Juraiprince (Juraiprince@hotmail.com) 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"