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{{TOClimit|3}} | {{TOClimit|3}} | ||
{{Infobox Character NG | {{Infobox Character NG | ||
|name=Dudley | |name=Dudley | ||
|image=NG Dudley Portrait Art.png | |||
|image= | |||
|health=1200? | |health=1200? | ||
|stun=72? | |stun=72? |
Latest revision as of 11:39, 11 May 2022
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.
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
Occasionally used and favored by specific players, or for specific matchups (notably Akuma for his very low stamina and generally offensive playstyle which can be dissuaded due to the high damage and incredible startup speed (same startup as SA3). Also has 2 stocks (large bar size) so reasonable access to meter. Opponents can drop out of combos which can lead to unfortunate losses, however. For example play, Fujiwara is a strong player that favors SA1 often
SA2: Rolling Thunder
Least popular option as it has issues with dropping, slower startup than the others, and the 1 medium stock size. It does cover ground rather effectively, at least. If the opponent does happen to take the full brunt of the damage, it is just behind the damage of SA1 so it certainly does hurt.
SA3: Corkscrew Blow
Most popular SA with it's 3 stocks and smaller bar so supers are gained quickly. Damage is worse than the other SA options, however it is lightning fast and very easy to use in conversions. If you're in doubt, just pick this SA as the only notable downside is the lower damage
Strengths | Weaknesses |
---|---|
|
|
Dudley | |
---|---|
Vitals | |
Life Points | 1200? |
Stun Points | 72? |
Super Art Stock/Size | |
SA1 | 2/96? |
SA2 | 1/112? |
SA3 | 3/80? |
Ground Movement | |
Forward Dash duration/distance | 18 (111px)? |
Back Dash duration/distance | 19 (95px)? |
Jumping | |
Back Jump duration | 36(4+30+2)? |
Neutral Jump duration | 39(4+33+2)? |
Forward Jump duration | 36(4+30+2)? |
Back Super Jump duration | 46(5+39+2)? |
Neutral Super Jump duration | 40(5+33+2)? |
Forward Super Jump duration | 40(5+33+2)? |
Wake up | |
Wake up duration | 55? |
Quick rise duration | 45? |
New Generation Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2) |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Damage |
Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit. "Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching. |
Kara Range |
Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel. |
Link |
A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link. |
Parry |
This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Throw range |
Range in pixels from the center of the character to the center of the opponent which allows a grab to connect. |
Frame Data
Standing Normals
5LP
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
3? | 2? | 6? | 3? | 3? | ||
Damage | Stun | Attack | Parry | Block | ||
3? | 3? | - | A? | 3? | ||
|
5MP
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
3? | 2? | 10? | 2? | 4? | ||
Damage | Stun | Attack | Parry | Block | ||
10? | 9? | - | H? | 1? | ||
|
5HP
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
7? | 3? | 17? | 1? | 3? | ||
Damage | Stun | Attack | Parry | Block | ||
24? | 13? | - | H? | -1? | ||
|
5LK
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
5? | 2? | 8? | 2? | 2? | ||
Damage | Stun | Attack | Parry | Block | ||
5? | 3? | - | A? | 2? | ||
|
5MK
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
5? | 3? | 13? | 2? | 2? | ||
Damage | Stun | Attack | Parry | Block | ||
14? | 11? | - | H? | - | ||
|
5HK
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
