The Gentleman's Encyclopedia: Aristocrat Edition

[FONT=book antiqua]The Gentleman’s Encyclopedia v. 2.012[/FONT]

[FONT=book antiqua]This thread consolidates a lot of the million stickied threads including: The Movesets and Attributes, Combo Thread, and the Hitbox Data thread. The intention was for this thread to be put in all of their place to reduce some of the clutter here on the Dudley boards.[/FONT]

Table of Contents
[LIST]
[]Move List at a Glance
[LIST]
[
]Normal Attacks
[]Unique Attacks
[
]Other Attacks
[]Special Attacks
[
]Super and Ultras
[/LIST]
[]Combos
[LIST]
[
]Notation
[]Combos
[LIST]
[
]EX MGB Note
[/LIST]
[/LIST]
[]Option Selects
[
]FAQ
[*]References
[/LIST]
Move List at a Glance

Link to Dudley Frame Data
Note Frame data slightly out of date. Will but updated when information becomes available

[LIST]
[]Normal Attacks
[/LIST]
[INDENT=2]
s.LP Quick, 3-Frame Jab. Whiffs on most crouching characters, Rapid-Fire Cancellable.[/INDENT]
[INDENT=2]
s.MP Longer range than Jab, Decent for footsies and zoning. Special Attack Cancellable.[/INDENT]
[INDENT=2]
s.HP Long-range punch. Good poke/footsie/zoning tool. Tons of Active Frames.[/INDENT]
[INDENT=2]
s.LK Less Range than s.lp, 5-Frame start-up. Good for throwing afterward in block strings.[/INDENT]
[INDENT=2]
s.MK Your meter-less, one-button anti-air. Does little to deter jump-ins, however.[/INDENT]
[INDENT=2]
s.HK Decent for counter-poking. +7 on counterhit . 4-Frame Start-up and Special Attack Cancellable.[/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2]
c.LPGod-Like. 3-Frame Start-up, combo’s into s.HK. Hit-confirm starter. Rapid-Fire Cancellable*[/INDENT]
[INDENT=2]c.MP Great footsie and zoning tool. Good priority, and Special Move Cancellable.[/INDENT]
[INDENT=2]c.HP Another Anti-Air. More start-up than s.MK but does more damage. Good if you see the jump-in early.[/INDENT]
[INDENT=2]c.LK Hits low, good for High/Low mix-up and Target Combo 2 Starter.[/INDENT]
[INDENT=2]c.MK Dudley’s Sweep. In 2012, it was made faster [8 frame]. Got more active frames. Unsafe on block.[/INDENT]
[INDENT=2]c.HK Sweeps opponent into air for myriad of juggle combo’s. Good anti-air for attacks with higher hitboxes. Long Start-up [14 Frames][/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2]ju.LP Given more active frame in 2012 and larger hitbox. Decent for head-on air-to-airs. [/INDENT]
[INDENT=2]
ju.MP Warrants little use over ju.LP because of similar hitbox, but it has a larger hurtbox. Warrants almost no use.
[/INDENT]
[INDENT=2]ju.HP Little horizontal range. Good for catching super jumps and hitting jump-ins early. [/INDENT]
[INDENT=2]
ju.LK Doesn’t warrant much use. Beats Bison’s head stomp.
[/INDENT]
[INDENT=2]ju.MK Decent horizontal range, but hurtbox is very large. Use sparingly.[/INDENT]
[INDENT=2]ju.HK Decent hit-box, techable knock down on air-to-air hit. Long start-up.[/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2]jf.LP Good horizontal range. Can land and cross-under with dash/duck under opponent after air-to-air.[/INDENT]
[INDENT=2]jf.MP Great for Air-to-Air. Little Damage.[/INDENT]
[INDENT=2]jf.HP Fast and reliable when using for Air-to-Airs. Does more damage than jf.HK[/INDENT]
[INDENT=2]jf.LK Shrinks hurtbox and can be deceptive in making opponent think it is a cross-up. Best used right over opponents head.[/INDENT]
[INDENT=2]jf.MK Shrinks hurtbox, and has a lot of priority. Good to use on grounded opponents and stuffs some anti-airs.[/INDENT]
[INDENT=2]jf.HK Has amazing priority. Dubbed “The Business Elbow”. Techable knockdown on air-to-air hit. Very slow.[/INDENT]

