Street Fighter 3: 3rd Strike/Dudley/2021/Introduction

From SuperCombo Wiki

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.

Strengths Weaknesses
  • Great walk speed, incredibly fast and low jump arc
  • Excellent mixups from said jump, with early j.hk linking into super and with backswing blow avoiding throws
  • One of the best overheads in the game, unreactable, can link into super arts 1 and 3 on crouching connect
  • Great damage and many juggle combos allow for threatening offense AND defense
  • Excellent stun; his simple j.hk, HK xx HP DP combo deals 43/64 stun vs average health characters, and his mashable neutral throw can do 20 stun if mashed as fast as possible for 6 hits
  • Awesome high-low mixups, insane frame data to enable them, insane damage to discourage the opponent from fighting back vs high/low/throw
  • Many great anti airs
  • Fastest meter gain via whiffing in the game, via 5HK/MP/6MK
  • 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
  • Several of his mixup options are more limited or unavailable if the opponent is not cornered