Street Fighter 3: 3rd Strike/Dudley/Archive: Difference between revisions

From SuperCombo Wiki
Line 232: Line 232:
==Match-ups==
==Match-ups==
===Serious Advantage 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.''
*'''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
*Sean



Revision as of 19:34, 23 December 2006

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)
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

Frame Data

Normals

Throws

Command Normals

Special Moves

Super Arts

Additional Frame Data

Strategies

Overview

Basics

Super Art Selection

Kara-Techniques

Zoning

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 allows you a large amount of opportunities to trick people into defending the grab or parrying the punch.
  • Dart Shot (F + HK) - Another relatively fast move, it can be used deceptively as it can look as though it should hit low, but in fact hits over-head. It can also be comboed into s.MK, as well as SA1/SA3 (On crouching opponents).
  • Swing Shot Blow - This move should mainly 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.
  • 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.

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
  • Makoto
  • Dudley
  • Urien
  • Ryu
  • Oro
  • Ibuki

Disadvantage Match-ups

  • Yun
  • Akuma

Serious Disadvantage Match-ups

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