The Complete Dudley Thread

epsilon_epsilon_ helpfulJoined: Posts: 3,582
Ok (notice the capitalization haha) this will be the actual comprehensive Dudley thread. In vein of my friend Haunts' thread, I felt there needed to be a current, constantly updated strategy database for old and new Dudley's alike.


Normal Moveset

Standing


s.lp - *EDIT* This move is actually pretty good in setting up throw/high/low when they are already knocked down as an alternative to f+mk. Typical jab properties.

4/1/6 +3 Blocked/Hit/Crouching Hit
Parry High/Low
o/o/o


s.mp - Standing medium punch is a great move. It is your safest meter builder, and whiffs extremely quickly. Good range, speed, priority, and damage potential. Learn s.mp xx mk/lk ducking xx super like the back of your hand. Can be crouched by characters smaller than shotos.

4/1/10 +1 Blocked +2 Hit +3 Crouch Hit
Parry High
x/o/o


s.hp - *EDIT* s.hp is actually pretty good, has really high priority/damage just dont get lazy when throwing it out, because people will parry it(it is only one hit). F+fp is another story, but we'll talk about it later. It does solid damage, and is decently fast with good priority, but it barely has more range that s.mp, which hinders its usefulness.

EDIT:I've known about this for a while now, but the great thing about s.fp is that it hits mid, so its impossible to dash under, against a makoto if u whiff a bunch of s.mps she will dash under you and have her way with you, so be wary of this.

8/2/17 -1 Blocked +1 Hit +3 Crouch Hit
Parry High
x/x/o

s.lk - This move isn't really that great on its own. It does chain into s.mk (which you can link into super), and is decently fast, but it is a relatively weak move on its own. *EDIT* This move CANNOT be crouched, by anyone, but remember it can still be parried high or low.

6/1/8 +2 Block/Hit/Crouch Hit
Parry High or Low
x/o/o

s.mk - I like this move a lot, it has a lot of uses. For one, it attacks well above your head, providing excellent cross-up defense. It has frame advantage on hit, and you can link into SA1 or SA3 quite easily off of it. It has strange block stun as well, so it makes for a great tick/parry bait.

6/2/13 +0 Blocked +2 Hit +2 Crouching Hit
Parry High
x/x/x


s.hk - Ooh this move is great. This is one of the best normal moves in 3s period. One of its best uses is a whiff punisher. This is the only way to fully combo into ex machine gun blow on the ground, it has extremely high priority, good speed, good damage, excellent frame advantage, and GREAT damage potential. You can use the high priority to hit off limbs, and combo into ex machine gun blow from very far ranges. You may use the excellent priority as an anti air, canceled into rh duck/*EDIT*Jab MGB/Fierce DP/SA3 (to avoid parry retaliation, and to combo into super from behind, but more about that later.). In addition to that it provides Dudley's easiest hit confirm in addition to one of the best throw mixups in 3s in the same setup! (s.rh xx duck super/throw etc...) * EDIT* <--I don't do this anymore, good players don't fall for it anymore, if you want to do this mixup do it off c.mp instead. I guess its OK if you were trying to do s.rh xx duck super and the s.rh didn't hit, but otherwise, I'd steer clear.

6/2/12 +4 Block +6 Hit +8 Crouching Hit
Parry High
x/o/o


Crouching



c.lp - There is virtually no reason to ever use this. c.lk is superior in every way, as this does not hit low. *EDIT* This move comes out if you crouch tech (jab+short when crouching to avoid throws) and loses to many low moves, namely chun-li c.mk, so don't think you will be safe just crouch teching everything, sometimes you have to take the throw if you want to play safe, also crouch teching loses to option select parry, as jabs can be parried high or low, the more experienced players already know this, but for new players.

4/1/9 +1 Block/Hit/Crouching Hit
Parry High or Low
x/o/o

c.mp - C.mp is pretty good. C.mp xx mk ducking xx super is very useful. Has the same range as s.mp, but slightly easier to duck super off of c.mp. Good to whiff randomly. More recovery than s.mp though... If you're close you can link into super just like Ken.*EDIT* Like I said in the s.rh section, ducking mixups are much better used off the mk duck, and this normal.

5/1/9 +2 Block +3 Hit +4 Crouching Hit
Parry High or Low
x/o/o

c.hp - Solid move, hits at a good angle to be used as an AA. Solid priority against ground moves too. *EDIT* Another thing for newer players, most notably Urien's c.mk also many times if they anti-air parry this move early, you recover first.

8/3/13 +0 Block +2 Hit +2 Crouching Hit
Parry High or Low
x/x/x

c.lk - Great move. Short, Short super just like shotos do. Short is a great move to use meaty to stuff things, and you can play games with it by canceling into short duck*EDIT*(SPARINGLY, just another trick in your arsenal).Good stuff. Highly recommended. *EDIT* Empty jump in c.lk x1/2 into super is really good when used correctly, people do not expect this very often.

5/1/10 +0 Block/Hit/Crouch Hit
Parry Low
o/o/o

c.mk - This move is actually pretty good to do after blocking crouching medium kicks. It seems highly punishable, and the frame data says it sucks, but not even the best players can punish it if you're using it correctly. Knockdown on hit. *EDIT* I still do use this move occasionally, but holy shit it is soooo unsafe! Like for example, ken will get a free dash in move xx super on block! Just something to keep in mind, but it is still good for the reason i said like more than a year ago.

10/2/22 -12 Block Knockdown on Hit/Crouch Hit
Parry Low
x/x/x



c.hk - Dudley staple right here. Even the most noob Dudley's have heard about the infamous c.hk corner juggles. This is one of the low parts of Dudley's scary high/low game. C.hk can be juggled up to 6 times in the corner against All Girls, Remy, Alex, Oro, Q, Dudley, and Necro. *EDIT* You can sweep Alex/Dudley/Oro/Elena/Chun-li twice midscreen, extremely unsafe to whiff against a Chun with meter, useful for sweeping Chun-li's c.mk sometimes though.

16/2/21 +1 Block Knockdown on Hit/Crouching Hit
Parry Low
x/x/x


Jumping*



j.lp - Don't use this, quite simply, it sucks.

4/3


j.mp - Hits at kind of a weird angle, *EDIT* This move is your main air to air move, if you need a move to hit in front of you in the air, use this. this will beat out ken ex hurricane with relative consistency. if this works i usually do j.mp, s.mp duck super, because s.mp is the fastest normal dudley has that will still allow you to hit confirm the super because of j.mp's light hitstun. *EDIT* You may also do air to air j.mp duck xx super, but better players will parry it, so use it sparingly.

