Nice, i’ll have to try that out later today. I’ve also seen a combo vid where duds (off a juggle of some sort) did 3 f. MK, then super. and the super went into the animation towards the end. Anyone tried this yet?
Yes, however that combo is flash, dudley can do a lot with just one meter. Rolling thunder is designed to connect in the corner. That combo was a corner carry. I have developed 3 midscreen methods, but those are for my next vid XD.
My advice is to avoid rolling thunder, the damage is laughable compared to a 1 meter hp mgb tag combo.
As for launcher bnb, use my above formula. Typically,(midscreen) st.hk xx lk duck, st.hk xx mp jet upper is a really good choice due to scaling.(corner) st.hk xx mk ssb, cr.mp xx mp jet upper. I’m going to test some more combos today though.
Heres some combos (solo and with partner Guy or Ken)
Let me know what you all think
[media=youtube]l2nHD_EOmQ8[/media]
Pretty cool.
Notations?
This may have already been answered but does he not have the rose in this game?
1st combo : f.hk, lk, mk, mp, hp, f.lp, mp, (hp) Machinegunblow, tag in with guy, Hk, mp, hp, launcher into dudley, mp, hk, (mp) uppercut
2nd combo: f.hk, lk, mk, mp, hp, f.lp, mp, (hp) Machinegunblow, tag in with guy, Hk, lp, mp, hp, hk, lp, mp, hp, (down hk), hp, (hk) spinkicks
3rd combo: f.hk, c.mp, hk, (hp) Machinegunblow, tag in with guy, Hk, mp, hp, launcher into dudley, f.mk, hk, (mp) uppercut
4th combo: f.hk, c.mp, hk, (hp) Machinegunblow, tag in with ken, mp, hp, (hk) spinkicks, tag into dudley, hk, (lp) uppercut x2, (mp) uppercut
5th combo: f.hk, c.mp, hk, (hp) Machinegunblow, tag in with ken, mp, hp, (hk) spinkicks, tag into dudley, lk, mk, mp, hp, launcher into ken, hp, hp shoryuken
6th combo: f.hk, c.mp, hk, (lp) uppercut x2, (mp) uppercut
7th combo: f.hk, c.mp, hk, (EX) Machinegunblow, (up+forword jump) hk, c.hk, (mp) uppercut
Ok so max damage in the corner is with 1 bar is 500. j. RH, s. MK-s.RH (target combo), s. RH, EX MGB, s. RH, s. RH, MK SSB, MP Jet Upper.
Can someone PM me and tell me how to upload vids in here pls. Thanks
idk why people dont just put combos with the max damage output and juggle properties coming from a special moves???
corner
ex.mgb, hk, hk–hcb+lk, srk+mp (420dmg)
ex.mgb, c.hk, hk–hcb+lk, srk+mp (420dmg)
ex.mgb, hk–hcb+mk, c.mp–hcb+mk (418dmg)
ex.mgb, hk–hcb+mk, c.mp–srk+mp (418dmg)
ex.mgb, hk, hk, c.mp–hcb+mk (378dmg)
ex.mgb, hk, hk, c.mp–srk+mp (378dmg)
srk+lp, c.hk, hk–hcb+lk, srk+mp (400dmg)
srk+lp, hk–hcb+lk, c.mp–hcb+mk (382dmg)
srk+lp, hk–hcb+lk, c.mp–srk+mp (382dmg)
srk+lp, hk, hk, c.mp–hcb+mk (358dmg)
srk+lp, hk, hk, c.mp–srk+mp (358dmg)
srk+lp, c.mp–hcb+lk, c.mp–srk+mp (352dmg)
srk+lp, c.mp–hcb+lk, c.mp–hcb+mk (352dmg)
raw tag launcher (hp+hk), c.hk, hk–hcb+lk, srk+mp (430dmg)
raw tag launcher, hk–hcb+lk, c.mp–hcb+mk (412dmg)
raw tag launcher, hk–hcb+lk, c.mp–srk+mp (412dmg)
raw tag launcher, hk, hk, c.mp–hcb+mk (388dmg)
raw tag launcher, hk, hk, c.mp–srk+mp (388dmg)
raw tag launcher, c.mp–hcb+lk, c.mp–hcb+mk (382dmg)
raw tag launcher, c.mp–hcb+lk, c.mp–srk+mp (382dmg)
mid screen
ex.mgb, jt.hk, c.hk, srk+mp (360dmg)
ex.mgb, hk–hcf+lk, c.mp, c.mp–srk+mp (354dmg)
ex.mgb, f.mk, f.mk, c.mp–srk+mp (342dmg)
ex.mgb, jt.hk, c.mp–hcb+mk (336dmg)
ex.mgb, jt.hk, c.mp–srk+mp (336dmg)
srk+lp, c.mp–srk+hp (258dmg)
srk+lp, f.mk, c.mp–duck straight/upper (258dmg)