[LIST]
[]Unique Attacks
[/LIST]
[INDENT=2]
f.LP Slipping Jab. Has some use in footsies. Can throw opponents off in figuring out range.[/INDENT]
[INDENT=2]
f.MP Stomach Blow. Decent hitbox, good start-up. Good in footsies. If you’re close enough you can follow up with c.LP or s.LP.[/INDENT]
[INDENT=2]
f.HP Step Straight. Great for zoning. Mostly safe [-2 on block]. Lots of recovery if it whiffs. Given more knockback in 2012 so it is harder to combo off of. [/INDENT]
[INDENT=2]
f.MK Kidney Blow. Moves forward, and good punishment combo starter. Great use in frame traps and bock strings. It is +6 on hit on crouching characters*[/INDENT]
[INDENT=2]f.HK Dart Shot. Overhead. Best overhead move in the game, Can combo after it. Good Hitbox.[/INDENT]

[LIST]
[]Other Attacks
[/LIST]
[INDENT=2][FONT=Helvetica]
Throw Average throw range*[/FONT][/INDENT]
[INDENT=2]Focus Attack Great range and good damage. -2 on Lvl 1 block or hit in 2012.[/INDENT]
[INDENT=2] [/INDENT]
[LIST]
[*]Special Attacks
[/LIST]
[INDENT=2]:dp: + :p:Jet Upper[/INDENT]
[INDENT=2]:d:[:u:] + :p:Thunderbolt[/INDENT]
[INDENT=2]:hcb: + :p:Cross-Counter[/INDENT]
[INDENT=2]:hcf: + :p:Machine Gun Blow[/INDENT]
[INDENT=2]:hcb: + :k:Short Swing Blow[/INDENT]
[INDENT=2]:hcf: + :k:Duck[/INDENT]
[INDENT=2]–>:p:Duck Straight[/INDENT]
[INDENT=2]–> :k: Duck Upper[/INDENT]
[INDENT=2]:d: +

[FONT=arial][SIZE=3]Victory Rose[/FONT][/SIZE][/INDENT]

[INDENT=2][SIZE=3]Jet Upper[/SIZE][/INDENT]
[INDENT=3]In 2012 the LP, MP, HP versions of this attack had their start-up frames reduced by 1 making the LP and MP versions 5 on start-up and the HP version 3 on start-up [The EX Version is still 4 on start-up]. All of the normal versions have throw invincibility while the EX version has full invincibility during the start-up and some of the active frames. LP version is a good anti-air that allows you to follow-up if you trade. Causes a techable knockdown which makes it good as an ender for a combo if you are trying to conserve or don’t have any meter.[/INDENT]
[INDENT=3] [/INDENT]
[INDENT=2]Thunderbolt[/INDENT]
[INDENT=3]Start-Up is Invincible. FADC-able, lots of chip. All hits connect on ground or air in 2012. Movement was also changed in the air so that when you go up, you come down a little farther forward than it looks like you should. Warrants little use outside of trying to chip an opponent who is being overly cautious. Gives a hard knockdown on hit.[/INDENT]

[INDENT=2]Cross-Counter[/INDENT]
[INDENT=3]Counter move. Does not work against low-attacks, armor-break moves. 3 frame start-up means that it can also be beaten by meaty attacks. EX Version can be followed up with EX Duck>Straight or Upper or Ultra 2.[/INDENT]

[INDENT=2]Machine Gun Blow[/INDENT]
[INDENT=3]Slow start-up, travels forward, EX version launches on last hit for follow-up. All versions are negative on block, with the LP version being the safest [-2] while everything else is -4 and worse. MP and HP versions should be seldom used except in footsies as buffers from MP or HK.[/INDENT]

