Street Fighter 3: New Generation/Dudley

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.

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
  • Example 1
  • Example 2
  • Example 3
  • Example 4
  • Example 1
  • Example 2
  • Example 3
  • Example 4
Dudley
NG Dudley Portrait Art.png
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.

  • "ch": Chain cancel (into itself or another light attack), refer to description for options.
  • "self": Self-only chain cancel. Much more restrictive than a standard chain cancel.
  • "tc": Target combo, refer to description for options. Successive attacks in a target combo may warrant their own move entry.
  • "dash": Grounded dashes.
  • "sj": Super jump.
  • "sp": Special move.
  • "su": Super Art.
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
Stand LP
Lp.png
(dudleylp).gif
Startup Active Recovery Hit Cr. Hit
3? 2? 6? 3? 3?
Damage Stun Attack Parry Block
3? 3? - A? 3?
  • Cancel options: self ch sp su?
5MP
Stand MP
Mp.png
(dudleymp).gif
Startup Active Recovery Hit Cr. Hit
3? 2? 10? 2? 4?
Damage Stun Attack Parry Block
10? 9? - H? 1?
  • Cancel options: sp su?
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
5HP
Stand HP
Hp.png
(dudleyhp).gif
Startup Active Recovery Hit Cr. Hit
7? 3? 17? 1? 3?
Damage Stun Attack Parry Block
24? 13? - H? -1?
  • Cancel options: su?
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
5LK
Stand LK
Lk.png
(dudleylk).gif
Startup Active Recovery Hit Cr. Hit
5? 2? 8? 2? 2?
Damage Stun Attack Parry Block
5? 3? - A? 2?
  • Cancel options: sp su?
5MK
Stand MK
Mk.png
(dudleymk).gif
Startup Active Recovery Hit Cr. Hit
5? 3? 13? 2? 2?
Damage Stun Attack Parry Block
14? 11? - H? -
  • 8 kara range?
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
5HK
Stand HK
Hk.png
(dudleyhk).gif
Startup Active Recovery Hit Cr. Hit
5? 3? 12? 6? 8?
Damage Stun Attack Parry Block
21? 13? - H? 4?
  • Cancel options: sp su?
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?




Command Normals

6LP
Slipping Jab
Fwd LP
F.png+Lp.png
(dudleyflp).gif
Startup Active Recovery Hit Cr. Hit
4? 2? 8? 1? 1?
Damage Stun Attack Parry Block
4? 3? - A? 1?
  • Cancel options: self sp su?
  • 12 kara range?
6MP
Stomach Blow
Fwd MP
F.png+Mp.png
(dudleyfmp).gif
Startup Active Recovery Hit Cr. Hit
8? 5? 10? - 1?
Damage Stun Attack Parry Block
14? 5? - H? -1?
  • 10 kara range?
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
6HP
Step Straight
Fwd HP
F.png+Hp.png
(dudleyfhp).gif
Startup Active Recovery Hit Cr. Hit
15? 5? 16? -1? 1?
Damage Stun Attack Parry Block
24? 13? - H? -3?
  • Cancel options: su?
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
6MK
Liver Blow
Fwd MK
F.png+Mk.png
(dudleyfmk).gif
Startup Active Recovery Hit Cr. Hit
5? 2? 9? 3? 3?
Damage Stun Attack Parry Block
17? 9? - H? 2?
  • Cancel options: sp su?
  • 6 kara range?
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
6HK
Dart Shot
Fwd HK
F.png+Hk.png
(dudleyfhk).gif
Startup Active Recovery Hit Cr. Hit
12? 4? 16? - 2?
Damage Stun Attack Parry Block
19? 7? - H? -2?
  • 11 kara range?
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?




Crouching Normals

2LP
Crouch LP
D.png+Lp.png
(dudleyclp).gif
Startup Active Recovery Hit Cr. Hit
3? 1? 9? 1? 1?
Damage Stun Attack Parry Block
3? 3? - A? 1?
  • Cancel options: self ch sp su?
2MP
Crouch MP
D.png+Mp.png
(dudleycmp).gif
Startup Active Recovery Hit Cr. Hit
4? 2? 9? 3? 4?
Damage Stun Attack Parry Block
12? 7? - A? 2?
  • Cancel options: sp su?
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
2HP
Crouch HP
D.png+Hp.png
(dudleychp).gif
Startup Active Recovery Hit Cr. Hit
7? 4? 13? 2? 2?
Damage Stun Attack Parry Block
23? 13? - A? -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
2LK
Crouch LK
D.png+Lk.png
(dudleyclk).gif
Startup Active Recovery Hit Cr. Hit
4? 1? 10? - -
Damage Stun Attack Parry Block
5? 3? - L? -
  • Cancel options: self ch sp su?
2MK
Crouch MK
D.png+Mk.png
(dudleycmk).gif
Startup Active Recovery Hit Cr. Hit
9? 3? 22? D? D?
Damage Stun Attack Parry Block
10? 3? - L? -12?
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
2HK
Crouch HK
D.png+Hk.png
(dudleychk).gif
Startup Active Recovery Hit Cr. Hit
15? 3? 21? D? D?
Damage Stun Attack Parry Block
17? 3? - L? 1?
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?