raw tag launcher (hp+hk), hk–hcf+lk, c.mp, c.mp–srk+mp (364dmg)
raw tag launcher, f.mk, f.mk, c.mp–srk+mp (352dmg)
raw tag launcher, c.hk, f.mk, c.mp–duck straight/upper (348dmg)
i know the damage would change from damage scaling through normal links, but i think its better to have the idea of doing combo with max hits using all juggle properties and max damage output due also the fact your also meter building with the combo and how meter is important in this game specially on the case of dudley
combo for incoming tag/switch cancel (mp+mk)
there are 3 type of moves where dudley can come from…
1st is the multi hit floater, example is cody criminal upper, akuma srk+hp, etc., this moves give Dudley time for a jump attack
2nd is the single hit launcher, example is cody ruffian kick+hk, ryu srk, etc., this are similar to cross rush or raw tag launcher
3rd is a multi hit lock down, example is ken tatsu+hk, chunli sbk, etc.
multi-hit floater (mid)
jt.hk, c.hk, c.mp–duck straight/upper
jt.hk, hk–hcf+lk, c.mp–srk+mp
jt.hk, f.mk, c.mp–srk+mp
multi-hit floater (corner)
j.hk, hk–hcb+lk, srk+mp
hk–hcb+mk, c.mp–hcb+mk
hk–hcb+mk, c.mp–srk+mp
j.hk, c.hk, c.mp–hcb+hk
single hit launcher (corner-mid)
mostly combos you can do after cross rush and raw tag launcher, check my previous post
multi-hit lockdown (corner-mid)
jump-in combo, use your imagination
Not to derail the combo discussion, which has been high-caliber lately, but how have you been approaching the neutral game with Dudley and his stubby limbs?
On a similar note, what have you been using for confirms, since it seems that excessive light attacks mess up the spacing to link TCs?
TIA
Wow. Awesome combo posts. Thanks a lot for those. I def wanna get into general strategy more. And soon I’m going to start a frame traps section to hopefully help out with the ppl constantly mashing on godlike jabs nonstop! Ugh…frustrating. Anyways. As far as movement and pokes.
I have been mainly using his awesome walk speed along with crouching mp. His forward fierce is really really unsafe. Even at almost max range His duck isn’t much better. It gets destroyed by any low poke. I try to only use it to go under fireballs, and also to avoid ambiguous jump ins and air attacks like all of guys nonsense. If you time it correctly and duck under a jump you can usually punish for decent Dmg. crouching mp seems to be the best poke for me atm. It’s not very long but I think it’s the best duds has. You can buffer into lp or mp MGB and remain safe even on blk. Or you can hit confirm into a HP or EX MGB.
ive noticed everyone talking about combo’s so far in this thread… when honestly i think our discussion as dudley characters should be more based on HOW to get in. i play dudley/king rush down. main goal of opening you up getting you to the corner. and watching your character die from 2-3 combos. but getting in is a BITCH. his duck under move is great except for the fact any normal can hit you out of it. jumping is so free in this game but a smart player will just anti-air the hell out of you. so how are you all going about getting in? i usually just play the patience game until i get a reversal off his mp jet upper. once that happens. i rush like all hell… i’d rather be able to just rush in from get go…
so im basically looking for tips or any thing you all have used that work on getting in.
