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

Ducking has weird properties, do it against Chun s.hk.

anyone know what moves ppl cant quick get up from besides super? im looking for more unblockable rose setups. (super works but is corner only btw)

Jeesh, i was just saying, dude.Don’t need to threat.For nin-jay now knows that ducking is projectile invincible, which is a good thing.

Thunderbolt, cr.mk vs a grounded opponent, both throws, ultra. Those are the only untechable knockdowns Dudley has.

c.mk, throws, and f.rh vs airborne characters iirc

i had ryu s.rh whiff on my ducking as well.

Wait, ducking goes through chun’s far HK?That’s gold right there for such a horrible matchup.

Why would she ever do the s.roundhouse that has less range than her c.roundhouse if you’re on the ground (since you can’t ducking through the air…)?

Uh I don’t know what alternate reality you’re living in but Chun’s far s.hk hits at half screen against a standing opponent,

Yeah, I don’t know what the hell I was thinking except that I rarely ever see this move come out in a match and it was usually only against a far jump in. Whenever I play against Chun Li and they use roundhouse, it’s always crouching on the ground or jumping for air to air exclusively. For whatever reason I was thinking she had the same standing roundhouse she had in the SF2 series.

Just a random tidbit if it hasn’t been mentioned/known. You can land the full version of Corkscrew Cross on an opponent you hit with a FA when they were airborne (Cuases that spinning away animation). Not that this happens often but it’s nice to be able to do instead of a normal poke for the reset-esque followup.

I just realised when you hit with the overhead, it more or less puts you at the same distance from the opponent you were before doing it.(i think it moves you forward like half a tiny training stage square), but when it’s blocked, it actually moves you forward 3-4 mini squares, almost half a big square.

So I just tested it and I don’t know what you guys where doing but the option select I was using against dash back with cr.jab, cr.jab+rh does work. If they dash back it catches them in their landing frames for the full juggle, I didn’t test the whole cast yet but it at least worked against ryu dash back as well as bison dash back. So that is good to know.

I’m fairly certain this isn’t known.

Dudley’s Cross Counter simply takes the damage he receives adds 60 damage to that, and dishes the resulting amount out to your opponent.

EX Cross Counter adds 50 damage to the damage Dudley receives and adds that to the first hit. The 2nd and 3rd hit only do 50 a piece.

I did EX CC against one gen’s cr.hp.330 damage OH YEAH!!Couldn’t follow up with ultra because i only use rolling thunder lol.

Thanks for the info, this is good to know.

I can confirm this was in the jap book, but I had trouble translating what it was saying.

I thought for a long time and the highest damage thing to counter I could think of was a fully charged HP Makoto Dash Punch while she has super activated.

After looking at the hitbox data and testing it out myself, I don’t think that s.hk is the best anti-air option. I’ve been having a good amount of success with c.hp and if the attack isn’t a cross-up most often you can hit them with a c.hk and follow up with a ducking upper or straight. If they get hit with that, they’ll be reluctant to jump in again, for fear of taking 200 damage.

that’s good to know @ c.hk -> ducking upper/straight

then into ultra/super because dudley likes doing stuff into ultras and supers. what class

Thunderbolt is so horrible. I was trying to use EX TB at the end when the opponent has no health but it pushed them out and the rest of the hits missed after 2 connecting. I think I got the full hits 1 out of like 5 times trying to use it like that.