5/4

j.hp - This is your most damaging jump-in attack. Start all stun combos with this (or c.hk agains the juggleables in the corner). It has very high priority, and you can mixup the timing on it pretty well. J.hp, throw is a good tick. *EDIT* Jumping towards them with an early j.fp (timed so it looks like it will hit, but does not) then ex DP when you land is the kokujin special, it is good to use in a situation where you feel your opponent is desperate or nervous. Just keep in mind blocking in that situation destroys it, (although very few people will block in that situation unless you've been abusing it)

8/2

j.lk - Don't use this, J.mk is better.

4/16

j.mk - Pretty good jump in or air to air(what I use it for mostly). Stays out for a while, and if it hits, feel free to link into super.

5/12

**j.hk - This is a very scary move. This intimidating move's timing can be mixed up very well and will link into super very easily even if it hits the top of their head. If you don't have meter and you hit an early one, I usually do fierce dp. J.hk blocked throw/short swing blow/f.rh/short short super is a good mixup. To throw after doing this move you need to wait a good bit, because of the heavy frame advantage. *EDIT* Jump over then with j.rh, ex DP when you land works but like this j.fp trick, don't get too abusive with it.

11/3

*Note:All jumping attacks are parried high.
**Note:J.hk knocks down air-to-air, it also has considerably more frame advantage than the other jump in attacks.

Command Normals


f+lp - These chain into themselves, and aren't really useful in any way. I think Munakata whiffs these then f+rh but they really don't have any use on their own. *EDIT* The same revision for s.lp falls here as well, but I tend to use f+lp more.

5/1/8 +1 On Hit
Parry High or Low
o/o/o

f+mp - This moves you forward a good bit, and has decent priority. Decent poke.

9/4/10 -1 Hit
Parry High
x/x/x
Not sure why Kara Throw does not have complete frame data for command normals.

f+hp - Very good, fights shoto c.mk very well, and has very high priority. Moves you forward, and combos into super up close (though I don't see why you'd be using it that close). Lots of startup, and very punishable on whiff (completely safe on block though) use with intelligence.

16/4/16 -3 Hit
Parry High
x/x/o


f+mk - <3 this move. It's really good. Moves you forward slightly, links into super very easily, stops dashes very well, good poke with high priority, good tick. Whiff this move over people to scare them, and build meter. Mixup on blockers accordingly. (Throw, ssb, f+rh, short, short etc...)

6/1/9 +2 Hit
Parry High
x/o/o


f+rh - This move is ridiculous, and one of 3s' best period. Fastest command overhead in the game with a blazing fast 13 frame startup. Links into super only on crouch, chains into s.mk. Makes for a decent tick too.

13/3/16 -2 on hit and (no real data) but, It is at least +2 on Crouching Hit.
Parry High
x/x/x


Chains


Dudley has alot of useless chains...

s.lp-s.mp-s.mk - this chain is special cancelable, but because it starts with s.lp you're virtually never going to land it.

s.mp-s.mk-s.hp - *EDIT* Relatively useful anti-air chain.

s.lk-s.mk-s.mp-s.hp - This chain sucks all together, but if you stop at mk, you may link into super.

s.mk-s.hk-s.hp - this chain is actually pretty good as anti air because its relatively tough to parry.

c.lk-c.mp-c.hp - Useful chain because it hits low and does decent damage.

c.lk-c/s.mk - Weird chain, because the mk pushes you back too far to link into super. Pushes them kinda far back, so I wouldn't recommend doing it a lot.

f+mk-s.mk-s.hp - Only reason I would do it is if you want a safe way to kill someone after you hit them with f+mk when you have no meter lol...


Specials


Machine gun blow(hcf+p) - *EDIT* The EX version is the most useful, and that can be only comboed off of s.rh, however, using s.rh xx jab mgb is another anti air parry trick in you arsenal.

Jet Uppercut(dp+p) - The EX version will blow through all meaties, the other versions tend to lose vs meaties*EDIT* Or even throws... Use the mp version in combos into super, unless youre playing against a character that falls out during the combo (Chun, Alex, Remy)

Ducking Upper/Straight(Hcf+k/p respectively) - Useful in juggle combos Ducking upper will always combo on Makoto*EDIT*and Yun/Yang after s.rh. Also usefull to combo into super (sans upper/straight) off the aforementioned normals. All versions do the same damage. Not exable. This move can also go though projectiles with a few exceptions. No air fireballs (Akuma, Ibuki's Kunai), Remy's LoV, and no super fireballs. *EDIT* ANOTHER GREAT USE FOR DUCKING STRAIGHT is to do it when you're too far away to set up a mix up after a knockdown, but you think they will try to jump away from you, it will smack them out of the air.

Short Swing Blow(hcb+k) - This move is very good. Super cancelable, safe on block, hit confirmable, avoids throws, and is very powerful for a normal hit. Use after duck mixups training your opponent to tech throw. Good on resets when you think your opponent will throw. j.rh, throw/ssb is great. All versions do the same damage sans EX. Ex Does 3 hits, knocks down, and is also cancelable into super.

Cross Counter - Don't use this. You might as well just parry high. EX able. The lighter the punch, the MORE the recovery.

Punch And Cross - Weird punch, then cross counter. Don't use this either.


Super Moves


Super Art 1: Rocket Uppercut

This is a good super. 1 frame startup, works well in all but a few combos, 2 healthy stocks, big damage.

Super Art 2: Rolling Thunder

This super sucks. 1 Medium sized meter isn't good for Dudley, who is sort of an EX whore. 3 Frame startup means it will not link of f+hk on crouch. Virtually useless in juggles as well.