Jumping Normals

  • Dudley's jump normals do not change during angled jumps
j.LP
Jump LP
U.png+Lp.png
(dudleyjlp).gif
Startup Active Recovery Hit Cr. Hit
4? 4? - - -
Damage Stun Attack Parry Block
7? 9? - H? -
j.MP
Jump MP
U.png+Mp.png
(dudleyjmp).gif
Startup Active Recovery Hit Cr. Hit
5? 4? - - -
Damage Stun Attack Parry Block
12? 13? - H? -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
j.HP
Jump HP
U.png+Hp.png
(dudleyjhp).gif
Startup Active Recovery Hit Cr. Hit
8? 3? - - -
Damage Stun Attack Parry Block
21? 15? - H? -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
j.LK
Jump LK
U.png+Lk.png
(dudleyjlk).gif
Startup Active Recovery Hit Cr. Hit
4? 17? - - -
Damage Stun Attack Parry Block
7? 5? - H? -
j.MK
Jump MK
U.png+Mk.png
(dudleyjmk).gif
Startup Active Recovery Hit Cr. Hit
5? 13? - - -
Damage Stun Attack Parry Block
10? 7? - H? -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
j.HK
Jump HK
U.png+Hk.png
(dudleyjhk).gif
Startup Active Recovery Hit Cr. Hit
12? 4? - - -
Damage Stun Attack Parry Block
16? 9? - H? -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?




Target Combos

None
f.LP > MP
Startup Active Recovery Hit Cr. Hit
- - - - -
Damage Stun Attack Parry Block
- - - - -
None
f.LP > MP > MK
Startup Active Recovery Hit Cr. Hit
- - - - -
Damage Stun Attack Parry Block
- - - - -
None
cr.LK > st.MK
Startup Active Recovery Hit Cr. Hit
- - - - -
Damage Stun Attack Parry Block
- - - - -




Throws

LPLK (mash)
Liver Crusher
Neutral Throw
Lp.png+Lk.png (mash)
(dudleylct).gif
Startup Active Recovery Hit Cr. Hit
2? 1? 21? - -
Damage Stun Attack Parry Block
19? 22? - - -
  • 20 throw range?
4LPLK
Dynamite Throw
Throw
B.png/F.png+Lp.png+Lk.png
(dudleydttr).gif
Startup Active Recovery Hit Cr. Hit
2? 1? 21? - -
Damage Stun Attack Parry Block
21? 12? - - -
  • 20 throw range?




