If you would like something added to this thread, PM me, or post it in this thread. I may have left out important things that someone new to Dudley might want to know. Please do not hesitate to help make this thread as helpful to new players as possible.
Now, onto the Moveset:
Command Normals:
Slipping Jab: :r: + :lp:
Stomach Blow: :r: + :mp:
Kidney Blow: :r: + :mk:
Step Straight: :r: + :hp:
Dart Shot: :r: + :hk:
Target Combos:
1: :r: + :lp:, :mp:
2: cr.:lk:, :mk:
3: :r: + :hk:, :mk:
4: :lp:, :mp:, :mk:
5: :mp: or :r: + :mk:, :mk:, :hp:
**6: **cr.:lk:, :d: + :mp:, :d: + :hp:
7: :mk:, :hk:, :hp:
8: :lk:, :mk:, :mp:, :hp:
Specials:
Jet Upper: :dp: + :p: EX
Machine Gun Blow: :hcf: + :p: EX
Cross Counter: :hcb: + :p: EX
**Short Swing Blow: **:hcb: + :k: EX
Duck: :hcf: + :k:
Duck, Ducking Straight: :hcf: + :k:, :p: Armor Breaking
Duck, Ducking Upper: :hcf: + :k:, :k:
Thunderbolt: Charge :d:, :u: + :k: EX
Victory Rose: :d: + :hp::hk:
Super:
Rocket Upper: :qcf::qcf: + :p:
Ultras:
Rolling Thunder: :qcf::qcf: + :3k:
Corkscrew Cross: :qcf::qcf: + :3p: Armor Breaking
Dudley Frame Data:
Spoiler
[SPOILER=Standing Normals:]
Name[]Damage[]Stun[]Meter Gain[]Startup[]Active[]Recovery[]Adv. Block[]Adv. Hit
Stand Light Punch 20 50 20 3 2 6 +3 +6
Stand Medium Punch 60 100 40 4 2 9 +3 +6
Stand Hard Punch 130 200 60 6 6 16 -4 0
Stand Light Kick 40 50 20 5 2 10 -1 +2
Stand Medium Kick 65 100 40 6 5 10 -1 +2
Stand Hard Kick 80 160 60 4 3 18 -3 +2
Crouching Normals:
Spoiler
Name[]Damage[]Stun[]Meter Gain[]Startup[]Active[]Recovery[]Adv. Block[]Adv. Hit
Crouch Light Punch 20 50 20 3 2 7 +2 +5
Crouch Medium Punch 60 100 40 5 2 11 -1 +4
Crouch Hard Punch 120 200 60 8 4 15 -1 +4
Crouch Light Kick 30 50 20 4 4 6 +1 +4
Crouch Medium Kick 70 100 40 10 3 17 -6 -
Crouch Hard Kick 100 120 60 14 4 22 -8 -
Jumping Normals:
Spoiler
Name[]Damage[]Stun[]Meter Gain[]Startup[]Active[]Recovery[]Adv. Block[]Adv. Hit
Jump Up Light Punch 40 50 20 4 3 - - -
Jump Up Medium Punch 70 100 40 5 5 - - -
Jump Up Hard Punch 120 200 60 8 3 - - -
Jump Up Light Kick 40 50 20 4 10 - - -
Jump Up Medium Kick 60 100 40 5 8 - - -
Jump Up Hard Kick 90 200 60 11 5 - - -
Jump Toward Light Punch 40 50 20 4 5 - - -
Jump Toward Medium Punch 70 100 40 5 3 - - -
Jump Toward Hard Punch 120 200 60 6 4 - - -
Jump Toward Light Kick 40 50 20 4 16 - - -
Jump Toward Medium Kick 60 100 40 5 12 - - -
Jump Toward Hard Kick 110 200 60 9 10 - - -
Command Normals:
Spoiler
Name[]Damage[]Stun[]Meter Gain[]Startup[]Active[]Recovery[]Adv. Block[]Adv. Hit
Slipping Jab (F+LP) 25 50 20 5 2 1 -2 +2
Stomach Blow (F+MP) 80 100 40 9 4 10 0 +3
Kidney Blow (F+MK) 100 100 40 8 2 9 +3 +5
Step Straight (F+HP) 130 200 60 13 7 13 -2 +2
Dart Shot (F+HK) 80 100 60 15 4 15 -1 +4
Target Combos:
Spoiler
Name[]Damage[]Stun[]Meter Gain[]Startup[]Active[]Recovery[]Adv. Block[]Adv. Hit
f.lp - mp 30 50 40 4 2 14 -2 +1
cr.lk - mk 30 50 40 4 3 13 -2 +1
f.hk - mk 30 50 40 4 4 13 -3 0
lp - mp 30 50 40 4 2 11 +1 +4
lp - mp - mk 30 50 40 4 3 13 -2 +1
mp or f.mk - mk 30 50 40 4 3 13 -2 +1
mp or f.mk - mk - hp 40 50 60 4 3 17 -2 +1
cr.lk - cr.mp 30 50 40 4 2 16 -4 +1