Super Art 3: Corkscrew Blow

This super is also really good. 1 Frame startup like SA1, 3 shippu sized stocks, more useful in anti air situations than SA1, decent damage, good damage if done of f+rh on crouch, easier to use in combos than SA1. (opponent won't fall out in certain situations)
i don't care what the critics say, violence is a beauuutiful thing!
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Comments

  • Golden_GunmanGolden_Gunman Joined: Posts: 636
    Excellent thread. Dart Shot is a 13 frame start-up I think.
  • KhiempossibleKhiempossible NAGEHAME User Joined: Posts: 3,254
    www.karathrow.com/dudley.html = frame data and somebody sticky this shit ASAP
    "Win when you can; lose when you have to; but always play cheap" - Familyman
  • AneurysmXAneurysmX wryr wyry wryyyy.... Joined: Posts: 1,041
    I wouldnt say "DONT" use cross-counters ever, every move has its use, just gotta know when to do it.
    There are only 3 things u can do when I come down there and whoop your ass! 1 nothing, 2 like it, 3 activate Genei Jin.
  • kal elkal el Hayabusa Technology Joined: Posts: 2,139
    good stuff, epsilon_.

    in the chains section, particularly the s. short, s. forward, s. strong, s. fierce chain, you mention that if you stop at s. forward that you can link into super. that much is obvious, :lol:, but you can still link into super after the s. strong portion. probably another obvious point.

    if i may, i'll list the combos i use and on which characters i use them on.

    vs. Shotos, Urien, Hugo, Twelve & Twins midscreen

    1) s. roundhouse x EX MGB -> twds + forward x fierce Jet Uppercut
    2) s. roundhouse x EX MGB -> forward Ducking Uppercut/Ducking Straight
    3) c. roundhouse -> forward Ducking Uppercut/Ducking Straight
    4) c. roundhouse -> twds + forward x fierce Jet Uppercut
    5) c. roundhouse -> jab MGB -> forward Ducking Uppercut

    vs. Shotos, Urien, Hugo, Twelve & Twins in the corner

    1) s. roundhouse x EX MGB -> jab MGB -> twds + forward x fierce Jet Uppercut
    2) s. roundhouse x EX MGB -> jab MGB -> jab MGB -> short SSB
    3) c. roundhouse -> jab MGB -> EX Jet Uppercut -> fierce Jet Uppercut
    4) c. roundhouse -> jab MGB -> jab MGB -> twds + forward x fierce Jet Uppercut or SSB

    vs. Urien and Twelve #3 is done without jab MGB. so after the EX Jet, it's twds + forward x fierce Jet.

    vs. Hugo #3 looks like so: c. roundhouse -> EX Jet Uppercut -> s. strong x fierce Jet Uppercut

    vs. Chun-Li midscreen

    1) s. roundhouse x EX MGB -> c. roundhouse -> forward Ducking Uppercut
    2) c. roundhouse -> c. roundhouse -> forward Ducking Uppercut

    vs. Chun-Li in the corner

    1) s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut/Ducking Straight
    2) s. roundhouse x EX MGB -> c. roundhouse x 3 -> jab MGB -> short SSB
    3) c. roundhouse x 5 -> forward Ducking Uppercut/Ducking Straight
    4) c. roundhouse x 4 -> jab MGB -> short SSB

    vs. Elena midscreen

    1) s. roundhouse x EX MGB -> c. roundhouse -> dash -> c. strong x fierce Jet Uppercut
    2) c. roundhouse -> c. roundhouse -> dash -> c. strong x fierce Jet Uppercut

    vs. Elena in the corner

    1) s. roundhouse x EX MGB -> c. roundhouse x 4 -> fierce Jet Uppercut
    2) s. roundhouse x EX MGB -> fierce Jet Uppercut -> fierce Jet Uppercut
    3) c. roundhouse x 5 -> fierce Jet Uppercut
    4) c. roundhouse -> fierce Jet Uppercut -> fierce Jet Uppercut

    vs. Makoto midscreen

    1) s. roundhouse x EX MGB -> twds + forward x fierce Jet Uppercut
    2) c. roundhouse -> jab MGB -> c. roundhouse -> forward Ducking Uppercut

    #2 isn't as easy as it sounds, so if i'm wanting to secure a match, i'll just do c. roundhouse -> forward Ducking Uppercut/Ducking Straight.

    vs. Makoto in the corner

    1) s. roundhouse x EX MGB -> c. roundhouse x 4 -> fierce Jet Uppercut
    2) s. roundhouse x EX MGB-> c. roundhouse x 2 -> jab MGB -> c. roundhouse -> dash -> s. strong x fierce Jet Uppercut (thank you, YellowS4 :lol:)
    3) s. roundhouse x EX MGB -> jab MGB -> c. roundhouse -> jab MGB -> c. roundhouse -> fierce Jet Uppercut

    #3 is the combo i use most often vs. Makoto in the corner because it's the easiest :lol:. and yeah, you can begin all of the corner ones with a c. roundhouse instead.

    vs. Dudley midscreen

    1) s. roundhouse x EX MGB -> forward Ducking Uppercut
    2) c. roundhouse -> c. roundhouse -> dash -> fierce Jet Uppercut

    vs. Dudley in the corner

    1) s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut
    2) s. roundhouse x EX MGB -> jab MGB -> c. roundhouse -> jab MGB -> c. roundhouse -> forward Ducking Uppercut
    3) c. roundhouse x 5 -> forward Ducking Uppercut
    4) c. roundhouse -> jab MGB -> c. roundhouse -> jab MGB -> c. roundhouse -> forward Ducking Uppercut

    vs. Q midscreen

    1) s. roundhouse x EX MGB -> jab MGB -> short SSB
    2) s. roundhouse x EX MGB -> jab MGB -> twds + forward x fierce Jet Uppercut

    i've never tried to sweep Q more than once midscreen. i'll have to try that out.

    vs. Q in the corner

    1) s. roundhouse x EX MGB -> c. roundhouse x 4 -> fierce Jet Uppercut
    2) s. roundhouse x EX MGB -> fierce Jet Uppercut -> s. strong x fierce Jet Uppercut

    both may be initiated with c. roundhouse instead. i'm sure you guys already know that :karate:.

    vs. Remy midscreen

    1) s. roundhouse x EX MGB -> forward Ducking Uppercut

    not sure if you can sweep him twice, so if i do land a c. roundhouse midscreen, i go for the super basic forward Ducking Uppercut finisher!

    vs. Remy in the corner

    1) s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut
    2) c. roundhouse -> EX Jet Uppercut -> twds + forward x fierce Jet Uppercut

    vs. Ibuki -> i don't get to play vs. Ibuki at all :shake:. i do know you can multi-sweep her in the corner.

    vs. Necro midscreen

    1) s. roundhouse x EX MGB -> twds + forward x fierce Jet Uppercut
    2) c. roundhouse -> forward Ducking Uppercut

    vs. Necro in the corner

    1) s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut
    2) c. roundhouse x 5 -> forward Ducking Uppercut

    vs. Alex midscreen

    1) s. roundhouse x EX MGB -> forward Ducking Uppercut
    2) s. roundhouse x EX MGB -> twds + forward x fierce Jet Uppercut
    3) c. roundhouse -> c. roundhouse -> forward Ducking Uppercut

    vs. Alex in the corner

    1) s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut
    2) EX SSB -> strong Jet Uppercut :clap:

    #2 can also be done vs. Hugo.

    vs. Oro midscreen

    1) s. roundhouse x EX MGB -> forward Ducking Uppercut
    2) c. roundhouse -> c. roundhouse -> forward Ducking Uppercut

    vs. Oro in the corner

    same as Remy.

    i think that's it. i shoulda done the whole "same as whoever" to shorten the post :lol:. sorry if it's a tad long. if i forgot a vs. someone, that's quite the regular occurence :lol:.

