So, most of the Dudley "discussion" is just people asking questions about Dudley. Instead of cluttering all the other threads with questions that have been answered multiple times, i propose we just consolidate everything here. As the questions get answered, i'll update the OP with the Question and Answer. Frequently Asked Questions and things that a beginner may ask will also be added as they come to light.
Obviously there aren't many threads at this point. As more information, posts, threads, and guides as well as offsite videos and tutorials become available, this will get updated. New players will be joining with the launch of ssf4, and this thread is to make their life easier and
Also, information updated in the OP will be date-marked. If you would like a guide added or find something interesting that isn't already covered in this thread, please don't hesitate to bring it to my attention so I can add it to the OP.
Used for Copy Pasting...Ignore!
Answered on 0/0/2010
what's dudleys learning curve?
Answered on 4/14/2010
Dudley is tricky to use. I'd rate him at an 8.5 or 9 out of 10 character in terms of execution, where 1 would be Blanka and Guile who are fairly simple to use, and 10 being Gen / C.Viper who require serious execution skills to use. Ryu I would score at about a 7, as you really need to be able to link combo into FADC Ultra at tournament level. That's just my opinion of course, others might chime in with different thoughts.
Dudley's basic combos are pretty easy, but you are going to need some of the more damaging and harder to execute stuff in this game. Additionally, unlike a shoto, his footise / spacing game takes a lot of getting used to, he has no cr.MK move and no projectile either. You HAVE to be able to pull off his overhead and low links into Uppercut / MGB in this game. That's what makes Dudley scary, the threat of easy big damage.
However, in terms of being a rewarding to play character, Dudley is amazing. If you put the time into learning him, you'll reap the benefits. He is awesome fun to play when you are in the groove and rushing down. To quote one of the UK players, he is a "Mixup MACHINE!"
hey does anyone know if you can do a corkscrew cross after cross counter, and also can ex thunderbolt punish a back jump?
Answered on 4/14/2010
Corkscrew Cross connects after an EX Cross Counter, even midscreen. Can't do it off the regular version though.
Thunderbolt can punish a jump back, but it comes out slowly and you can be hit out of it yourself. So it's pretty bad for that use. The Thunderbolt is good as a shock tactic every now and again, and it can cross up if you space it right. But honestly, not a move worth using.
You said sweep can hit up to 3 times in the corner.Is it really true?Also, why is cr.mk considered one of his worst normals?
Answered on 4/17/2010
Yes, Sweep hits three times in the corner. Timing is tricky but it's do-able. It's easier against some characters and harder against others.
cr.MK puts you at massive disadvantage on block, so it's not safe. If the opponent blocks it, at best, you'll get sweeped and at worst, eat a combo.
...What is Dudley's best quick punish from afar?
Best anti-air normal? Crouching fierce?
Are any of Dudley's MGB's safe on block?
f+MK > st.HK xx LP Jet Upper > HP Jet Upper
cr.HP or st.MK. Crouching fierce is very slow though
LP MGB is safe on block
I hope it's ok that i chopped your Post up Logan Sama
Answered on 4/21/2010
Is Dudleys 50/50 mix-up off of an empty duck viable like in 3S? (Say HK xx Duck into either throw or short swing blow.) Or is the recovery on ducking so bad its not worth it?
Answered on 4/21/2010
...Ducking mixups were a very important part of Dudley's game in 3S. Good Dudley's in 3S would use Stand HK and Stand Mp a lot, buffering in Ducking to give a hit confirm to SA3. And it's something that has changed a lot in Super SF IV. Mash jab is strong in Super SF, meaning that mash jab will beat out a high/low or swingblow attempt after a blocked ducking. In fact the effectiveness at stopping a swing blow after a duck really hurts Dudley in this game, IMO. A great tactic in 3S was Stand MP xx Ducking (blocked), Swing Blow xx SA3. That doesn't really work in this game as the opponent can beat out the swing blow on the way back...
whats dudleys best counter versus counter fireball? from afar to get close
Answered on 4/30/2010
You can either jump the fireballs from far away or go underneath them with Ducking, his command dash (:hcf::k:). Ducking is very useful for punishing fireballs up close too.
Dudley's first ultra, Rolling Thunder, can punish fireballs from mid-screen or closer.
Answered on 5/1/2010
I just want to add that Ducking > Ultra 2 works too if you prefer that ultra.
what can you combo dudleys overhead into?
Answered on 5/10/2010
c.LP, which you can combo into s.HK for various thing.
You can also do f.HK -> s.HK, but it's weird timing.
So what is Dud's most useful Kara-throw?
Answered on 5/10/2010
:r::mp:, :r::mk: or :r::hp: are his better Kara-throw choices
Sometimes I see Dud combo's start with cr.lk cr.lp and sometimes with cr.lp cr.lp. Does it matter which one of the two I use?
Answered on 5/17/2010
cr.lk hits low. and cr.lp hits mid. So you have to block the first combo low and the second high as well as low.
This is an important difference on wakeup. When you're setting up your high/low mixups, they may block high to avoid the overhead and you can then hit them with the cr.lk into a big combo.
Also, cr.lk is 30 damage and cr.lp is 20.
After an EX MGB, which Duck is recommended?
Answered on 5/26/2010
I almost always use forward ducking... timing is a little tighter but it works on everyone with no errors.
Is there anything that can be done after an AA s.mk?
Answered on 6/5/2010
Dash in for a high/low mixup. Alternatively, do a meaty f.hp/f.mk for frame advantage.
Does anyone know what Dudles safe jump options are after a forward throw back throw mk ducking upper straight ect.?
Answered on 7/2/2010
Multiple people have asked about this so I'll post what I know about Dudley safe jumps. However I want to say that Dudley might prefer meaties to safe jumps because of his powerful high/low mixup and the relative unreliability of tick throws. But anyways Dudley has hella safejump potential because he basically has 4 different speed dashes with normal dash and ducking.
- cr.hk or EX MGB -> ducking upper -> forward dash -> hold :uf: (safe jumps 5 frames or slower)
- forward throw -> mk ducking -> hold :uf:
- back throw -> mk ducking -> hold :uf: -> j.hk - not a true safe jump but the vast majority of reversals, including DPs, go harmlessly underneath you and they can't backdash.
- back throw -> walk forwards -> hold :uf:
I know you can safe jump from non-cinematic ultra 2 and super but I don't have an easy setup for it.
Some stuff hijacked from safe jump/os thread