Difference between revisions of "Dudley (3S)"

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[[Category: Street Fighter 3: 3rd Strike]]
 
[[Category: Street Fighter 3: 3rd Strike]]
[[Category: Dudley]]
 

Revision as of 21:24, 29 May 2009

Dudley's Character Select Portrait
Dudley's Neutral Stance

Introduction

Moves List

Normal Moves

Throws

Liver Crusher LP + LK
Dynamite Throw B or F + LP + LK

Command Normals

Slipping Jab F + LP
Stomach Blow F + MP
Liver Blow F + MK
Step Straight F + HP
Dart Shot F + HK

Target Combos

  • LP -> MP -> MK
  • F + LP -> MP
  • D + LK > MK
  • MK -> HK -> HP
  • LK -> MK -> MP -> HP
  • F + MK -> MK -> HP
  • D + LK -> D + MP -> D + HP
  • MP -> MK -> HP
  • F + HK -> MK


Special Moves

Cross Counter F, DF, D, DB, B + P (EX)
Punch & Counter F, DF, D, DB, B, F + P (EX)
Machine Gun Blow B, DB, D, DF, F + P (EX)
Jet Upper F, D, DF + P (EX)
Short Swing Blow F, DF, D, DB, B + K (EX)
Ducking B, DB, D, DF, F + K
-> Ducking Straight During Ducking, P
-> Ducking Upper During Ducking, K

Super Arts

I Rocket Uppercut D, DF, F, D, DF, F + P 2 stocks
II Rolling Thunder D, DF, F, D, DF, F + P (press P rapidly) 1 stock
III Corkscrew Blow D, DF, F, D, DF, F + P 3 stocks



Move Analysis

Combos

Combos will be indicated with the characters they can be done on, most of dudley's combos are character specific

Basic Standing Combos

  • HK -> LP Machine Gun Blow
  • c.LK -> Jet Upper [EX]
  • c.LP -> Jet Upper [EX]
  • HK -> Ducking Upper (Makoto only)
  • MP -> Jet Upper [EX]
  • Liver Blow -> Jet Upper [EX]

Advanced Combos: Midscreen

Shotos, Urien, Hugo, Twelve & Twins

  • HK x EX MGB -> F -> MK x HP Jet Uppercut
  • HK x EX MGB -> MK Ducking Uppercut/Ducking Straight
  • c.HK -> MK Ducking Uppercut/Ducking Straight
  • c.HK -> F -> MK x HP Jet Uppercut
  • c.HK -> LP MGB -> MK Ducking Uppercut

Chun-Li

  • HK x EX MGB -> c.HK -> MK Ducking Uppercut
  • c.HK -> c.HK -> MK Ducking Uppercut

Elena

  • HK x EX MGB -> c.HK -> Dash -> c.MP x HP Jet Uppercut
  • c.HK -> c.HK -> dash -> c. strong x fierce Jet Uppercut

Makoto

  • s. roundhouse x EX MGB -> twds + forward x fierce Jet Uppercut
  • s. roundhouse x EX MGB -> forward Ducking Uppercut/Ducking Straight
  • c. roundhouse -> forward Ducking Uppercut/Ducking Straight
  • c. roundhouse -> jab MGB -> c. roundhouse -> forward Ducking Uppercut

Dudley

  • s. roundhouse x EX MGB -> forward Ducking Uppercut
  • c. roundhouse -> c. roundhouse -> dash -> fierce Jet Uppercut

Q

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

Remy

  • s. roundhouse x EX MGB -> forward Ducking Uppercut

Necro

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

Alex

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

Oro

  • s. roundhouse x EX MGB -> forward Ducking Uppercut
  • c. roundhouse -> c. roundhouse -> forward Ducking Uppercut

Advanced Combos: Corner

Any character that in the corner that has a combo listed with more then one c. roundhouse it means that they can also be subject to this combo

  • c.Hk x6 or c.Hk x5 then an ender... those would be fp, f+fk, mk, mp, basically anything that will reset your opponent.