    :rock:
    Lurking
  • SystemSystem Joined: Posts: 508,676 admin
    way to understand the game :tup: this will make you better, ill leave the advice giving to you guys

    ill say one thing though,

    when you play, and you make decisions considering all the combos you know, go for damage/stun/meter depending on the situation, you're game will be more effective. so think about it.
  • lord sharkylord sharky a sharks tale Joined: Posts: 380
    good thing you have that list kal el, my bros gonna be practicing alot of them..
    and btw,as to what have been posted above me, w/c will do more damage?
    worth the play

    www.teamfarmers.tk
  • epsilon_epsilon_ helpful Joined: Posts: 3,582
    I'm going to ask Buk to consolodate this thread. So I can make the 1st 3 posts are strictly information to make it look uniform, with a Combos and Strategy/Matchups part. All helpers will be put in the credits, thanks.
    i don't care what the critics say, violence is a beauuutiful thing!
  • CBCB Joined: Posts: 2,840
    good shit. Strategy will be interesting
  • thedude.comthedude.com Gedo Gang Goes Funky Joined: Posts: 3,018
    here's a strategy ...

    stand-forward XX round house (blocked) , link in another roundhouse XX duckin , throw ...
    "A spirit of rage, instilled with compassion. A heart of darkness, faithful to virtue."

    -Gedo High School Motto
  • kal elkal el Hayabusa Technology Joined: Posts: 2,139
    good thing you have that list kal el, my bros gonna be practicing alot of them..
    and btw,as to what have been posted above me, w/c will do more damage?

    again, it's dependent on the character you're facing, but generally speaking, s. roundhouse x EX MGB -> twds + forward x fierce Jet Uppercut is the most damaging midscreen combo. s. roundhouse x EX MGB -> jab MGB -> twds + forward x fierce Jet Uppercut for the corner. those 2 are relatively easy to execute and do great damage for the meter expended.

    if you're gonna use a super, linking is usually the best way to go about it. however, if you have an opportunity to punish and you're willing to use a super, twds + forward x strong Jet Uppercut xx SA1 or SA3 is best for damage. when using SA1, that combo does 1 point more damage than s. roundhouse x strong Jet xx Rocket and does 7 points more damage than s. roundhouse x strong Jet xx Corkscrew.

    as VictoLy mentioned though, always keep in mind the damage/stun/and meter used when doing combos.

    :rock:
    Lurking
  • Golden_GunmanGolden_Gunman Joined: Posts: 636
    BTW, epsilon, you say that only EX. MGB is of any use, but jab MGB can be useful as an anti air as there are more hits to parry and is decent when you use it as a tool to aid you with all of Dudley's other anti-airs. Also, if someone is jumping in at you, and you don't have the meter to duck under them as they jump in and Super them from behind, Fierce MGB can be a good idea, it moves you significantly across the screen safely and builds your meter slightly. This can be of particular use against Yun / Yang players who have you in the corner and are spamming the dive kick against you.
  • epsilon_epsilon_ helpful Joined: Posts: 3,582
    Jab MGB is very easy to parry by any decent player, and it's start up hinders it against deep attacks. If want to get behind someone, you might as well do rh duck, it leaves Dudley closer, and fierce mgb makes him get in all over again. I'll start the combos section today.
    i don't care what the critics say, violence is a beauuutiful thing!
  • SystemSystem Joined: Posts: 508,676 admin
    Congratulations , this stuff is great ...
    I just never agree when people say that CC is useless ... I just love that move lol ...
    It never works , but who cares?
    ...
    I think you do ...

    Keep the good job :clap: .
  • spleenspleen Joined: Posts: 1,138
    Why did they take out that teleport thing that he had in 2nd Impact?
  • SystemSystem Joined: Posts: 508,676 admin
    Easily punishable if missed. He has SSB now so fugeduhboudit!:tup:
  • kal elkal el Hayabusa Technology Joined: Posts: 2,139
    epsilon_ wrote:
    Jab MGB is very easy to parry by any decent player, and it's start up hinders it against deep attacks.

    if done on its own, yeah, jab MGB will probably get stuffed by a deep attack on start up.

    however, when you're punishing would be empty jumpers who are wanting to parry anti-airs, then s. strong x jab MGB or s. roundhouse x jab MGB is one of many options Dudley has for anti-airs. along with the chains or a normal cancelled into Corkscrew.

    :rock:
    Lurking
  • SystemSystem Joined: Posts: 508,676 admin
    epsilon_ wrote:
    f+lp - These chain into themselves, and aren't really useful in any way. I think Munakata whiffs these then f+rh but they really dont have any use on their own.

    well, there is one use. i've actually comboed into SAI with the towards+jab. you can do one twds+jab or two twd+jabs XXrocket uppercut (more hit confirmable)


    hey kal el thanks for posting the combos. i got a question though.

    the juggle combo that ends with towards+mk, fierce uppercut, i just cant do it right. my question is, when you do the towards+mk do you the just do down-downforward+fierce to make the uppercut come out, or do yo do towards+mk then forward-downforward-fwd+fierce?

    and epsilon and kal el, do yall know any good stun combos ? like for example if they are backed up in the corner and their stun meter is about to fill up and you hit em air-to-air with jumping fierce, and they get stunned. what you can follow that up with? standing mp or something? once against the computer ibuki i did two crouching fierces after i stunned them with a air-to-air fierce.

