Dudley's Overview and Analysis of his Moveset and its Attributes

People can always change their guard before they get hit. But then you can just delay your lows. Meaty overhead obviously can’t be blocked by delayed standblock.

I don’t know exactly what you mean if I didn’t answer your question.

Ok, consider you’re waking up after getting knocked down by a Dudley. Since, the overhead is slower than a low poke like crouch short you being crouch blocking, but being aware of the overhead you wake up switching between crouch block, stand block, and back to crouch block. A situation like that. It’s probably not a factor and I just play too much Tekken.

Because the overhead will be meaty it will hit them on the first frame of the opponent’s wakeup, the same as the low. You start the overhead earlier than the cr.lk so it will come out at the same time.

If they are switching their guard in a blockstring it’s all about timing your overhead/low so that they switch too early or late.

So, on IPlayWinner, the tier list puts Dudley at C.

Look at those matchups, am I the only one who thinks that’s way lower than it should be?

The fireball 4’s I have some questions about, but that may actually be true, but the Ibuki one makes no sense to me.

Yeah sure, Dudley and Cody being close to the worst in the game, and Rose being the worst tier now.Yeah…No.that’s insanely wrong.Abel was like mid-high, but some tier had him E tier or some shit, and now jsut because of a new ultra he’s the best in the game?Also how is now Blanka sudenly BETTER THAN SAGAT??! LOL
Just don’t even look at the horrible tier lists that are posted right now.Actually you shoudn’t look at tier lists at all.

I don’t remember if this was mentioned, but you can Focus the Rolling Thunder. Just let go of focus as soon as you get hit.

And I’ll get right back to finishing that list of moves that can be cross countered.

Anyone have a setlist of what Dudley can successfully use a meaty u2 on?
ie: knockdown down Ryu, Dudley does ultra 2 for chip (or whatever)
Ryu does:
|- shinso: which wins?
|- ex dp:?
|- regular dp: Dudley hits.
|- etc.

I know early u2 works too, to stop people from jumping out.

Jap Frame Data Guide Notes for Dudley’s Moves

Someone needs to verify these as they seem wrong. it could be my poor japanese reading skills.

Both Eventhubs Frame data and the Jap Guide says s.lk, s.mk target combo is +1 on hit, but have so much time to link in s.lp/c.lp so either the book is wrong or there’s something else going on.

I’ll try and transcribe all of the notes and frame data from the Jap Guide this weekend. Here some of the notes for the specials.
There are some pretty complex notes for Cross Counter, and addition notes for the moves below that I haven’t figured out what it means yet. Hopefully I can piece it together.

Jet Upper:
lp: 1-7 throw inv, 7~ airborne
mp: 1-7 throw inv, 7~ airborne
hp: 1-6 throw inv, 6~ airborne
ex: 1-5 Inv 6~ airborne (the 6 is not a typo)

Short Swing Blow:
lk: 1-9 throw inv
mk: 1-11 throw inv
rh: 1-13 throw inv
ex: 1-23 throw inv.

Ducking:
lk 1-13 projectile inv
mk 1-14 projectile inv
rh 1-17 projectile inv

Ducking Upper:
frame 1-5 has hit and projectile inv.

Thunder Bolt:
regular: 1-9 hit Inv, 10-42 airborne
ex: 1-9 full inv, 10-42 airborne

Super:
1-9 inv

U1 - Rolling Thunder:
1-9 Inv, 10 Projectile Inv

U2 - Corkscrew Cross:
1-9 Inv

Jap Guide also says both ultras are 1+7 instead of 1+8.

Whoa thanks alot for those numbers.Regarding the lk mk target combo, are you sure it doesn’t say about **CR.**lk xx st.mk target combo being +1, not st.lk xx st.mk?

yea, i double checked. In the book, both are listed, and both say -2 on block, +1 on hit. Maybe it was a copy paste job that got missed when they compiled the data. There’s absolutely no way the frame data for s.lp s.mk to be +1 on hit.

didn’t know his normal jet uppers were throw invuln. big information for me.

LP uppercut those tech attempts lol

I’ve been trying to test doing j.hk, land, U2. I’m thinking the hit stun from j.hk will be enough to force the opponent to block the U2.

it’s worked so far…

i would test everything that i’ve posted there, because parts of frame data in the jap guide has already been proven incorrect.

i know i’ve been thrown out of some short swing blows, but then again it’s likely the way i’ve timed it and they’re throwing me outside of the inv frames.

short swing blow sucks… do you have any setups?

it doesn’t even punish whiff moves and a lot of whiff throws. They just recover in time, or poke me out of the short swing blow.

You’ve been thrown out of it because it is a terrible move and it certainly isn’t throw invulnerable on the slide back. What I want to know is at what part of the slide back does Dudley decide to punch.

s.lk xx s.mk is +4 on hit. S.hk combos and cr.mp doesn’t. However I have no idea what it is on block.

And I know for sure that I’ve been hit on startup during ex-bolt.

Good news! So we all know about f.mk OS hp Jet Upper, right? The problem is that not all characters are caught by the OS - some backdash too far to get hit by the Upper. However, mp Jet Upper has better range than hp! I figured this out because humbag posted the combo cr.hp -> s.hk xx mp jet upper, and hp jet upper just whiffs in that combo. Anyways, even Chun Li gets caught by the OS if you do mp Jet Uppercut. However, it is possible to have an OS MP uppercut that will whiff on good backdashes. I think it’s the timing of the mp rather than the f.mk that makes it work because on my recording where it works I can’t cr.lp on my wakeup before I get hit by f.mk, so that means that it’s pretty close to a real meaty. So you have to do the OS input as late as possible in order for this to work.

However OS ultra 2 just isn’t fast enough to catch people. I’m guessing ultra 1 would work.

Love the mp jet upper info. i was wondering if i was just doing the HP jet upper OS with improper timing.

Both Dudley’s ultras have the same startup.

Yeah I just tested and ultra 1 doesn’t work either.

Ultra 1 isn’t a good idea for OS backdash; best thing that can happen is if you catch them at the end of their animation or else you’ll hit them once while they’re in the air or they block.