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

Dudley told him to sit down, and then forced compliance.

Not sure what actually happens. Have you tried to replicate it?

I’ve done that to (non-ex) flash kicks a couple times.

is it possible/viable to hit confirm c.lk, s.mk target combo into dp? the special cancel window for that target seems pretty tight and i feel like i have to commit to it before i can confirm the hit.

While I personally think that Dudley’s target combos are useless since he can link into st. roundhouse, you could do a crouch short and then link into the target combo from that. If you’re going to be doing that though, link the crouch short to a crouch jab and then a st.roundhouse.

I just went into training and ran some tests…seems you can do the same thing to Ryu’s Tatsumaki. I also tried it vs. Sagat’s Tiger Knee, but no luck. I’m wondering if Dee Jay’s EX Dread kick is considered airborne for the first few frames, because I get the impression that the sudden knockdown only works when the opponent is not touching the ground. But that wouldn’t explain the overhead not working against TK’s.

I just went into training and ran some tests…seems you can do the same thing to Ryu’s Tatsumaki. I also tried it vs. Sagat’s Tiger Knee, but no luck. I’m wondering if Dee Jay’s EX Dread kick is considered airborne for the first few frames, because I get the impression that the sudden knockdown only works when the opponent is not touching the ground. But that wouldn’t explain the overhead not working against TK’s.

EDIT: I just tried using the overhead against a bot doing an angled jump, and you can indeed knock them down when they’re on the way down. It’s a little harder hitting them on the way up, if it’s even possible.

I think I’m going to start using SSB as part of a cr. LP/cr. MP > LP MGB pressure game I’ve been using. Basically, after the opponent blocks the MGB, I could either follow up with another cr. MP, go for a throw, an overhead, or SSB if I think they’re gonna try to attack after the MGB.

I notice on this site:

http://www.exceedgaming.com/SuperSFIV/Dudley/DudleyGuide.html

…that Dudley’s various CCs have a different active duration depending on the strength used. Assuming that is accurate, is there any difference between the strengths otherwise, and if not, any particular reason why you’d want to use any strength aside from the HP version (shortest duration so less likely to be punished if whiffed?)

Sagat’s tiger knee is considered grounded a HUGE period of time.Try that by fadcing.You can fadc it while it’s still in air.The light kick version at least is grounded like the whole time.That’s why overhead knockdown probably doesn’t work on it.Grouded too much of the time.

The lp version has more active frames so you can mix up the speed at which they can punish you during your recovery. For example, Sim might see you do hp CC and punish you on reaction with s.hp. But then if you do the lp version he’ll just get hit when he tries to punish you.

Obviously if they start punishing with lows or throws this all falls apart.

I once saw that dhalsim’s j.hp beat CC.Dhalsim’s arms hit dudley’s legs though, so does that mean that CC goes by a hitbox principle, not a type-of-move one? Like if you can make a jumping attack hit low, will it hit CC?I heard Dudley’s overhead also beats CC,although it’s not a low hitting attack, quite the opposite, an overhead lol.

Okay yeah that means my example was bad. But the point was that changing the version makes it harder to punish.

Gouken’s counter works based on hitbox. So if you make a jumping attack like a dive kick hit really low it won’t work on a high counter. I think Dudley’s works the same way considering it won’t counter f.hk just like Gouken’s high counter won’t.

The little silver line that Dudley leaves as he does his cross counter seems to mark his range, expanded to his height. So it hits most crossovers, but I’ve had it whiff on Sim’s j.HP before. I don’t know whether he was too high for it to hit or too far away. Probably the former.

Dudley’s overhead beats CC clean, and so will probably any other high/mid/overhead/jump attack that hits below the belt. How undignified.

I’ve had deep cross-ups beat CC clean.

Isn’t that more because it was deep rather than because it was a cross-up, though? Or do you mean CC activated and whiffed?

Activated and whiffed.

Um…So i got that hitbox data that has been leaked, figured, Hey, I should make a hitbox thread, to find out like for example how much invincibility does his EX DP have.Problem: the guy who recorded that, didnt FUCKING RECORD ANY SPECIAL MOVE besides MGB.I mean who cares about the bitbox on MGB.We know it hits, we know the ranges.Instead of giving short swing blow, ducking, CC, and DP hitboxes, only MGB.Didn’t he figure out he has MORE than 1 special move?Like seriously?Even Guile has 2.Gah it pisses me off so much.Other chars have complete hitbox data for everything.He even recorded some nomrals “close”, because i guess he though they were different from the far version.So instead of recording the same nomrals TWICE, couldn’t the effort go into EX DP or sum shit?He said something like he tried to record everything, but the time was small.Ok, it could have been, but really, ONE EFFIN special move?Start > Character move list is your best friend when you don’t know moves.So pissed…

You can cross up Hakan with j.lk,j.mk, or j.hk. J.hk is really easy in the corner.

I don’t know if this was posted anywhere in the thread, but I stumbled upon a frame data page if you want to put that in the frame data spoiler. It’s from the Prima Strategy guide. http://www.levelup-series.com/cicada/SSF4_DudleyFrames.pdf

i actually did that awhile ago, but i guess it didn’t save correctly. It was during some srk maintenance.

I was thinking of transcribing it into a chart so you don’t have to load the pdf. I’ll get to it eventually. Thanx for reminding me though.