Street Fighter 3: 3rd Strike/Dudley/Archive

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< Street Fighter 3: 3rd Strike‎ | Dudley
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Dudley's Character Select Portrait
Dudley's Neutral Stance

Introduction

Moves List

Normal Moves

Throws

Liver Crusher LP + LK
Dynamite Throw B or F + LP + LK

Command Normals

Slipping Jab F + LP
Stomach Blow F + MP
Liver Blow F + MK
Step Straight F + HP
Dart Shot F + HK

Target Combos

  • LP -> MP -> MK
  • F + LP -> MP
  • D + LK > MK
  • MK -> HK -> HP
  • LK -> MK -> MP -> HP
  • F + MK -> MK -> HP
  • D + LK -> D + MP -> D + HP
  • MP -> MK -> HP
  • F + HK -> MK


Special Moves

Cross Counter F, DF, D, DB, B + P (EX)
Machine Gun Blow B, DB, D, DF, F + P (EX)
Jet Upper F, D, DF + P (EX)
Short Swing Blow F, DF, D, DB, B + K (EX)
Ducking B, DB, D, DF, F + K
-> Ducking Straight During Ducking, P
-> Ducking Upper During Ducking, K

Super Arts

I Rocket Uppercut D, DF, F, D, DF, F + P 2 stocks
II Rolling Thunder D, DF, F, D, DF, F + P (press P rapidly) 1 stock
III Corkscrew Blow D, DF, F, D, DF, F + P 3 stocks



Move Analysis

Combos

Combos will be indicated with the characters they can be done on, most of dudley's combos are character specific

Basic Standing Combos

  • HK -> LP Machine Gun Blow
  • c.LK -> Jet Upper [EX]
  • c.LP -> Jet Upper [EX]
  • HK -> Ducking Upper (Makoto only)
  • MP -> Jet Upper [EX]
  • Liver Blow -> Jet Upper [EX]

Advanced Combos: Midscreen

Shotos, Urien, Hugo, Twelve & Twins

  • HK x EX MGB -> F -> MK x HP Jet Uppercut
  • HK x EX MGB -> MK Ducking Uppercut/Ducking Straight
  • c.HK -> MK Ducking Uppercut/Ducking Straight
  • c.HK -> F -> MK x HP Jet Uppercut
  • c.HK -> LP MGB -> MK Ducking Uppercut

Chun-Li

  • HK x EX MGB -> c.HK -> MK Ducking Uppercut
  • c.HK -> c.HK -> MK Ducking Uppercut

Elena

  • HK x EX MGB -> c.HK -> Dash -> c.MP x HP Jet Uppercut
  • c.HK -> c.HK -> dash -> c. strong x fierce Jet Uppercut

Makoto

  • s. roundhouse x EX MGB -> twds + forward x fierce Jet Uppercut
  • s. roundhouse x EX MGB -> forward Ducking Uppercut/Ducking Straight
  • c. roundhouse -> forward Ducking Uppercut/Ducking Straight
  • c. roundhouse -> jab MGB -> c. roundhouse -> forward Ducking Uppercut

Dudley

  • s. roundhouse x EX MGB -> forward Ducking Uppercut
  • c. roundhouse -> c. roundhouse -> dash -> fierce Jet Uppercut

Q

  • s. roundhouse x EX MGB -> jab MGB -> short SSB
  • s. roundhouse x EX MGB -> jab MGB -> twds + forward x fierce Jet Uppercut

Remy

  • s. roundhouse x EX MGB -> forward Ducking Uppercut

Necro

  • s. roundhouse x EX MGB -> twds + forward x fierce Jet Uppercut
  • c. roundhouse -> forward Ducking Uppercut

Alex

  • s. roundhouse x EX MGB -> forward Ducking Uppercut
  • s. roundhouse x EX MGB -> twds + forward x fierce Jet Uppercut
  • c. roundhouse -> c. roundhouse -> forward Ducking Uppercut

Oro

  • s. roundhouse x EX MGB -> forward Ducking Uppercut
  • c. roundhouse -> c. roundhouse -> forward Ducking Uppercut

Advanced Combos: Corner

Any character that in the corner that has a combo listed with more then one c. roundhouse it means that they can also be subject to this combo

  • c.Hk x6 or c.Hk x5 then an ender... those would be fp, f+fk, mk, mp, basically anything that will reset your opponent.

Shotos, Urien, Hugo, Twelve & Twins

  • s. roundhouse x EX MGB -> jab MGB -> twds + forward x fierce Jet Uppercut
  • s. roundhouse x EX MGB -> jab MGB -> jab MGB -> short SSB
  • c. roundhouse -> jab MGB -> EX Jet Uppercut -> fierce Jet Uppercut
  • c. roundhouse -> jab MGB -> jab MGB -> twds + forward x fierce Jet Uppercut or SSB

vs. Urien and Twelve #3 is done without jab MGB. so after the EX Jet, it's twds + forward x fierce Jet.

vs. Hugo #3 looks like so: c. roundhouse -> EX Jet Uppercut -> s. strong x fierce Jet Uppercut

