Here are some combos that I found before Dudley became available to the public. I do not play this game anymore but I am sure these combos can still serve some use. Capcom may have changed his damage out so test it out for yourself.
SFxT Dudley
Keep in mind, this was created before the DLC was available
Corner Meterless
**Overhead combo:**f.hk, st.hk xx lp srk, st.hk xx lk ssb, cr.mp xx mp srk (427 dmg)
**Low hit combo: **cr.lk, st.hk xx lp srk, st.hk xx lk ssb, cr.mp xx mp srk (397 dmg)
**Punish combo:**st.mk>hk, st.hk xx lp srk, st.hk xx lk ssb, cr.mp xx mp srk (451 dmg)
Midscreen Meterless
**Overhead combo: **f.hk, st.hk xx lp srk, hp srk (318 dmg)
**Low hit combo (standing opponent): **cr.lk>mk, st.hk xx hp srk (274 dmg)
**(crouching opponent): **cr.lk>mk xx lp srk, hp srk (258 dmg)
**Punish combo: **st.mk>hk, st.hk xx hp srk (whiffs on crouching opponents) (334 dmg)
Since the last combo whiffs on crouchers, use the overhead combo to punish and maximize damage. Just in case your opponent has an animation that ends with their character crouching that you can punish.
Corner 1 meter combos
**Overhead combo: **f.hk, st.hk xx ex mgb, hk xx hk ssb, cr.mp xx mp srk (467dmg)
**Low hit combo: **cr.lk, st.hk xx ex mgb, hk xx hk ssb, cr.mp xx mp srk (437 dmg)
**Punish Combo: **st.mk>hk, st.hk xx ex mgb, hk xx hk ssb, cr.mp xx mp srk (485 dmg)
Midscreen 1 meter combos
**Overhead combo: **f.hk, st.hk, st.mp xx ex mgb, f.mk, st.hk xx mp srk (404 dmg)
**Low hit combo: **cr.lk, st.hk xx ex mgb, f.mk> mk, cr.mp xx mp srk (363 dmg)
**Punish combo: **st.mk>hk, st.hk xx ex mgb, f.mk> mk, cr.mp xx mp srk (423 dmg)
Imo I don’t think Dudley should use meter to combo into ex mgb. It would be better to tag cancel after a hp mgb. Hp mgb gives enough time for the incoming character to either reset or continue the combo with a cross up, high or low mix up, or just go into the character’s bnb.
Notes:
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[]Dudley can still combo off of a srk trade AA
[]I have two theories that I am testing out to stop rolls. One is if you time ssb on your opponents wake up, as Dudley lunges back and your opponent rolls towards you, their roll will not pass through Dudley. So as Dudley comes back towards your opponent from ssb, Dudley will hit them after the roll. My other theory to prevent rolls takes place in the corner. If you get a hard knockdown on your opponent in the corner, you jump over them which puts you in corner. If they just wake up blocking or mashing you can beat it meaty. If they roll towards you they will place themselves in the corner. Either way your opponent will have to face Dudley Oki on wake up. These are just theories, still seeing if any of them are valid or just a bad idea. Have not been able to play against a human player yet…
[]Dudley’s cross super art works just about the same as corkscrew cross in ssf4. Combos from almost everything in this game because of the juggle system. Not sure if this is ever worth the meter.
[]Air to air j.hk causes a ground bounce
[]A good partner for Dudley might be a character who can keep the opponent locked down in block stun and tag cancel Dudley in for a free mix up. For example, I use Akuma’s Hk tatsu until the opponent blocks the first hit. I then tag cancel Dudley in, on Akuma’s second to last hit of his tatsu. Dudley will be on screen right around the time Akuma does his last hit of block stun. This allows Dudley for a free high/ low mix up!
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OS against back dash
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[]1,2,3, cr.mk TC OS still works
[]f.mk, hp srk OS
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Safe Jumps
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[]f.throw, mk duck, jf hk ( safe against 5 frame reversals) (Only tested on Sagat’s DP so please test other characters)
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Well that is everything. Hope this some how helps and is still valid.