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*Machine Gun Blow allows for good corner carry, a reactable safe tag on block, and a full jump in combo on hit. | *Machine Gun Blow allows for good corner carry, a reactable safe tag on block, and a full jump in combo on hit. | ||
*St.mk, cr.hp, and his dp are all great anti airs. | *St.mk, cr.hp, and his {{dp}} are all great anti airs. | ||
*Several moves that move him forward during pressure such as f.mk, f.hp, as well as Machine Gun Blow as a combo ender or Ducking for a reset. | *Several moves that move him forward during pressure such as f.mk, f.hp, as well as Machine Gun Blow as a combo ender or Ducking for a reset. | ||
*A ludicrously fast overhead (f.hk) as well as the ability to reliable link out of his cr.lk gives him a scary high/low game when up close. | *A ludicrously fast overhead (f.hk) as well as the ability to reliable link out of his cr.lk gives him a scary high/low game when up close. | ||
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*Vulnerable to Alpha Counters thanks to a lot of his pressure being reliant on moves with long animations. | *Vulnerable to Alpha Counters thanks to a lot of his pressure being reliant on moves with long animations. | ||
*Doesn't have a true crossup outside of the corner. | *Doesn't have a true crossup outside of the corner. | ||
*His best normals having very high hitboxes makes him vulnerable to low profiling in neutral.}} | *His best normals having very {{high}} hitboxes makes him vulnerable to {{low}} profiling in neutral.}} | ||
== Moves == | == Moves == | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Standing Light Punch | lp | speccancel rpdfire }} | {{SFxTMoveListRow | Standing Light Punch | {{lp}} | {{speccancel}} {{rpdfire}} }} | ||
{{SFxTMoveListRow | Standing Medium Punch | mp | speccancel }} | {{SFxTMoveListRow | Standing Medium Punch | {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Hard Punch | hp | }} | {{SFxTMoveListRow | Standing Hard Punch | {{hp}} | }} | ||
{{SFxTMoveListRow | Standing Light Kick | lk | speccancel }} | {{SFxTMoveListRow | Standing Light Kick | {{lk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Medium Kick | mk | }} | {{SFxTMoveListRow | Standing Medium Kick | {{mk}} | }} | ||
{{SFxTMoveListRow | Standing Hard Kick | hk | speccancel (Forces Standing) }} | {{SFxTMoveListRow | Standing Hard Kick | {{hk}} | {{speccancel}} (Forces Standing) }} | ||
{{SFxTMoveListRow | Crouching Light Punch | d + lp | speccancel rpdfire }} | {{SFxTMoveListRow | Crouching Light Punch | {{d}} + {{lp}} | {{speccancel}} {{rpdfire}} }} | ||
{{SFxTMoveListRow | Crouching Medium Punch | d + mp | speccancel }} | {{SFxTMoveListRow | Crouching Medium Punch | {{d}} + {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Hard Punch | d + hp | (Forces Standing) }} | {{SFxTMoveListRow | Crouching Hard Punch | {{d}} + {{hp}} | (Forces Standing) }} | ||
{{SFxTMoveListRow | Crouching Light Kick | d + lk | speccancel }} | {{SFxTMoveListRow | Crouching Light Kick | {{d}} + {{lk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Medium Kick | d + mk | hardknockdown }} | {{SFxTMoveListRow | Crouching Medium Kick | {{d}} + {{mk}} | {{hardknockdown}} }} | ||
{{SFxTMoveListRow | Crouching Hard Kick | d + hk | Launch }} | {{SFxTMoveListRow | Crouching Hard Kick | {{d}} + {{hk}} | Launch }} | ||
{{SFxTMoveListRow | Neutral Jump Light Punch | u + lp | }} | {{SFxTMoveListRow | Neutral Jump Light Punch | {{u}} + {{lp}} | }} | ||
{{SFxTMoveListRow | Neutral Jump Medium Punch | u + mp | }} | {{SFxTMoveListRow | Neutral Jump Medium Punch | {{u}} + {{mp}} | }} | ||
{{SFxTMoveListRow | Neutral Jump Hard Punch | uf / u / ub + hp | }} | {{SFxTMoveListRow | Neutral Jump Hard Punch | {{uf}} / {{u}} / {{ub}} + {{hp}} | }} | ||
{{SFxTMoveListRow | Neutral Jump Light Kick | u + lk | }} | {{SFxTMoveListRow | Neutral Jump Light Kick | {{u}} + {{lk}} | }} | ||
