Target Combos
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
- j.HK/j.HP > HK xx HP Jet Upper
- MP (or c.MP, or HK, or f.MK) xx Jet Upper
- HK xx EX Machine Gun Blow (All Machine Gun Blow versions will whiff on crouching Chun-Li, Oro, Ibuki, and Elena)
- HK xx EX Machine Gun Blow -> MK Ducking Uppercut/Ducking Straight
- HK xx MK Ducking Upper (Works on Makoto, Yun, and Yang standing or crouching, on all other characters crouching only)
- HK xx 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).
Links are done with SA1/SA3 in mind, SA2 is a frame slower and doesn't combo off of f+HK.
Many of these combos are quite strict. To make the links into super consistent, press HP for 1 frame, followed by releasing HP and pressing MP on the next frame, followed by releasing MP and pressing LP on the next frame, and releasing LP on the last frame. This technique is called pianoing, the goal is to get a consistent string of super inputs on 3+ consecutive frames.
Hit Confirm | Comments |
f.MK (wait) > Super | Surprising range and hits crouching characters, +2 on block. Can be used to poke repeatedly due to forward movement. |
cr.LK xx cr.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. |
f.HK (wait) > Super | Overhead linked into super. Only works if opponent was crouching. |
HK xx MK/HK.Ducking (wait) xx Super | The Ducking command dash must be super cancelled. 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) This is safer vs dash up block than buffering into EX MGB, and can be safer to use in matchups where EX MGB won't combo on crouching hit. |
st.MP/cr.MP xx LK/MK.Ducking (wait) xx Super | The Ducking must be super cancelled early; super can be blocked if super cancel occurs too late. |
LK xx MK (wait) > Super | Can be confirmed off the 2nd hit only, useful in a game without absolute guard. |
MK (wait) > Super | Low pushback, 0 on block |
High j.hk > HP DP/EX DP/Super | This is your main "early timing" jump in, can beat many anti-airs that are safe vs parry. Super works from higher up than DP. Recommended to double tap the HP DP (1f press, 1f release, 1f press, 1f release) or to tap the EX quickly (2f press, release) |