[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Note Frame data slightly out of date.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]