    as far as the Cross counter, i've thought of one way to use it. against yun and yang. early in the match, if they try to dive kick you do a medium punch CC, yeah, you take the damage, but they take more because of their bad stamina. more importantly, it takes away from the yun/yang player's jump-in game plan(which the dive kick is a big part of)

    oh, and also about the roundhouse ducking, i did this funny cross up the other day against a ken player. he was doing a jumpin roundhouse from kinda far away, so i did roundhouse ducking, ended up on the other side of him while before he landed, did crouching jabXXSA1 combo while he was in the air. Dudley is tight. :rock:
  • kal elkal el Hayabusa Technology Joined: Posts: 2,139
    Ill E wrote:
    well, there is one use. i've actually comboed into SAI with the towards+jab. you can do one twds+jab or two twd+jabs XXrocket uppercut (more hit confirmable)


    hey kal el thanks for posting the combos. i got a question though.

    the juggle combo that ends with towards+mk, fierce uppercut, i just cant do it right. my question is, when you do the towards+mk do you the just do down-downforward+fierce to make the uppercut come out, or do yo do towards+mk then forward-downforward-fwd+fierce?

    and epsilon and kal el, do yall know any good stun combos ? like for example if they are backed up in the corner and their stun meter is about to fill up and you hit em air-to-air with jumping fierce, and they get stunned. what you can follow that up with? standing mp or something? once against the computer ibuki i did two crouching fierces after i stunned them with a air-to-air fierce.

    did crouching jabXXSA1 combo while he was in the air. Dudley is tight. :rock:

    1) you're better off linking into super from s. short, s. forward. much easier to land and much easier to hit confirm.

    2) practice twds + forward x fierce Jet Uppercut on a standing opponent. it's a cancel, so it's similar to doing s. roundhouse x fierce Jet Uppercut, just that you have to hold twds.

    3) if say, i stun Ken while he's getting hit by EX MGB, i'll do jab MGB -> c. fierce -> forward Ducking Uppercut. it's not really all that fancy, but it sure is much, much easier than doing 2 jab MGBs :lol:. if they're gonna get stunned right after EX MGB, i'll jump up and do fierce (they get stunned) -> twds + forward x fierce Jet Uppercut. that's about as stuncomboish i get :lol:.

    4) don't do c. jab, c. jab xx super. stick to c. short, c. short xx super. why? c. jab can be blocked/parried low or high. c. short is a low parry/low block only. way better for high/low mixups.

    :rock:
    Lurking
  • CBCB Joined: Posts: 2,840
    i don't like d.shortx2-->super because you have to link the shorts. jab jab is much easier because it's rapid fire, and you only have 2 frames to link the shorts, so it's easy to fuck up in the clutch.
    also, ducking short leaves you without any frame advantage if they block it, and comes out in 5 frames(while jab comes out in 4).
    And since you have to link the shorts, they push you far away from the opponent if they hit or are blocked. This is important to note because it doesn't let you step back out of throw range and connect 2 into super. Even letting them block one will put you out of kara throw range, where jab will leave u in range with frame advantage. Plus you have to be in THEIR throw range to do d.shortx2XXsuper..so I don't see the usefullness of it.(d.jab, karathrow trick)
    If you watch the match between RX urien and (can't remember if it's KO's dudley or someone else)dudley, you'll se dudley empty jump in at urien, land, then do d.jabx2XXcorkscrew blow, from jumping feirce range*
    *this is important to note becasue it means that empty jumping from that range won't get you randomly thrown when you land....and we all have problems with that :rolleyes: .

    I do see what you're saying about short hitting low, but if I was doing a high low game with dudley, I would be utilizing the sweep(d.RH)combos.
    IMHO, i think short is kinda useless, and I haven't seen it utilized since I saw that 3rd strike tape with RYO-chin, YSB, and KO on it.
    d.short is useless in a high low game....why go for a quarter life when you could set-up for atleast half life d.RH?

    ...a lot of words about d.short lol
  • CBCB Joined: Posts: 2,840
    also, I haven't read anything about watching dudley escape the aegis mid screen trap(RX doing the trap makes dudley look all the more impressive).
    dudley woke up, parried the urien d.jab, then parried the reflector ON THE OTHER SIDE OF HIM and then threw Urien threw the reflector!
    But what really impressed me, was the use of standing jab to break the deflector practically instantly! Dudley hit it 5 times and broke it so quickly that he was able to get to Urien fast enough to aply wake up pressure, and then empty jump in and do d.jabx2XXsuper as I mentioned above.
    So I guess s.jab is good for breaking reflectors :tup:

    anyone know whos dudley that was?
  • OmegaXOmegaX If You Lose At Life It's Because You Lagged Joined: Posts: 474
    Noice thread.

    Does anyone like to do pressure mind games with Dudleys chain combos, I like to do s.mk-s.hp pause for a second then start up again with s.mk-s.hp, most ppl get confused on exactly what I'm doing, although this strategy is punishable it has proven useful for me but I try not to do it much since it does get predictable and ppl catch on real quick, I like to only do half of Dudleys chains then pause for a second and go into a different one to screw up the parry timing.
    Now I may be an idiot, but there is one thing I am not, sir, and that, sir, is an idiot.

  • DooMDooM Joined: Posts: 1,036
    also, I haven't read anything about watching dudley escape the aegis mid screen trap(RX doing the trap makes dudley look all the more impressive).
    dudley woke up, parried the urien d.jab, then parried the reflector ON THE OTHER SIDE OF HIM and then threw Urien threw the reflector!
    But what really impressed me, was the use of standing jab to break the deflector practically instantly! Dudley hit it 5 times and broke it so quickly that he was able to get to Urien fast enough to aply wake up pressure, and then empty jump in and do d.jabx2XXsuper as I mentioned above.
    So I guess s.jab is good for breaking reflectors :tup:

    anyone know whos dudley that was?



    c.hk is usually easy to see coming ;) i like the d.lkx2 for empty jumpins, etc. to each their own =)


    In any case: You always have to parry to the side your opponent is, the Dudley parried to the left and parried the jab, but the Aegis hits from the other side so he parried left *you should jump into an Aegis, after 2-3 parries you suddenly parry to the other side ;) its logic, because the Aegis hits from the other side, so you flip sides automatically


    And Dudley got hit once by the Aegis after the throw, he got hit once, and blocked one or two hits if you're talking about the vid im thinking about.

    1 parry+1 hit+2 blocks = 4 aegishits already, which means the Aegis only has 2 hits left or so to say, and with those jabs it went just a bit faster ;)

    btw, if you tell me which vid it was, I can check it, maybe I know which dudley it is *im thinking about totsukasensei perhaps? red shirt? must be totsukasensei or Jima*



    OmegaX wrote:
    Noice thread.

