The Gentleman’s Encyclopedia
We have a lot of disarray here on the Dudley board, so about 2 months back I started working on a little project. This is that projects fruition. It 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.
Table of Contents
[LIST=1][]Move List at a Glance
[LIST=a][]Normal Attacks
[]Unique Attacks
[]Other Attacks
[]Special Attacks
[]Super and Ultras[/LIST]
[]Combos
[LIST=a][]Notation
[]Combos
[]EX MGB Note[/LIST]
[]Option Selects
[]FAQ
[*]References[/LIST]
[LIST=1][*]Move List at a Glance
[LIST=a][*]Normal Attacks
s.LP Quick, 3-Frame Jab. Whiffs on crouching characters, Rapid-Fire Cancellable.
s.MP Longer range than Jab, Decent for footsies and zoning. Special Attack Cancellable.
s.HP Long-range punch. Great poke/footsie/zoning tool. Tons of Active Frames.
s.LK Less Range than s.lp, 5-Frame start-up. Doesn?t get much use, as Dudley has better tools.
s.MK Your meter-less, one-button anti-air. Great for that reason alone.
s.HK All of your combo?s should revolve around this move. 4-Frame Start-up and Special Attack Cancellable.
c.LP God-Like. 3-Frame Start-up, combo?s into s.HK. Hit-confirm starter.
c.MP Great footsie and zoning tool. Very good priority, and Special Move Cancellable.
c.HP Another Anti-Air. More start-up than s.MK but does more damage.
c.LK Hit?s low, good for High/Low mix-up and Target Combo 2 Starter.
c.MK Dudley?s Sweep. Long Start-up [10 Frames] but knocks down. Unsafe on block.
c.HK Sweeps opponent into air for myriad of juggle combo?s. Long Start-up [14 Frames]
ju.LP Doesn’t warrant much use. Air-to-Air
ju.MP Doesn’t warrant much use. Air-to-Air
ju.HP Doesn’t warrant much use.
ju.LK Doesn’t warrant much use.
ju.MK Doesn’t warrant much use.
ju.HK Decent hit-box, other than that, not much else.
jf.LP Doesn?t warrant much use, can land and cross-under with dash/duck under opponent.
jf.MP Great for Air-to-Air. Little Damage.
jf.HP Neutral and Regular version are probably Dudley?s Best Air-to-Air?s
jf.LK Doesn?t warrant much use. Neutral version beats Bison?s head stomp.
jf.MK Doesn?t warrant much use. Nothing very notable about any version.
jf.HK Your go-to Air attack. Has amazing priority. Dubbed ?The Business Elbow?.
[*]Unique Attacks
f.LP Slipping Jab, Doesn?t warrant much use.
f.MP Stomach Blow, Kind of decent footsie
f.HP Step Straight, think a fierce punch that moves forward. Great for zoning.
f.MK Kidney Blow, moves forward, and good punishment combo starter. Great use in frame traps and bock strings.
f.HK Dart Shot, Overhead. Best overhead move in the game, Can combo after it.
[*]Other Attacks
Throw Average throw range
Focus Attack Great range and good damage. Free combo on hit.
[*]Special Attacks
:dp: + :p: Jet Upper
:d:[:u:] + :p: Thunderbolt
:hcb: + :p: Cross-Counter
:hcf: + :p: Machine Gun Blow
:hcb: + :k: Short Swing Blow
:hcf: + :k: Duck
–> :p: Duck Straight
–> :k: Duck Upper
Jet Upper: Good combo ender. All versions have throw invincibility only EX has full invincibility
Thunderbolt: Warrants little use. FADC-able, decent left/right mix-up in corner.
Cross-Counter: Counter move. Does not work against low-attacks, armor-break moves, and ultra.
Machine Gun Blow: travels forward, EX version launches on last hit for follow-up
Short Swing Blow: Dudley?s throw fake-out, is Super Cancellable.
Duck: Has projectile invincibility. Can follow-up with Upper or Straight. Not EX-able.
–>Duck Straight: Armor Breaks, has good horizontal distance.
–> Duck Upper: Primarily a finisher after EX Machine Gun Blow
[*]Super and Ultras
:qcf::qcf: + :p: Rocket Uppercut
:qcf::qcf: + :3k: Ultra 1: Rolling Thunder
:qcf::qcf: + :3p: Ultra 2: Corkscrew Cross
Rocket Uppercut: Great damage and can combo from nearly anything.
Ultra 1: Rolling Thunder: Punishment Ultra. Projectile Invincibility and travels forward.
Ultra 2: Corkscrew Cross: Invincible on start-up. Only combo-able from juggles but not for full animation, except EX SSB xx FADC xx Ultra 2[/LIST]
[*]Combos
[LIST=a][]Notation
[LIST=i][]A ?,? [comma] between two inputs denotes that they are linked.
[]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.
[]A ?>? [arrow] between two inputs denotes that the input after the arrow is a follow-up to the move before the arrow.
[*]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.
