Juraiprince
(
[email protected])
2/14/99
SF3:2I Dudley Guide
DISCLAIMER:
this faq is for personal use only. It may not be duplicated part or in whole
without express permission. Dudley and all SF2 and SF3:2I characters are
property Capcom of Japan. COPYRIGHT 1999
Contents:
1)Intro
2)character bio
3)Moves Outline
4)Combos
5)strategies
6)Definitions
7)After-match quotes
I: INTRODUCTION
You may be asking,"why another SF3:2I guide, especially if you don't like it
much, and why Dudley?". Well, the reason is that Dudley is my favorite
character. He's the character I keep coming back to(out of the norm) and even if
I don't like the game, I would like to share some of my "stuff" with the world
about the "Storm from the U.K.".
II: CHARACTER BIO:
Name: Dudley
Occupation: White collar boxer/English Nobleman
Age: Somewhere in his 30's
Dress style: Khakis pants with short-sleeved turtle necks, held together by
1930's elegant style suspenders.
Hobbies: Car collecting, collecting anything that is pricey and/or intricate.
III: MOVES OUTLINE
Legend: I follow the "fierce/middle/light" theory as it better explains Dudley,
as opposed to the SF2 button naming.
L = Weak/Light
M = Middle/Medium
F = Fierce
K = Kick
P = Punch
2/3 = Push two or 3 buttons at the same time
QCT = Quarter circle forward motion
QCB = Quarter circle back motion
HCT = Half-circle forward motion
HCB = Half-circle back motion
T = Toward/Forward
B = Back
O.k., let's begin with the normal moves.
LP: The light punch
A very fast, low damage attack. Very good at keeping enemies at bay, but
somewhat limited in range.
Crouching-a big no-no, not even to trick opponents. Use the MP for this use.
MP: Medium Punch
Standing MP comes out fast, and deals moderate damage, but it leaves you
somewhat vulnerable to air EX attacks(ken/ryu's come to mind) and supers.
Crouching MP should be used to mix up a constant "Parryer".
FP: Fierce Punch
Standing FP is actually quite fast, but I rarely use it. It's priority isn't too
good(somewhat contradictory, ain't it?). Use it to ward off jump-ins. If you
push towards while pushing FP, you get a longer range, use this to keep enemies
from jumping.
Crouching FP should be used as an anti-air, but use the Light jet uppercut for
jump-ins, as it has less chance of missing.
LK: Light kick
I honestly don't use this unless I'm linking into Dudley's 3 phase
thunder(explained later). it's a short range(much shorter than LP) fast punch,
but it doesn't do much in either defense or offense. If you have to, use it as
an air guard. The LK beats out most jump-ins(if you're jumping as well), but
it's not as effective as MK, or FK.
MK: Medium Kick
Another button I tend not to use. But that doesn't mean you shouldn't. This is a
good mix-up*, and can be used to cross-up(a lot), if used wisely, you may be
able to combo in ALL THE TIME if you're jumping in with some coordination(just
don't jump in on a full meter Ken or another dudley). The MK is a "hook" used in
boxing. In here however, it doesn't do much. Crouching MK should be used to
combo in a Jet uppercut, as it gives you leeway, lots of it.
FK:
Crouching: Pretty standard trip. Somewhat slow startup
Standing: Probably the MOST effective button dudley users can have. It works
great as a pressure move*(try getting your opponent to duck, then push T + FK to
do an overhead) and a normal standing FK can be comboed into a Jet Uppercut,
which can be linked into a rocket uppercut! I'll explain later. The two buttons
you should really get to know are your two Fierce buttons and the LP button.
SPECIAL MOVES:
New Wave Raucous: QCB + K
Dudley somersaults at an angle, and comes straight down on the opponent. The
kick button determines the length of the somersault. This is a pretty good move
to use as an EX attack on those that tend to fireball all day(yawn). Otherwise,
stick to Dudley's other moves.
Jet Uppercut: T, D, DT + P
Dudley launches a fist into the air yelling "uppercut!". This is a very good
priority uppercut(not as good as ken's, but hell, nothing is), the LP and MP
versions work effectively as anti-air's. The FP version works good as a comboed
in move.
Jet Gun Blow: QCT + P
Dudley rushes in and delivers a punishing 6 hit combo. The punch determines the
range, the attack itself does meager damage. I use it mainly to kill turtles or
to finish off those last pixels of energy the opponent may still have. It's
somewhat of a good move, you may be able to trick players with the light punch
version(it goes by really fast) and catch them in the air with a light jet
uppercut, but otherwise, it's just another chipping* move.