    Does anyone like to do pressure mind games with Dudleys chain combos, I like to do s.mk-s.hp pause for a second then start up again with s.mk-s.hp, most ppl get confused on exactly what I'm doing, although this strategy is punishable it has proven useful for me but I try not to do it much since it does get predictable and ppl catch on real quick, I like to only do half of Dudleys chains then pause for a second and go into a different one to screw up the parry timing.


    I only use s.lk, s.mk and c.lk, c.mp, c.hp *This one is really easy to link after a UOH*

    after s.lk, s.mk I hitconfirm super, if it doesnt hit, it doesnt matter because s.mk leaves you at 0 frame advantage if im right, which means you both can do anything, there are a couple of things I do::

    s.lk, s.mk ->
    s.mk
    parry high/low *example: dudleys like to hit high and shotos low, use that logic to your advantage*
    ssb
    throw



    I usually use chains aswell as anti-air, because you can change the rhytm, or not do anything at all and then throw or c.lkx2 xx super ;)
  • kal elkal el Hayabusa Technology Joined: Posts: 2,139
    i don't like d.shortx2-->super because you have to link the shorts. jab jab is much easier because it's rapid fire, and you only have 2 frames to link the shorts, so it's easy to fuck up in the clutch.
    also, ducking short leaves you without any frame advantage if they block it, and comes out in 5 frames(while jab comes out in 4).
    And since you have to link the shorts, they push you far away from the opponent if they hit or are blocked. This is important to note because it doesn't let you step back out of throw range and connect 2 into super. Even letting them block one will put you out of kara throw range, where jab will leave u in range with frame advantage. Plus you have to be in THEIR throw range to do d.shortx2XXsuper..so I don't see the usefullness of it.(d.jab, karathrow trick)
    If you watch the match between RX urien and (can't remember if it's KO's dudley or someone else)dudley, you'll se dudley empty jump in at urien, land, then do d.jabx2XXcorkscrew blow, from jumping feirce range*
    *this is important to note becasue it means that empty jumping from that range won't get you randomly thrown when you land....and we all have problems with that :rolleyes: .

    I do see what you're saying about short hitting low, but if I was doing a high low game with dudley, I would be utilizing the sweep(d.RH)combos.
    IMHO, i think short is kinda useless, and I haven't seen it utilized since I saw that 3rd strike tape with RYO-chin, YSB, and KO on it.
    d.short is useless in a high low game....why go for a quarter life when you could set-up for atleast half life d.RH?

    ...a lot of words about d.short lol

    ummm.

    honestly, i have never seen a competent Dudley player use c. jab x 2 into super.

    it's always c. short x 2 xx super.

    oh. and you don't link the c. shorts. they chain into each other.

    why use c. short instead of c. roundhouse? it's not really a matter of "instead," it's situational. c. short comes out faster than c. roundhouse so in certain situations, it's much more reliable.

    if someone blocks 2 c. shorts, that's no problem. that sets up UOH -> super. that's high/low if anything. so i don't know why you said that c. shorts are useless in Dudley's high/low game. they are, in fact, very useful.

    you mentioned ticking into throws. c. short can tick into Dudley's throw quite nicely.

    you also mentioned kara throwing. Dudley's kara is crap.

    so once again, if i did c. jab x 2 into super on a standing character and they're blocking, i'd get nothing. now if i did c. short x 2 into super on a standing character who's blocking, guess what? they'll get smacked :tup:.

    c. shorts do everything c. jabs do. only better.

    :rock:
    Lurking
  • CBCB Joined: Posts: 2,840
    you're right, the shorts are rapid fire, my bad.

    I think the d.RH and the twds.RH, are nice after a meaty ducking strong, cause they are both kinda slow and weird.
    I saw this jap guy doing that all day on wake up.

    He would either do, d.strong, f.rh-s.forward kick, or d.strong, d.rh. The spacing after the over head chain or sweep is really great, set-ups up nice jump in mixups.
  • kal elkal el Hayabusa Technology Joined: Posts: 2,139
    interesting.

    i'd probably stick a different move than a c. strong because like c. jab, it's parriable high or low and that hinders the 50/50 set ups.

    it's sorta similar to Ken messing with someone on their wake up. good Ken players will do c. shorts, strong, fierce chain, back + forward or just throw. rarely will they use c. strong on an opponent's wake up because the opponent can parry high or low and c. strong would be negated right there.

    i agree with the spacing created though. it's kinda like Dudley's c. short, c. forward chain. or the more often used c. short, c. strong, c. fierce chain. just enough room to do an early j. roundhouse or empty jump in -> SSB.

    :rock:
    Lurking
  • CBCB Joined: Posts: 2,840
    Indeed, I wish I had those matches, so i could watch them again. I was watching them with nestor, and we were like, "random dudley is dangerous!"

    I don't really worry about people parrying when they get up because dudley is an anti-parry character. If you can train them to parry low shorts or low strong on wake up, then you've just guaranteed yourself free damage with an overhead or sweep. Dudley has so many options on wake up that guarantee you damage or stun.
    If they parry your ducking strong, just cancel it into ssb, let them think they can parry dudley on wake up, then show them how wrong they are.
  • kal elkal el Hayabusa Technology Joined: Posts: 2,139
    can anyone do a check for me?

    i know that twds + forward x strong Jet Uppercut xx Corkscrew does about 7 points more damage than s. roundhouse x strong Jet Uppercut xx Corkscrew, but how does c. strong x strong Jet Upperuct xx Corkscrew fair in the damage department?

    reason i'm curious is because i remember epsilon_ saying that twds + forward x fierce Jet Uppercut does more damage than c. strong x fierce Jet Uppercut. also, i sometimes screw up twds + forward x strong Jet Uppercut when going in to punish a missed super or uppercut. i find c. strong x strong Jet Uppercut xx super much, much, much easier to do.

    thanks to anyone who bothers :lol:.

    :rock:
    Lurking
  • epsilon_epsilon_ helpful Joined: Posts: 3,582
    Sorry Kal, I meant to post this a while ago... But yeah f+mk xx mp dp xx SA3 does 5 more points of damage than c strong.
    i don't care what the critics say, violence is a beauuutiful thing!
  • kal elkal el Hayabusa Technology Joined: Posts: 2,139
    thanks eps.

    weird though. they're both medium strength attacks, but they differ in damage.

    on a side note, i've pretty much abandoned Rocket Uppercut as my SA of choice :lol:. Corkscrew is too good. i still use Rocket vs. a few characters, but for the most part now, it's all about the Cork. i never used to pay attention to the amount of stock, but it really does make a difference.