5? | 3? | 12? | 6? | 8? | ||
Damage | Stun | Attack | Parry | Block | ||
21? | 13? | - | H? | 4? | ||
|
Command Normals
6LP
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
4? | 2? | 8? | 1? | 1? | ||
Damage | Stun | Attack | Parry | Block | ||
4? | 3? | - | A? | 1? | ||
|
6MP
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
8? | 5? | 10? | - | 1? | ||
Damage | Stun | Attack | Parry | Block | ||
14? | 5? | - | H? | -1? | ||
|
6HP
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
15? | 5? | 16? | -1? | 1? | ||
Damage | Stun | Attack | Parry | Block | ||
24? | 13? | - | H? | -3? | ||
|
6MK
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
5? | 2? | 9? | 3? | 3? | ||
Damage | Stun | Attack | Parry | Block | ||
17? | 9? | - | H? | 2? | ||
|
6HK
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
12? | 4? | 16? | - | 2? | ||
Damage | Stun | Attack | Parry | Block | ||
19? | 7? | - | H? | -2? | ||
|
Crouching Normals
2LP
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
3? | 1? | 9? | 1? | 1? | ||
Damage | Stun | Attack | Parry | Block | ||
3? | 3? | - | A? | 1? | ||
|
2MP
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
4? | 2? | 9? | 3? | 4? | ||
Damage | Stun | Attack | Parry | Block | ||
12? | 7? | - | A? | 2? | ||
|
2HP
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
7? | 4? | 13? | 2? | 2? | ||
Damage | Stun | Attack | Parry | Block | ||
23? | 13? | - | A? | - | ||
|
2LK
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
4? | 1? | 10? | - | - | ||
Damage | Stun | Attack | Parry | Block | ||
5? | 3? | - | L? | - | ||
|
2MK
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
9? | 3? | 22? | D? | D? | ||
Damage | Stun | Attack | Parry | Block | ||
10? | 3? | - | L? | -12? | ||
|
2HK
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
15? | 3? | 21? | D? | D? | ||
Damage | Stun | Attack | Parry | Block | ||
17? | 3? | - | L? | 1? | ||
|
Jumping Normals
- Dudley's jump normals do not change during angled jumps
j.LP
Startup | Active | Recovery | Hit | Cr. Hit |
---|---|---|---|---|
4? | 4? | - | - | - |
Damage | Stun | Attack | Parry | Block |
7? | 9? | - | H? | - |
j.MP
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
5? | 4? | - | - | - | ||
Damage | Stun | Attack | Parry | Block | ||
12? | 13? | - | H? | - | ||
|
j.HP
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
8? | 3? | - | - | - | ||
Damage | Stun | Attack | Parry | Block | ||
21? | 15? | - | H? | - | ||
|
j.LK
Startup | Active | Recovery | Hit | Cr. Hit |
---|---|---|---|---|
4? | 17? | - | - | - |
Damage | Stun | Attack | Parry | Block |
7? | 5? | - | H? | - |
j.MK
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
5? | 13? | - | - | - | ||
Damage | Stun | Attack | Parry | Block | ||
10? | 7? | - | H? | - | ||
|
j.HK
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
12? | 4? | - | - | - | ||
Damage | Stun | Attack | Parry | Block | ||
16? | 9? | - | H? | - | ||
|
Target Combos
None
Startup | Active | Recovery | Hit | Cr. Hit |
---|---|---|---|---|
- | - | - | - | - |
Damage | Stun | Attack | Parry | Block |
- | - | - | - | - |
None
Startup | Active | Recovery | Hit | Cr. Hit |
---|---|---|---|---|
- | - | - | - | - |
Damage | Stun | Attack | Parry | Block |
- | - | - | - | - |
None
Startup | Active | Recovery | Hit | Cr. Hit |
---|---|---|---|---|
- | - | - | - | - |
Damage | Stun | Attack | Parry | Block |
- | - | - | - | - |
Throws
LPLK (mash)
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
2? | 1? | 21? | - | - | ||
Damage | Stun | Attack | Parry | Block | ||
19? | 22? | - | - | - | ||
|
4LPLK
