Double Dragon/Dulton

From SuperCombo Wiki

Introduction

Birthplace - Italy

Height - 6' 2" Weight - 213 lbs

Fighting Style - Street Fighting

Interests - Arm Wrestling

POW: 4

SPD: 2

DEF: 5

Strengths Weaknesses
  • Zoning: Dulton's Otoko no Kiaidan is possibly the best fireball in the game, with high damage and a variety of applications.

  • Anti-Zoning: Dulton can blow through any opposing projectiles with his own, or slip right past them with his Otoko no Junk Crash special.

  • Bulky: Dulton has excellent health to compliment his damage. He is perpetually on the positive end of any trade he gets into.

  • Weak Buttons: Dulton has one very good jump-in in J. C, but his other buttons are pretty shoddy. He lacks a sweep entirely and his grounded pokes are mediocre at best.

  • Awkward Inputs: Dulton's specials are a strange mix, requiring motion, charge, and mash inputs. They can be difficult to incorporate into his gameplan with the preparation they require to execute.


Move List Showcase

Normal Attacks

Standing Normals

Far 5A
Dulton5a.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5A 1710 2 - - H/L Yes - -

Good for abare, whiffs on crouchers.


Close 5A
DultonCLa.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5A 1710 4 - - H/L Yes - -

Itty bitty headbutt attack. Also whiffs on crouchers.


Far 5B
Dulton5b.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5B 3420 8 - - H/L Yes - -

Hits at an upwards angle. Can be whiff cancelled, whiffs on crouchers.


Close 5B
DultonCLb.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5B 3420 8 - - H/L Yes - -

Whiffs on crouchers.


Far 5C
Dulton5c.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5C 5130 8 - - H/L Yes - -

Good damage, alright range, and special cancellable. Probably Dulton's best standing button. Whiffs on crouchers.


Close 5C
DultonCLc1.png
DultonCLc2.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5C 5130 14 - - H/L Yes - -

Slow stomp attack. Not an overhead or a low, despite the animation. Damage is good but the lengthy startup makes it kind of hard to use in blockstrings. Worth noting this is Dulton's only standing button that doesn't whiff on crouch.


Far 5D
Dulton5d.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5D 6840 17 - - H/L No - -

Leaping front roundhouse kick. Covers a lot of space and deals alright damage, but whiffs on crouchers and non-cancellable. Has aerial properties and will avoid many lows.


Close 5D
DultonCLd1.png
DultonCld2.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5D 6840 17 - - H/L No - -

Dulton steps back and performs a high back roundhouse kick. An extremely awkward button, has long startup, bad range, and doesn't cancel. The backstep portion can dodge some moves, but this isn't super reliable either. Avoid.


Crouching Normals

2A
Dulton2a.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
2A 1710 2 - - H/L Yes - -

Great crouching jab, has 2f startup and links into itself and 2B.


2B
Dulton2b.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
2B 3420 6 - - L Yes - -

Solid low poke, combos into specials and can be linked into itself and Far 5C.


2C
Dulton2c.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
2C 5130 6 - - H/L Yes - -

Giant anti-air uppercut, Dulton doesn't have a ton of anti-airs so keep this one in mind. Has close to the highest vertical range of any normal attack in the game.


2D
Dulton2d.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
2D 6840 9 - - H/L No KD -

A quick charging tackle. Basically a slide, but unfortunately doesn't hit low like most 2Ds. Lets Dulton score knockdowns without needing to mash or have charge, but otherwise pretty useless.


Aerial Normals

Neutral J. A
Dulton8a.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
8A 1710 4 - - H N/A Variable Variable

A tiny flying headbutt. Bigger hitbox than it looks, but that's really not saying much.


J. A
Dulton79a.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
7/9A 1710 4 - - H N/A Variable Variable

An aerial shoulder tackle(?). Very small horizontal hitbox, but has a small crossup hitbox as well. Range significantly limits its use.


J. B
Dulton789b.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
7/8/9B 3420 8 - - H N/A Variable Variable

Downwards double swing. Decent damage, hits overhead out of a dash so useful for mixups.


J. C
Dulton789c.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
7/8/9C 5130 11 - - H N/A Variable Variable

Dropkick. Awesome button with great range, speed, and crossup potential. Can even cross up smaller crouching opponents during Dulton's dash for some nasty mix.


J. D
Dulton789d.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
7/8/9D 6840 18 - - H N/A Variable Variable

A strong aerial stomp. By far the slowest of Dulton's jump-ins, but has lots of active frames and hits pretty hard.


Command Normals

Far 5BB
Dulton5bb.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5BB 3420 8 - - H/L No - -

Downwards hook. Non-cancellable, so all this really does is get in the way of Dulton trying to combo into Otoko no Pride.


Close 5BB
DultonCLbb.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5BB 5130 5 - - H/L No - -

Back kick followup to Close 5B. Like Far 5BB, can't be special cancelled, not really worth much.


6C
Dulton6C.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
6C 5130 18 - - H No - -

A forward leaping punch. A rare directional command normal, this is extremely valuable as Dulton's only standing overhead. Frame advantage is great too, allows easy combos afterwards by linking into 2B.


Pursuit
2X when opponent is stunned (KD)
Dultonprst.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
2X - 78 - - N/A No KD N/A

Dulton's universal Pursuit attack.