CROSSCOUNTER: HCB + P
No people, don't complain about all caps, I did it on purpose. This is perhaps
Dudley's best move. the FP version does insane damage, and the EX FP
version...well...it just basically leaves the opponent with but a string of
life. I use this mainly on those daring enough to try combos on me. Or, in some
cases, on the "ARK pressurers". Use this against the computer as it makes the
same mistake over and over. Granted, you do take damage, but the damage you give
back to the opponent is well worth it. A word of advice, don't use the
crosscounter on opponents that have a full level bar and are trying to combo you
in with a crouching FP. It's simple logic, I know, but the number of people
still doing this is staggering.
EX attacks are available, but the only good one is the crosscounter. Everything
else seems like a waste to me.
IV: COMBO'S!!!!
Keep in mind, with dudley, it doesn't take a rocket scientist to come up with
combos. Take into account that these are combos to help you get started, not any
match-winning combos(but then again, even small combos can mean the difference
between winning and losing).
The 3 phase thunder:
Dudley has an unusual, and quite welcomed, preprogrammed combo. It helps to do
that extra little "umph" of damage. It's called the three phase because Dudley
will call out "one....two....three!", the combo does 5 hits, and no, you can't
combo in a jet/rocket uppercut after the FP, but you can after the MK. I'm not
sure after the MP though.
*when in close*
LK, MK, MP, FP
New Key:
S.= Standinge
C.= Crouching
J.= Jumping
3 hit combos
S. LP, Jet uppercut
J. FP, S. LP, S. FP
J. MP, C. FK
F + S. FP, Jet Uppercut
4+ hit combos
J. FP, 3 PT(phase thunder)
C. LK, S. MP, Jet Uppercut
D, D + FP, S. LP, Jet uppercut.
Snazzy 6 hit combo
Walk up to opponent and push F + MP. Yeah yeah, it's a throw. But if you jam on
the buttons, :-), you get the hits registered as a combo!
Super Cancel combos
I can't seem to combo the Rolling Thunder to anything. If you can combo it in,
e-mail me.
EX ---> Super
EX Jet Uppercut, immediately do Rocket uppercut(it's hard, but I've seen it
done; it's usually after the very first hit of the EX uppercut)
Crosscounter --> Machine Gun Blow
This one looks odd, and is done odd(I couldn't do this in SF3, but in 2I it
seemed like a cakewalk). Wait to get hit by the crosscounter, and immediately do
two QCB's(that's right, back) + P. Dudley seems to "cut" the end part of the
counter and slams the now airborne opponent for about 4 or 5 extra hits(it's not
12 since they're now in the air).
20+ hit combo:
Make sure opponents dizzy bar is just about full. Then, do the F+MP throw and
get the six hits. By now, the character is dizzy. Jump-in and:
J. FP, S. FP, Fierce Jet uppercut, immediately motion QCF(2x)+P(make sure you
have the rocket uppercut super art).
If done correctly, you should get 20+ hits and an insane score.
V: Strategies
You may be saying,"well...aren't the combos and the moves outline strategy
enough?", I suppose you can be correct, but I do have to tell you somethings
about Dudley to look out for, and things to do with the British boxer.
The "To Do" list:
-Crosscounter as much as you can, but not too much, you don't want to get into a
pattern.
-Jet Uppercut is probably Dudley's other saving grace. While the fierce version
does great damage, it is wiser to stick to the medium and light versions.
-Remember, if your opponent turtles, and they're within throw range, use the
T+MP throw and jam on the buttons for more hits. This throw builds the dizzy
meter like crazy!
-Vengeance is a dish best served cold. So frustrate the heck out of your
opponent by keeping them at bay with the Standing, or standing/forward Fierce
Punch and keep would-be jumpers away with a jumping LK.
The "Do this and take the beating of your life" list:
-Use the Fierce version of the Machine gun punch(the special, not the super) and
be ready to take the biggest snot-beating of your life. Many opponents can
capitalize on this "mistake", so be careful.
-I realize that sometimes a machine gun blow will come out instead of perhaps a
jet uppercut or a super combo. to make sure you don't make a complete fool out
of yourself, use the LP button if you desire the super art, or the MP button if
you desire a high hitting jet uppercut. Remember, you don't need to push all
three buttons to do a super.
-I highly recommend NOT doing the somersault strike special. It's really making
a mountain out of a molehill if you're trying to simply hit a projectile-tosser.
If you see an opening, then do a jump-in! You can, however, do the somersault
strike to get airborne opponents(the light version, of course), or the EX
version for a little more speed. But, I still wouldn't recommend this move.
-I've introduced you to the glories of the FK button. Now it's time you two got
to know each other very well. The FK button may save you from certain doom, but
it can also kill you. It's sort of a double-edged sword. It has a fast recovery,
but slow startup; it can be used as a "keep away" move, but it can also give
leeway for jump-in space. Be careful.