    :rock:
    Lurking
  • epsilon_epsilon_ helpful Joined: Posts: 3,582
    Yeah, told you man, cork is the truth. More supers matters more than you think till you start using the super with more stocks.
    i don't care what the critics say, violence is a beauuutiful thing!
  • epsilon_epsilon_ helpful Joined: Posts: 3,582
    Character Specific Matchups

    Reccomened SA will be in order of usage if more than one is applicable. All Contributors will be put in credits. My theory about matchups is that you need to know what the other character can do just as well as you know what Dudley can do.


    Alex

    *work in progress*


    Akuma

    *work in progress*


    Chun-Li 6-4 Chun-Li

    Reccomended SA: SA1, SA3

    No matter how you slice it, a good Chun is a tough matchup for any Dudley. Blocking low is important in this matchup, as is using your jumps wisely. Chun has the best ground game in 3s, but Dudley does alot of damage, and is hard to defend against, so he needs to use his advantages wisely. Play footsies with chun by walking back and forth outside of her ranges with s.mp, random (but not whiffed) c.rh, and s.rh(Canceled into ex MGB outside of range, use this to punish chuns whiffed fierces) building meter. Randomly jumping to get in, and mixing up from there. I find empty jump, throw works well against chun and sets up throw baits. I wouldnt try throwing chun excessively though because she has so many anti throw moves. With super, I would definately reccomend against it, it's a very easy way to catch a c.mk super. If chun knocks you down in the corner with meter, I would just take the throw, or try something like s.rh xx short swing blow to create a little breathing room, or c.lk-c.mp-c.hp chain to push her off you with something quick. Something to realize is that you WILL get hit by the super, so don't let it take you out of your game, you can't always guess right. Once Chun is in the corner, it's anyones game, but remember be patient and don't get frustrated. To be honest, Dudley loses this matchup till he gets something lucky, but he has so much random damage it evens out a bit.

    Notes:Chun can be c.rhed twice midscreen, Chun wakes up crouching, so the meaty block rule does not apply to her. Chun falls out of dp xx SA1 combos. Chun gets up slowly, meaning you can do super, rh duck, j.rh over, mixup on her, which henceforth I will be calling the j.rh mixup.


    Dudley

    *work in progress*


    Elena

    *work in progress*


    Hugo 7-3 Dudley

    Reccomended SA:While I used to think 1 was better, 3 is actually your best choice in this matchup so you can employ more of an anti air strategy.

    Hugo really isnt hard at all. Fight him like a shoto aka mostly on the ground, I like to fight hugo outside of his c.mk range. Throw out lots of s.mp and s.rh because you want that meter. s.rh xx exx mgb option select is very good in this matchup. f+fp is a good move to smack his whiffs, random c.rh will keep him on his toes. random rose really isnt bad either because the roses arc pretty much shuts down hugos jumps. Don't get close to hugo, because 1, if you're close he can gigas/spd you, and 2 you dont need to be close to fight hugo. Duck super when he jumps. early j.rh antics are also reccomended here once you knock him down, but DO NOT GET PARRIED, if hugo has meter don't do this, it isn't worth it.

    notes:s.rh, c.mp/s.mp links on hugo.


    Ibuki 5.5-4.5 Dudley

    Reccomened SA:SA3 only, Ibuki jumps alot, and takes damage like a bitch all at the same time.

    Well basically Ibuki is an extremely tricky character, probably the trickiest in 3s. She has alot of anti throw stuff, so I reccomend against throwing in reset situations most of the time. Alot of times after a c.rh s.rh(far) chain Ibuki will super jump after you and either parry or attack. Duck under SA3 negates all of this. You can reversal super Ibuki after kind of alot of stuff, but REVERSAL only meaning you have to be either really fast or expecting it. f+rh, poorly spaced slide,close c.mk, and poorly spaced UOH can all be punished with reversal super. Dudley's s.mk is good in this matchup because it tends to beat out normal daggers and other stuff she does when she's flipping on your head. EX dp can always be punished if blocked (and she doesn't cancel into sa1) with your own ex dp. those jab traps are annoying, but just wait till you see an opening or something. block low on wakeup, the only high thing she has that you cant see and block on reaction is UOH. f.rh her alot, a smart Ibuki will block low vs Dudley. do not(try) punish slides with c.mp unless its a very close slide. s.rh is ok in this matchup, but if you whiff it too much you will get hit with slides. c.mp is pretty good, watch out for random ex slide when youre building meter. f.mk is also good in this matchup. I wouldnt reccomened jumping at Ibuki too frequently, she has some good AA mixups.

    notes:Ibuki is short on crouch, so she cant be hit with s.rh xx ex machine gunblow if shes crouching. So I just go for s.rh xx duck super if i get a jump in. also ibuki is skinny, s.rh xx ex mgb, f+mk xx dp will not work on her. use jab mgb, mk duck upper as your ender instead. Ibuki is a girl so c.rh juggles work on her in the corner, she is very skinny so i reccomend doing some jab mgbs too to so you wont miss a c.rh.


    Ken 5-5

    Reccomended SA: SA3, SA1

    Alot of people may be surprised at my 5-5 matchup, but I truly believe it's even. Dudley fights Ken well on the ground. Ken will use s.fp, c.mk, ex fireballs, c.rh, his dp, and s.mk mostly to keep you out. Thankfully you can counter alot of his stuff if you're smart. C.Rh can be punished at any range with rh duck xx fierce SA3, and s.mk can be punished up close with s.mp (meaning s.mp xx duck xx super). F+Fp is good in this match because it moves forward so much and will hit Ken buidling meter or whiffing c.mk. Something flashG told me, that helped me alot in this and playing Dudley in general is DON'T THROW SO MUCH STUFF OUT. I can't count how many times Paulee and FlashG would parry loose shit I did, and then how much better I did when I spaced my normals out. Don't always pressure with Dudley. Anyway you know what Ken does, in most situations I'd reccomened what I do with Chun, BLOCK LOW, and follow your heart. Blocking low alone will decimate most scrub Ken's who don't hit confirm c.mk. f+mk works well in this match too. Duck under, SA3 is also very good when you predict Ken's crossup. Dudley can be crossed up in the corner as well, so be aware of that. If you parry a deep anti air, start your combo with j.fp or another fast normal, as j.rh's startup is too slow to come out before you hit the ground.

