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Super Street Fighter 4 |OT2| BACK OF THE BUS, SAGAT!

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_Xenon_

Banned
DryEyeRelief said:
http://file.nsb.blog.shinobi.jp/MA340088.JPG
http://file.nsb.blog.shinobi.jp/cd14a963.JPG

Daigo's team is in stream nsb4, if any of you are specifically looking for him.
GAF's fubarduck is a part of "team spooky" which is in stream nsb3.
The only other familiar name I immediately recognize is uryo, who is also in stream nsb3.


I don't see Team EG. I also wonder if the RB rufus player teamed up with Kokujin is same Taiwanese player from Evo.
EG is in EF group:
http://file.nsb.blog.shinobi.jp/8f57c560.JPG
 

Kadey

Mrs. Harvey
marathonfool said:
Japan is putting US tourney coverage on blast. Four streams at the same time with multple windows on each stream. :lol

For the main part yeah. But with access to some stuff and $$$, people can get streams with near quality of the game on par with actually playing it and seeing it offline.

And damn is the chat going way too fast. :lol
 

LakeEarth

Member
Finally, on the stream I've seen a Guile do flash kick FADC utlra 2 in a competitive match. I've seen people try it, but it never comes out.
 
Dudley For Dummies 0.6.3

updated 9/22/10:
  • added section on shenanigans
  • additional matchup, special and normal data
  • additional combo and pressure data

updated 9/23/10:
  • added a bunch of example gifs
  • added section on second opinions
  • added a note on Super and Ultras

updated 9/27/10:
  • improved the combo section

updated 10/6/10:
  • improved the combo section

updated 10/18/10:
  • added section on anti-airs




I've been spending a lot of time working on my Dudley. Since I bought the game to play as him, I figured I should get over my disappointment and make him work. He's not the best character and I'm certainly not perfect, but he's my main anyway. Hopefully this helps, and if not, feel free to contribute! As it is, this guide is based entirely on my own experimentation and fighting. Every Dudley player has a unique style, and this guide will help you learn from mine.


Overview:
Dudley is a very high risk, high reward rush down character that plays somewhat like a bizarro Abel. You can't be afraid to take hits to get in, and all his money is made in the eye of the storm. His combos are generally easy to execute, but his stubby arms can make the setup difficult. It only takes 2 or 3 combos to take down any character and you get boatloads of stun, so your opponent will spend most of the match keeping you out. Making use of Dudley's wakeup pressure and EX specials is the key to victory.

But most importantly:

qWMnc.gif




Notable Normals:

c.LP: Dudley's best poke, it combos easily into itself and RH. Fake resets with jab Machine Gun Blow can confuse some opponents. A great tool to abuse.
c.LK: Dudley's best low, c.LKxxMK is a great hit confirm that leads into Jet Uppercut and light Machine Gun Low. It also links into c.LP to connect it to RH.
c.FP: a solid, damaging anti air that links into RH on grounded opponents.
c.MK: Dudley's sweep, punishes a lot of moves and sets up some good pressure.
c.RH: Dudley's scoop, sets up tons of free combos into super and ultra 2. Can be comboed into itself 3 times, but has huge startup and recovery. Solid backdash punish.
j.FP: beats certain anti-airs when spaced correctly, does a lot of damage.
j.MK: The people's elbow, and Dudley's best Air to Air, also works as a shield against certain attacks.
j.RH: raises Dudley's hitbox to help avoid fireballs, does solid stun damage and has great reach, beating certain anti-airs.
f+MK: great combo starter that links into RH, option selects into scoop and both ultras. Is very quick and moves Dudley forward, making it ideal for block strings.
f+RH: Dudley's overhead and one of the fastest in the game. Combos into RH and Super.
f+FP: Dudley's meaty, can be comboed if it hits on the last active frames. Can be canceled into super, and FADC'd to gain position.
MK: Dudley's best anti air, does very little damage but is very safe.
RH: Dudley's most important normal, quick, solid damage and combos out of everything and into everything for huge damage opportunities. Most of the game is spend trying to land this normal.