[INDENT=2]Short Swing Blow[/INDENT]
[INDENT=3]Dudley’s baiting move. Is super-cancellable. Can be used as a mix-up on opponents wake-up. Dodges most of the character’s wake-up reversals in the game. Can also be used to punish opponents who press buttons after situations where dudley is anywhere from -2 to +2 on an attack. EX Version can be also used to bait on wake-up as well as catch backdashes and allows for free juggle afterward. In 2012 MK and HK versions are +4 on hit after FADC, and were given smaller hitboxes. They are however still -4 and -5 respectively on block. LK version is +2 on hit and -2 on block.[/INDENT]

[INDENT=2]Duck[/INDENT]
[INDENT=3]Has projectile invincibility and moves forward. LK Version has 13 frames of invincibility, MK has 14, and HK has 17. Can follow-up with Upper or Straight. EX has upper body invincibility and can be cancelled on the 3rd frame into a follow-up. [/INDENT]

[INDENT=2]Duck Straight[/INDENT]
[INDENT=3]Armor Breaks, has good horizontal distance. Is +2 on hit, and on counterhit can be followed up. If used to juggle on some characters you can connect Ultra 2 or HP Jet Upper. Can also be cancelled into super, but may whiff near max distances. [/INDENT]

[INDENT=2]Duck Upper[/INDENT]
[INDENT=3]2 Hits. Primarily a finisher after EX Machine Gun Blow. Last hit makes it so that nothing except Ultra 2 will connect afterward. After a successful Hit and FADC, you are +3 against a grounded opponent.[/INDENT]

[INDENT=2]Victory Rose[/INDENT]
[INDENT=3]In 2012, it is possible to FADC this move, so that you can create a layered mix-up on an opponents wake up. This move warrants little use outside of the corner [because of backdash], and requires a move that keeps the opponent in an unmovable state [whether in the air or knocked down] for a long time because of it’s lengthy start-up. If the opponent hits or blocks this they are put into 16 frames of stun [hit-stun and block-stun, respectively] Can be combo’d out of, making normally impossible links such as f.MK, Rose hits, c.HK possible.[/INDENT]

[LIST]
[*]Super and Ultras
[/LIST]
[INDENT=2]:qcf::qcf: + :p:Rocket Uppercut[/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2]:qcf::qcf: + :3k:Ultra 1: Rolling Thunder[/INDENT]
[INDENT=2]:qcf::qcf: + :3p:Ultra 2: Corkscrew Cross[/INDENT]

[INDENT=2]Rocket Uppercut[/INDENT]
[INDENT=3]Good damage and combos from nearly every move dudley has. Despite it having very slow start-up, it cannot hit opponents during a safe-jump implying that it’s use should only be for combos. Full hits will not usually connect if used as a raw anti-air. [/INDENT]

[INDENT=2]Ultra 1[/INDENT]
[INDENT=3]Rolling Thunder: Projectile Punishment Ultra. Projectile Invincibility and travels forward. 8 Frame start-up making it one of the faster ultra’s in the game. In 2012 the 2nd hit will connect with opponents who are air-borne and cause a non-cutscene juggle for the remaining hits. Can also be linked after EX Machine Gun Blow, but the timing is very strict and difficult. [/INDENT]
[INDENT=2]Ultra 2[/INDENT]
[INDENT=3]Corkscrew Cross: Invincible on start-up. Only combo-able from juggles but not for full animation, except EX SSB xx FADC xx Ultra 2. Can be connected anywhere on-screen but should be used in combos with few hits because of the hit-scaling compounded with damage-scaling.[/INDENT]

Combos

[INDENT=1][SIZE=3]Notation[/SIZE][/INDENT]

