Ye Olde English Pub: The Dudley Social

I’ve been watching my replays and notices that I play a bit more similar to Makoto players. I’m not sure if you have run into good Makotos but they sort move around annoyingly using good normals and then when they find a gap they make you feel their rage/bloodlust. I find it hard to always have the mindset and bravery/stupidity to try to overwhelm my opponents consistently though=/.

No one is saying turtle but you can’t be 100% balls to the wall. You have to find the balance of when to go in and when to back off and pick your opportunities.

I used to play 100% insane rushing, it works sometimes. but it’s not exactly a good consistent strategy.

Fuck balance, balls to the walls all the time. TakeBusFace for life.

In a game where reversals are brain dead easy playing 100% rush down is impossible without knowing exactly what your opponent is going to do for the entire match, every match.

yup, kicked major ass today online, probably due the new awesome outfit. After a 3 day losing streak It seems that finally got my groove back and I’m the highest rated Finnish duds in PSN now at 8,5k BP “yay!”

Still got to work on my footsies and especially kicking my bad habits, mostly useless c.mp -> mp.mgb SPAM and using it as punisher as reaction, that shit is just dumb :I

Q(._.Q) keep it classy now.

ps. fighting grapplers sucks ass.

Congratulations to Mr. X for winning one of the prize packs for show me your news.

I did what?

Learn safe jump set ups.

The stress free way to play. The best way. The way that tanks my PP every time I play dudley.

Which makes the pressure game entirely different. When you got leverage and momentum in past games it was crucial to keep the pressure on them. Now a lot of characters can just mash out a special and instantly escape. it’s a bit ridiculous.

Pressure in SSF4 is more about positional advantage than just pressing buttons until the other guy tries to press a button and gets counterhit (although there is that). You can feel very under pressure by just being out of your optimal range of performance while the clock is ticking away.

It’s a bit dumb to be complaining about reversals in SSF4. They’re really, really not that good. A reversal will net you something like 100-160 damage, (Cammy/Sagat to Honda levels of damage), with the exception of FADC ultra (which STILL doesn’t cause that much damage) whereas a punishment for avoiding or blocking said reversal can easily be in the 350-500 range, WITHOUT ultra.

With Dudley, it’s just the case even more so. All he needs is one solid combo and to punish a reversal, then the opponent is stunned and about to eat another combo. Let’s see the risk/reward here.

Ryu gets about 140 damage for successfully hitting you with a reversal, unless he has meter to FADC, and the situation is reset (i.e. it’s hard for Ryu to apply pressure after a successful shoryu thanks to it’s recovery and the fact you can quick get-up).

Dudley gets about 420-520 damage for not doing anything and holding back to see if the Ryu is going to reversal, plus Ryu is probably stunned or very close to being and is in the corner.

I don’t think safe jumps work that well on good players. And if they have 2 bars you’re pretty much letting them get out for free. Dudley’s wakeup game is scary enough that it’s better to just bait stuff out on the ground and let it whiff.

That’s true for almost all the characters except for Dudley, who’s damage is coming from pretty much just frame traps, wakeup pressure, and punishes. Unless you’re God, it’s pretty much a given that you’re gonna have to take damage just to get in. On top of that, you’re taking a risk by applying pressure against someone with a good reversal. Unless you know beforehand that they’re reversal happy and bait it out, Dudley players will always be in an unfavorable situation up close. It’s not the damage that the reversal does, it’s the fact that after you’re hit by it you have to fight your way back in and take more damage.

I dont think you understand the point of safe jumps. That or you dont see how it’s more about your options than theirs.

Sure I do. If they do anything that isn’t block high they get hit and you get in for free-assuming their reversal is slow enough. I just don’t understand their purpose as a Dudley player, seeing as how you’re giving up a free ambiguous mixup oppurtunity for an obvious safe jump situation that’s much easier to wait and get out of.

I think safejumps have their purpose against characters with big backdashes, IE Guy, Chun and Rose, etc. Then you can OS and get good damage.

dudley doesnt have ambiguous mixups, he has guesses, and they’re not free, reversals or backdashes beats any mixup he has. the safe jump + OS’s are to make sure the opponent’s guesses are reduced to just blocking as opposed to reversals or backdashes.

Exactly
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The game plays for you if the Jump in whiffs.

Only against people with good backdashes?
:expressionless:

Not only, just one of its best qualities.

Bleh, did terrible last night. Ryu army was out in full blast and they play runaway with random DP or threw when I got close. Lost way too many matches.