Specials:

Jet Uppercut: Not a magic shoryuken, but the light version recovers deceptively fast and combos into medium machine gun blow and fierce jet uppercut(character specific). EX version is a solid reversal.
Machine Gun Blow: Dudley's best special. Punishes a wide variety of moves that can't be punished by other characters. Light version is safe on block, EX version gets a free juggle opportunity and punishes backward jumps. Juggled MGBs push the opponent very far.
Cross Counter: A decent anti-air and the EX version combos into Ultra 2, but can be armor-broken.
Ducking Upper/Straight: A perfect anti-fireball move with a variety of ranges. Can be used to whiff meter or cross under opponents to escape pressure. Combos into super and ultra 2 on juggle. FADC works well in resets and juggles.
Back Swing Blow: A very unsafe throw bait, light version combos into super, EX version can be focus cancelled into full Ultra 2 in the corner. Normal versions can be FADC'd into Ultra 2 on counter-hit.
Thunderbolt: An inexplicable charge move with limited utility. Can be used in clutch situations as Dudley's ambiguous(and only) crossup, or focus canceled out of to escape pressure. Very unsafe.



A Note on Ultras and Super

Ultra 1: Dudley's punish Ultra, does a ton of damage, but cannot be comboed outside of focus. Very matchup specific, keeps the opponent from throwing projectiles and backdashing too much. Very useful when you know your opponent.
Ultra 2: Dudley's main ultra and one of the best in the game. Essentially adds 100-300 damage to any combo you do as well as punishes backdashes and jump-ins.
Super: Possibly the best Super in the game, cancels off of everything Dudley does for huge damage, as well as a great anti-air. Unfortunately it doesn't get used much because of how useful Dudley's EX specials are, but can easily turn around any match.


Combo City:

Dudley is basically a can opener. Once he gets a hit confirm, bye bye 450 health. He can combo his Super and Ultra 2 off of pretty much anything from normals to anti-airs, so I'll just list the good ones. Modifying Dudley's basic combos to the appropriate situation and your personal execution is key. For the sake of this guide, I've decided to use the most concise versions of the combos. Anything that can combo before and after RH can be substituted to create your own combos.


Bread and Butter Combos:

The most important Dudley combos, they tend to be the best damage and the easiest execution, covering most of the situations you'll find yourself in. They must absolutely be memorized.

f+MK xx MK xx FP xx Super: Very easy hit confirm into super.
cLK xx MK xx jab Jet Upper, Super/Ultra 2: very easy hit confirm off of a low.
cLK , cLP, RHxx EX MGB, Ducking Straight, Light MGB/Fierce Jet Upper/Ultra 2: medium difficulty hit confirm off of a low.
f+MK, RH xx EX MGB, Ducking Straight, Light MGB/Fierce Jet Upper/Ultra 2: Easy hit confirm off of option select.
cLP, cLP, RH xx EX MGB, Ducking Straight, Light MGB/Fierce Jet Upper/Ultra 2: Medium difficulty hit confirm.
f+RH, RH xx EX MGB, Ducking Straight, Light MGB/Fierce Jet Upper/Ultra 2: Medium difficulty hit confirm off of an overhead
EX Cross Counter, Ultra 2: Weak damage outside of corner.
f+FP, cLP, cLP, RH xx Special: A meaty combo base that sets up great stun opportunities.
cRH, Ducking Straight, jab MGB: Mid-screen juggle combo, add ultra/super in the corner or replace MGB with fierce Jet Upper
Strong/EX Jet Upper FADC, cRH, Ultra 2: Safe reversal combo(MP does the most damage, EX has invincibility)


