Street Fighter 3: 3rd Strike/Dudley: Difference between revisions

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{{SSFIVMoveListRow | Target Combo 3 | f + hk --- mk | First hit High}}
{{SSFIVMoveListRow | Target Combo 3 | f + hk --- mk | First hit High}}
{{SSFIVMoveListRow | Target Combo 4 | lp --- mp --- mk |}}
{{SSFIVMoveListRow | Target Combo 4 | lp --- mp --- mk |}}
{{SSFIVMoveListRow | Target Combo 5 | d + lk --- d + mp --- d + hp | First hit Low}}
{{SSFIVMoveListRow | Target Combo 5 | mp --- mk --- hp |}}
{{SSFIVMoveListRow | Target Combo 6 | mk --- hk --- hp |}}
{{SSFIVMoveListRow | Target Combo 6 | d + lk --- d + mp --- d + hp | First hit Low}}
{{SSFIVMoveListRow | Target Combo 7 | mp or f + mk --- mk --- hp |}}
{{SSFIVMoveListRow | Target Combo 7 | mk --- hk --- hp |}}
{{SSFIVMoveListRow | Target Combo 8 | lk --- mk --- mp --- hp |}}
{{SSFIVMoveListRow | Target Combo 8 | mp or f + mk --- mk --- hp |}}
{{SSFIVMoveListRow | Target Combo 9 | lk --- mk --- mp --- hp |}}
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Revision as of 20:45, 16 April 2016

Dudley's Character Select Portrait
Dudley's Neutral Stance

Introduction

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.

Moves List

Specific Character Information

  • Stamina: 1200
  • Stun Bar Length (dots): 64 (Normal)
  • Stun Bar Recovery (frames it takes to recover 1 dot): 22
  • Taunt: Increases damage for the next hit/combo by 25% if a rose is thrown. there's no bonus if the rose isn't actually thrown. One taunt is the maximum.
  • Best Kara-Throw: F.LP / F.MP
  • Standard Throw Range (pixels): 20
  • Kara-Throw Range (pixels): 32
  • Dash Forward (frames) / Moving Distance: 18 / 2
  • Dash Backward (frames) / Moving Distance: 17 / 1,5
  • Normal Wake up (frames): 55
  • Quick Stand (frames): 45

Normal Moves

Throws

Name
Command
Notes
Liver Crusher
lp + lk
Throw
Dynamite Throw
b or f + lp + lk
Throw

Command Normals

Name
Command
Notes
Slipping Jab
f + lp
Stomach Blow
f + mp
Step Straight
f + hp
Liver Blow
f + mk
Dart Shot
f + hk
High

Target Combos

Name
Command
Notes
Target Combo 1
d + lk --- mk
First hit Low
Target Combo 2
f + lp --- mp
Target Combo 3
f + hk --- mk
First hit High
Target Combo 4
lp --- mp --- mk
Target Combo 5
mp --- mk --- hp
Target Combo 6
d + lk --- d + mp --- d + hp
First hit Low
Target Combo 7
mk --- hk --- hp
Target Combo 8
mp or f + mk --- mk --- hp
Target Combo 9
lk --- mk --- mp --- hp

Special Moves

Name
Command
Notes
Jet Upper
dp + p
Ex
Machine Gun Blow
hcf + p
Ex
Cross Counter
hcb + p
Ex
Punch & Cross
hcb f + p
Ex
Short Swing Blow
hcb + k
Ex
Ducking
hcf + k
Ducking Straight
During Ducking, p
Ducking Upper
During Ducking, k

Super Arts

Name
Command
Notes
I Rocket Upper
qcf qcf + p
2 stocks
II Rolling Thunder
qcf qcf + p --- p repeatedly
1 stock
   Fake Roll
qcf qcf + p --- hold f + 3p
III Corkscrew Blow
qcf qcf + p
3 stocks

Personal Action

Increases damage for the next hit/combo by 25%. No bonus occurs if rose is not thrown. Maximum one damage bonus at a time.