Ex. [200/100]: This combo deals 200 damage and 100 stun.[/LIST]
[*]Combos
Hit-confirm Combos
[195 / 371] c.LP, c.LP, s.HK xx HP Machine Gun Blow
[216 / 410] c.LP, c.LP, s.HK xx HP Jet Upper
[242 / 293] c.LP, c.LP, s.HK xx LP Jet Upper, LP Machine Gun Blow
[263 / 453] c.LP, c.LP, s.HK xx EX Machine Gun Blow, MK Duck > Upper
[271 / 479] c.LP, c.LP, s.HK xx EX Machine Gun Blow, MK Duck > Straight, LP Machine Gun Blow
[281 / 478] c.LP, c.LP, s.HK xx EX Machine Gun Blow, MK Duck > Straight, HP Jet Upper
[205 / 371] c.LK, c.LP, s.HK xx HP Machine Gun Blow
[226 / 368] c.LK, c.LP, s.HK xx HP Jet Upper
[273 / 453] c.LK, c.LP, s.HK xx EX Machine Gun Blow
Non-Super/Ultra Punishment Combos
[284 / 420] f.MK, s.HK xx HP Machine Gun Blow
[308 / 420] f.MK, s.HK xx HP Jet Upper
[318 / 415] f.MK, s.HK xx LP Jet Upper, HP Jet Upper
[360 / 520] f.MK, s.HK xx EX Machine Gun Blow, LK Duck > Upper
[382 / 550] f.MK, s.HK xx EX Machine Gun Blow, MK Duck > Straight, HP Jet Upper
[266 / 330] f.MK, c.LK > s.MK xx HP Jet Upper
[304 / 520] c.HP, s.HK xx HP Machine Gun Blow
[380 / 620] c.HP, s.HK xx EX Machine Gun Blow, LK Duck > Upper
Juggle Combos
[280 / 336] c.HK, c.HK, c.HK [corner-only]
[200 / 320] c.HK, MK Duck > Straight
[220 / 320] c.HK, MK Duck > Upper
[280 / 336] EX Machine Gun Blow, c.HK, c.HK [corner-only]
Overhead Combos
[276 / 418] f.HK, c.LP, s.HK xx HP Jet Upper
[255 / 421] f.HK, c.LP, s.HK xx HP Machine Gun Blow
[323 / 503] f.HK, s.HK xx EX Machine Gun Blow, MK Duck > Upper
[288 / 420] f.HK, s.HK xx HP Jet Upper
Super Combos
[398 / 368] c.LP, c.LP, s.HK xx MK Duck > Upper xx Rocket Upper
[526 / 420] f.MK, s.HK xx MK Duck > Upper xx Rocket Upper
[526 / 420] f.MK, s.HK xx LK Short Swing Blow xx Rocket Upper
[470 / 150] LP Jet Upper, Rocket Upper
[428 / 320] c.HK, MK Duck > Upper xx Rocket Upper
[506 / 420] f.HK, s.HK xx Duck > Upper xx Rocket Upper
Ultra Combos
[339 / 453] c.LP, c.LP, s.HK xx EX Machine Gun Blow, MK Duck > Straight, Corkscrew Cross
[351 / 453] c.LP, c.LP, s.HK xx EX Machine Gun Blow, MK Duck > Upper, Corkscrew Cross [corner only]
[454 / 520] f.MK, s.HK xx EX Machine Gun Blow, MK Duck > Straight, Corkscrew Cross
[390 / 240] c.HK, c.HK, Corkscrew Cross [corner-only]
[314 / 320] c.HK, Duck > Straight, Corkscrew Cross
[384 / 150] LP Jet Upper, Corkscrew Cross
[461 / 520] f.HK, s.HK xx EX Machine Gun Blow, MK Duck > Straight, Corkscrew Cross
[351 / 250] EX Cross Counter, Corkscrew Cross
[502 / 200] EX Short Swing Blow xx FADC, Corkscrew Cross [corner-only]
[*]A Note on EX MGB
LK/MK Duck
[details=Spoiler][/details]
[SPOILER=Juggle Notes]
sHK xx EXMGB > LK Duck Straight > Ultra 2 (midscreen)
All at 100% Health (No defense boost)
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
sHK xx EXMGB > MK Duck Straight > Ultra 2 (midscreen)
All at 100% Health (No defense boost)
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
fMK sMP link whiffs on
Adon
Akuma
Bison
Blanka
Dan
El Fuerte
Guy
Honda
Ken
Ryu
Vega
EX MGB > MK Duck Straight whiffs on:
Bison (Dictator)
Dhalsim
E. Honda
El Fuerte
Guile
Zangeif
Characters I can't EX MGB > crHK x2:
Adon
Akuma
Blanka
C. Viper
Cammy
Dan
El Fuerte
Gen
Ibuki
Juri
Makoto
Rose
Sagat
Sakura
[/details]
[/LIST]
[*]Option Selects
c.lk [very slight pause] c.mk
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.
c.lp, c.lp + c.mk
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.
c.lk > s.mk~s.hp
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.
f.mk, hp DP
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.
f.mk, f.mp
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.
f.mk, lp mgb
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.
[*]FAQ
Questions
[details=Spoiler]
Q. What kind of learning curve does Dudley have?
A. According to GoldGunman out of 10 around 8.5/9. In other words, steep like mountain.
Q. I have trouble do "insert combo here"
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.
Q. People keep jabbing/ uppercutting/ throwing me out of Duck in my block strings. What can I do?
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.
Q. Who are some of the better Dudley players to watch?
A. Marn, IIPeru, xAPO20x, and Mr. Kimokoan.[/details]
[]References[LIST=i]
[]Beginner and Q&A Thread
[]Dudley Frame Data
[]Dudley Video Thread
[]Match-Up Thread
[]Flash Dudley’s Keep It Classy Blog
[]Dudley in Arcade Edition Discussion Thread
[]Character Specific Combo Juggle Thread
[/LIST][/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, especially Mellow, GoldGunman, ThirtyFour, SalPal, 3S, Mr. X, LiquidSRK, SJ Deuces, Logan Sama, Masa, Kikuichimonji, IIPeru, and SmileyMike.