Universal Overhead

MPMK
Jumping Elbow
Universal Overhead
Mp.png+Mk.png
(dudleyoh).gif
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
Jet Uppercut
DP
Dp.png+P.png
(dudleyjup).gif
Lp.png/Mp.png/Hp.png
LP Startup Active Recovery Hit Cr. Hit
4? 8? 29? - -
Damage Stun Attack Parry Block
24? 17? - A? -23?
  • Cancel options: su?
  • Self meter gain: Whiff: 3, Hit: 21, Block: 15.?
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.?
MP Startup Active Recovery Hit Cr. Hit
4? 16? 28? - -
Damage Stun Attack Parry Block
28? 19? - A? -30?
  • Cancel options: su?
  • Self meter gain: Whiff: 3, Hit: 21, Block: 15.?
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.?
HP Startup Active Recovery Hit Cr. Hit
3? 21? 32? - -
Damage Stun Attack Parry Block
31? 20? - A? -38?
  • Cancel options: su?
  • Self meter gain: Whiff: 3, Hit: 22, Block: 16.?
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.?
41236P
Machine Gun Blow
Hcf.png+P.png
(dudleymgb).gif
Lp.png/Mp.png/Hp.png
LP Startup Active Recovery Hit Cr. Hit
8? 8? 18? - -
Damage Stun Attack Parry Block
19? 7? - H? -3?
  • Self meter gain: Whiff: 3, Hit: 20, Block: 14.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
MP Startup Active Recovery Hit Cr. Hit
15? 10? 24? - -
Damage Stun Attack Parry Block
22? 7? - H? -9?
  • Self meter gain: Whiff: 3, Hit: 21, Block: 15.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
HP Startup Active Recovery Hit Cr. Hit
17? 13? 30? - -
Damage Stun Attack Parry Block
27? 9? - H? -15?
  • Self meter gain: Whiff: 3, Hit: 23, Block: 17.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
41236K
Ducking Rush
Ducking
Hcf.png+K.png
(dudleyduck).gif
Startup Active Recovery Hit Cr. Hit
- - - - -
Damage Stun Attack Parry Block
- - - - -
41236K > P
Ducking Straight
Ducking > P
Hcf.png+K.png > P.png
(dudleyduckst).gif
Startup Active Recovery Hit Cr. Hit
21/20/22? 4? 19? - -
Damage Stun Attack Parry Block
28? 17? - H? -7?
  • Cancel options: su?
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
41236K > K
Ducking Upper
Ducking > K
Hcf.png+K.png > K.png
(dudleyduckup).gif
Startup Active Recovery Hit Cr. Hit
20/19/21? 4? 25? - -
Damage Stun Attack Parry Block
30? 11? - H? -12?
  • Cancel options: su?
  • Self meter gain: Whiff: 3, Hit: 20, Block: 11.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
63214P
Cross Counter
Counter
Hcb.png+P.png
(dudleycrco).gif
Lp.png/Mp.png/Hp.png
LP Startup Active Recovery Hit Cr. Hit
2? - - - -
Damage Stun Attack Parry Block
- - - A? -
  • If inputted with HCB,F+P, it can be kara-canceled into another punch due to an input bug?
MP Startup Active Recovery Hit Cr. Hit
2? - - - -
Damage Stun Attack Parry Block
- - - A? -
  • If inputted with HCB,F+P, it can be kara-canceled into another punch due to an input bug?
HP Startup Active Recovery Hit Cr. Hit
2? - - - -
Damage Stun Attack Parry Block
- - - A? -
  • If inputted with HCB,F+P, it can be kara-canceled into another punch due to an input bug?
63214K
Short Swing Blow
Sway Punch
Hcb.png+K.png
(dudleyssb).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Hit Cr. Hit
17? 3? 13? 2? 4?
Damage Stun Attack Parry Block
33? 19? - H? 0?
  • Cancel options: su?
  • Self meter gain: Whiff: 3, Hit: 17, Block: 12.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
MK Startup Active Recovery Hit Cr. Hit
20? 3? 13? 2? 4?
Damage Stun Attack Parry Block
33? 19? - H? 0?
  • Cancel options: su?
  • Self meter gain: Whiff: 3, Hit: 17, Block: 12.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
HK Startup Active Recovery Hit Cr. Hit
23? 3? 13? 2? 4?
Damage Stun Attack Parry Block
33? 19? - H? 0?
  • Cancel options: su?
  • Self meter gain: Whiff: 3, Hit: 17, Block: 12.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?




Super Arts

236236P (SA1)
Rocket Uppercut
SA1
Qcf.pngQcf.png+P.png (SA1)
(dudleysa1).gif
Startup Active Recovery Hit Cr. Hit
1? 40? 31? - -
Damage Stun Attack Parry Block
63? 10? - A? -
236236P (mash P) (SA2)
Rolling Thunder
SA2 (Mash)
Qcf.pngQcf.png+P.png (mash P.png) (SA2)
(dudleysa2).gif
Startup Active Recovery Hit Cr. Hit
2? 17? 20? - -
Damage Stun Attack Parry Block
60? 13? - H? -
236236P (hold PPP) (SA2)
Rolling Thunder (Hold)
SA2 (Hold)
Qcf.pngQcf.png+P.png (hold 6+PPP)
(dudleysa2).gif
Startup Active Recovery Hit Cr. Hit
2? 17? 20? - -
Damage Stun Attack Parry Block
60? 13? - H? -
  • Dudley will continue Ducking toward the opponent, extending the range of SA2 at the cost of startup time?
236236P (SA3)
Corkscrew Blow
SA3
Qcf.pngQcf.png+P.png (SA3)
(dudleysa3).gif
Startup Active Recovery Hit Cr. Hit
1? 10? 24? - -
Damage Stun Attack Parry Block
46? - - H? -
  • Higher strength versions travel farther (1st active frames all have the same range)
    - The LP version can be useful for anti-airing since it's less likely to go under the opponent?

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