Frame Data

Jumping Normals

Name Start Up Frames Active Hitting Frames Damage Stun Meter Gain
Whiff Block Hit Parry
Vertical j.LP 3 4 40 9 0 1 2 4
Diagonal j.LP
Vertical j.MP 4 5 70 13 2 6 11
Diagonal j.MP 4
Vertical j.HP 7 3 120 15 3 10 19
Diagonal j.HP
Name Start Up Frames Active Hitting Frames Damage Stun Meter Gain
Whiff Block Hit Parry
Vertical j.LK 3 17 40 5 0 1 2 4
Diagonal j.LK
Vertical j.MK 4 13 60 7 2 6 11
Diagonal j.MK
Vertical j.HK 10 4 90 9 3 10 19
Diagonal j.HK 11

Ground Normals

Name C SC Block Parry Start Up Frames Active Hitting Frames Recovery Frames Damage Frame Advantage Stun Meter Gain
Block Stand Hit Crouch Hit Whiff Block Hit Parry
s.LP AC O Both 3 2 6 15 +3 3 0 1 2 4
c.LP 1 9 +1
s.MP O Both 3 2 10 60 +1 +2 +3 9 2 6 11
c.MP Both 4 9 70 +2 +3 +4 7
s.HP X O Both 7 3 17 140 -1 +1 +3 13 3 10 19
c.HP X Both 4 13 130 0 +2 +2
Name C SC Block Parry Start Up Frames Active Hitting Frames Recovery Frames Damage Frame Advantage Stun Meter Gain
Block Stand Hit Crouch Hit Whiff Block Hit Parry
s.LK O Both 5 2 8 35 +2 3 0 1 2 4
c.LK AC O Crouch 4 1 10 30 0
s.MK X Both 5 3 13 80 0 +2 +2 11 2 6 11
c.MK Crouch 9 22 60 -12 D D 3
s.HK O Both 5 3 12 120 +4 +6 +8 13 3 10 19
c.HK X Crouch 15 21 100 +1 D D 3

Throws

Name Start Up Frames Active Hitting Frames Recovery Frames Damage Stun Meter Gain Throw Pixel Range
Whiff Hit
Liver Crusher 2 1 21 120
(6 hits) (30x6)
18
(6 hits) (5x6)
0 7 (6 hits) (2+[1x5]) 20
Dynamite Throw 120 13 8

Leap Attack

Name C SC Block Parry Start Up Frames Active Hitting Frames Recovery Frames Damage Frame Advantage Stun Meter Gain
Block Stand Hit Crouch Hit Whiff Block Hit Parry
Leap Attack X Stand 15 10 5 40 -5 ~ +7 0 ~ +8 +1 ~ +9 3 0 1 2 4

Personal Action

Name C SC Block Parry Start Up Frames Active Hitting Frames Recovery Frames Damage Stun Meter Gain
Rose Throw X Both Both 19 1 33 5 0 4(6)

Command Normals

Name C SC Block Parry Start Up Frames Active Hitting Frames Recovery Frames Damage Frame Advantage Stun Meter Gain
Block Stand Hit Crouch Hit Whiff Block Hit Parry
Slipping Jab AC O Both 4 2 8 25 +1 3 0 1 2 4
Stomach Blow X Both 8 5 10 80 -1 0 +1 5 2 6 11
Liver Blow O Both 5 2 9 100 +2 +3 +3 9 2 6 11
Step Straight X O Both 15 5 16 140 -3 -1 +1 13 3 10 19
Dart Shot X Stand 12 4 16 110 -2 0 +2 7 3 10 19

