Alright, I’m back. So far we’ve discussed the special moves, their applications, moving in, and well, the really important stuff to keep in mind during your matches. This will probably be the last of this series of “Dudley for Novices,” as most everything else you’ll need to learn will come from experience. Your playing style must differ from this point on, in order to stand out and dominate. Here we go again:
At first you may not be sure about what a “universal” situation, but here are a couple that I’ll be discussing:
- Opponents empty jumping on you
- Opponents hovering over you as you’re getting up
- Opponents trying to cross you up
- When you’re close to stun
- What to do about Aegis
The first three fall into one basic category, which is, running in circles around you to get you to do something stupid, or, give you a taste of their own hi-lo games. The empty jump, of course, calls for anti-airs, or, throwing. I’ve talked very little on the topic before because it’s going to take a little longer than would be appropriate on a move list explanation.
The anti-air that should quickly come to mind is the Jet Uppercut/EX JU, followed suite by super. These are nice, but if either is parried, you have put yourself in a position that allows the opponent to capitalize with a very damaging combo, or worse, an aegis unblockable set up. That’s where Dudley’s chains come to save the day yet again. As I’ve said before, a chain as an anti-air is oftentimes much better than a special move because you can control the rate of the attack, you can interrupt the chain rather than finish, so as to throw the opponent afterward, or hit them after they have screwed up the timing on parrying. What this is all coming down to is basically a mind game.
The Only Mindgame Good Enough to be Called “Friend”
While I usually don’t condone mindgames because of my own misfortunes with them, this one is rather safe, and takes much thought. If a Ken user jumps in on you in an attempt to bait you into doing an uppercut so they can parry and hit you with super, then the time is just right to use chains or combos that can throw off their momentum. One very nice chain to use against airborne opponents is s.forward, s.roundhouse, s.fierce. Why? First of all, the s.forward goes higher than dudley’s other standing normals, giving you a huge window to work with, and, it’s fast enough that if the opponent does get hit, you can duck under and get to them to start your mix ups. Secondly, this chain is incredibly easy to interrupt and throw off your opponent’s timing. Say you’ve been doing this chain three times in a row during a round, so they know what you’re going to try to do. Don’t finish your chain. Instead, stop it at some point, wait, and see if you can hit 'em with super before they land, or try and hit 'em with a c.roundhouse and start juggles.
This is a good mind game because now your opponent isn’t waiting on some stupid pattern that’ll get you in trouble, they’re wondering whether or not you’re going what you’re going to do next and won’t want to jump. Now you’re controlling your space in a much more efficient manner. No longer are they trying to jump at you, they’re forced to stay on the ground and retreat in order to plan a better attack. Now your offensive game starts kicking into high gear.
But say they don’t learn, but the chain becomes predictable, what do you do? Well, if they’re jumping in on you, chances are, they’ll try and hit you to beat out your normals so they can get in. Groovy, now just do the Duck Under, change direction, hit super. Bingo, you’ve just read them “like the sunday papers.” If this is at first hard for you to do, then that’s fine, try something else. Like s.RH, jab mgb. If they parry the s.rh, the jab mgb is really fast and will throw off the timing. If it doesn’t, and they parry all of it, chances are dudley and the opponent will recover at the same time, so you should consider blocking, and waiting for them to throw out an attack as a response, or you could swing back blow.
Lots of options for you = less options for them. Good stuff.
The “or” Mentality:
Now, you’re probably realizing that I’ve been using the word “or” a great deal. The reason being, you’ve got to constantly be thinking in an “or” fashion. You can’t just limit yourself to a single plan. What if the opponent does something so wild that it completely screws up your plans? What then? If you’ve got the “or” mentality, you’re probably going to think, “shit, I’m glad I thought of a back up.” You’ve got to think of all the possibilities. Take this situation for example:
In the span of three seconds, the following happens,
Ken user jumps,
you think, “i’ll use a chain,” and get ready,
he hits EX hurricane kick,
you panic and block,
Ken user hits you from behind,
now you’re lying on the ground because you didn’t think about that EX.
Now what could you have done? The situation could have gone more favorably in the following manner:
Ken user jumps,
you think "I could hit him with chains, OR, do a duck under if i see him doing something else"
Ken user hits EX hurricane kick,
You were ready, hit duck under and get away,
or you hit duck under and hit him with super before he lands.
Ken user’s on the ground, with you in a position to use your hi-los.
You see how nice that was? In three seconds you didn’t make thousands of haphazard decisions as a response, instead, you held a conference at the beginning, got all the proposals, and saw what was best for you. THIS is how you should be thinking the whole game. If you knock 'em down, have five things ready to do. If they’re coming at you from the air, think if you’re going to reset, chain into super, duck under, etc etc. You also have to have a gameplan if you’re on the receiving end of a knockdown move.
What to Do When You’re Down
This is a very sticky situation. Dudley has a lot of mixups when he’s up, and someone else’s down. When the tables are turned, though, You’ll eventually fall into a guessing game of their concoction. Blocking is always a good idea, but against throw-happy Makoto, it may not be. That’s why there’s such a thing as the option select. Now if you’re unsure about what option selecting is, go here:
It’s a very well written, very concise article on what it is. Now, how you would implement it in your gameplay is up to you. Sometimes you may not want to option select because a wake up super just might do the trick on a hovering makoto, but it too is very risky. Option select is sometimes very favorable especially on people that are caught in the web of their own momentum. They’re in such a rush to do damage to you, that they forget that no offense is perfect (you should keep this in mind, too. Finding your flaws before the other guy does means you’ll see other options), and could have the tide turned.