cr.lk - cr.mp - cr.hp 40*47 50*50 50*70 4 1*3 16 -1 +2
mk - hk 40 50 60 4 3 16 +1 +3
mk - hk - hp 20*20 50*50 50*70 4 1*3 16 -1 +2
lk - mk 30 50 40 4 3 13 -2 +1
lk - mk - mp 30 50 40 4 2 12 +1 +3
lk - mk - mp - hp 20*20 50*50 50*88 4 1*3 16 -1 +2
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A Note on Dudley’s Input regarding Half-Circle Motions:
Spoiler
Dudley is one of the few characters in ssf4 with half-circle :hcf: inputs. If you played sf4, you may be only be used to quarter-circle :qcf: or charge characters.
You may already know that :dp: + :p: and :df::df: + :p: yield the same dragon punch. This is the shortcut system in sf4 aiding players to make inputs easier. These shortcuts also exist for half-circle motions.
With half-circle motions, the shortcut system in sf4 and ssf4 allows you to :db::qcf: and :df::qcb: instead of :hcf: and :hcb: respectively. This is helpful for when you want to cancel a crouching normal into a special requiring half-circle inputs.
NOTE: This specific shortcut only works with half-circle forward :hcf: motions for Dudley. It will not work to shortcut Dudley’s half-circle back :hcb:. Strangely, it will work for Dhalsim’s :hcb: motions, but not Dudley
For example, if you wanted to cancel a crouching normal into a half-circle motion special without the shortcut system in ssf4, it would look like this:
[SPOILER=Cr.MP xx lp MGB with NO Shortcut]
:db:+:mp: :l::db::d::df::r:+:lp:
Training Mode Input:
:r::lp:
:df:
:d:
:db:
:l:
:db::mp:
You would need to start at :db:, go to :l:, then again to :db: and around for the half-circle motion:
In this example, the shortcut system is used to eliminate the need to :db::l::db:
Cr.MP xx lp MGB WITH Shortcut
Spoiler
:db:+:mp: :d::df::r:+:lp:
Training Mode Input:
:r::lp:
:df:
:d:
:db::mp:
You can even end :db::qcf: and :hcf: with :uf: as well as ending :df::qcb: and :hcb: with :ub: and pressing a button before you jump. This is useful due to some people having the problem of pressing a punch or kick too early in their half-circle motion.
Common input error of pressing punch/kick early
Spoiler
:hk::l::db::d::df: + :2p: :r:
Training Mode Input:
:r:
:df::2p:
:d:
:db:
:l:
:hk:
This is what it looks like in training mode when you press the punch or kick before you complete the full half-circle motion. in this example, the EX Machine Gun Blow would not have been cancelled into from the s.:hk:.
Because of this input error people have. People end their half-circle inputs with another 45 degrees of motion to make up for their early button presses.
:hcf::uf: + :p: and :hcb::ub: + :p: would be the inputs used for these people.
You can even use a combination of the aforementioned shortcuts and input leniency methods to do the half-circle specials.
Cr.MP xx lp MGB WITH Shortcut AND Input Leniency
Spoiler
:db:+:mp: :d::df::r::uf:+:lp:
Training Mode Input:
:uf::lp:
:r:
:df:
:d:
:db::mp:
Most of all, it’s about finding what is most comfortable for you while in the heat of battle.
Good Gaming Chaps and Keep it Classy.
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