If that’s for SFxT make sure you let people know.

like in 3S I"m sure in the corner Dudley will end all juggles with SSB
no new info there

Just want to say I have my hands on SFxT Dudley (and the rest of the cast). Let me know if there is anything you want me to test. Right now I am just seeing what changed. I will put a list of combos and damages for his bnb. Is there anything else anyone wants me test?

Can you put up a list of bnb combos for him?
And also I want to run a Sagat/Dudley team, do they have good synergy?

Ok before I began posting,should I just make a new thread for this? Would you guys like me to post a video demonstrating the combos or just text or both? Should I list all the combos I found or just list the most damaging meterless, 1 meter, etc combos?

Take into account that the character might not be in it final form…

How about y’all just ask an admin to create a thread in the SFxT section instead of soiling this one?

You mean to say that he might be in BETA form? Makes sense considering the game.

SFxT Dudley

Keep in mind I am still experimenting!

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. I don’t play this game. Just started playing because I got that Dudley :stuck_out_tongue:

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 and are still in Dudley’s space for his mix 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 he blocks it. I then tag cancel Dudley in, on Akuma’s second to last hit of his tatsu. Dudley will be in right around the time Akuma does his last hit of block stun. This allows Dudley for a free 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)
[/LIST]

So, Dudley from the autocannon he is on sf4, his damage is not on par with the highest damage characters on SfxTk?

It would seem that way… but keep in mind that this not the official released Dudley and they might buff his damage. As of right now, these are the best combos I could come up with and I would recommend tag canceling his combos if they are done midscreen.

Good stuff! I popped on these threads hoping to see something about SFXTK’s Dudley. Totally using him with Chun Li when the time comes.

I have a few questions I hope you won’t mind answering:

  1. I’m curious if you have any good combos into Non-Ex MGB. I plan on treating it like Ken’s Tatsu – which is awesome to bring Chun in as she works best off a grounded opponent so the juggle potential is all hers.
    The one I saw in the trial mode from youtube was pretty generic.

  2. Good combos for Dudley off a cross rush? As it is right now – I can’t find any solid and reliable ways to swtich cancel from Chun to my partner so I’ve been using combos into launchers, which she really excels at with her long normals. I was wondering if this one would be good – sort of ripped in from the trials:
    but tag in Dudley – Cr. Mp, St. Hk xx L SSB, Hp JU. ?? Trial was done in the corner so I’m not sure if spacing is an issue after SSB
    Looked simple enough if it works off a cross rush/launcher.
    With Ken I’m currently using Cr. Mp Cr. Mk xx Hp SRK quit reliable/easy and nice damage – hopefully Dudley has something similar as it looks like he dishes out some nice damage

If you can give some heads up that would be greatly appreciated! And awesome anti-roll tech with Short Swing Blow, got a really good feeling about Dudley in this game.

Not sure if you read all the info but I said to tag cancel from a hp mgb. You should not tag cancel from a ex mgb as it wastes two meters and is not worth it.
You should probably also ask from the chun li forums of sfxt to learn the best way to tag cancel with her. I don’t much about the character nor do I know this game very well.

Also why do you want to cross rush? Doesn’t seem like a practical strategy.

Yeah I did actually miss that part about the HP MGB sorry. My eyes went straight for the bold sections. As for the Chun forums, not to boast but I’ve been a very large contributer to that thread in several ways – I know her very well-- she has some ways to switch cancel (SBK, certain jump cancel moves, LLegs - being the best option)but they are incredibly situational for switch cancels as opposed to comboing into MGB for example. As such she’s more of a combo ender than a beginner.

Anyway-- why not Cross Rush LMH(H) and its variations? free tag in without meter
I think you are getting it confused with Cross Assault which would be a pointless, unless you playing with a partner. At high level it can be a decent tool but the duration doesn’t really pay off for a solo player paired with a CPU when activated.

Still you’ve got some good stuff and I’ve printed it out for future reference.

Ya you were right I got cross rush and assault confused with. Umm as of right now the only combo for Dudley to come in on after a cross rush is f.mk, st.hk xx mp srk. After a basic A,B,C,C and after Dudley’s juggle coming in, it did 300 dmg. Haven’t played too much with it. But as of right now that is what I have come up with. Also I added in the notes of picking a partner that has long animated moves, and creates block stun, so you can tag cancel Dudley in for a mix up. For example Akuma’s Tatsu

I have a question for ae 2012

About c.lk s.hk on wakeup

I’m doing this for a while, but, no matter how hard I try I can’t hit confirm a block into a empty duck ( I know only one ryu and a zangief that reversal it, and one rog that actually try and jab cancel the damn thing, so I just do it once in a while) with c.lk c.lp s.hk I could hit confirm a blocked low and pretty much keep the pressure, now when they block I’m pushed back too much.