Target Combos

Target Combo C SC Block Parry Damage Frame Advantage Stun
Block Stand Hit Crouch Hit
c.LK → MK AC / X O / X Crouch / Both ↓ / → 30 / 40 -2 0 +2 3 / 4
f + LP → MP AC / O O / O Both Both / → 25 / 30 0 +1 +2 3 / 3
f + HK → MK X / X X / X Stand / Both → / → 110 / 40 -2 0 +2 7 / 4
Target Combo C SC Block Parry Damage Move Name Frame Advantage Stun
Block Stand Hit Crouch Hit
LP → MP → MK AC / X / O O / X / O Both Both / → / → 25 / 30 / 30 MP +2 +3 +3 3 / 3 / 3
MK +1 +3 +3
c.LK → c.MP → c.HP AC / X / X O / X / X Crouch / Both / Both ↓ / Both / Both 30 / 35 / 40 c.MP -1 0 0 3 / 3 / 4
c.HP -2 0 0
MK → HK → HP X / X / X · X X / X / X · X Both → / → / → · → 80 / 60 / 20+20 HK -1 +1 +1 11 / 6 / 3+3
HP 0 +2 +2
MP (or f + MK) → MK → HP O / X / X O / X / X Both → / → / → 60 (100) / 40 / 50 MK +1 +3 +5 9 (9) / 4 / 3
HP -4 -2 0
LK → MK → MP → HP O / X / X / X O / X / X / X Both Both / → / → / → 40 / 40 / 30 / 20+20 MK +1 +3 +3 3 / 4 / 3 / 3+3
MP +2 +3 +3
HP 0 +2 +2

Special Moves

Name SC Block Parry Start Up Frames Active Hitting Frames Recovery Frames Damage Block Damage Frame Advantage Stun Meter Gain
Block Stand Hit Crouch Hit Whiff Block Hit Parry
Jet Upper LP O Both 4 8 29 140 (80) 18 -23 D D 17 (3) 3 15 21 4
MP 16 28 160 (100) 20 -30 D D 19 (3)
HP X / O 3 · 4 1 · 20 32 180 (40+140(120)) 23 (5+18) -38 D D 22 (5+17(3)) 16 (15+1) 22 (21+1) 8 (4+4)
EX X 34 220 (60+160(140)) 28 (8+20) -37 D D 22 (5+17(3)) 8 (4+4)
Machine Gun Blow LP X Both → x3 8 · 10 · 18 2 · 2 · 4 18 120 (40+20+60) 4 (0+0+4) -3 -1 -1 9 (3x3) 3 14 (12+1+1) 20 (18+1+1) 12 (4x3)
MP → x4 15 · 17 · 19 · 27 2 · 2 · 1 · 4 24 140 (40+20+20+60) 4 ((0x3)+4) -9 +1 +1 9 (3+3+0+3) 15 (12+1x3) 22 (18+1x4) 16 (4x4)
HP → x6 17 · 19 · 21 · 22 · 23 · 33 2 · 2 · 1 · 1 · 4 · 4 30 160 (40+20(x4)+60) 4 ((0x5)+4) -15 +1 +1 11 (3+3+0+3+0+3) 17 (12+1x5) 23 (18+1x5) 24 (4x6)
EX → x6 / Both 16 · 18 · 20 · 22 · 23 · 32 · 46 2 · 2 · 2 · 2 · 1 · 4 · 4 28 190 (40+20(x4)+60+40) 9 ((0x3)+1+1+4+3) -15 D D 14 (3+3+0+3+0+3+3) 28 (4x7)
Cross Counter LP X Both 2 68 19 80 + landed move damage D D 19 3 10 22 4
MP 49 100 + landed move damage
HP 29 130 + landed move damage
EX 4 160 + landed move damage 20
Punch & Cross LP X Both 2 68 19 80 + landed move damage D D 19 3 10 22 4
MP 49 100 + landed move damage
HP 29 130 + landed move damage
EX 4 160 + landed move damage 20
Short Swing Blow LK O Both 17 3 13 190 12 0 +2 +4 19 3 12 17 4
MK 20
HK 23
EX X · X · O 17 · 8 · 10 2 · 4 · 4 15 200 (30+30+140) 22 (2+2+18) -3 D D 25 (5+5+15) 12 (4x3)
Ducking LK X O 1 18
MK 21
HK 4 24
Ducking Straight O Both 20 4 19 160 10 -7 -1 +1 17 3 10 19 4
19
21
Ducking Upper O · O Both 19 · 20 1 · 3 25 180 (50+130) 12 (4+8) -12 -5 -5 12 (5+7) 3 11 (10+1) 20 (19+1) 8 (4+4)
18 · 19
20 · 21