[INDENT=2][SIZE=3]A “,” [comma] between two inputs denotes that they are linked.[/SIZE][/INDENT]
[INDENT=2][SIZE=3]A “xx” [double x] between two inputs denotes that the next moves before the double x is cancellable into the move after the double x.[/SIZE][/INDENT]
[INDENT=2][SIZE=3]A “>” [arrow] between two inputs denotes that the input after the arrow is a follow-up to the move before the arrow. Most likely a target combo.[/SIZE][/INDENT]
[INDENT=2][SIZE=3]Before each combo, you will see a bracket with one number and “/” [backslash] and another number. The first number is the total damage of the combo, and the second number is the stun the combo deals to the opponent.[/SIZE][/INDENT]

[INDENT=2][SIZE=3]Combo’s are separated in each category by how many bars of meter they use from smallest to largest, within those they are further subdivided in terms of damage and then stun from smallest to largest.[/SIZE][/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2][SIZE=3]Ex. [200/100]: This combo deals 200 damage and 100 stun[/SIZE][/INDENT]

[INDENT=1]Combos[/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2][SIZE=3]Hit-Confirm Combos[/SIZE][/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2][SIZE=3][195 / 371] c.LP, c.LP, s.HK xx HP Machine Gun Blow[/SIZE][/INDENT]
[INDENT=2][SIZE=3][202 / 347] c.LP, c.LP, s.HK xx MP Jet Upper[/SIZE][/INDENT]
[INDENT=2][SIZE=3][216 / 368] c.LP, c.LP, s.HK xx HP Jet Upper [character specific][/SIZE][/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2][SIZE=3][263 / 453] c.LP, c.LP, s.HK xx EX Machine Gun Blow, Duck > Upper[/SIZE][/INDENT]
[INDENT=2][SIZE=3][273 / 453] c.LK, c.LP, s.HK xx EX Machine Gun Blow, Duck > Upper[/SIZE][/INDENT]
[INDENT=2][SIZE=3][281 / 478] c.LP, c.LP, s.HK xx EX Machine Gun Blow, Duck > Straight, HP Jet Upper[/SIZE][/INDENT]
[INDENT=2][SIZE=3][291 / 478] c.LK, c.LP, s.HK xx EX Machine Gun Blow, Duck > Straight, HP Jet Upper[/SIZE][/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2][SIZE=3][311 / 553] c.LP, c.LP, s.HK xx EX Machine Gun Blow, Duck > Straight, EX Duck > Upper[/SIZE][/INDENT]
[INDENT=2][SIZE=3][321 / 553] c.LK, c.LP, s.HK xx EX Machine Gun Blow, Duck > Straight, EX Duck > Upper[/SIZE][/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2][SIZE=3]Non-Super/Ultra Punishment Combos[/SIZE][/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2][SIZE=3][308 / 420] f.MK, s.HK xx HP Jet Upper[/SIZE][/INDENT]
[INDENT=2][SIZE=3][322 / 447] f.MK, s.MP, s.HK xx MP Jet Upper[/SIZE][/INDENT]
[INDENT=2][SIZE=3][362 / 493] f.MK, s.MP, s.HK xx LP Jet Upper, LP Machine Gun Blow[/SIZE][/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2][SIZE=3][360 / 520] f.MK, s.HK xx EX Machine Gun Blow, Duck > Upper[/SIZE][/INDENT]
[INDENT=2][SIZE=3][380 / 620] c.HP, s.HK xx EX Machine Gun Blow, Duck > Upper[/SIZE][/INDENT]
[INDENT=2][SIZE=3][382 / 550] f.MK, s.HK xx EX Machine Gun Blow, Duck > Straight, HP Jet Upper[/SIZE][/INDENT]
[INDENT=2][SIZE=3][383 / 553] f.MK, s.MP, s.HK xx EX Machine Gun Blow, Duck > Upper [character specific][/SIZE][/INDENT]
[INDENT=2][SIZE=3][396 / 582] f.MK, s.MP, s.MP, s.HK xx EX Machine Gun Blow, Duck > Upper [character specific][/SIZE][/INDENT]
[INDENT=2][SIZE=3][401 / 578] f.MK, s.MP, s.HK xx EX Machine Gun Blow, Duck > Straight, HP Jet Upper [character specific][/SIZE][/INDENT]
[INDENT=2][SIZE=3][402 / 650] c.HP, s.HK xx EX Machine Gun Blow, Duck > Straight, HP Jet Upper[/SIZE][/INDENT]