    Notes:C.mk is punishable up close with reversal super, Shotos get up slowly, so j.rh mixup midscreen.


    Makoto

    *work in progress*


    Necro

    *work in progress*


    Oro

    *work in progress*


    Q

    *work in progress*


    Remy

    *work in progress*


    Ryu

    *work in progress*


    Sean

    *work in progress*


    Twelve

    *work in progress*


    Urien

    *work in progress*


    Yang

    *work in progress*


    Yun

    *work in progress*



    This is bascially just a skeleton of what's to come, I just put Ken and Chun up because they're pretty much the most common matchups you'll encounter. Remeber if anyone wants to contribute, or finds anything they think is incorecct I will definately edit and change the guide to be the most efficent it can be.
    i don't care what the critics say, violence is a beauuutiful thing!
  • kal elkal el Hayabusa Technology Joined: Posts: 2,139
    vs. Makoto

    Super Art: Rocket Uppercut or Corkscrew Blow. Dudley can build meter in this matchup rather quickly, so the stock isn't as crucial here as say, when fighting Ken.

    stuff to look out for: Makoto going for ticks into Karakusa. Makoto players usually use c. short, c. jab/s. jab, s. strong, twds + strong, c. forward, etc. sometimes Makoto players will bait you into thinking they'll tick, so be wary of that as well.

    Makoto has only 1 low combo, and that's c. short x jab Hayate. regarding overheads, she has 2, both of which can go into supers. her UOH you don't have to worry about when she's using Abare Tosanami. if she's using Seichusen, then watch out for her spacing. her Oroshi is super cancellable, so keep an eye out for that as well.

    in this matchup, i find that option selecting s. roundhouse x EX MGB to be of great importance. 1) it stops her dash in attempts and 2) it'll nail her limbs if she's trying to poke. Makoto is one of the easier characters to juggle, so that means extra damage and options for Dudley.

    twds + fierce is another great normal to abuse here. great range and priority vs. Makoto. same can be said with twds + forward.

    regarding specials, the one to really use vs. Makoto is SSB. you can avoid certain post Hayate mixups by SSBing right after you get hit by the Hayate. if they try to c. short or try to grab immediately after, they'll get smacked :tup:.

    you don't really have to use Ducking rushes to get in when fighting Makoto because she'll be the one coming to you. as mentioned earlier, option selecting s. roundhouse x EX MGB is your best friend.

    in this match i find that i jump more often than in others. one reason is to avoid getting grabbed when she's up close, the other is to pressure when she's reeling. jumping straight up is a great tool in this matchup. do early j. roundhouse -> super or late j. fierce -> combo. when jumping around, don't do so recklessly because good Makotos will EX Fukiage you if you're not careful.

    i posted the combos i use vs. Makoto on the first page of this thread, but i'll put them here as well.

    midscreen

    1) s. roundhouse x EX MGB -> twds + forward x fierce Jet Uppercut
    2) s. roundhouse x EX MGB -> forward Ducking Uppercut/Ducking Straight
    3) c. roundhouse -> forward Ducking Uppercut/Ducking Straight
    4) c. roundhouse -> jab MGB -> c. roundhouse -> forward Ducking Uppercut

    super cancel #3 into Corkscrew if you have one handy. #4 isn't as easy as it seems.

    corner

    1) s. roundhouse x EX MGB -> jab MGB -> c. roundhouse -> jab MGB -> c. roundhouse -> fierce Jet Uppercut
    2) s. roundhouse x EX MGB -> c. roundhouse x 4 -> fierce Jet Uppercut
    3) s. roundhouse x EX MGB -> c. roundhouse x 2 -> jab MGB -> c. roundhouse -> dash -> s. strong x fierce Jet Uppercut

    #1 is the combo i use the most in the corner because it's the easiest :lol:.

    couple of things:

    Makoto is 1 of 3 characters in the game who will get hit by s. roundhouse x forward Ducking Uppercut EVEN WHEN STANDING. the other 2 are Yun and Yang.

    Makoto is also the recepient of this stupid link - s. roundhouse -> s. fierce :lol:. pretty useless, but has good stun!

    :rock:
    Lurking
  • epsilon_epsilon_ helpful Joined: Posts: 3,582
    sorry ive been kinda absent from this thread. pso and gb:wce are owning me right now. ill probably add a few more characters to the strat sections tomm.
    i don't care what the critics say, violence is a beauuutiful thing!
  • epsilon_epsilon_ helpful Joined: Posts: 3,582
    added hugo and ibuki to the matchup section.
    i don't care what the critics say, violence is a beauuutiful thing!
  • SystemSystem Joined: Posts: 508,676 admin
    are you sure hugo x dudley is hugo 7 x 3 dudley?
    ain't it the oposite (dud 7 x 3 hugo) ?
  • epsilon_epsilon_ helpful Joined: Posts: 3,582
    the character after is the one who wins, its pointless to say both names. its like at a basketball game, if someone asks the score, youd say blah blah blah blah then the team name at the end
    i don't care what the critics say, violence is a beauuutiful thing!
  • SystemSystem Joined: Posts: 508,676 admin
    ah , sorry
    lol
    it's cause i'm not used to basketball game results...
    just soccer results...
    at least here in brasil it goes like Team A # x # Team B
    sorry :)
    nice thread .
  • Mr. SakurabaMr. Sakuraba Still cant do the 100% Joined: Posts: 140
    More matchups Jay. If you dont finish this thread, i wont take you to the next sc tourny :clap:
    Anyone in GA, North Florida or East Alabama wanting to play 3s , CvS2 or SSF4 pm me and lets play.
  • SystemSystem Joined: Posts: 508,676 admin
    What about stuffing wakeup attempts?
    I have good luck stuffing them by mashing out F+mk then either tick throw or do it again a few times then mixup with a f+rh or cr. shorts. if they block the shorts i'm back to UOH range > super.

    any other way to stop wakeups by the opponent?
  • ramzaramza hmmm Joined: Posts: 2,481
    SSB>SA3, don't completely forget about SSB, you should throw it out at least once to keep your opponent from getting too comfortable.
    Are YOU still single?!?!?
    R.I.P Reggie Etheridge

    He tortured me...with his awfulness
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