This is what people at my arcade call a dance off. Cuz that’s basically what it comes down to. You guys dancing back and forth trying to establish your space. Urien has slight advantage here. But it’s still not a given freebie keeping Dudley out. Urien’s s.FP is good, but get’s beat out during start up, so be careful. His standing strong makes contact even if Dudley is ducking. Abuse that to keep them guessing if they want to high/low parry, if Dudley has established medium range on you. D.mk is good, but be careful. Dudley’s FP and forward FP will smack you good if you miss. Dudley inside, you lose. So don’t let him get there. If he does, keep your composure. Dudley beasts on Urien players up close, the same way Alex palyers do. You lose most of your life just trying to get away. Honestly, I’m not going to go all theory fighter and tell you how to escape. Me personally, I just sit there, turtle, keep an eye out for throws (stay tech ready), pick my moment. Do not panic
Honestly, in this fight, you dance right, Dudley will have to jump if he wants to get inside. This is where Urien’s s.strong comes in. It’s your main tool.
When Dudley jumps, I usually end up doing one of the following… (be advised, I haven’t checked the priority of his jab. I have had it beat out Dudleys attacks often. It’s best used when they realize they are not going to get in on Uriens s.strong, and have to parry) Strong However, is VERY reliable.
- jab > strong xx EX REFLECTOR
… If the jab hits, the strong will wiff, but you will recover way before they touch the ground.
… If the jab is parried, buffer an EX REFLECTOR off the strong. If they are in deep, the EX REF combos off of it. Tackle them as they bounce off of it. (you may be given a chance for an extra hit after that, I need to check my juggle counts again.) If you had two meters when they jumped, do a kneedrop instead of a tackle(experiment, I forget which one) and set a reflector as soon as you land. Headbutt over their body as the black screen (from the super) ends, and break their guard with f+mk. They can not roll, because the reflector (strong xx EX REF) was the last thing to hit them before they hit the ground. After the jab is parried, the worse that can happen is they parry the strong and the EX reflector. Try to dash under and hit them from the other side with a jumping FP/RH. Relatively safe.
- strong xx FP/MP SPHERE
… Be careful. I have been hit between the strong and the sphere before. It’s always been a “even” trade. I eat the attack, they eat my sphere. so I stay charging, and do my tackle juggles as I recover. Your opponent will usually say something like “wtf” or “gay” :lol: Sometimes, I try to delay the buffering of the sphere at late as possible. That way, if my strong is parried, I can cancel the sphere into an EX REFLECTOR. :evil:
strong xx EX REFLECTOR
… This is a good one to mixup with strong xx sphere. When buffered to the EX REF, they have to input the parry command BEFORE the black screen, calling for two quick taps. “taptap!!.” Where as a strong buffer to sphere, there is a delay, and requires a different timing. “tap…tap.” Expecting a strong xx fireball will make you eat a strong xx EX reflector and vice versa.
jab, EX REFLECTOR
… Be careful. Jab doesn’t have the awesome priority that strong does. But I have seen jab beat shit out repeatedly before. Anyway, if it’s parried, then do an EX REF. Notice, it’s not buffered. Do the EX REF as you recover fromt the parried jab.
… Be careful. Jab doesn’t have the awesome priority that strong does. But I have seen jab beat shit out repeatedly before. ONLY use this at far range. If you do this too close, they will parry the jab, and for some reason, go over your head. Your d+FP will completely miss, you eat a combo. Even when it looks like they are landing in front of you, a parried jab sends them over your head. Experiment to find the range. This one is great when mixed up with the previous one. Completely different timings.
jab, d+FP xx EX REFLECTOR
… Same as above, (remember, range is the key) except you cancel the first hit of d+FP to an EX REF. This one is so dirty. Once again, even if they guess right, that you would do jab, d+FP, the timing is different for the second hit of the d+FP, versus the buffered EX REF. They must parry the first hit and quickly parry again before the black screen. “taptap!!.” Where as the d+FP completed, is “tap…tap.” What’s great is, even if the first hit of d.FP connects, the buffered EX REF will combo. Do a tackle for more damage. If you had two meters, do the knee drop instead, set up reflector, headbutt over, guard break, combo. :evil:
Urien has many options to keep Dudley guessing twice about jumping. Be creative, and keep them guessing. Mix up your pokes, keep him out (easier said than done, I know) and show him jumping is a no no. Urien, on paper and ranking charts, wins this match up.
The EX REF is just evil. You can dash under to the other side as they are stuck in the air trying to parry it, immediately do FP SPHERE xx EX REFLECTOR, jumping FP :lol: Good luck parrying that.
And of course, I’m no Urien master. Just speaking off of what I’ve experienced. Save the theory fighter shit for someone else.