One such example is, say, on Makoto. Say she knocked you down with a throw, as is very much possible. So she’s hovering over you with s.strong, and you want to hit her, but you know that if you do something like EX jet uppercut, she’ll block, or command grab you out of it. In either case you’re screwed. But, if you option select, you have a chance of escaping by throwing out a jab. Once that jab comes out, do another jab, and blam, cancel into super! What if makoto tries to throw you? Well, you just teched, man. Now move in before the Makoto user gets any bright ideas! Always anticipate that you’ve hit the opponent with the option select jab if you decide to use it. Don’t make the mistake of throwing up your arms, and thus letting go of the joystick, and saying something to the effect of “aww, damn it.” If you anticipate the hit, and you succeed, there’s no downside, right? If it teched instead of throwing out a jab, stop trying to do super, and use a toward+forward or something. If you throw out a super prematurely, you look like a newb (haha, irony), and you’ll get your ass handed back to you when you’re super is done.
As with all techniques, option selecting is not without its flaws. You won’t, for example, get out of Gigas that way, not now, not ever. Will it beat out Alex’s EX headstomp? Keep dreaming, and so on. Sometimes it’s best to just block. But these are some of your alternatives if you consider doing something else than wait around to die.
You will inevitably run into a situation where, regardless as to what you do, your opponent’s blocking. It’s as if they have a third eye that tells them exactly where you’re going to be hitting, and they block, and you accidentally throw out a super, thinking you succeeded. Now you die. This situation will come up time and again, and you WILL be very angry after a while. So, I suggest that if this is ever the case, that you go here:
Controlling Anger - Before it Controls You
With that out of the way. The situation calls for something you will have to have an infinite amount of: patience. Your mix ups will work, and probably even better if you use a throw or two in between. Don’t give up. If they’re blocking, they’re waiting for you to stop so they can hit you. So, if you’ve seen the Fujiwara vs. RX match at UD Lab**, and you saw that round where fujiwara threw out a thousand jabs, strongs, shorts, and the like (and got a perfect subsequently), you saw what could terrify the horde of turtles: a salvo of attacks that are so seamless that a throw, or a c.short, c.short xx super, or toward+rh link into super will come out of nowhere for them. The key here is not just to have variety, but to be calm, confident, and above all NOT ANGRY.
Remember, you have a lot of tools at your disposal that are perfect for this situation. You have overhead links into super, you have that “s.rh, roundhouse duck under, throw” string that’s really fast, and can be finished with swing back blow, or just super, instead of the throw. Such things keep turtles from holding down+back all day. Heel those dogs of yours, and focus.
What About Aegis?
Oh man. Here’s the real kicker. Now that we’ve talked about turtles, it’s about time you got a taste of the life. A Urien with more than one bar of super and is charge partitioning on an unsuspecting Dudley player, is the equivalent of a freight train running without its lights at night charging into a deer that’s prancing along the train tracks. Charge partitioning is dangerous, and it will cause you to make mistakes you will want to kill yourself over.
One such mistake is seeing Urien walking back, and so, you jump. And so, he hits you with high metallic sphere! Now you’re in for a world of hurt: chariot tackle, chariot tackle, aegis reflector, aegis unblockable, death.
Second scenario is dashing in, using EX MGB when he does the same. Now he’s going to hit you with c.fierce, chariot tackle, aegis, chariot tackle, unblockable. Holy hell, this guy’s on fire. [/list]
You get the point.
So now you’ve got to do something that, believe me, will get your teeth grinding against each other, and that is, SLOWLY getting in. If urien has no meter, then progress rather cautiously. A.k.a, use those normals to get in, be ready to block a.s.a.p, don’t jump, try using c.rh every now and then to see if you can get in a combo or two (remember the distance of c.rh, you can probably hit urien from half a screen away).
If urien has meter, you have now become a snail. Don’t fucking move unless it’s safe. If he’s throwing out s.strongs, or c.forwards, s.fierce, be ready to do super. I don’t mean roll the stick a million times to let him blatantly know that you’re going to do super. I mean, do c.strongs, s.rh’s from far away 'cause they’re easy moves to go into super from. You can usually see a chariot tackle coming, and that’s probably how they’re going to try and get in that aegis. If they see that you’re a fortress, they’ll probably throw a metallic sphere and THEN the aegis.
If the aegis comes out (as it probably will), sit tight, don’t panic. Watch Urien like a hawk. You may get baited into hitting Urien because of moves that have so much recovery, like toward+fierce, c.Roundhouse, but they’re doing this to get you into that aegis. Don’t fall for it. Wait, and remember the time that the aegis lasts. Throw out c.strongs or something from a safe distance away, and that guarantees that if urien tries to hit you, he’ll trade, and the aegis will be gone that much faster. It’ll make the urien player want to move in, and give you an opportunity to throw his momentum off with a throw or a c.rh, or the like. You’re going to have few opportunities, and you’re going to want to take advantage of every last one of them.
If you’re wondering why I chose Urien to talk about, and not anyone else, well, that’s simply because Urien teaches you more about those “universal situations” than any of the other top tier characters. You learn when it’s in your favor to be aggressive, you learn firsthand what could happen if you start making stupid mistakes, and above all, it’ll teach you to watch out against OTHER people’s hi-lo games. Moreso than, say, a Chun-li user.
Well, that’s about as much as I can think of that will get you on your way with Dudley. I hope you learn what you should emphasize on, how to be calm during a match, and above all, to improve your game so that you have more fun with third strike. The game truly is fun when you know what you’re doing, just like with any of the other fighters (except maybe Tekken 4…grr).
I hope you enjoyed it, and you keep on playing. The fighting game community needs to survive
~ Abel Rojas
a.k.a., "Double Reppuken"
** if any of you haven’t seen the vid, and for some reason or other, the UD lab site doesn’t have the vid anymore, just pm/aim me, and i can set up a transfer.