Super Arts

Name Stock Block Parry Start Up Frames Active Hitting Frames Recovery Frames Damage Block Damage Frame Advantage Stun
Block Stand Hit Crouch Hit
I Rocker Upper 2 Both x5 ~ 8 1 3 31 375 (11 hits) 60 -31 D D 6 (11 hits)
II Rolling Thunder 1 Both x4 ~ 8 → x4 ~ 8 2 2 20 415 (140+(40x6)+170 71 (18+(7x6)+11) -9 D D 20 (3+(5x6)+3)
III Corkscrew Blow 3 Both x5 → x5 1 · 3 · 5 · 7 · 9 2x5 24 275 (150+50+40+30+20) 69 (50+10+4+3+2) -10 D D 0

Combos

Any combo ending in non EX Jet Upper or Ducking Uppercut/Ducking Straight can be Super Canceled for more damage. Super Canceling from Ducking Straight provides more damage than Super Canceling from Ducking Uppercut.

General Combos

  • MP (or c.MP, or HK, or Liver Blow) x Jet Upper [EX]
  • HK x Machine Gun Blow [EX] (All Machine Gun Blow versions will whiff on crouching Chun-Li, Oro, Ibuki, and Elena)
  • HK x EX Machine Gun Blow -> MK Ducking Uppercut/Ducking Straight
  • HK x Ducking Upper (Works on Makoto, Yun, and Yang standing or crouching, on all other characters crouching only)
  • HK x Short Swing Blow [EX] (Works when your back is against or very near corner only)
  • c.HK -> MK Ducking Uppercut/Ducking Straight


Character Specific Combos: Midscreen

Combo Works On
HK x EX Machine Gun Blow -> c.HK -> MK Ducking Uppercut Chun-Li, Dudley, Oro, Elena
HK x EX Machine Gun Blow -> c.HK -> Dash -> c.MP x Jet Uppercut Elena
HK x EX Machine Gun Blow -> Liver Blow x Jet Uppercut All characters except Ibuki
HK x EX Machine Gun Blow -> LP Machine Gun Blow -> Liver Blow x Jet Uppercut Hugo, Q
HK x EX Machine Gun Blow -> LP Machine Gun Blow -> LK Short Swing Blow Q
c.HK -> c.HK -> MK Ducking Uppercut Chun-Li, Dudley, Oro, Alex, Elena
c.HK -> c.HK -> Dash -> Jet Uppercut Chun-Li, Dudley
c.HK -> c.HK -> Dash -> c.MP x Jet Uppercut Elena
c.HK -> Liver Blow x Jet Uppercut All characters except Ibuki
c.HK -> LP Machine Gun Blow -> MK Ducking Uppercut
c.HK -> LP Machine Gun Blow -> c.HK -> MK Ducking Uppercut Makoto


Character Specific Combos: Corner

Dudley can do c.HK up to six times on the following characters: Chun-Li, Makoto, Dudley, Oro, Ibuki, Elena, Necro, Alex, Remy, and Q.

Shotos, Urien, Hugo, Twelve & Twins

  • s. roundhouse x EX MGB -> jab MGB -> twds + forward x fierce Jet Uppercut
  • s. roundhouse x EX MGB -> jab MGB -> jab MGB -> short SSB
  • c. roundhouse -> jab MGB -> EX Jet Uppercut -> fierce Jet Uppercut
  • c. roundhouse -> jab MGB -> jab MGB -> twds + forward x fierce Jet Uppercut or SSB

vs. Urien and Twelve #3 is done without jab MGB. so after the EX Jet, it's twds + forward x fierce Jet.

vs. Hugo #3 looks like so: c. roundhouse -> EX Jet Uppercut -> s. strong x fierce Jet Uppercut

Chun Li

  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut/Ducking Straight
  • s. roundhouse x EX MGB -> c. roundhouse x 3 -> jab MGB -> short SSB
  • c. roundhouse x 5 -> forward Ducking Uppercut/Ducking Straight
  • c. roundhouse x 4 -> jab MGB -> short SSB

