am sure these combos can still serve some use. Capcom may have changed his damage out so test it out for yourself.

SFxT Dudley

Keep in mind, this was created before the DLC was available

Corner Meterless

**Overhead combo:**f.hk, st.hk xx lp srk, st.hk xx lk ssb, cr.mp xx mp srk (427 dmg)
**Low hit combo: **cr.lk, st.hk xx lp srk, st.hk xx lk ssb, cr.mp xx mp srk (397 dmg)
**Punish combo:**st.mk>hk, st.hk xx lp srk, st.hk xx lk ssb, cr.mp xx mp srk (451 dmg)

Midscreen Meterless

**Overhead combo: **f.hk, st.hk xx lp srk, hp srk (318 dmg)
**Low hit combo (standing opponent): **cr.lk>mk, st.hk xx hp srk (274 dmg)
**(crouching opponent): **cr.lk>mk xx lp srk, hp srk (258 dmg)
**Punish combo: **st.mk>hk, st.hk xx hp srk (whiffs on crouching opponents) (334 dmg)

Since the last combo whiffs on crouchers, use the overhead combo to punish and maximize damage. Just in case your opponent has an animation that ends with their character crouching that you can punish.

Corner 1 meter combos

**Overhead combo: **f.hk, st.hk xx ex mgb, hk xx hk ssb, cr.mp xx mp srk (467dmg)
**Low hit combo: **cr.lk, st.hk xx ex mgb, hk xx hk ssb, cr.mp xx mp srk (437 dmg)
**Punish Combo: **st.mk>hk, st.hk xx ex mgb, hk xx hk ssb, cr.mp xx mp srk (485 dmg)

Midscreen 1 meter combos

**Overhead combo: **f.hk, st.hk, st.mp xx ex mgb, f.mk, st.hk xx mp srk (404 dmg)
**Low hit combo: **cr.lk, st.hk xx ex mgb, f.mk> mk, cr.mp xx mp srk (363 dmg)
**Punish combo: **st.mk>hk, st.hk xx ex mgb, f.mk> mk, cr.mp xx mp srk (423 dmg)

Imo I don’t think Dudley should use meter to combo into ex mgb. It would be better to tag cancel after a hp mgb. Hp mgb gives enough time for the incoming character to either reset or continue the combo with a cross up, high or low mix up, or just go into the character’s bnb.

Notes:
[LIST]
[]Dudley can still combo off of a srk trade AA
[
]I have two theories that I am testing out to stop rolls. One is if you time ssb on your opponents wake up, as Dudley lunges back and your opponent rolls towards you, their roll will not pass through Dudley. So as Dudley comes back towards your opponent from ssb, Dudley will hit them after the roll. My other theory to prevent rolls takes place in the corner. If you get a hard knockdown on your opponent in the corner, you jump over them which puts you in corner. If they just wake up blocking or mashing you can beat it meaty. If they roll towards you they will place themselves in the corner. Either way your opponent will have to face Dudley Oki on wake up. These are just theories, still seeing if any of them are valid or just a bad idea. Have not been able to play against a human player yet…
[]Dudley’s cross super art works just about the same as corkscrew cross in ssf4. Combos from almost everything in this game because of the juggle system. Not sure if this is ever worth the meter.
[
]Air to air j.hk causes a ground bounce
[]A good partner for Dudley might be a character who can keep the opponent locked down in block stun and tag cancel Dudley in for a free mix up. For example, I use Akuma’s Hk tatsu until the opponent blocks the first hit. I then tag cancel Dudley in, on Akuma’s second to last hit of his tatsu. Dudley will be on screen right around the time Akuma does his last hit of block stun. This allows Dudley for a free high/ low mix up!
[/LIST]
OS against back dash
[LIST]
[
]1,2,3, cr.mk TC OS still works
[]f.mk, hp srk OS
[/LIST]
Safe Jumps
[LIST]
[
]f.throw, mk duck, jf hk ( safe against 5 frame reversals) (Only tested on Sagat’s DP so please test other characters)
[/LIST]
Well that is everything. Hope this some how helps and is still valid.

anyone have an idea on how fast cross counter starts up? I need the info for potential frame traps.

as the other member stated. threw switching out. but all are safe on block which blows my mind…

I tested it tonight and Ryu can punish it too with super. But thats because the fireball is so fast. But Ken can’t punish with super because even though it is 2 frame the first hit doesn’t reach far enough. I haven’t tested Akuma yet.

I tested with Julia’s super and all versions of ryu’s dp, and every time I got i got a reversal message after hit. Not as safe as it is claimed to be =/.

Oh god, how much I love his friggin overhead. Everyone falls for it. I play Dud second, so after I come in (usually by Launch) and do my combo, I check their usual reaction on wakeup. If they don’t mash, the OH terror starts. Great after having opponent in corner due to his excellent corner carry abilities. They roll so often, eat OH. Rinse & repeat :slight_smile:

I’ve recently been using after a tag fMk-fMk-cr.Mp-MP Jet. Find it quite useful, especially for tagging back. Still don’t know what’s best for 1 Meter, if I don’t wanna tag back.

After a couple of days, what are the normals you use most? His cr.Mp seems to be really good.
FMk? Still no frame data.

Still little bit sad not having a crossup. I think I should prolly use Thunderbolt a bit more often.

I’ve worked out a few formulas, the combos that are proper for every situation are not easy to judge, you will need to learn how to calculate your damage scaling in real time. In many combos where dudley is tagged in midscreen, a basic st.hk xx lk duck, st.hk xx mk jet upper is usually the best option, do to the scaling not effecting the powerful 140 one hit damage from the upper as hard. there is a threshold, however, where hits become more necessary. In this situation, f.mk times 3, mp jet upper should take the lead in damage(around the 40%-30% scaling mark). Always use hp jet upper when tagging your partner back in off combos, as the juggle gets rescaled, enabling a 2 hit upper, and more damage, plus higher juggles.

In the corner, when a partner does a cross rush to tag duds in, st.hk xx mk ssb, cr.mp xx mp jet upper for max damage (hp upper if continuing combo into tag partner) off corner ground bounce, cr.hk, st.hk xx lkssb,mp jet upper.

3 x fMk cr MP Jet is possible midscreen!? Cool, guess u have to hit the first earlier.

Still figuring out how to approach with Dud. Still learning. Find myself sometimes having a bit of trouble getting close.
Are u using Duck often?

No, it was intended to be 3 f.mk, THEN MP jet upper, sorry bout that :slight_smile:

Anyone have optimum combos after a launcher? So far i have cr. HK then FP jet upper. That seems to do the most damage mid screen. In the corner its s. HK, lk SSB, then FP jet upper. sometimes you can do two s. HK’s depending on the character and the launch.
I have played around with ( after launcher ) s. HK, lk Duck… into different things but nothing consistent and nothing does more damage than just c. HK, FP Jet upper.

fMK-fMK-crMP-MP Jet is my favourite. Is more damaging. Well, depending what you did before the launch.

Has anyone successfully used the Counter/EX Counter on wakeup after you’ve been knocked down?
How fast is it?