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===Zoning=== | ===Zoning=== | ||
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Vs most characters (particularly the shotos), Dudley can use his HP and F + HP to catch pokes and push opponents towards the corner. This should be used sparingly (particularly F + HP) as excessive use will lead to easy parries, whiff punishes or jump in combos for the opponent. The other obvious choice is standing HK. The fear of getting caught by it can be enough to stop people from dashing in. Against an opponent who loves poking with mids, just counter poke with standing HK. At around mid-range, just throw it out and buffer in a EX Machine Gun or Ducking command dash, that way it will only come out if you catch a limb. | |||
Your typical tick throw move is F + | Your typical tick throw move is F + MK. It will advance you forward and has good frame advantage on block. It can also be both linked and cancelled into super; the cancel can catch people asleep at the wheel after they've parried it. | ||
s.MP and c.MP are your friends. They are fast and long range and can lead into ducking XX SA. | s.MP and c.MP are your friends. They are fast and long range and can lead into ducking XX SA. | ||
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===Mixups=== | ===Mixups=== | ||
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Revision as of 03:11, 5 February 2023
Strategies
Overview
Dudley is a very solid well rounded character in almost all aspects, a great heavyweight rushdown character. His particular strength lies in his damaging juggles and strong 50-50 corner game. His predominant weakness is a lack of a "decent" low poke.
Dudley's objective will be about beign a constant movement (jumping or walking) character to gain the minimum Super Art Meter for an EX Move and then land a juggling Ex Machine Gun Blow Combo.
Basics
When playing as Dudley you'll be looking to do only one thing. Get your opponent in the corner. This is, without out doubt, Dudley's strongest position. From here, mix it up with one of these three key offences; (c.LK)*2 x Super, c.HK > Character Specific combo, F+s.HK x Super.
Outside of the corner, you're trying to get them there. Here, a long distance s.HK x EX MGB can be very helpful. This will catch off limbs, catch dashes, heck, it even hits crouching opponents.
Super Art Selection
As it stands today, most players pick SA3 with Dudley. You occasionally see some using SA1 (Fujiwara, for example), but never SA2.
- SA1
- Two large stocks, big damage, 1 frame start-up
- Opponents may fall out of combos
- Use on: Makoto, twins, characters that are hard to hit
- SA1 allows you to link from dart shot from significantly further away vs Makoto and twins. The burst damage can also allow you to get the most out of your interactions vs characters who are hard to hit
- SA2
- Covers ground effectively
- Opponents may fall out of combos, slower start-up, One medium size stock
- Use on: N/A
- SA3
- Three small stocks, 1 frame start-up
- Less than average damage
- Use on: All (with the possible exception of Makoto)
Kara-Throws
- Slipping Jab: +12 pixels
- Stomach Blow: +10 pixels
Zoning
Vs most characters (particularly the shotos), Dudley can use his HP and F + HP to catch pokes and push opponents towards the corner. This should be used sparingly (particularly F + HP) as excessive use will lead to easy parries, whiff punishes or jump in combos for the opponent. The other obvious choice is standing HK. The fear of getting caught by it can be enough to stop people from dashing in. Against an opponent who loves poking with mids, just counter poke with standing HK. At around mid-range, just throw it out and buffer in a EX Machine Gun or Ducking command dash, that way it will only come out if you catch a limb.
Your typical tick throw move is F + MK. It will advance you forward and has good frame advantage on block. It can also be both linked and cancelled into super; the cancel can catch people asleep at the wheel after they've parried it.
s.MP and c.MP are your friends. They are fast and long range and can lead into ducking XX SA.
Mixups
In general, when playing as Dudley, you should predominantly be trying to get your opponent on the floor, in either of the two stage edges. This places you in a great position, where you can [almost] use anything you want to keep pressure on.
The key to Mixup game is training your opponent to do certain things. Or to think that you plan to do certain things. Making movements typical of someone looking to attempt a low roundhouse can be used to goad people into attempting to parry low. Obviously at this point the plan of attack changes to attacking high, and following up with another attack.
Examples of Corner Mixup tools:
- Throwing - As with most characters, after training (see above) someone to parry, throwing can disorient people, allowing subsequent strikes to be easier.
- Liver Blow (F + MK) - A relatively fast move, this can be used in tick throws effectively. Also, it's high recovery provides ample opportunity to trick people into defending the grab or parrying the punch. Its his best move to whiff on wakeup because its so quick and looks like a meaty setup.
- Dart Shot (F + HK) - A godly overhead, its fast and links to SA1/SA3 on crouching opponents. It can also be comboed into s.MK if you dont have meter. Also you can whiff an early one to scare them then mixup.
- Short Swing Blow - This move should mainly be used to punish throws. If you smell a throw, ssb XX SA. I like to jump straight up empty jump in/parry, if they dont do anything just SSB right when you land since this is a very common time to throw. Can also be used to confuse parry happy opponents, the odd timings can put people off, and the move can also be comboed into a super. It should, however, be used conservatively despite it's high damage because it is slow and not entirely safe. Note that EX SSB has start-up invincibility.
- c.HK - Obvious combos aside, the fear of being hit by this move can be used to your advantage in combination with Dart Shot.
