Street Fighter 3: 3rd Strike/Dudley/2021/Introduction: Difference between revisions
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* Lacks pokes with enough risk-reward to directly compete with many of the game's low forwards | * Lacks pokes with enough risk-reward to directly compete with many of the game's low forwards | ||
* Slow low attacks outside of crouching LK, which is only threatening near point blank via his crouching LK x2 confirm | * Slow low attacks outside of crouching LK, which is only threatening near point blank via his crouching LK x2 confirm | ||
* | * No oki off of throws midscreen, in exchange for very good corner carry | ||
* Fairly execution heavy to unlock his full potential. Has tight links into super as part of his core gameplan, can be difficult to players unfamiliar with pianoing. His pressure strings are reaction intensive, it's quite difficult to hit confirm his f.mk and maintain frame advantage if it was blocked. Crouching LK x 2 often requires you to be inside of reversal throw range, and it's difficult to time properly, especially considering the game's unstandardized wakeup timings | |||
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[[Category: Street Fighter III: 3rd Strike]] | [[Category: Street Fighter III: 3rd Strike]] |
Revision as of 22:24, 4 February 2023
Introduction
Dudley is an English gentleman boxer who despises dirty fighting and seeks opponents who offer a good, clean match. He is never seen without his beloved blue boxing gloves even while driving, drinking tea, and reading the newpaper. His first appearance was Street Fighter III: New Generation.
Dudley is a quick, strong, high-precision character with various juggles, strong mixups and lockdown capability, as well as multiple different anti-airs. As a king of rushdown, his main problem is his difficulty dealing with strong offense himself.
Super Arts
SA1: Rocket Uppercut
One of Dudley's two best supers, requires more meter in exchange for more damage. Deals 52 damage to a standing Ken. Favored by specific players, or for specific matchups (gives additional range on the dart shot super link vs Makoto and twins, can be used for burst damage vs characters with low health or who are hard to hit). Opponents can fall out when it's used as a juggle ender midscreen, make sure not to hit them when they're too close or too high up. For example play, Fujiwara is a strong player who nearly always plays SA1.
SA2: Rolling Thunder
Deals 58 damage to a standing Ken. Can be mashed for extra hits, up to 8 total. It's the least popular option as it doesnt combo after juggles, doesn't combo after dart shot (6HK), and only has 1 large stock. Can be used in a similar manner to Ken's SA3.
SA3: Corkscrew Blow
Easiest to use super. Deals 38 damage to a standing Ken. It has 3 stocks and a significantly shorter bar, so you'll have access to super in many more situations. Has no issues with the opponent dropping out if they're hit while airborne; if you do miss one or two hits, it won't significantly impact the oki you get afterwards. LP corkscrew blow also deals an obnoxious amount of pushback on block, making it difficult to punish for many characters.
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