Shotos, Urien, Hugo, Twelve & Twins

  • s. roundhouse x EX MGB -> jab MGB -> twds + forward x fierce Jet Uppercut
  • s. roundhouse x EX MGB -> jab MGB -> jab MGB -> short SSB
  • c. roundhouse -> jab MGB -> EX Jet Uppercut -> fierce Jet Uppercut
  • 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

Chun Li

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

Elena

  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> fierce Jet Uppercut
  • s. roundhouse x EX MGB -> fierce Jet Uppercut -> fierce Jet Uppercut
  • c. roundhouse x 5 -> fierce Jet Uppercut
  • c. roundhouse -> fierce Jet Uppercut -> fierce Jet Uppercut

Makoto

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

Dudley

  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut
  • s. roundhouse x EX MGB -> jab MGB -> c. roundhouse -> jab MGB -> c. roundhouse -> forward Ducking Uppercut
  • c. roundhouse x 5 -> forward Ducking Uppercut
  • c. roundhouse -> jab MGB -> c. roundhouse -> jab MGB -> c. roundhouse -> forward Ducking Uppercut

Q

  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> fierce Jet Uppercut
  • s. roundhouse x EX MGB -> fierce Jet Uppercut -> s. strong x fierce Jet Uppercut

both may be initiated with c. roundhouse instead of s. roundhouse x EX MGB.

Remy

  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut
  • c. roundhouse -> EX Jet Uppercut -> twds + forward x fierce Jet Uppercut
  • c. roundhouse x5 (ability to mix up PEAK height Lp MGB instead of the C. RH) ender... mostly use HP

Necro

  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut
  • c. roundhouse x 5 -> forward Ducking Uppercut

Alex

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

Oro

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

Hit Confirms

Dudley has several moves he can link from to "hit confirm" a super. Briefly, a "hit confirm" is an attack that allows a player sufficient time to confirm visually whether the attack hit, to execute the super if it did (and do nothing if it was blocked or parried).

Any of the three supers apply, on any character. For best results, drum the 3 punch buttons when performing the super. The list is as follows:

Hit Confirm Comments
f+MK (wait) > Super Good range and hits crouching characters, but the odd EX Jet Uppercut may come out because of the similar motion and drumming of punch buttons. Can be used to poke repeatedly due to forward movement.
LK > MK (wait) > Super Easily the quickest and hits crouching characters, but suffers from the same EX Jet Uppercut problem. Very good for its speed overall.
HK xx HK.Ducking (wait) xx Super The Ducking must be super cancelled. Probably safer than f+MK, since super cancelling the Ducking removes the possibility of EX Jet Uppercuts coming out. At mid range every whiffed HK can be buffered into Ducking, so that any HK that happens to connect with a whiffed normal is cancelled into a Ducking (and into a super).
MP xx MK.Ducking (wait) xx Super The Ducking must be super cancelled early; super can be blocked if super cancel occurs too late. Greatest ranged hit confirm on a standing opponent. MP > MK target combo can come out if executed incorrectly.
f+HK (wait) Super Overhead into Super. Only works if opponent was crouching.
c.LK, c.LK xx Super Low shorts into super - must be blocked low. Use the duration of both c.LKs to confirm whether the super will be blocked.

Frame Data

Normals

Throws

Command Normals

Special Moves

Super Arts

Additional Frame Data

Strategies

Overview

Dudley a very solid character, rounding off well in almost all aspects. 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.

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: Akuma(ish) Akuma's low stamina means that this super can really frighten an offensive player.
  • SA2
    • Covers ground effectively
    • Opponents may fall out of combos, 3 frame 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 Akuma)

Kara-Techniques

Dudley has no useful Kara-Techniques

  • For the most part this is true. But heres one trick. His kara provides a very short additional range to your throw and normally isnt worth it. There is one situation where it would be interesting to use. Im not sure if this is character specific, but i know it works against Ken. If Dudley knocks down Ken in the corner and performs a MK or HK ducking command dash, he will be right next to Ken on Ken's wake up, say they both throw, it will result in a tech. Now same situation but instead use the LK ducking command dash. If Ken does a regular throw on wake-up it will whiff. The reason for this is because theres some different property about the LK ducking command dash that if you do it, no matter how close you are to them when you perform the dash, you will not be in normal throw range when you come out of the dash. (seems to be some kinda push back to it.) This is where the kara throw comes in. Luckily Dudleys horrible kara throw will give you enough range to throw them in this setup, so let them whiff a throw and karathrow, or let them block then karathrow them. Actually it would be a much better idea to bait the throw using the LK ducking trick and then just punish the whiffed throw with a s.HK, but kara throw works too. Im going to test this later just to confirm.