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
2? | 1? | 21? | - | - | ||
Damage | Stun | Attack | Parry | Block | ||
21? | 12? | - | - | - | ||
|
Universal Overhead
MPMK
Startup | Active | Recovery | Hit | Cr. Hit |
---|---|---|---|---|
15? | 10? | 5? | 0 ~ +8? | 1 ~ +9? |
Damage | Stun | Attack | Parry | Block |
7? | 3? | - | H? | -5 ~ +7? |
Special Moves
623P
LP | Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|---|
4? | 8? | 29? | - | - | |||
Damage | Stun | Attack | Parry | Block | |||
24? | 17? | - | A? | -23? | |||
| |||||||
MP | Startup | Active | Recovery | Hit | Cr. Hit | ||
4? | 16? | 28? | - | - | |||
Damage | Stun | Attack | Parry | Block | |||
28? | 19? | - | A? | -30? | |||
| |||||||
HP | Startup | Active | Recovery | Hit | Cr. Hit | ||
3? | 21? | 32? | - | - | |||
Damage | Stun | Attack | Parry | Block | |||
31? | 20? | - | A? | -38? | |||
|
41236P
LP | Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|---|
8? | 8? | 18? | - | - | |||
Damage | Stun | Attack | Parry | Block | |||
19? | 7? | - | H? | -3? | |||
| |||||||
MP | Startup | Active | Recovery | Hit | Cr. Hit | ||
15? | 10? | 24? | - | - | |||
Damage | Stun | Attack | Parry | Block | |||
22? | 7? | - | H? | -9? | |||
| |||||||
HP | Startup | Active | Recovery | Hit | Cr. Hit | ||
17? | 13? | 30? | - | - | |||
Damage | Stun | Attack | Parry | Block | |||
27? | 9? | - | H? | -15? | |||
|
41236K
Startup | Active | Recovery | Hit | Cr. Hit |
---|---|---|---|---|
- | - | - | - | - |
Damage | Stun | Attack | Parry | Block |
- | - | - | - | - |
41236K > P
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
21/20/22? | 4? | 19? | - | - | ||
Damage | Stun | Attack | Parry | Block | ||
28? | 17? | - | H? | -7? | ||
|
41236K > K
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
20/19/21? | 4? | 25? | - | - | ||
Damage | Stun | Attack | Parry | Block | ||
30? | 11? | - | H? | -12? | ||
|
63214P
LP | Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|---|
2? | - | - | - | - | |||
Damage | Stun | Attack | Parry | Block | |||
- | - | - | A? | - | |||
| |||||||
MP | Startup | Active | Recovery | Hit | Cr. Hit | ||
2? | - | - | - | - | |||
Damage | Stun | Attack | Parry | Block | |||
- | - | - | A? | - | |||
| |||||||
HP | Startup | Active | Recovery | Hit | Cr. Hit | ||
2? | - | - | - | - | |||
Damage | Stun | Attack | Parry | Block | |||
- | - | - | A? | - | |||
|
63214K
LK | Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|---|
17? | 3? | 13? | 2? | 4? | |||
Damage | Stun | Attack | Parry | Block | |||
33? | 19? | - | H? | 0? | |||
| |||||||
MK | Startup | Active | Recovery | Hit | Cr. Hit | ||
20? | 3? | 13? | 2? | 4? | |||
Damage | Stun | Attack | Parry | Block | |||
33? | 19? | - | H? | 0? | |||
| |||||||
HK | Startup | Active | Recovery | Hit | Cr. Hit | ||
23? | 3? | 13? | 2? | 4? | |||
Damage | Stun | Attack | Parry | Block | |||
33? | 19? | - | H? | 0? | |||
|
Super Arts
236236P (SA1)
Startup | Active | Recovery | Hit | Cr. Hit |
---|---|---|---|---|
1? | 40? | 31? | - | - |
Damage | Stun | Attack | Parry | Block |
63? | 10? | - | A? | - |
236236P (mash P) (SA2)
Startup | Active | Recovery | Hit | Cr. Hit |
---|---|---|---|---|
2? | 17? | 20? | - | - |
Damage | Stun | Attack | Parry | Block |
60? | 13? | - | H? | - |
236236P (hold PPP) (SA2)
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
2? | 17? | 20? | - | - | ||
Damage | Stun | Attack | Parry | Block | ||
60? | 13? | - | H? | - | ||
|
236236P (SA3)
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
1? | 10? | 24? | - | - | ||
Damage | Stun | Attack | Parry | Block | ||
46? | - | - | H? | - | ||
|