{{SFxTMoveListRow | Neutral Jump Medium Kick | u + mk | }} | {{SFxTMoveListRow | Neutral Jump Medium Kick | {{u}} + {{mk}} | }} | ||
{{SFxTMoveListRow | Neutral Jump Hard Kick | u + hk | groundbounce on airborne opponent }} | {{SFxTMoveListRow | Neutral Jump Hard Kick | {{u}} + {{hk}} | {{groundbounce}} on airborne opponent }} | ||
{{SFxTMoveListRow | Angled Jump Light Punch | ub / uf + lp | }} | {{SFxTMoveListRow | Angled Jump Light Punch | {{ub}} / {{uf}} + {{lp}} | }} | ||
{{SFxTMoveListRow | Angled Jump Medium Punch | ub / uf + mp | }} | {{SFxTMoveListRow | Angled Jump Medium Punch | {{ub}} / {{uf}} + {{mp}} | }} | ||
{{SFxTMoveListRow | Angled Jump Hard Punch | ub / uf + hp | }} | {{SFxTMoveListRow | Angled Jump Hard Punch | {{ub}} / {{uf}} + {{hp}} | }} | ||
{{SFxTMoveListRow | Angled Jump Light Kick | ub / uf + lk | }} | {{SFxTMoveListRow | Angled Jump Light Kick | {{ub}} / {{uf}} + {{lk}} | }} | ||
{{SFxTMoveListRow | Angled Jump Medium Kick | ub / uf + mk | }} | {{SFxTMoveListRow | Angled Jump Medium Kick | {{ub}} / {{uf}} + {{mk}} | }} | ||
{{SFxTMoveListRow | Angled Jump Hard Kick | ub / uf + hk | groundbounce on airborne opponent }} | {{SFxTMoveListRow | Angled Jump Hard Kick | {{ub}} / {{uf}} + {{hk}} | {{groundbounce}} on airborne opponent }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Slipping Jab | f + lp --- mp | speccancel rpdfire <br> knockdown on airborne }} | {{SFxTMoveListRow | Slipping Jab | {{f}} + {{lp}} {{---}} {{mp}} | {{speccancel}} {{rpdfire}} <br> {{knockdown}} on airborne }} | ||
{{SFxTMoveListRow | Stomach Blow | f + mp | knockdown on airborne }} | {{SFxTMoveListRow | Stomach Blow | {{f}} + {{mp}} | {{knockdown}} on airborne }} | ||
{{SFxTMoveListRow | Step Straight | f + hp | knockdown on airborne }} | {{SFxTMoveListRow | Step Straight | {{f}} + {{hp}} | {{knockdown}} on airborne }} | ||
{{SFxTMoveListRow | Kidney Blow | f + mk | knockdown on airborne }} | {{SFxTMoveListRow | Kidney Blow | {{f}} + {{mk}} | {{knockdown}} on airborne }} | ||
{{SFxTMoveListRow | Dart Shot | f + hk | knockdown on airborne }} | {{SFxTMoveListRow | Dart Shot | {{f}} + {{hk}} | {{knockdown}} on airborne }} | ||
{{SFxTMoveListRow | Target Combo 1 | f + lp --- mp | speccancel }} | {{SFxTMoveListRow | Target Combo 1 | {{f}} + {{lp}} {{---}} {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Target Combo 2 | d + lk --- mk | speccancel }} | {{SFxTMoveListRow | Target Combo 2 | {{d}} + {{lk}} {{---}} {{mk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Target Combo 3 | f + hk --- mk | }} | {{SFxTMoveListRow | Target Combo 3 | {{f}} + {{hk}} {{---}} {{mk}} | }} | ||
{{SFxTMoveListRow | Target Combo 4 | lp --- mp --- mk | speccancel <br> Can start from Boost Combo }} | {{SFxTMoveListRow | Target Combo 4 | {{lp}} {{---}} {{mp}} {{---}} {{mk}} | {{speccancel}} <br> Can start from Boost Combo }} | ||
{{SFxTMoveListRow | Target Combo 5 | mp or f + mk--- mk --- hp | }} | {{SFxTMoveListRow | Target Combo 5 | {{mp}} or {{f}} + mk--- {{mk}} {{---}} {{hp}} | }} | ||
{{SFxTMoveListRow | Target Combo 6 | d + lk --- d + mp --- d + hp | On block: 0 if d+HP <br> is blocked only once}} | {{SFxTMoveListRow | Target Combo 6 | {{d}} + {{lk}} {{---}} {{d}} + {{mp}} {{---}} {{d}} + {{hp}} | On block: 0 if d+HP <br> is blocked only once}} | ||
{{SFxTMoveListRow | Target Combo 7 | mk --- hk --- hp | Can start from Boost Combo }} | {{SFxTMoveListRow | Target Combo 7 | {{mk}} {{---}} {{hk}} {{---}} {{hp}} | Can start from Boost Combo }} | ||