Meterless combos:

clp, MP xx Medium MGB: Good combo that can be done from farther than most combos, leaves you in a good position.
cMP xx short DU: Solid punish with good stun, but leaves you farther than ideal.
cRH, Ducking Straight, Fierce Jet Upper: Solid corner damage.
LK xx MK, LP, RH xx Fierce MGB: Very rhythmic and extremely useful combo, builds 1 stock of EX meter. 372 stun, 220 damage
f+MK, cLP, LP, MPxxMedium MGB: Another good meter combo with an easier hit confirmation


Maximizing the Super:

cRH, Ducking Upper xx Super - make sure to cancel off the second hit, only do at mid-screen for full damage (500)
cRH, Ducking Straight xx Super - an alternative combo for the corner (480)
f+RH, Super: Pretty easy hit confirm off an overhead
f+FP xx Super: Big damage punish combo


Maximizing the Ultra:

EX BSB FADC Ultra 2: Huge damage off an easy hit confirm in the corner, gets full animation.
late meaty f+FP xx Ultra 2: Very hard timing, but huge damage.


Advanced combos:

Baiting, FADCs, positioning, these combos are for people looking for that extra oomph in their game.

BSB FADC Ultra 2: A simple counter-hit focus cancel for big damage. Works at mid-screen.
xx RH xx Ducking Upper FADC: Good reset for keeping up pressure.
EX MGB/cRH, Ducking Upper FADC Ducking Straight/Ducking Upper: Midscreen juggle used for cornering an opponent.
jFP, cFP, RH xx EX MGB, cRH/Ducking Straight, Ultra 2: Hard links and should only be used during prime opportunities, but does nearly 600 damage and stun. A second cRH or Ducking Straight, jab MGB can be added.
f+RH, RH xx Ducking Upper FADC cLP, RH xx Ducking Upper FADC cLP, RH xx jab Jet Uppercut, Ultra 2: Roundhouse Medley, huge damage at the expense of both bars, but can be started from anything that combos into RH.




Anti Airs

Keeping your opponent out is important for any character, but doubly so for Dudley because the following reset can lead to so much damage. Let's take a look.

MK: Dudley's main anti-air, can be followed up with a meaty f+FP, which tends to hit late, leading into big combos. If you're confident in your spacing, you can cRH the landing after a failed ambiguous crossup. You can also use ducking on their way down to build meter and create a crossunder/fake crossunder mixup.
cFP: A relatively unsafe anti-air that can also be followed up with a meaty f+FP for slightly more damage.
jMK: My personal favorite, beats out tons of jump-ins and leads nicely into a meaty cMK, cLK or f+RH.
jab Jet Upper: Actually a relatively poor anti air, but can lead into another Jet Upper , Machine Gun Blow, Super or Ultra on hit or trade.
EX Jet Upper: Invincibility frames make this Dudley's safest Anti-Air, but it's better to conserve the meter when possible, since there are few follow-ups.
Super: As a far anti-air, it's extremely damaging, and has tons of invincibility. Due to it's tendency to whiff after the first hit and the fact it takes a whole bar makes it a hard sell unless you plan to close out the match with it.
Ultra 2: One of Dudley's best far anti-airs, great invincibility and gets full animation. Watch out for attacks like Cody's elbow that have a far reach below their hit box.


Shenanigans:

focus crumple, jump over the opponent, cLK, forward dash: a cross-up cross-under reset, useful if you stun an opponent after a very long combo. Character specific.
rose spam: because fuck jumps



Keeping up the pressure:

s2cger.gif


Dudley is all about making your opponent guess in a high pressure situation. Overheads and lows both lead into the same, high-damage combos, throws can be baited and punished with BSB into Ultra or Super and backdashes and teleports can be option selected into sweeps or ultras.

The key to Dudley pressure is understanding your pressure strings and creating hit confirms. Once you have a blocking opponent, there are a few relatively abusable pokes to remember:

  • LK
  • cLP
  • cLK
  • f+MK
  • cMK

LK and f+MK let you move closer to your opponent, canceling the push back from your other normals. f+MK also opens option select-cRH opportunities to punish backdashes. cLP and cLK are the hit confirms you are trying to connect with, that open up massive opportunities. cMK ends the pressure string and pushes you away from your opponent, or scores a knockdown, allowing you to begin the mixups. You can also experiment with f+RH depending on your confidence.