Elena

  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> fierce Jet Uppercut
  • s. roundhouse x EX MGB -> fierce Jet Uppercut -> fierce Jet Uppercut
  • c. roundhouse x 5 -> fierce Jet Uppercut
  • c. roundhouse -> fierce Jet Uppercut -> fierce Jet Uppercut

Makoto

  • s. roundhouse x EX MGB -> jab MGB -> c. roundhouse -> jab MGB -> c. roundhouse -> fierce Jet Uppercut
  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> fierce Jet Uppercut
  • s. roundhouse x EX MGB -> c. roundhouse x 2 -> jab MGB -> c. roundhouse -> dash -> s. strong x fierce Jet Uppercut

Dudley

  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut
  • s. roundhouse x EX MGB -> jab MGB -> c. roundhouse -> jab MGB -> c. roundhouse -> forward Ducking Uppercut
  • c. roundhouse x 5 -> forward Ducking Uppercut
  • c. roundhouse -> jab MGB -> c. roundhouse -> jab MGB -> c. roundhouse -> forward Ducking Uppercut

--You can combo an extra s.roundhouse for the first two combos above. If the first s. roundhouse connects on a Dudley that is crouching or doing a low parry punish of a crouching attack.

Q

  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> fierce Jet Uppercut
  • s. roundhouse x EX MGB -> fierce Jet Uppercut -> s. strong x fierce Jet Uppercut

both may be initiated with c. roundhouse instead of s. roundhouse x EX MGB.

Remy

  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut
  • c. roundhouse -> EX Jet Uppercut -> twds + forward x fierce Jet Uppercut
  • c. roundhouse x5 (ability to mix up PEAK height Lp MGB instead of the C. RH) ender... mostly use HP

Necro

  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut
  • c. roundhouse x 5 -> forward Ducking Uppercut

Alex

  • s. roundhouse x EX MGB -> forward Ducking Uppercut
  • s. roundhouse x EX MGB -> twds + forward x fierce Jet Uppercut
  • c. roundhouse -> c. roundhouse -> forward Ducking Uppercut

Oro

  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut
  • c. roundhouse -> EX Jet Uppercut -> twds + forward x fierce Jet Uppercut

Hit Confirms

Dudley has several moves he can link from to "hit confirm" a super. Briefly, a "hit confirm" is an attack that allows a player sufficient time to confirm visually whether the attack hit, to execute the super if it did (and do nothing if it was blocked or parried).

Any of the three supers apply, on any character. For best results, drum the 3 punch buttons when performing the super. The list is as follows:

Hit Confirm Comments
f+MK (wait) > Super Good range and hits crouching characters, but the odd EX Jet Uppercut may come out because of the similar motion and drumming of punch buttons. Can be used to poke repeatedly due to forward movement.
LK > MK (wait) > Super Easily the quickest and hits crouching characters, but suffers from the same EX Jet Uppercut problem. Very good for its speed overall.
HK xx HK.Ducking (wait) xx Super The Ducking must be super cancelled. Probably safer than f+MK, since super cancelling the Ducking removes the possibility of EX Jet Uppercuts coming out. At mid range every whiffed HK can be buffered into Ducking, so that any HK that happens to connect with a whiffed normal is cancelled into a Ducking (and into a super).
MP xx MK.Ducking (wait) xx Super The Ducking must be super cancelled early; super can be blocked if super cancel occurs too late. Greatest ranged hit confirm on a standing opponent. MP > MK target combo can come out if executed incorrectly.
f+HK (wait) Super Overhead into Super. Only works if opponent was crouching.
c.LK, c.LK xx Super Low shorts into super - must be blocked low. Use the duration of both c.LKs to confirm whether the super will be blocked.

Strategies

Overview

Dudley is a very solid well rounded character in almost all aspects. His particular strength lies in his damaging juggles and strong 50-50 corner game. His predominant weakness is a lack of a "decent" low poke.

