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

Dang, I wrote that move off so quick! That’s awesome though since I didn’t know it would actually stuff the shoto crouch forward.

If I could take a video of it, I would because it’s not even hitting the foot. It’s like reaching over the foot and hitting Ryu’s body when he dips.

Ken’s crMK must be different, seems to hit further because f. MP isn’t working as well and I can’t hit it with overhead.
Akuma’s is like Ken’s.

It’s really good for hitting them after it whiffs.

i find CC useful for AA people with high priority jump ins vega’s jumping fierce (with claw) chun and ken’s roundhouse

I don’t bother with it in that kind of situation since st. forward is so good at anti-air, and I’m only going to ex cross counter if I use it. If it’s against a normal jump-in, I might as well use ex jet uppercut for similar effect, same meter, and no damage to Dudley.

Dudley is able to cross-up with his j.lk after a hard knock down.

It’s difficulty depends on the general size of the character and if they character has a habit of blocking high or low.

If the character is larger, generally they can be cross-uped easily regardless if they are standing or crouching. If they are smaller, your best bet is to try it only if they’re crouching.

My hypothesis as to why it works.

When you get a knockdown and your character is getting up, there is a small amount of time that they are forced to stand all the way up, then whatever direction you input the character will move. The cross-up takes advantage of this in such a way that you cross over them in the last few frames of them forced to stand up [It may only be 1 frame, but I’m not sure, in that case difficulty ramps up, but it’s still see-able] and then if they crouch it makes it easier for the j.lk to hit them. If they stand it’s a little more difficult.

How to do it:

Get knock down > adjust spacing [as an example, if you get a knockdown right next to the character, take a step forward, that’s the distance you want] > wait a moment > jump c.lk > follow-up.

If you don’t adjust the spacing, chances are you won’t cross-up [built-in guess possibility for your opponent if they don’t realize it.

It’s probably known and I just wasted my time, but just in case.

I don’t know if I’m the only one who didn’t know this, but according to frame data, the forward throw does 60 more stun than back throw!

I really wish Dudley’s Jet Upper attacks had more of a hitbox over and behind his head. So many times I’ve tried to early AA and all I get is the enemy sailing over and landing behind me.

Just do lp jet upper, that doesn’t go very far.

That’s the only one I use for AA.

Overhead link into Ultra?

I was looking at the frame data in the SRK wiki for dart shot cause I’ve found it as a great poke during my mixups (no duh! i know…) and saw that it’s +4 on hit and has 4 active frames… does this mean that a meaty overhead will give 8 frames? (enough to link in ultra?) and i read that CH hp/hk gives +4… would that mean that CH f+hk can give 8-12 frames to do whatever i want?
is it advisable to learn/practice this link… I found myself using Rolling Thunder more often
(due to the way it can punish things soo well… AND -17 on block… better than CC I’ll tell you that!)
and any other way to connect this ultra is welcome by me.

Meaty counter hit overhead is +10 at most. So yes link into ultra is possible. But not on just meaty, or just counter-hit, it has to be both or you’ll end up a frame short.

It’s not worth doing. It’s harder to time than just linking a move like st.roundhouse and you do less damage, build less meter, build less stun, etc.

I don’t think it’s actually possible to get a wake-up meaty counter-hit unless they do a reversal. Like, I don’t think you can meaty counter-hit someone out of a throw tech or anything like that.

Overhead can only be +7 just as a meaty. It already hits on the first active frame, so if you make it hit on the last active frame it’s 3 frames meaty so an additional +3.

Funnily enough I can’t do this myself…
I set Juri to do cr.mk (turbo) and i just tried my best to hit her out of it and land the ultra… I can’t get any success.
I used cr.mk cause it’s the sort of spacing i use my OH at NOTE: the range is sometimes soo far that even the target combo wont connect :frowning:

Guys, i think CH overhead doesn’t gain any aditional frame advantage at all, precisely to avoid CH overhead ~ ultra.i cannot, for example, link even a st.lk aftet CH overhead.
Capcom does some stupid shit to prevent retarded combos (just for some of the cast).I think, by some testing i did, that vega ,while being cornered, cannot activate U1 while having frameadvantage, because U1 has 2f startup,and that would make cr.jab ~ cr.jab ~ U1 possible, and being that Vega=/= Rufus,Ryu,Balrog, he cannot have beyond reality stupid stuff.
Oh, also, isn’t it weird that you cannot do , for example, HP jet upper on a standing opponent and fadc the second hit, but you CAN do something like corner EX MGB ~ hp jet upper xx FADC ~ sweep, whatever?

-17 on block may as well be -27 on block anyway, the difference is negligable.

Rolling Thunder (Ultra 1) does not hit opponents consider airborne at all. I tried it on Lvl 2 FA crumple when they hit their knees and off a EX SSB FADC for the free juggle and RT whiffed in each case. No resets, no anything, Dudley just swinging his arms, missing.

I figured that out a while ago, and that was one of the reasons why I almost flat-out dropped U1. Doesn’t that suck?

Not really, I don’t have to worry about doing it too early and getting a reset now.

I’ve been using Rolling Thunder against shotos recently to try & improve my reaction times, but on a couple of occasions the first punch of RT has hit & the rest has been blocked - is this a spacing thing or a timing thing? Was I too far or too late?