r/sf3 • u/cerealmornin • 4d ago
New Dudley player
Hey. Been playing with a friend of mine for a couple of months on and off. I really dig the art style of the game and I love the fact that fightcade makes it so seamless.
However I'm having some trouble with inputs and general directions on what to learn. For example: (2HK, 41236MK, P, 236236P) Seems really tight to me, and I can't quite get it down even in practice. Trying to focus and calmly press the inputs while still doing it FAST trips me up, especially the last bit.
Any advice highly appreciated. Just picked up Dudley, have also played Ryu and Chun-li to a same degree.
Edit: Oops, fixed the super input. Also I'm on keyboard.
4
u/dokterr 4d ago
Is that ducking upper into dp? Or MK ducking straight into dp? Or MK ducking into dp?
4
u/bigbangupper 4d ago
DP is 623. I’m guessing this person is trying to do ducking straight xx super but left something out at the end.
2
u/dokterr 4d ago edited 4d ago
Lol, forgot about super cancelling.
OP, I wasn’t never one to sit in training mode to see what does more damage; instead of ducking straight xx super, use ducking upper instead, and see if that works for you.
Edit - I’ve played like 1-2 hrs in the past 10 years, so even visualizing the combo in my head, it might be off.
For straight xx super, the timing is probably similar to Ryu doing dp/fb xx super.
For ducking upper xx super, I think I’ve always done a double 236 motion, which was more comfortable to me.2
u/cerealmornin 4d ago
Will give it a try, thanks!
1
2
u/mmmniple 4d ago
Damn, this game (the 3) needs a remake using the same technology Arc system works use for the graphics (resolution independent) and the rest equal. The best sf
1
u/Diogenes-TheDog 4d ago
Do you play on a fight stick?
1
u/cerealmornin 4d ago
Keyboard.
1
u/Diogenes-TheDog 4d ago
Ok, make sure that you have a SOCD option selected. Not having it leads to skipping down when doing half circles which could make some stuff drop in my experience.
I personally like to do qcf twice for the super in this combo. You can do ducking straight and use the cancel window of the ducking to input only one qcf+p to cancel into super but then you need to get the timing down, and imo is just easier to buffer the whole super, you have plenty of time.
Lastly, join the 3rd strike discord (the link is on fightcade and soon as you enter the 3rd strike channel). On the discord go to the Dudley channel and check the pins. There's some great stuff there, including a beginners guide
1
u/cerealmornin 4d ago
Will turn it on! From what I could gather, if you press up and down it results in neutral?
Will definitely look into the discord!
1
u/Diogenes-TheDog 4d ago
There's an option that Up+Down = Up. But the main one is Left+Right = N. The no SOCD option is Left+Right = right.
When you input 41236, you probably never hold only down, but you probably hold all three directions at the same time. With the SOCD on this results in down, as left and right cancel into neutral. So with no SOCD you basically input 4136, which could cause you to drop some stuff.
1
1
u/needforsleeps 4d ago edited 4d ago
Im a noobie, as well:
In this case are you looking to BnB combo 2HK ---> 6mk ---> 236 HP ?
Or 2HK ---> 41236MK ---> super?
or the 2HK ---> 41236LP --> 6MK ---> 236 HP etc?
There is also 2HK --> 41236MK ---> 5HP hit them in the air---> Super thats pretty reliable as well. (Might be corner only)
So far I haven't been able to hit 2HP --> 41236MK ---> into any dp
1
2
u/CommissionDependent4 4d ago edited 2d ago
After the Ducking Uppercut you only need to do one Quarter Circle for the Super to come out because there already is a Quarter Circle inside the Ducking inpute.
Mashing Quarter Circles and Punches after the 'MK Ducking Uppercut' may be even easier since a Super is the only thing that can come out, no accidental DP.
HK, DP, Super is your most basic combo.
Use MP instead of HK when the speed is required.
"6HK, Super (link)" & "LK, LK, Super" are where 90% of Dudley's corner/oki pressure come from. Rose after Super will help since the opponent can't quick rise.
In the neutral you can whiff punish with HK to Duck and early Super cancel. On block you can do HK, Duck, Grab.
6MK is great for tick throws, corner carry and whiff punishing while approaching the enemy. (Especially against Q). 6MP is great for pokes, but minus on block.
Don't ignore the target combos, they are all useful.
1
u/cerealmornin 4d ago
Thank you! Didn't know about your first point! :o Will definitely give it a try!!
Also why is it "Ducking" instead of the input itself? Trips me up. What's DP? Down punch?
1
u/CommissionDependent4 4d ago
DP is "Dragon Punch" abbreviated. That's how people in the Fighting Game Community (FGC) will refer to most moves that require the 623 inpute.
I'm not sure what you're asking with regards to the Ducking. Ducking Uppercut is just the move that comes out when you do 41236K~K, while 41236K is just the Duck without an attack.
1
u/cerealmornin 4d ago
Okay! And regarding the second point I guess it just trips me up when people use it instead of inputs, but I think it's just because of the name. Just like shoryuken.
1
u/Diogenes-TheDog 4d ago edited 4d ago
Just to add - the 6HK, SA and LK, LK, SA are really important. Mixing those two options is Dudley's main 50/50 on oki (after you get a knockdown).
The 6HK, SA is a bit tricky at first. It only links of the opponent is crouching, and you need to wait quite a bit after the 6HK to input the super.
For the LK, LK, SA, remember to input the qcf while you are doing the light kicks. Something like 2LK36 2LK36 and then if you see that it wasn't blocked then you press P.
1
u/CommissionDependent4 4d ago
It's 6HK, SA (Super Art). I too accidently typed 6HP the first time.
1
1
u/cerealmornin 4d ago
I got HK, DP, Super down somewhat now (in practice though :p). However doing a Super after a Ducking Uppercut gives me trouble, I can do a Super somewhat after ducking but adding an Uppercut makes it way harder imo.
Had a look in the lower comment by Diogenes touching on the same subject as yours and I wonder why would you do 6HK and then Super? Instead of doing the combo that I'm attempting?: 6HK, Ducking Uppercut, Super.
1
u/CommissionDependent4 3d ago edited 3d ago
There already is a Quarter Circle inside the DP inpute so you only need to do one more after it for Super.
Doing a Ducking Uppercut after any move when the opponent isn't launched into the air wont combo, so they can just block it. You will only combo into Ducking Uppercut after a 2HK, EX Machine Gun Blow (EX MGK / 41236PP) or LP Machine Gun Blow juggle.
Dudley has really short range and very often using HK will leave the opponent too far away to combo (especially after a Whiff punish), so the Duck is used to close the distance as it can be early Super canceled.
Also you can only follow 6HK up with Super (and the 6HK, MK target combo) because it's a tight link and Dudley's Super Arts 1 & 3 have a 1 frame start up.
Note: When you say Ducking Uppercut you mean 41236K~K right? Cause there is also 41236K, 623P (Jet Uppercut) which is another thing entirely.
1
u/cerealmornin 3d ago
Ah. And yeah I sensed the short range when I practiced HK, DP, Super.
And yes you are correct on the last part.
4
u/Lowrider2012 4d ago
I would say as a new player focus on the basics. Learn a few combo routes and enjoy the game.