Thursday, August 25, 2011

Dudley Knowledge

This was requested by a friend of mine but i figured it can be used to help any other player who wants to pick up dudley and learn basic stuff with him

For starters, you should become familiar with what moves to use on the ground and what moves to use in the air and what moves to use to build meter

We'll start with the best normals to build meter (Meter being RLY important in order to utilize dudleys 50/50 setups but we'll get to that later)

SA1/ SA3 are the preferred supers to use, which one you pick is a matter of preference

Normals to build meter:

-st.HK

can be used to build meter while buffering EX Machine Gun Blow (MGB) so if it hits the opponent you'll go into a combo, it CAN be hit confirmed and can punish whiffed pokes as well so thats the best time to buffer EX MGB. After you parry a jump in attack you can use this move into HP uppercut for good meter and positioning

-st, cr. mp

his fastest normal to build meter with...when you have super in stock and you want to approach your opponent you can use st.mp-> mk duck under-> into super as a hit confirm or just use the duck under to get close. This move has many uses but if you want to be efficient you can use it for hit confirms

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Now for Dudleys best normals, you really have to keep in mind that a lot of moves can be punished and it all depends on spacing and footsies, try not to rely TOO much on jump in's because Dudleys jump arc is rly small and can be anti air'd easily


Best Normals

(I'm just going to list what normals to use a lil explanation as to why)

st.mp/ cr.mp

good for meter building and good to space opponent out or to get in if you use duck under

st.hp/ f-hp

If opponents dash in or whiff standing pokes you can use this move to stuff them, can also be used as an anti-air into super even if its parried. Be careful because some characters, if spaced properly can crouch under the move and punish you.

EX: Ken can crouch.HP Dudleys arm

cr.hp

This move can stuff a lot of pokes that have some recovery frames especially in the Dudley vs Dudley match up. EX: It can stuff Dudleys st.HK or st.HP. It can also be used as an anti air and if it hits the opponent, you can do duck under super for a reset.

If parried you will get punished severely so don't be too predictable of course

st.mk/f-mk

This move (st.mk) can be used as an anti air and can also be confirmed into super if it hits close. Can also be used to bait many things but don't rely on it too much.

As for his f-mk, it can be used as a punish for a parried jump in

EX: parry jump in, f-mk->uppercut (note: its my preference to use st.HK since it is easy to combo off of and gives more meter )

f-MK can be used to apply pressure and can be used as a mixup with low short, short, it can also be hit confirmed as well so it's a really good tool to start your mixup game with Dudley which is his most important aspect

st.HK/ cr.HK/ f-HK

basically its the same as stated above, you can use this (st.HK) for buffering into EX MGB and it can also be used as a hit confirm by using duck under into super, used for meter building and can punish some standing whiffed pokes

cr.HK and f-HK are both his biggest tools as far as dudleys mixups goes, cr.HK is the most dangerous due to the juggle properties but f-HK is also just as bad since it is possible to hit confirm from it (only on crouching opponents however, and you also have to hold forward then do the motion)...f-HK can be chained into st.mk for good pressure and make sure to space and time your cr.HK properly because it can be punished if it whiffs (it can be used as a meaty on wakeup as well though)

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Here's a video reference to see how these normals are used

http://www.youtube.com/watch?v=GwwuYuTGC3s

Combos will be in my next post, but if you dont want to wait that long just youtube search "Kokujin Dudley" along with any other character you're interested in seeing a corner combo on, theres a high chance that he'll get a corner combo on that character and you can see what he does

EX: if you're interested in seeing a corner combo vs Makoto, just search "Kokujin Dudley Makoto", you wont be disappointed!

What it takes...

As you go through your 3s experience you'll begin to realize that this game is not as easy as others. You'll begin to realize that...to get good at this game, you have to treat it as if its an actual sport. You'll have to go into training mode as if its practice on a saturday morning and practice 3 main things:

1) Execution
2) Hit confirms
3) Punishments

Don't short change yourself by just doing a fancy combo once in trials or vs the computer and go straight into ranked matches....if you want to be the best you can be, then do the best you can with the time you have and practice that combo 10 times straight with a punishment factor involved if you mess up.

For example, in my experience when i first started 3s and wanted to get better, i realized that practicing execution, hit confirms and punishments was really important. I would go into training mode with any character...lets say Ken for this example, and i would practice jump in combos 10 times straight ( a simple jump in HK, low mk, mp SRK into super) and if i ever messed it up within those 10 times, i would go back to a simpler version of the combo (in this case, low mk, mp srk, super) so the scenario would be like this:

1) Practice combo 10 times(jump in HK, low MK, MP SRK xx super)
2) if i mess up at any moment, I practice a different combo 10 times (low mk, mp srk xx super)
3) if i messed up again, i would go into a simpler version and so on and so forth until i get the combo straight into muscle memory

After the combos would come the hit confirms (low lk x2/ st.mp, hp/ b-mk/ low lk,lp,lk/ low mp)

In order to perfect these, you go to into training mode and put the dummy on Random Guard, and work on these hit confirms (keep in mind, this training method can be used for any character but for simplicities sake we're using ken)