Plus sometimes people assume it’s a tick throw when I mess the timing and I get a unintended s.hk counterhit and I can’t even ducking s.hk again, well I doubt I could convert a counterhit thinking about hitconfirming anyway…

is the damage worth it? for me at least?

it’s arround 22-27 damage with the reduction kicking in.

The combo is c.lk s.hk ex.mgb ducking straight > ex upper

Without burning two meters it’s about 20 to 30 damage for the corner combos, or less like canceled into uppercut that must be done with mp ju instead to the “fat” characters… Anyway, to the main question.

Thanks

If I understand you right, you are looking for the s.HK to connect or be blocked and want to react and do the appropriate cancel? I can only think of a few times where I have had c.LK hit and I mess up the s.HK, see that it was blocked and stop myself from pressing MP + HP. You are hit confirming off of the c.LK, if it hits, you continue into s.HK xx jet upper/MGB, and you don’t drop the combo. If you see c.LK get blocked, should you choose to, continue with s.HK xx duck.

As for confirming counter hit, you have to train yourself to be looking in the area where the words “counter hit” appear. In situations where you are looking for counter hits, such as frame traps, and links into s.HK, I would suggest always actively looking in that area. Since, CH s.HK xx duck, s.HK is a 1f link and it seems to me like you have to hit the s.HK really early, noticing the counter hit is key. Another way to combo after CH s.HK xx duck is with c.LP.

The pushback you mentioned regarding c.LK, c.LP, s.HK is probably because you were doing that sequence on Boxer’s wakeup. Unfortunately that combo doesn’t work. You have to confirm off of c.LK

[MEDIA=youtube]1RDw9RtzwPU[/MEDIA]
time=9:50 If I ever have a question, I just watch the appropriate tut and 99.9% of the time the answer to my question is there.

EDIT: Would you look at that. The Boxer wakeup bit is the thumbnail. Tut is gdlk

I started doing c.lk s.hk because of boxer back in december I believe, what I meant is, if it hits, I can hit confirm always into mgb and hp ju, if they block, all I can do is let it unfinished and don’t do a empty duck ( a tick grab or a c.lk f.mp, s.mk is even more out of the question, where it was possible before after with c.lk c.lp xx if blocked).

The push back I meant is for everybody, s.hk throw you far enough for me to be pissed off lol… I’m almost goin back to c.lk c.lp when not in the corner.

s.mp is honestly dudley’s best poke at this point. more range than s.hk and cancels into h/ex mgb for a 2in1 hits crouchers, recovers faster than c.mp and s.hk. this move is solid.

f.mp is pretty gdlk. it has a ton of active frames. and while bryan has this like half screen rekka bullshit that’s safe on block and causes a shitload of pushback on hit, f.mp can stuff it. but this move stays out so long it can get jumped on.

s.hk is sorta useless. they nerfed the range so hard that you can’t link 2 normals or chain before it. still good for punish combos like f.mk, s.hk but other than that w.e.

c.mp the poor man’s s.mp. has a bit more range but the recovery is so bad.

s.hp. same ol’ s.hp this move is good for when you’re trying to get dudley out. just buffer into launcher. also good for keep away. sucks as a far AA now.

s.mk is a good AA causes a lot of counter hits on people trying to jump in with attacks.

c.hp- pretty good AA.

c.hk is the same. you can only do 2 juggles with it now but you can do it from anywhere and it still works as an AA.

c.mk is a waste of a button. don’t press this shit ever.

Vs Balrog I use Oki 2 (jumping Oki)
When he’s cornered I use Oki 2 with cross up empty jump short ambigious cross up jab hit confirm, empty jump grab ect
When he has meter I use Oki 1 and oki 2,
Oki 2 because ex rush punch, backdash and headbutt lose or whiff to j.HK at the right angle (forces block
Oki1 because 1 2 3 target combo (1,2) can lnk into s.HK on counter hit, and

im not orgizing this post or spell checking, I’m 100% sure person asking for help vs Bison/Balrog isnt using tools in tut.
Get Bison to block, throw good pokes and counter pokes ( s.HP s.HK c.MP c.HK)
Anti air with jet upper, cross counter, s.MK > lk duck in
blockstrings coming SOON (this week end)
OSs coming SOON (this weekend)
Resets are what makes charge characters easier for Dudley. (coming this weekend )
When i say this weekend i mean within the next 2 weeks since i quit

Watch the tut.
Play the game
stop theory fighting and posting on the forums

Didn’t read, I said I use c.lk s.hk now on eveyone because of balrog since last year, I can hit confirm easily on ex mgb and hp ju but I can’t cancel on ducking on block or tick throw the c.lk or anything else so I just c.lk s.hk on block, and I’m starting to think it’s not worth it even counting the extra damage because the s.hk push block me too far away…

enjoy your lp mgb habit