Basics

When playing as Dudley you'll be looking to do only one thing. Get your opponent in the corner. This is, without out doubt, Dudley's strongest position. From here, mix it up with one of these three key offences; (c.LK)*2 x Super, c.HK > Character Specific combo, F+s.HK x Super.

Outside of the corner, you're trying to get them there. Here, a long distance s.HK x EX MGB can be very helpful. This will catch off limbs, catch dashes, heck, it even hits crouching opponents.

Super Art Selection

As it stands today, most players pick SA3 with Dudley. You occasionally see some using SA1 (Fujiwara, for example), but never SA2.

  • SA1
    • Two large stocks, big damage, 1 frame start-up
    • Opponents may fall out of combos
      • Use on: Akuma(ish) Akuma's low stamina means that this super can really frighten an offensive player.
  • SA2
    • Covers ground effectively
    • Opponents may fall out of combos, 3 frame start-up, One medium size stock
      • Use on: N/A
  • SA3
    • Three small stocks, 1 frame start-up
    • Less than average damage
      • Use on: All (with the possible exception of Akuma)

Kara-Throws

  • Slipping Jab: +12 pixels
  • Stomach Blow: +10 pixels

Zoning

With most characters (particularly the shotos), Dudley can abuse his s.HP and F + s.HP to catch pokes and to keep attackers from advancing. This should be used sparingly (particularly F + s.HP) as excessive use will lead to easy parries for the opponent. The other obvious choice is the s.HK. The fear of landing in a combo from it can be enough to stop people from advancing as much. Against an opponent who loves poking, just counter poke with s.HK. If you are out of range with s.HK, just throw it out and buffer in a EX Machine Gun or Ducking command dash, this way it can only come out if you catch a limb.

Your typical tick throw move is F + s.MK. It will advance you forward and recover quickly, it can also be cancelled to super, that can catch a parrier who expects another F + s.HP.

s.MP and c.MP are your friends. They are fast and long range and can lead into ducking XX SA.

Mixups

In general, when playing as Dudley, you should predominantly be trying to get your opponent on the floor, in either of the two stage edges. This places you in a great position, where you can [almost] use anything you want to keep pressure on.

The key to Mixup game is training your opponent to do certain things. Or to think that you plan to do certain things. Making movements typical of someone looking to attempt a low roundhouse can be used to goad people into attempting to parry low. Obviously at this point the plan of attack changes to attacking high, and following up with another attack.

Examples of Corner Mixup tools:

  • Throwing - As with most characters, after training (see above) someone to parry, throwing can disorient people, allowing subsequent strikes to be easier.
  • Liver Blow (F + MK) - A relatively fast move, this can be used in tick throws effectively. Also, it's high recovery provides ample opportunity to trick people into defending the grab or parrying the punch. Its his best move to whiff on wakeup because its so quick and looks like a meaty setup.
  • Dart Shot (F + HK) - A godly overhead, its fast and links to SA1/SA3 on crouching opponents. It can also be comboed into s.MK if you dont have meter. Also you can whiff an early one to scare them then mixup.
  • Short Swing Blow - This move should mainly be used to punish throws. If you smell a throw, ssb XX SA. I like to jump straight up empty jump in/parry, if they dont do anything just SSB right when you land since this is a very common time to throw. Can also be used to confuse parry happy opponents, the odd timings can put people off, and the move can also be comboed into a super. It should, however, be used conservatively despite it's high damage because it is slow and not entirely safe. Note that EX SSB has start-up invincibility.
  • c.HK - Obvious combos aside, the fear of being hit by this move can be used to your advantage in combination with Dart Shot.
  • c.LK - Used primarly to double hit confirm to a super, but it can be used in the c.LK > c.MP > c.HP combo for some easy damage and pretty decent stun.

Anti-Air

Dudely has many unique AA options.