also has anyone used the thunderbolt move any? it crosses up depending on which you do and i think could be a really effective tool if used randomly and sparcely
I don’t think the thinbderbolt is usefull at all. The ex doesn’t track like in ssf4. So it seems useless to me.
but all that takes is a mastery of the different distance depending on if you use Lk Mk Hk or Ex version. i land a lot of lvl 3s and if i end w/ dudleys level 3 he is in perfect position to cross up w/ Ex. which after landing a thunderbolt going Mp mp cancel into mgb is rougly 300-400 dmg for one meter and a bad guess for your opponent. only thing is its very punishable but i do believe it can be made safe if you switch cancel.
i like utilizing all move from a character. i feel all have a place and throw off your opponent if used properly.
If you land a lvl 3 you obviously don’t have bar for an ex thunderbolt. So I see that as a problem.
I agree with trying to utilize all the moves. Maybe next time I play I’ll look into some setups. We will definitely have to switch cancel and see how that works out. Could still be very punishable.
Any idea if it hits on the way up? And down?
So let’s talk more about how to actually play Dudley. Here are some questions for discussion:
[LIST]
[]How are you guys handling rolls?
[]Once you get in, how are you staying in? It seems like neutral is Dudley’s Achilles’ Heel.
[]Which role on a team do you think Dudley fits best?
[/LIST]
And some random stuff I’ve found that relates to these questions:
[LIST]
[]Standing near max roll distance (so a roll would just barely make it past you) and then using SSB as the roll comes your way makes for a nasty mixup. Sadly I don’t think any version of SSB is comboable. Perhaps on CH?
[]For pressure strings I’ve been using c.lp, f+lp>mp, mp xx (LK Duck/MGB/SSB). This has been the best way I’ve found so far to maintain Dudley’s in-your-face rushdown game. I typically only use SSB against the type of player who’s apt to mash jabs under duress. I really feel that having any jumping cross up would really boost Dudley’s game. I’m really looking forward to hearing how you’re all dealing with this.
[]I’ve been using Dudley as an anchor, if only because I have no idea how to get his game started on point. His S-tier walkspeed, strong anti-air, and ability to deal with projectiles hint at a strong point game, but his lack of any strong buttons seems to hurt his case.
[/LIST]
Any of you guys playing Dudley at a high level? Any match footage of strong play (10k+ preferred, but I know BP doesn’t mean much)? All I’ve seen on ss4evo’s channel is a bunch of random MGB’s tag canceled into other characters that do all the heavy lifting.
i was typing fast obviously i meant a lvl 2 but thank you for the sarcasm. secondly even after a level 3. the mk version is in cross up range for a quick 140 dmg(if im not mistaken).
@Quantum: I couldn’t agree more. Atm I play him as anchor and I feel a bit meeh playing him. There’s something i just don’t like.
His neutral game is poor. I just feel a bit lost
Not having a crossup is annoying. He’s just a cool bloke though
I went in training mode the other day and tried to figure out a way to keep pressure on people that is safe. And it seems like only a st. Hk cancelled into the lk ducking is safe. If you cancel a cr. Mp into the lk ducking (especially from max range) the opponent can mash low any thing and beat whatever your trying to do. So i’m trying to work on a way to make a pressure string that ends in st. Hk and then ducking for some great pressure.
As for his neutral game. . . . .it’s what you make of it. Take into consideration the advantages he has in some matchups that others don’t. He blows past fireball spam easily, and can get about 400 damage off of any thrown fireball with his super. Its a real bummer that they made his st. H unsafe, but that just means we have to space it correctly. And idk about you, but mp dp is the greatest thing to happen since the invention of pineapple fanta and I am loving every second of it. Now people can’t just jump at dudley willy nilly anymore, and its another tag out option.
Dudley is a pretty good character in this game