{{SFxTMoveListRow | Target Combo 8 | lk --- mk --- mp --- hp | On block: 0 if HP is <br> blocked only once }} | {{SFxTMoveListRow | Target Combo 8 | {{lk}} {{---}} {{mk}} {{---}} {{mp}} {{---}} {{hp}} | On block: 0 if HP is <br> blocked only once }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Kidney Crusher | f or n + lp + lk | throw }} | {{SFxTMoveListRow | Kidney Crusher | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SFxTMoveListRow | Dynamite Throw | b + lp + lk | throw }} | {{SFxTMoveListRow | Dynamite Throw | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Jet Upper | dp + p | knockdown <br> ex Full body Invincible through 6f <br> mp full body strike inv. through 6f }} | {{SFxTMoveListRow | Jet Upper | {{dp}} + {{p}} | {{knockdown}} <br> {{ex}} Full body Invincible through 6f <br> {{mp}} full body strike inv. through 6f }} | ||
{{SFxTMoveListRow | Machne Gun Blow | hcf + p | Forces Standing <br> ex Floats }} | {{SFxTMoveListRow | Machne Gun Blow | {{hcf}} + {{p}} | Forces Standing <br> {{ex}} Floats }} | ||
{{SFxTMoveListRow | Cross Counter | hcb + p | hardknockdown <br> Only Counters waist up <br> ex }} | {{SFxTMoveListRow | Cross Counter | {{hcb}} + {{p}} | {{hardknockdown}} <br> Only Counters waist up <br> {{ex}} }} | ||
{{SFxTMoveListRow | Thunder Bolt | d (charge) u + k | hardknockdown <br> ex groundbounce <br> Full body invul 1-10f }} | {{SFxTMoveListRow | Thunder Bolt | {{d}} (charge) {{u}} + {{k}} | {{hardknockdown}} <br> {{ex}} {{groundbounce}} <br> Full body invul 1-10f }} | ||
{{SFxTMoveListRow | Ducking | hcf + k | Projectile Invulnerable }} | {{SFxTMoveListRow | Ducking | {{hcf}} + {{k}} | Projectile Invulnerable }} | ||
{{SFxTMoveListRow | Duck Straight | p during Ducking | Forces Standing }} | {{SFxTMoveListRow | Duck Straight | {{p}} during Ducking | Forces Standing }} | ||
{{SFxTMoveListRow | Duck Upper | k during Ducking | Forces Standing }} | {{SFxTMoveListRow | Duck Upper | {{k}} during Ducking | Forces Standing }} | ||
{{SFxTMoveListRow | Short Swing Blow | hcb + k | ex chrg <br> Upper Body Projectile inv. during charge }} | {{SFxTMoveListRow | Short Swing Blow | {{hcb}} + {{k}} | {{ex}} {{chrg}} <br> Upper Body Projectile inv. during charge }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Rolling Thunder | hcb + 3k | Full Body Invul 1-10f }} | {{SFxTMoveListRow | Rolling Thunder | {{hcb}} + {{3k}} | Full Body Invul 1-10f }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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[https://docs.google.com/spreadsheet/ccc?key=0Ahj9eopeop0SdDltVUdvbWx4ZjFUMWNBRW1mdmFwUEE#gid=42 zUkUu's SFxT Frame data for Dudley] | [https://docs.google.com/spreadsheet/ccc?key=0Ahj9eopeop0SdDltVUdvbWx4ZjFUMWNBRW1mdmFwUEE#gid=42 zUkUu's SFxT Frame data for Dudley] | ||
[[Category: Street Fighter X Tekken]] | [[Category:Street Fighter X Tekken]] |
Revision as of 02:03, 9 December 2020


Dudley
Ideal Team Position: Anchor
Dudley is a bit of a weird case in this game. Although his moveset is very similar to his SF4 counterpart, he's significantly worse this time around. Dudley isn't as explosive in this game thanks to the nerfed range of his st.hk and the fact that he has a much harder time getting in. However, once he does get in, he still hits like a truck and will carry you half screen with a bnb combo. He's still gonna kill you in just a few guesses, which makes it scary to fight him knowing that you can die from one whiff punish. His neutral isn't super strong because of the limited range of his normals, which is why he's best used as an anchor, so he can make the most of his stubby but powerful normals after his partner gets in for him.
Strengths | Weaknesses |
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Moves
Normal Attacks






























































Unique Attacks







































Can start from Boost Combo













is blocked only once












blocked only once
Throws









Special Moves











Only Counters waist up







Full body invul 1-10f








Upper Body Projectile inv. during charge
Super Combo


Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
Advanced Strategy
N/A
Combos
Bread and Butters
- N/A
Hit Confirm Combos
- N/A
Advanced Combos
Combos Into Supers
- N/A