  • A popular anti-air is Dudleys target combo MK -> HK -> HP . This is one of his better options because the chain is 4 hits making it a little more difficult to parry. No good player will have a problem parrying this but sometimes if they were too close on the jump, the parries can make them float over Dudley, possibly missing the jump in. Also if you train them to expect the full chain, just stop after the MK, they may expect to parry giving you time to block.
  • Another anti-air option is F + MK XX Fierce Jet Upper XX SA3. This is better against players who do empty parry jump ins because the F + MK does not hit very high and it is much more difficult to parry. Its a pretty beefy combo for an anti-air too.
  • Dudely's ducking command dash is a powerful anti-air tool. One fancy use is countering a jump-in by ducking XX SA3. The ducking will go under and behind the attacker then SA3 will come out behind the air borne attacker. This is a difficult parry, but expect that any good player will parry it. Atleast if they do parry it, the attacker will still be in the air moving away from Dudley, this extra range between the characters will make it more difficult to land a decent combo if they land one at all.
  • Dudley can use his ducking command dash to counter an opponent far away who is jumping forward. Its the same idea, but instead of dashing under, command dash right in front of the jumper and cancel to SA3. If they put out an attack, the invincibility frames of the super will allow you to avoid the attack.
  • One final use of the ducking command dash is against people who like to do empty parry jump ins. Throw out either s.MP or s.HK as an anti-air. They parry. Instead of eating the jump-in, simply cancel the s.MP or s.HK into HK ducking. This will send you under and behind the opponent usually out of throw range. This is usually safe for you because by the time they land, you are out of the ducking animation and out of throw range.
  • One hilarious anti-air is Cross Counter. Recommended to use rarely, say once every 50 games, just so its fresh each time. Use only when feeling psychic. For even more hilarity use EX Punch and Cross secret move against parry fiends. If things go your way, they will parry the punch and put out their own attack which will set off the EX Cross Counter that comes after the punch. Its an extremely rare move to see and may suprise them. Use against friends.
  • Note that early j.MP beats many moves and is a great Air-to-Air. You can follow up by landing, ducking XX SA3 to hit them as they are falling for a reset. I wouldn't use this excessively, its easy for a good player to parry.

Midscreen Dash Crossups

These crossups are done after landing an EX Machine Gun Blow/c.HK x MK Ducking Upper midscreen and the opponent quickstands.

Character Dash x3 Dash x2, HK Ducking Dash x2, Jump Forward Dash, Step Forward, Jump Forward HK Ducking, High Jump Forward HK Ducking, Dash, HK Ducking
Chun-Li O O O
Yun O O O O O
Ken O O O
Makoto O O O
Dudley O O O O
Yang O O O O O
Akuma O O O
Urien O O O
Ryu O O O
Oro O O
Elena O O O O O
Ibuki O O O O O
Necro O O O O O O
Alex O
Remy O O
Q O O
Twelve O O O O O O
Hugo O O
Sean O O O

Meaty Rose Setups

These are all done in the corner after getting a knockdown with the indicated moves and the opponent doesn't quickstand. After the opponent's hitting the ground animation is complete, whiff the moves listed then throw a rose. Immediately means to throw the rose with no whiffed moves beforehand.

Character Rocket Uppercut (SAI) Corkscrew Blow (SAIII) Ducking Upper Jet Uppercut
Chun-Li Stomach Blow -> HP LP HP Liver Blow
Yun Stomach Blow Immediately Step Forward Impossible
Ken Stomach Blow -> MP LP LP Immediately
Makoto Stomach Blow -> HP HP Stomach Blow Step Forward
Dudley Liver Blow Immediately LP Immediately
Yang Stomach Blow Immediately Step Forward Impossible
Akuma Stomach Blow -> MP LP LP Immediately
Urien Step Straight -> Step Forward Stomach Blow Liver Blow Step Forward
Ryu Stomach Blow -> MP LP LP Immediately
Oro Stomach Blow -> LP Step Forward Liver Blow Step Forward
Elena HP Step Forward LP Immediately
Ibuki Stomach Blow -> Step Forward Immediately Liver Blow Step Forward
Necro Stomach Blow Immediately Liver Blow Step Forward
Alex Step Straight LP Liver Blow Immediately
Remy HP LP LP Immediately
Q Stomach Blow Liver Blow LP Immediately
Twelve Stomach Blow Impossible LP Immediately
Hugo Stomach Blow Step Forward Liver Blow Step Forward
Sean Stomach Blow -> MP LP LP Immediately