Throws

Driving Punch to Forearm
4/6B
Dultonbcthrow1.png
Dultonbcthrow2.png
Dultonbthrow3.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
4/6B 8190 1 - 0 N/A No KD N/A

Dulton punches the opponent twice, then knocks them away with a forearm strike. Leaves the opponent midscreen, keeps same side.


Driving Punch to Uppercut
4/6C
Dultonbcthrow1.png
Dultonbcthrow2.png
Dultoncthrow3.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
4/6C 9540 1 - 0 N/A No KD N/A

Dulton punches the opponent three times, then knocks them away with an uppercut. Leaves the opponent slightly further than B throw, keeps same side.


Mounted Pounding
4/6D
Dultondthrow1.png
Dultondthrow3.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
4/6D 11610 1 - 0 N/A No KD N/A

Dulton tackles to the ground and repeatedly punches them, ending with a strong stomp. Keeps same side and carries both characters forward. Leaves the opponent the closest of any of Dulton's throws. Best damage and positioning make this Dulton's preferred throw, basically always go for this one.


Air Mounted Pounding
4/6D in air
Dultondthrow1.png
Dultondthrow3.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
4/6D 11610 1 - 0 N/A No KD N/A

Functionally identical to ground version.


Special Moves

Otoko no Kiaidan
236X
Dulton236X1.png
Dulton236X4.png
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
A 236A 4560 23 - - H/L Into - -
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
B 236B 7824 (4560+2364) 37 - - H/L Into - -
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
C 236C 10896 (4560+2364+3072) 51 - - H/L Into KD -
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
D 236D 13776 (4560+2364+3072+2880) 65 - - H/L Into KD -

Dulton focuses his energy, then releases it forward as a spiraling projectile. Stronger versions fire multiple consecutive projectiles, but take far longer to throw. A very strong fireball that defines a lot of Dulton's gameplan. A version works like a standard fireball, but B, C, and D versions can completely blow through anything that collides with them. Most of playing Dulton is just finding the correct situations to use each version, and reaping the rewards of the immense damage they cause. When you have the time for it, great on oki due to their immense chip damage.


Otoko no Pride
Press X Repeatedly
DultonrapidX1.png
DultonrapidX2.png
DultonrapidX3.png
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
A A*5 6894 (1710+5184) 6 - - H/L Into KD -
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
B B*6 8190 (1710+1296+5184) 6 - - H/L Into KD -
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
C C*7 9486 (1710+1296+1296+5184) 6 - - H/L Into KD -
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
D D*8 10496 (1710+1296+1296+1296+4896) 6 - - H/L Into KD -

Dulton advances with multiple flaming punches, ending in a leaping kick. Stronger versions add additional hits, but require additional button presses to trigger. A special with fantastic frame data and damage, but a very awkward input that makes the stronger versions almost impossible to use at all. A and B versions are fairly easy to slot into combos such as after rapid 2As and 2Bs. Good for punishing unsafe moves on block, as the input can be buffered during blockstun.


Otoko no Junk Crash
Hold 4~6X
Dulton46X2.png
Dulton46X4.png
Dulton46X5.png
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
A 46A 8640 (4560+4080) 10 - - H/L Into KD -
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
B 46B 9320 (4560+4760) 12 - - H/L Into KD -
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
C 46C 10000 (4560+5440) 14 - - H/L Into KD -
Version Input Damage Startup Active Recovery Guard Cancel On Hit On Block
D 46D 10680 (4560+6120) 16 - - H/L Into KD -

Dulton charges at the opponent shoulder-first, if the attack connects he puts them in a headlock and slams them to the ground. Stronger versions have slower startup but travel much further. Completely projectile-invincible during forward movement. An anti-zoning and combo ender special, gives really solid damage and is quick to start. Leaves Dulton point blank and easily punishable on block.


Super Moves

Otoko no Jounetsudan
236XX
Dulton236XX1.png
Dulton236XX4.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
236XX 16720 90 - - H/L Into KD -

Dulton charges up for a long time before launching a colossal fireball straight forwards. The strongest single attack in the entire game, but also laughably slow and lacking in invincibility of any kind. Difficult to find a lot of practical use for, deals a lot of chip so you can try to chuck this at your opponent from fullscreen.


Otoko no Burning Fire
Press XX Repeatedly
DultonrapidXX1.png
DultonrapidXX2.png
DultonrapidXX3.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
XX*5 14958 (1710+1296+1296+1296+1224+1224+1152+5760) 14 - - H/L Into KD -

Dulton punches his way forwards while enveloped in fire, ending in a leaping kick. Dulton's only fully invincible attack, travels close to fullscreen. This move is great for breaking out of pressure, but has one fatal flaw in that if it connects with an aerial opponent, they will almost always fall out in the middle of the attack. This leaves Dulton punishable on hit unless the opponent is grounded for the first hit.


The Basics

Combos

Color List

Dd95colorsdulton.jpg

Game Navigation

General
Controls
HUD
System
FAQ
Characters
Abobo
Amon
Billy Lee
Burnov
Cheng-Fu
Dulton
Eddie
Jimmy Lee
Marian
Rebecca
Bosses
Duke
Shuko