Match-ups:

Shotos

Specifics:

  • U1 Punishes crazy flying spincopters and fireballs
  • Ducking beats fireballs
  • EX MGB to beat jump back spincopters and Akuma's air fireballs

Strategy:

  • Try to stay within half screen and just outside their normal range and play patient, punishing fireballs with ducking straight and poking with f+FP
  • bait Ultras and SRKs with whiffed ducks, punish

Overall:
5-5



Dhalsim:

Specifics:
  • j.MK beats/trades with all of Dhalsim's far anti-airs
  • j.FP beats b.MP and b.RH when spaced correctly
  • light MGB punishes Yoga Flame and naked close teleports
  • EX machinegun blow punishes backwards jumps and poorly spaced Yoga Snipers
  • c.LP xx L MGB is a good pressure system because of Dhalsim's lack of fast moves and reversals, avoid when dhalsim has super
  • cMK can punish Dhalsim's Fierce on reaction if it gets spammed a lot

Strategy:
  • Jumping over fireballs into AA setups using the above jumping normals as a shield is a good strategy for gaining space.
  • Throw out occasional focus attacks to confuse the dhalsim's normal timing
  • Be very wary of EX upflame
  • Don't be afraid to give up health in exchange for positioning, it only takes 2 big Dudley combos to eliminate Dhalsim, whereas Dhalsim has to remain consistent to beat Dudley
  • Thunderbolt can be used in clutch situations
  • f+MK is a great option select for teleports, sweep is very safe but U1 whiffs on auto-corrects
  • http://www.youtube.com/watch?v=LJPivHd5c6M

Overall:
3.5-6.5




Blanka:

Specifics:

  • U1 and EX MGB beat all blanka balls
  • Cross Counter beats Blanka's U1
  • Ducking avoids crossups
  • EX Thunderbolt beats ground version of U2


Strategy:

  • Just outlame the Blankas and time out if you have to, they don't have any good options.

Overall:
7-3



Guile, Deejay, Chun-li, Seth, Zangief

Specifics:

  • Their shit beats your shit

Strategy:

  • You're basically fucked.
  • For the charge characters, try to Ducking Straight FADC and score a knockdown. Abuse the overhead to continue the pressure and avoid reversals.
  • For Zangief, Again use Ducking Straight, but FADC backwards if you mess up the spacing.
  • Don't be afraid to take hits, and try to throw off their game with focus attacks.

Overall:

4-6



Juri:

Specifics:

  • U1 punishes non-light Pinwheels
  • Dive kicks are a son-of-a-bitch and beat cross counter.

Strategy:

  • Try to keep her on the ground and punish fireballs, her air shit pisses me off
  • Option selects don't work on juri that well because of her unique counter

Overall:
5-5



Vega

Specifics:

  • option select Ultra 1 beats command backflip
  • avoid wall dives with cross counter, jMK or Ducking. Watch out for the throw, however.

Strategy:

  • A difficult match due to Vega's maneuverability and superior pokes, try using focus attacks and cross counter to get in.
  • Vega doesn't have a great wakeup game due to weak reversals and slow normals, so keep up the pressure.
  • Vega is absolutely dominant at far and mid-range, but ducking gets punished easily. Play patient, but don't get pushed into the corner.

Overall:
4.5-5.5

Others:
The rest of the matchups are pretty basic, just stick with your normal gameplan. Use ducking to avoid honda's buttsplashes, U1 beats Cody's tornado, etc.



Second Opinion:

Still hungry? Here's some other good resources:
Dudley Character Forum: a great place to ask questions and get specific data
Golden Gunman's Guide A very clean overview of Dudley with lots of data


Watch more Marn. Seriously.
 

simtmb

Member
Awesome writeup God's Beard. Time to get that Dudley happening as i just started using him only recently. Nothing better than a fancy rushdown. :D
 
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