Match-ups

Serious Advantage Match-ups

  • Hugo - As matches go, Hugo shouldn't pose too much of a problem. As you might with the Shoto characters, fight Hugo on the ground. There's no sense focusing on jump-ins as it takes only one well timed parry for you to lose a large chunk of your life. A good range to be is just outside his c.MK. Make frequent use of MP, HK (For Meter) and HK xx EX MGB option select. F+HP is powerful whiff punishing tool, and random c.HKs will keep him on his toes. This is one match where a non-wakeup rose is helpful as it can inhibit Hugo's jump-ins somewhat. There's no point getting close to Hugo as you can deal with him perfectly well at a distance, and if you're close he can Gigas/SPD you. Ducking Super antics against jump-ins can be difficult to defend against. The key is to NOT GET PARRIED. If Hugo has meter don't try any random early j.KHs. It isn't worth it.
  • Sean

Advantage Match-ups

  • Yang
  • Elena
  • Necro
  • Alex
  • Remy
  • Q
  • Twelve

Fair Match-ups

  • Chun-Li - A good Chun will always be a bit of a challenge. You should always remember to block low, especially if Chun has meter. Also considering Chun's relatively lacking AA game, jumps (When used wisely) can be very helpful. Chun has the best ground game in the game, but Dudley is no pushover, and deals large amounts of damage. Patience (Like a lot of match-ups) is the key here, and waiting for opportunity. Footsie games by walking back and forth outside of her ranges with MP can be beneficial as well as random (But not whiffed) c.HK, and HK xx EX MGB outside of range, use this to punish Chun's whiffed fierces. Sometimes just randomly jumping to get in, and mixing up from there can be enough. Empty jumping into throws works well against Chun and trains for throw-baiting. Throwing chun excessively can be risky as she has many anti throw moves. If Chun-Li has meter however, be much more careful. It can be all too easy to catch a c.MK to SA2 if you're not. If Chun knocks you down in the corner with meter, I would just take the throw, or try something like HK xx LK Swing Blow to create a little breathing room, or c.LK > c.MP > c.HP chain to push her off you with something quick. Maintain a positive outlook regardless of whether you've been hit by the super, because you WILL be hit by the super. Once Chun is in the corner, it's levelled slightly as Dudley has so many options.
  • Ken - Always a fun match up. Watch out for Ken's crouching mk! If you want to parry it, your most reliable post parry follow-up is c.MP XX Ducking XX SA. Though it does less damage than s.HK, It will connect consistantly at long range, ranges where Dudley's s.HK will whiff. Random note, early j.MP beats out Kens air EX Tatsu.
  • Makoto
  • Dudley
  • Urien - s.HK x EX MGB is a godsend in this match-up. s.HK is a stronger poke than most of the pokes that Urien has, and will almost definately catch him from them. Use and abuse.
  • Ryu
  • Oro
  • Ibuki

Disadvantage Match-ups

  • Yun
  • Akuma - Akuma has the basic shoto footgame and great mixups, however, his ability to defeat Dudley lies in his wakeup options. Not only does he have a Shoryuken, he also has the Teleport which makes cornering a good Akuma more difficult than Ken or Ryu. Roses on wakeup are highly recommended for corner situations. Beyond that, should Akuma's rushdown prove to be difficult to control and should you have enough health at your disposal, an interesting strategy can be to use an EX Cross Counter. You'll trade very much positively, probably move him to the corner, and sway the momentum very much in your favour.

Serious Disadvantage Match-ups

Dudley has no match-ups where he is at a serious disadvantage

Other video tutorials

5 volumes of Dudley tutorials have been made by Taiwan Capcom Fans.

Vol I: Jump Counterattack

Vol II: Juggle

Vol III: HK Juggle

Vol IV: EX Machine Gun Juggle

Vol V: Dash