[INDENT=2][SIZE=3][406 / 436] f.MK, s.HK xx EX Machine Gun Blow, c.HK, c.HK [corner-only][/SIZE][/INDENT]
[INDENT=2][SIZE=3][410 / 676] f.MK, s.MP, s.MP, s.HK xx EX Machine Gun Blow, Duck > Straight, HP Jet Upper*[character specific][/SIZE][/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2][SIZE=3][418 / 640] f.MK, s.HK xx EX Machine Gun Blow, Duck > Straight, EX Duck > Upper[/SIZE][/INDENT]
[INDENT=2][SIZE=3][431 / 653] f.MK, s.MP, s.HK xx EX Machine Gun Blow, Duck > Straight, EX Duck > Upper[/SIZE][/INDENT]
[INDENT=2][SIZE=3][434 / 662] f.MK, s.MP, s.MP, s.HK xx EX Machine Gun Blow, Duck > Straight, EX Duck > Upper[/SIZE][/INDENT]
[INDENT=2][SIZE=3][438 / 740] c.HP, s.HK xx EX Machine Gun Blow, Duck > Straight, EX Duck > Up[/SIZE][/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2]Overhead Combos[/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2][240 / 316] f.HK, HP Jet Upper[/INDENT]
[INDENT=2][276 / 418] f.HK, c.LP, s.HK xx HP Jet Upper[/INDENT]
[INDENT=2][288 / 420] f.HK, s.HK xx HP Jet Upper[/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2][323 / 503] f.HK, c.LP, s.HK xx EX Machine Gun Blow, Duck > Upper[/INDENT]
[INDENT=2][340 / 520] f.HK, s.HK xx EX Machine Gun Blow, Duck > Upper[/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2][371 / 603] f.HK, c.LP, s.HK xx EX Machine Gun Blow, Duck > Straight, EX Duck > Upper[/INDENT]
[INDENT=2][398 / 640] f.HK, s.HK xx EX Machine Gun Blow, Duck > Straight, EX Duck > Upper[/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2]Super Combos[/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2][398 / 368] c.LP, c.LP, s.HK xx Duck > Upper xx Rocket Upper[/INDENT]
[INDENT=2][428 / 320] c.HK, Duck > Upper xx Rocket Upper[/INDENT]
[INDENT=2][430 / 100] f.HK xx Rocket Upper[/INDENT]
[INDENT=2][470 / 150] LP Jet Upper, Rocket Upper[/INDENT]
[INDENT=2][480 / 320] c.HK, Duck > Straight xx Rocket Upper[/INDENT]
[INDENT=2][500 / 320] c.HK, Duck > Upper xx Rocket Upper[/INDENT]
[INDENT=2][526 / 420] f.MK, s.HK xx LK Short Swing Blow xx Rocket Upper[/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2]Ultra Combos[/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2][428 / 320] c.HK, Duck > Straight, Corkscrew Cross[/INDENT]
[INDENT=2][384 / 150] LP Jet Upper, Corkscrew Cross[/INDENT]
[INDENT=2][390 / 240] c.HK, c.HK, Corkscrew Cross [corner-only][/INDENT]
[INDENT=2][474 / 380] f.MK, s.HK xx LP Jet Upper, Corkscrew Cross[/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2][339 / 453] c.LP, c.LP, s.HK xx EX Machine Gun Blow, Duck > Straight, Corkscrew Cross[/INDENT]
[INDENT=2][351 / 250] EX Cross Counter, Corkscrew Cross[/INDENT]
[INDENT=2][351 / 453] c.LP, c.LP, s.HK xx EX Machine Gun Blow, Duck > Upper, Corkscrew Cross
[corner only][/INDENT]
[INDENT=2][508 / 520] f.MK, s.HK xx EX Machine Gun Blow, Duck > Straight, Corkscrew Cross[/INDENT]
[INDENT=2][488 / 520] f.HK, s.HK xx EX Machine Gun Blow, Duck > Straight, Corkscrew Cross[/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2][516 / 592] f.MK, s.HK xx EX Machine Gun Blow, EX Duck > Straight, c.HK, Corkscrew Cross [corner-only][/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2][532 / 200] EX Short Swing Blow xx FADC, Corkscrew Cross [corner-only][/INDENT]
[INDENT=2] [/INDENT]
[INDENT=2][591 / 400] EX Short Swing Blow xx FADC, EX Duck > Straight, Corkscrew Cross
[corner-only] *[/INDENT]
[INDENT=2] [/INDENT]
[INDENT=1]A Note on EX MGB[/INDENT]