- c.LK - Used primarly to double hit confirm to a super, but it can be used in the c.LK > c.MP > c.HP combo for some easy damage and pretty decent stun.
Anti-Air
Dudley has many unique AA options.
- A popular anti-air is Dudleys target combo MK -> HK -> HP . This is one of his better options because the chain is 4 hits making it a little more difficult to parry. No good player will have a problem parrying this but sometimes if they were too close on the jump, the parries can make them float over Dudley, possibly missing the jump in. Also if you train them to expect the full chain, just stop after the MK, they may expect to parry giving you time to block.
- Another anti-air option is F + MK XX Fierce Jet Upper XX SA3. This is better against players who do empty parry jump ins because the F + MK does not hit very high and it is much more difficult to parry. Its a pretty beefy combo for an anti-air too.
- Dudely's ducking command dash is a powerful anti-air tool. One fancy use is countering a jump-in by ducking XX SA3. The ducking will go under and behind the attacker then SA3 will come out behind the air borne attacker. This is a difficult parry, but expect that any good player will parry it. Atleast if they do parry it, the attacker will still be in the air moving away from Dudley, this extra range between the characters will make it more difficult to land a decent combo if they land one at all.
- Dudley can use his ducking command dash to counter an opponent far away who is jumping forward. Its the same idea, but instead of dashing under, command dash right in front of the jumper and cancel to SA3. If they put out an attack, the invincibility frames of the super will allow you to avoid the attack.
- One final use of the ducking command dash is against people who like to do empty parry jump ins. Throw out either s.MP or s.HK as an anti-air. They parry. Instead of eating the jump-in, simply cancel the s.MP or s.HK into HK ducking. This will send you under and behind the opponent usually out of throw range. This is usually safe for you because by the time they land, you are out of the ducking animation and out of throw range.
- One hilarious anti-air is Cross Counter. Recommended to use rarely, say once every 50 games, just so its fresh each time. Use only when feeling psychic. For even more hilarity use EX Punch and Cross secret move against parry fiends. If things go your way, they will parry the punch and put out their own attack which will set off the EX Cross Counter that comes after the punch. Its an extremely rare move to see and may suprise them. Use against friends.
- Note that early j.MP beats many moves and is a great Air-to-Air. You can follow up by landing, ducking XX SA3 to hit them as they are falling for a reset. I wouldn't use this excessively, its easy for a good player to parry.
Midscreen Dash Crossups
These crossups are done after landing an EX Machine Gun Blow/c.HK x MK Ducking Upper midscreen and the opponent quickstands.
Character | Dash x3 | Dash x2, HK Ducking | Dash x2, Jump Forward | Dash, Step Forward, Jump Forward | HK Ducking, High Jump Forward | HK Ducking, Dash, HK Ducking |
Chun-Li | O | O | O | |||
Yun | O | O | O | O | O | |
Ken | O | O | O | |||
Makoto | O | O | O | |||
Dudley | O | O | O | O | ||
Yang | O | O | O | O | O | |
Akuma | O | O | O | |||
Urien | O | O | O | |||
Ryu | O | O | O | |||
Oro | O | O | ||||
Elena | O | O | O | O | O | |
Ibuki | O | O | O | O | O | |
Necro | O | O | O | O | O | O |
Alex | O | |||||
Remy | O | O | ||||
Q | O | O | ||||
Twelve | O | O | O | O | O | O |
Hugo | O | O | ||||
Sean | O | O | O |
Meaty Rose Setups
These are all done in the corner after getting a knockdown with the indicated moves and the opponent doesn't quickstand. After the opponent's hitting the ground animation is complete, whiff the moves listed then throw a rose. Immediately means to throw the rose with no whiffed moves beforehand.
Character | Rocket Uppercut (SAI) | Corkscrew Blow (SAIII) | Ducking Upper | Jet Uppercut |
Chun-Li | Stomach Blow -> HP | LP | HP | Liver Blow |
Yun | Stomach Blow | Immediately | Step Forward | Impossible |
Ken | Stomach Blow -> MP | LP | LP | Immediately |
Makoto | Stomach Blow -> HP | HP | Stomach Blow | Step Forward |
Dudley | Liver Blow | Immediately | LP | Immediately |
Yang | Stomach Blow | Immediately | Step Forward | Impossible |
Akuma | Stomach Blow -> MP | LP | LP | Immediately |
Urien | Step Straight -> Step Forward | Stomach Blow | Liver Blow | Step Forward |
Ryu | Stomach Blow -> MP | LP | LP | Immediately |
Oro | Stomach Blow -> LP | Step Forward | Liver Blow | Step Forward |
Elena | HP | Step Forward | LP | Immediately |
Ibuki | Stomach Blow -> Step Forward | Immediately | Liver Blow | Step Forward |
Necro | Stomach Blow | Immediately | Liver Blow | Step Forward |
Alex | Step Straight | LP | Liver Blow | Immediately |
Remy | HP | LP | LP | Immediately |
Q | Stomach Blow | Liver Blow | LP | Immediately |
Twelve | Stomach Blow | Impossible | LP | Immediately |
Hugo | Stomach Blow | Step Forward | Liver Blow | Step Forward |
Sean | Stomach Blow -> MP | LP | LP | Immediately |