Zoning

With most characters (particularly the shotos), Dudley can abuse his s.HP and F + s.HP to catch pokes and to keep attackers from advancing. This should be used sparingly (particularly F + s.HP) as excessive use will lead to easy parries for the opponent. The other obvious choice is the s.HK. The fear of landing in a combo from it can be enough to stop people from advancing as much. Against an opponent who loves poking, just counter poke with s.HK. If you are out of range with s.HK, just throw it out and buffer in a EX Machine Gun or Ducking command dash, this way it can only come out if you catch a limb.

Your typical tick throw move is F + s.MK. It will advance you forward and recover quickly, it can also be cancelled to super, that can catch a parrier who expects another F + s.HP.

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

Dudely 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.

Additional Notes

  • Personal Action: Attack up.

Match-ups

Serious Advantage Match-ups

  • Hugo - As matches go, Hugo shouldn't pose too much of a problem. As you might with the Shoto characters, fight Hugo on the ground. There's no sense focusing on jump-ins as it takes only one well timed parry for you to lose a large chunk of your life. A good range to be is just outside his c.MK. Make frequent use of MP, HK (For Meter) and HK xx EX MGB option select. F+HP is powerful whiff punishing tool, and random c.HKs will keep him on his toes. This is one match where a non-wakeup rose is helpful as it can inhibit Hugo's jump-ins somewhat. There's no point getting close to Hugo as you can deal with him perfectly well at a distance, and if you're close he can Gigas/SPD you. Ducking Super antics against jump-ins can be difficult to defend against. The key is to NOT GET PARRIED. If Hugo has meter don't try any random early j.KHs. It isn't worth it.
  • Sean

Advantage Match-ups

  • Yang
  • Elena
  • Necro
  • Alex
  • Remy
  • Q
  • Twelve

Fair Match-ups

  • Chun-Li - A good Chun will always be a bit of a challenge. You should always remember to block low, especially if Chun has meter. Also considering Chun's relatively lacking AA game, jumps (When used wisely) can be very helpful. Chun has the best ground game in the game, but Dudley is no pushover, and deals large amounts of damage. Patience (Like a lot of match-ups) is the key here, and waiting for opportunity. Footsie games by walking back and forth outside of her ranges with MP can be beneficial as well as random (But not whiffed) c.HK, and HK xx EX MGB outside of range, use this to punish Chun's whiffed fierces. Sometimes just randomly jumping to get in, and mixing up from there can be enough. Empty jumping into throws works well against Chun and trains for throw-baiting. Throwing chun excessively can be risky as she has many anti throw moves. If Chun-Li has meter however, be much more careful. It can be all too easy to catch a c.MK to SA2 if you're not. If Chun knocks you down in the corner with meter, I would just take the throw, or try something like HK xx LK Swing Blow to create a little breathing room, or c.LK > c.MP > c.HP chain to push her off you with something quick. Maintain a positive outlook regardless of whether you've been hit by the super, because you WILL be hit by the super. Once Chun is in the corner, it's levelled slightly as Dudley has so many options.
  • Ken - Always a fun match up. Watch out for Ken's crouching mk! If you want to parry it, your most reliable post parry follow-up is c.MP XX Ducking XX SA. Though it does less damage than s.HK, It will connect consistantly at long range, ranges where Dudley's s.HK will whiff. Random note, early j.MP beats out Kens air EX Tatsu.
  • Makoto
  • Dudley
  • Urien - s.HK x EX MGB is a godsend in this match-up. s.HK is a stronger poke than most of the pokes that Urien has, and will almost definately catch him from them. Use and abuse.
  • Ryu
  • Oro
  • Ibuki

Disadvantage Match-ups

  • Yun
  • Akuma - Akuma has the basic shoto footgame and great mixups, however, his ability to defeat Dudley lies in his wakeup options. Not only does he have a Shoryuken, he also has the Teleport which makes cornering a good Akuma more difficult than Ken or Ryu. Roses on wakeup are highly recommended for corner situations. Beyond that, should Akuma's rushdown prove to be difficult to control and should you have enough health at your disposal, an interesting strategy can be to use an EX Cross Counter. You'll trade very much positively, probably move him to the corner, and sway the momentum very much in your favour.

Serious Disadvantage Match-ups

Dudley has no match-ups where he is at a serious disadvantage