LK/MK Duck

Spoiler

LK Duck  |  MK Duck  |  Doesn't Work
 
Abel     |  Adon    |  Akuma
Boxer    |  Chun-Li |  Blanka
Cammy    |  Claw    |  Dan
Dee Jay  |  Cody    |  Dudley
Dhalsim  |  C.Viper |  E. Honda
Dictator |  Gen     |  El Fuerte
Fei long |  Juri    |  Ibuki
Gouken   |  Ken     |
Guile    |  Ryu     |
Guy      |  Sagat   |
Hakan    |          |
Makoto   |          |
Rose     |          |
Rufus    |          |
Sakura   |          |
Seth     |          |
T.Hawk   |          |
Zangief  |          |

[Quote= Note From Masa]

The trick is not getting the lk ducking out early enough but instead how much time you can get to input fierce srk after the straight. On some characters there is plenty of time and you can actually wait or walk up a little bit if you timed your lk ducking really early. For others, I had to resort to double-tapping the fierce srk to get it out asap.

This means if you hit lk ducking on any of the characters in the lk list, you are guaranteed a fierce srk IF you can mash it out fast enough.
[/Quote]

Juggle & Link Notes

Spoiler

s.HK xx EXMGB, LK Duck > Straight, Ultra 2 Damage [Midscreen]


Character | Hits | DMG
 
Abel     | 13  | 412
Adon     | 12  | 379
Akuma    | 13  | 412
Blanka   | 14  | 445
Boxer    | 14  | 445
C. Viper | 12  | 379
Cammy    | 12  | 379
Chun Li  | 13  | 412
Claw     | 15  | 478/527 (mask on/off)
Cody     | 13  | 412
Dan      | 13  | 412
DeeJay   | 12  | 379
Dhalsim  | 14  | 445
Dictator | 13  | 412
Dudley   | 13  | 412
E. Honda | 13  | 412
El Fuerte| 11  | 346
Fei Long | 13  | 412
Gen      | 12  | 379
Gouken   | 13  | 412
Guile    | 14  | 445
Guy      | 13  | 412
Hakan    | 13  | 412
Ibuki    | 13  | 412
Juri     | 11  | 346
Ken      | 13  | 412
Makoto   | 12  | 379
Rose     | 13  | 412
Rufus    | 13  | 412
Ryu      | 13  | 412
Sagat    | 14  | 445
Sakura   | 13  | 412
Seth     | 13  | 410 [Defense boost kicked in]
T. Hawk  | 13  | 412
Zangeif  | 13  | 412

s.HK xx EXMGB, MK Duck > Straight, Ultra 2 Damage[Midscreen]


Character | Hits | DMG
 
Abel     | 13  | 412
Adon     | 14  | 445
Akuma    | 15  | 478
Blanka   | 14  | 445 (Very tight, U2 easily whiffed)
Boxer    | 15  | 478
C. Viper | 14  | 445
Cammy    | 13  | 412
Chun Li  | 15  | 478
Claw     | 15  | 478/527 (mask on/off)
Cody     | 14  | 445
Dan      | 14  | 445
DeeJay   | 13  | 412
Dhalsim  | NA  | NA
Dictator | NA  | NA
Dudley   | 15  | 478
E. Honda | NA  | NA
El Fuerte| NA  | NA
Fei Long | 14  | 445
Gen      | 14  | 445
Gouken   | 14  | 445
Guile    | NA  | NA
Guy      | 13  | 412
Hakan    | 14  | 445
Ibuki    | 14  | 445
Juri     | 13  | 412
Ken      | 15  | 478
Makoto   | 13  | 412
Rose     | 14  | 445
Rufus    | 14  | 445
Ryu      | 15  | 478
Sagat    | 14  | 445
Sakura   | 14  | 445
Seth     | 14  | 441 [Defense boost kicked in]
T. Hawk  | 14  | 445
Zangeif  | NA  | NA