With the same method in mind, you keep at your hit confirms till you get them at LEAST 8/10, this alone will make any opponent soo scared that they wont mess up on you (making the matches, much more meaningful to learn from) and if they do mess up then you're just showing your improvement as a player by following through

Last point to learn would be punishments...One thing to notice about 3s is that this game is really really precise as far as hit boxes go, most of the time if you think about a certain situation in a realistic sense and apply a solution, that solution will more likely than not be able to work in a real match. With that being said pokes, SRK's, specials, supers, even chain combos are not safe...everything can be punished with the right response. So in order to perfect yourself, what you need to do is realize the things that everyday players use in match, for example:

Ken vs Ken

The chances you'll find a ken that focuses on chain combos, no footsies and wakeup SRK's is really high in todays community so, like i stated before, these things CAN and SHOULD be punished as often as possible

If a ken whiff's low mk on you, you punish with a sweep or SA3 on reaction

If a ken like's doing cross up mk, into st. mp, hp chain, you learn to red parry the HP and punish with st.mp, hp xx super (or EX fireball), you can also use low mk, SRK as well

If a ken player, does wake up SRK on you in the corner, you punish with mp,hp into lp SRK, then mp SRK in the corner for maximum damage

These are all the fundamentals needed for 3s improvement, it doesnt matter how well you can parry, how fancy your combos are, or even if you win a lot simply by doing one thing, what DOES matter is that you maximize your potential by playing smart, and efficient

The only difference between this and other games is that 3s requires much more devotion and inspiration in order to work hard and become a high level player, but with this game being 10+ yrs, thats all the dedication you need, it should be a great feeling to play this game at a high level and just the fact that you see yourself improve mentally in the game just shows that you can do anything, and thats why 3s is the best game for us, everyone can be clutch, everyone can make a comeback, everyone can be good, and everyone can be the best they can possibly be...Don't let anyone tell you you're taking this game too seriously, because one of the greatest players in the world will tell you other wise

"THIS IS NOT THAT TYPE OF GAME!!!!!!" - Kokujin

Post by Boss from 3rd Diary blog (comments on 3sOE)

It's been a while, this is Boss.


Who would've thought that this old broken-down CRT TV would come in handy..so with that I'm using this CRT TV. I'm playing on a PS2 HRAP with a converter. This could be the cause of the lag, but I also feel a little lag offline. I can also play online where I won't feel lag any worse than offline, depending on my opponent's connection.


Explaining some of the small lag:
- The Twins' dive kicks become jumping Roundhouse
- Moves don't come out immediately
- Strict link combos(like Yun's MP->LK->Dash Punch) are hard to connect
- Hitconfirms are harder
- Karathrows are harder


Basically that. As a whole, if I try to do moves with the arcade timing it'll be too fast to the point where nothing comes out.
(It took me 30 tries to do Makoto's j.HK->MP->LK->SA1 in one of her trials)


In my case, this might end up hindering my play if I end up getting used to the lag on OE(which is 1 to 2 frames compared to the arcade).


Well, I should say that this is just my stance on this, and there are also opinions from players that can play on these TVs with their PS3s no problem, so if that's what they want then who's to say they can't enjoy this game like I do at the arcade?


I played about 40 to 50 ranked matches, and naturally everybody played like they just started. There were two players that I thought "Ooh, you know how to play?", but turns out they were actually Umezono and Manma. There were only two times where I thought I'd lose, and they were against Elena players in the Red...an awakened Talbain.


I mentioned this on Twitter, but for all of you playing Ryu, switch to Ken instead. His SRK is better, not to mention Ken doesn't have two frames of rigidness in his crouch either.


I haven't played Player Matches much so I don't know how to enjoy it.


It's sad to see users split between differing consoles, but if I had to choose, I'm playing on the 360.


Fellow 360 users:
Kokujin, Umezono, MOV, Haitani, Vanao, Manma


I've been playing this for a day and already I can think of some improvements for this game:


- Some type of notification sound whenever I get a challenge on Ranked Matches
I generally don't connect with players, so I just check my cell phone or PC, but if I end up connecting to a player I wouldn't know about it because of no sound indicating this.


- Addressing "What's the state of his connection?"
You're able to see the opponent's status only after choosing to play him, while being uncancellable. Most of my matches I've ended up playing extremely laggy red matches.
(actually, tell me if this is true or not. If it isn't then I probably translated this wrong)


- Regarding the order of the rankings
Even if I beat a Rank1 or Rank5 opponent, the points I receive seem the same.
If I just play someone someone who totally outranks me, it feels like I can get to 1st just from facing him.
Wouldn't it be better if we were only able to face players closer to our own ranks? It's still only the first day so I'm not sure.


"Reading the future"
This probably can't be helped, but I'm referring to cases where a hit sound will pop up when I didn't make a hit, or if the opponent's life is down to zero and the "KO! KO! KO!" sound comes on like three times in one second when he hasn't died yet.


Waiting for opponents online


Just looking at that lifeless, inorganic background with hip-hop playing and that little circle thing on the corner spinning around is hard to put up with, so I want to be able to use Training Mode while waiting for opponents to pop up, like in MvC3.