Street Fighter 3: New Generation/Dudley: Difference between revisions

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==Super Moves==
==Super Moves==
=The Basics=
=The Basics=
Jump-in, Standing/Crouching MP,HCF+LP - 5 Hits
Jump-in, close HK, hcf+MP - 6 Hits
Jump-in, close HK, Fierce SA.III - 7 Hits
(1) Jump-in, close HK, S.A. II - 10 Hits
(2) Jump-in, close HK, hcf+MP, SA.II - 14 Hits
(3) Jump-in, close HK, dp+HP (DP+P), SA.I - ? Hits
Jump-in, close HK, dp+HP, Fierce SA.III - 9 Hits
(5) Jump-in, Close MK, close HK, SA.I - ? Hits
Jump-in, Close MK, close HK, S.A. II - 11 Hits
Jump-in, Close MK, close HK, Fierce SA.III - 8 Hits
(6) Jump-in, Close LK, Close MK, Close MP, Standing HP, S.A. II - 13 Hits
Jump-in, Crouch LK, Crouching Strong, Crouch HP, SA.II - 12 Hits
(7) Jump-in, Standing/Crouch HP, S.A. II - 10 Hits
F+ HK, Close MK, S.A. II - 10 Hits
Crouching HK, Jumping HP
(8) Crouching HK, hcf+MK,K, SA.I - ? Hits
(9) hcf+P (final hit knocks opponent out of air), x6 - 6 Hits
Universal Overhead, SA.III - 6 Hits
Universal Overhead, S.A. II
=Advanced Strategy=
=Advanced Strategy=
=Match-Ups=
=Match-Ups=

Revision as of 11:09, 6 December 2015

Introduction

Moves List

Normal Moves

Lever Crusher When close, b / f + MP Dynamite Throw When close, b / f + HP Jumping Elbow d,d + P / K

Special Moves

Jet Upper f,d,df + P Machine Gun Blow hcf + P Ducking hcf + K Ducking Straight Press P during Ducking Ducking Upper Press K during Ducking Cross Counter hcb + P

Super Moves

The Basics

Jump-in, Standing/Crouching MP,HCF+LP - 5 Hits Jump-in, close HK, hcf+MP - 6 Hits Jump-in, close HK, Fierce SA.III - 7 Hits (1) Jump-in, close HK, S.A. II - 10 Hits (2) Jump-in, close HK, hcf+MP, SA.II - 14 Hits (3) Jump-in, close HK, dp+HP (DP+P), SA.I - ? Hits Jump-in, close HK, dp+HP, Fierce SA.III - 9 Hits (5) Jump-in, Close MK, close HK, SA.I - ? Hits Jump-in, Close MK, close HK, S.A. II - 11 Hits Jump-in, Close MK, close HK, Fierce SA.III - 8 Hits (6) Jump-in, Close LK, Close MK, Close MP, Standing HP, S.A. II - 13 Hits Jump-in, Crouch LK, Crouching Strong, Crouch HP, SA.II - 12 Hits (7) Jump-in, Standing/Crouch HP, S.A. II - 10 Hits F+ HK, Close MK, S.A. II - 10 Hits Crouching HK, Jumping HP (8) Crouching HK, hcf+MK,K, SA.I - ? Hits (9) hcf+P (final hit knocks opponent out of air), x6 - 6 Hits Universal Overhead, SA.III - 6 Hits Universal Overhead, S.A. II

Advanced Strategy

Match-Ups