f.MK, s.MP Whiffs On…



Adon     |  Akuma  |  Bison
Blanka   |  C.Viper|  Dan
El Fuerte|  Guy    |  Honda
Ken      |  Oni    |  Ryu
E.Ryu    |  Vega   |  Yang
Yun      |         |

EX MGB, c.HK, c.HK Whiffs On…


Adon     |  Akuma  |  Blanka
C.Viper  |  Cammy  |  Dan
El Fuerte|  Gen    |  Ibuki
Juri     |  Makoto |  Rose
Sagat    |  Sakura |  Oni

Option Selects

[LIST]
[*]c.lk [very slight pause] c.mk
[/LIST]
[INDENT=1] This is an easy-mode wake-up option select, because if a target combo is slightly delayed, it reverts back to a normal. If the opponent blocks/get’s hit: You get Target combo 2. If they backdash, you get a meaty c.lk and then c.mk that does a hard knock down.[/INDENT]

[LIST]
[*]c.lp, c.lp + c.mk
[/LIST]
[INDENT=1] This is probably the most basic of option selects. You get a knock down, throw out a meaty jab, and then do the second jab so that it chains into the second. If the first jab connects, the second jab will come out. If it misses, you will get a c.mk sweep. Do note that c.lp + c.mk means that must be pressed at the same time.[/INDENT]

[LIST]
[*]c.lk > s.mk~s.hp
[/LIST]
[INDENT=1] This is a wake-up option select, that like the ones listed previously, does not knock down, but does provide what I feel is at least decent damage. After the meaty c.lk, you plink s.mk and s.hp [If you feel you can do them both together, feel free. I just found it easier to plink] if the c.lk hits, you continue with target combo 2, and if it misses, you do a s.hp. I understand that it is not as damaging as one of dudley’s high/low punishment combo’s, nor does it perpetuate itself like the other option selects that knock down; however I feel that 130 Damage and 200 Stun is a loud enough call to your opponent to tell them to stop backdashing, so that you can do a high/low mix-up next time.[/INDENT]

[LIST]
[*]f.mk, hp DP
[/LIST]
[INDENT=1] This is a great OS, that punishes even some of the more decent backdashes [not god-like rose or chun, but other characters, like Guile]. It does take a work to get the timing down, but once you do it’s great. Upon your opponent’s wake up do a meaty f.mk, and then at the end of the f.mk do a heavy punch Jet Upper. If it hits, the Jet Upper will not come out and you can continue into the next button you press [usually a block string unless you’ve got good reactions] and if the f.mk misses, you get the hp Jet Upper. Be very careful with this, and only use it if you are absolutely certain you are able to catch your opponent’s backdash, because if it misses, you will be in a world of hurt.[/INDENT]

[LIST]
[*]f.mk, f.mp
[/LIST]
[INDENT=1] This is only good because of how far it reaches [and in AE, it will be even better]. Like the previous combo, do a meaty f.mk and just before the end of it press f.mp. If the f.mk hits, the f.mp won’t come out and you can continue with whatever. If the f.mk misses, the f.mp will come out and because of it’s decent range will catch quite a few backdashes. This one isn’t great because it only does 80 damage, and doesn’t really give your opponent reason to stop backdashing. If they’re weighing the risk, they might as well take 80 damage, than have to guess and potentially lose 1/3rd of their life bar. But it still tags them with something, and I guess that’s all that matters.[/INDENT]

