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==== Special Moves | |||
==== 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 === | |||
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=== Super Arts === | |||
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| III || Corkscrew Blow || D, DF, F, D, DF, F + P || 3 stocks | | III || Corkscrew Blow || D, DF, F, D, DF, F + P || 3 stocks | ||
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==Combos== | ==Combos== |
Revision as of 21:07, 2 December 2006
http://photobucket.com/albums/a347/givequicheachance/dudley-stance-short.gif
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 |
Combos
Combos will be indicated with the characters they can be done on, most of dudley's combos are character specific
Basic Standing Combos
s.Hk -> Lp Machine Gun Blow |
c.Lk -> Jet Upper [EX] |
c.Lp -> Jet Upper [EX] |
s.Hk -> Ducking Upper (makoto only) |
s.mp -> Jet Upper [EX] |
Liver Blow -> Jet Upper [EX] |
Advanced Combos: Midscreen
Shotos, Urien, Hugo, Twelve & Twins
- 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 -> twds + forward x fierce Jet Uppercut
- c. roundhouse -> jab MGB -> forward Ducking Uppercut
Chun-Li
- s. roundhouse x EX MGB -> c. roundhouse -> forward Ducking Uppercut
- c. roundhouse -> c. roundhouse -> forward Ducking Uppercut
Elena
- s. roundhouse x EX MGB -> c. roundhouse -> dash -> c. strong x fierce Jet Uppercut
- c. roundhouse -> c. roundhouse -> 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
Strategies
Overview
Basics
Super Art Selection
Kara-Throwing
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
Credits
Editor: Shodokan123 (as of 2/27/06, Will Update Weekly)
Basics: Aniversary Edition Strategy Guide
Advanced Combos: Kal El