-Finally, don't ever, and I mean, NEVER use the crosscounter on a fireball. I
think I've seen this done about 20 times so far(@_@), and yes, there are people
out there who actually make this mistake. But hey, it could happen. If you
happen to notice an opponent with either Ken, Ryu or another dudley suddenly
starts getting jump-happy or Dash-crazy, it's most likely because their super
bar is full. If they tend to dash, block low, because the instinct of most will
be to strike low and chain in a super combo. If they jump in a lot, use an EX
jet uppercut, or if your really paranaid, a Light Jet uppercut. This is
basically the time where mistakes by the opponent are made, as they're trying to
make you eat a super. Capitalize and keep them away!
DUDLEY'S OBSTACLES
Ken: For many obvious reasons, two being the EX Fierce Shoryuken, and the other
the air tatsumakisenpukyaku.
Ken can literally maul Dudley. But, a nice thing about Dudley which gives him a
fighting chance, is the range of his S. FP. If you see the ken in his jumping
animations, jump straight up and use LK, or FP, preferably LK as it has better
priority. As for the S. FP, use it to keep the would be jumper from doing a
hadoken, or worse, jump-in again. If the inevitable happens and you get caught
in a Shinryuken(ken's vertical super art), jam on your KICK buttons. The more
times you push it, the less damage you take. of course, if you have only pixels
of energy left, don't bother.
Ryu: Again, watch for jumpers. the shin-shoryuken isn't a big nuisance. As soon
as you see their bar go up, continuously jump, otherwise, you'll take the full
damage of the super. IF you're caught while in a jump, you'll only take about
two fierce punches in terms of damage. Ryu's a tad slower than ken when it comes
to shoryukens, so you can cross him up with a jumping MP.
As for the shoryukens in terms of range, for some odd reason, Ryu goes more
forward than Ken. I guess it's strength or something. Use this as an advantage.
Again, timing is crucial, don't get tripped, or broken out of a rhyme, or else
it's all over.
Alex: he only needs mentioning for his excellent pressure priority. He's almost
as annoying as Jin in Marvel Vs. Capcom, but that's another story. Anyway, two
things to watch out for:
Alex's stun gun headbutt, and that incredibly long ranged FK he has. He
shouldn't be too much of a problem otherwise.
Hugo: Almost as good as Zangief, but hell, he's incredibly slow. Nevertheless,
don't underestimate him. Remember, most of Hugo's moves revolve around 360's. So
in order to keep your opponent from doing those punishing throws, use either C.
FP, or Light Jet uppercut. You may take a hit, but it's preferred than taking an
incredible amount of damage. Oh, and the single most important thing to
remember: Never go after him after you trip him!!!! This is absolutely the best
time for the Hugo user to bust out with the Slam supers or a slam. If you trip
the hugo, and you've jumped straight up(instead of back, like a good boy/girl),
then use a Jumping FP to keep him away. Then you can jump away. Also, I've read
in an FAQ that with Hugo "you can turtle your way to a victory" against Dudley.
I don't know, but it seems credible, what with Dudley's not-so-great throw
range. All I can say is, use that crosscounter and be wary of jump-ins.
Sean: Only problem(and the most annoying) is his overhead special move. God,
that thing can really get on your nerves. Don't try to take it out with a light
Jet uppercut, or any other anti-air, just block and reverse. It's the only way.
That, and tripping afterwards.
Ibuki: that sliding thing can come out really fast, which is why you should stay
crouching for most of the match. If you're forced to move back, then jump
instead of walking. ibuki has no overheads, so don't be worried. If the user
tries to go for the dagger attack, respond with an EX jet uppercut, or, if you
don't have the energy, the Fierce Jet Uppercut.
VI: DEFINITIONS
Mix-up: To confuse the opponent on what move your character will use next,
meaning, to confuse by going in a unique pattern(low hit, high hit, low hit, as
an example). Some buttons work beautifully to do this as they have zero recovery
time, others are just downright horrid.
Pressure: Basically, forces opponent to block and always staying on defense.
This is a technique that must first be practiced, otherwise, the forced opponent
may break out of the attacks.
Turtles: People that tend to block and never attack, or do very rarely. While
often criticized, this helps plan a counterattack and makes opponents impatient,
forcing them to make mistakes.
Poking: no, I don't mean to literally walk up to the user next to you and poke
him in the eye or anything. It's a tactic that leaves the opponent character
away from your character. Most people tend to focus they're game on close-in
combos or super cancels. Poking characters can also be defined as knocking the
opponent character down as soon as they attack or jump.
VII: Quotes!!!
I can only remember so many things, so if you can help me out with this section,
I'll be much obliged. I don't know the character-specific quotes too well, so
I'll use the general ones.
"You've put on the kettle but you can't even last through tea time!"
"Rocket Uppercut!!! My fists reach for the heavens with unequaled glory!"
"Nothing is as deadly as my Rolling Thunder!"
"Shall I awaken you with the waters of the Thames River?"
"Get up, lad. The people are asking for their shillings back!"
"Terribly sorry, chum. Didn't realize blocking hits with your face was a
technique"