[LIST]
[]f.mk, lp mgb
[/LIST]
[INDENT=1] This OS catches everything except invincible damaging reversals [and let’s face it, if they were going to do a wake up ultra, you were going to get hit if you used any of these anyway.] Like the set-ups before it do a f.mk that is meaty and time the lp mgb right at the end of the the f.mk. If the meaty hit’s you can follow up with whatever you want, but if it misses, lp mgb will. If it sounds like I’m hyping this option select up, I’m not. It’s only great because it will catch everyone without fail, but it doesn’t knock down [however you are at +2], and only does 90 damage vs. high/low damage or some of the other OS, but it is
Guaranteed damage*, and if I understand the AE blogs right, and people are really airborne at the end of their dashes, it may knock them down in AE.[/INDENT]

F.A.Q.

[INDENT=1] Q. What kind of learning curve does Dudley have?[/INDENT]
[INDENT=1] A. According to GoldGunman out of 10 around 8.5/9. In other words, steep like mountain.[/INDENT]

[INDENT=1] Q. I have trouble do “insert combo here”[/INDENT]
[INDENT=1] A. The time you spent here waiting for the answer that doesn’t exist, is better spent practicing the combo in raining mode until you get it right.[/INDENT]

[INDENT=1] Q. People keep jabbing/ uppercutting/ throwing me out of Duck in my block strings. What can I do?[/INDENT]
[INDENT=1] A. Do not use Duck in your block strings a lot. If you know they’re mashing, bust out some frame traps to make them stop pressing buttons. Then maybe do a duck.[/INDENT]

References
[LIST]
[]Beginner and Q&A Thread
[
]Dudley Video Thread
[]Match-Up Thread
[
]Dudley in Arcade Edition Discussion Thread
[]Character Specific Combo Juggle Thread
[
]34’s Extensive Dudley Tutorial
[/LIST]
Think something else should be posted here? Drop me a PM and I’ll see if I can add it.

Special thanks goes out to the Dudley boards

I remember when I made a thread like this. Noone listened cuz I garb and not marn

Just made sure some of the things made sense for the newer Dudley’s around here. So edit it so it can be much better, otherwise “The Gentlemen Encyclopedia” would make a great name imo for this thread. Btw why wasn’t my name mentioned? That’s okay I know I suck…fml. Anyways, edit what I have in bold and this thread is gold.

very nice thread for beginners.
vote for sticky!!
regarding the LK and MK duck straight juggle, i was able to do MK duck straight on akuma followed by JU. ( not in corner )
but its was pretty hard. only can get 3 outta 10 tries.
maybe u would like to add the juggle LK/MK duck straight into LP MGB for extra dmg. works on all char.

^_^’ Sorry Mellow. I knew I was forgetting someone. Of course you were meant to be added there. Honest Mistake. Updating stuff now.

This is cool and all but I thought his HP machine gun blow was punishable on hit and block and we get details on moves that are safe and unsafe even on hit

make sure you edit what’s in bold, it’s only like 4 or 5 things so it’ll take around 2 or 3 minutes. It’s just so the newer dudley’s won’t feel confused, not us, since we know what you mean by reading. Also thanks :sunglasses:

I might troll over the Cody forums a bit he’s looking really solid as well.

hey east,

switch the matchup thread link to the V.2 sticky, that one is gonna have the most up to date information.

Thanks

edit: Also, Thanks for the mention!!!

no link to tutorial vids?

HAHA, trolled

Let’s see if this works now.

I rofl’d


About time this board got a beginners guide. Well done and awesome name.

Mellow, why did you quote the ENTIRE first post?

matchup thread link still needs to be changed, also shouldn’t there be a link to Golden Gunman’s guide and ThirtyFour’s

'cause I don’t have time to only pull out a certain paragraph and show what needs to be edited. A gentlemen is always mellow, smelling his rose and drinking tea… not working too much unless it’s a true workout. Don’t touch me.

Love this thread. All the info I needed in one thread to help maximize my dmg.

Match-up thread link changed.