Chun Li

  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut/Ducking Straight
  • s. roundhouse x EX MGB -> c. roundhouse x 3 -> jab MGB -> short SSB
  • c. roundhouse x 5 -> forward Ducking Uppercut/Ducking Straight
  • c. roundhouse x 4 -> jab MGB -> short SSB

Elena

  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> fierce Jet Uppercut
  • s. roundhouse x EX MGB -> fierce Jet Uppercut -> fierce Jet Uppercut
  • c. roundhouse x 5 -> fierce Jet Uppercut
  • c. roundhouse -> fierce Jet Uppercut -> fierce Jet Uppercut

Makoto

  • s. roundhouse x EX MGB -> jab MGB -> c. roundhouse -> jab MGB -> c. roundhouse -> fierce Jet Uppercut
  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> fierce Jet Uppercut
  • s. roundhouse x EX MGB -> c. roundhouse x 2 -> jab MGB -> c. roundhouse -> dash -> s. strong x fierce Jet Uppercut

Dudley

  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut
  • s. roundhouse x EX MGB -> jab MGB -> c. roundhouse -> jab MGB -> c. roundhouse -> forward Ducking Uppercut
  • c. roundhouse x 5 -> forward Ducking Uppercut
  • c. roundhouse -> jab MGB -> c. roundhouse -> jab MGB -> c. roundhouse -> forward Ducking Uppercut

Q

  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> fierce Jet Uppercut
  • s. roundhouse x EX MGB -> fierce Jet Uppercut -> s. strong x fierce Jet Uppercut

both may be initiated with c. roundhouse instead of s. roundhouse x EX MGB.

Remy

  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut
  • c. roundhouse -> EX Jet Uppercut -> twds + forward x fierce Jet Uppercut
  • c. roundhouse x5 (ability to mix up PEAK height Lp MGB instead of the C. RH) ender... mostly use HP

Necro

  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut
  • c. roundhouse x 5 -> forward Ducking Uppercut

Alex

  • s. roundhouse x EX MGB -> forward Ducking Uppercut
  • s. roundhouse x EX MGB -> twds + forward x fierce Jet Uppercut
  • c. roundhouse -> c. roundhouse -> forward Ducking Uppercut

Oro

  • s. roundhouse x EX MGB -> c. roundhouse x 4 -> forward Ducking Uppercut
  • c. roundhouse -> EX Jet Uppercut -> twds + forward x fierce Jet Uppercut

Hit Confirms

Dudley has several moves he can link from to "hit confirm" a super. Briefly, a "hit confirm" is an attack that allows a player sufficient time to confirm visually whether the attack hit, to execute the super if it did (and do nothing if it was blocked or parried).

Any of the three supers apply, on any character. For best results, drum the 3 punch buttons when performing the super. The list is as follows:

Hit Confirm Comments
f+MK (wait) > Super Good range and hits crouching characters, but the odd EX Jet Uppercut may come out because of the similar motion and drumming of punch buttons. Can be used to poke repeatedly due to forward movement.
LK > MK (wait) > Super Easily the quickest and hits crouching characters, but suffers from the same EX Jet Uppercut problem. Very good for its speed overall.
HK xx HK.Ducking (wait) xx Super The Ducking must be super cancelled. Probably safer than f+MK, since super cancelling the Ducking removes the possibility of EX Jet Uppercuts coming out. At mid range every whiffed HK can be buffered into Ducking, so that any HK that happens to connect with a whiffed normal is cancelled into a Ducking (and into a super).
MP xx MK.Ducking (wait) xx Super The Ducking must be super cancelled early; super can be blocked if super cancel occurs too late. Greatest ranged hit confirm on a standing opponent. MP > MK target combo can come out if executed incorrectly.
f+HK (wait) Super Overhead into Super. Only works if opponent was crouching.
c.LK, c.LK xx Super Low shorts into super - must be blocked low. Use the duration of both c.LKs to confirm whether the super will be blocked.

Frame Data

Normals

Throws

Command Normals

Special Moves

Super Arts

Additional Frame Data

Strategies

Overview

Dudley a very solid character, rounding off well in almost all aspects. His particular strength lies in his damaging juggles, and strong 50-50 corner game. His predominant weakness is a lack of a "decent" low poke.

Basics

When playing as Dudley you'll be looking to do only one thing. Get your opponent in the corner. This is, without out doubt, Dudley's strongest position. From here, mix it up with one of these three key offences; (c.LK)*2 x Super, c.HK > Character Specific combo, F+s.HK x Super.

Outside of the corner, you're trying to get them there. Here, a long distance s.HK x EX MGB can be very helpful. This will catch off limbs, catch dashes, heck, it even hits crouching opponents.

Super Art Selection

As it stands today, most players pick SA3 with Dudley. You occasionally see some using SA1 (Fujiwara, for example), but never SA2.

  • SA1
    • Two large stocks, big damage, 1 frame start-up
    • Opponents may fall out of combos
      • Use on: Akuma(ish) Akuma's low stamina means that this super can really frighten an offensive player.
  • SA2
    • Covers ground effectively
    • Opponents may fall out of combos, 3 frame start-up, One medium size stock
      • Use on: N/A
  • SA3
    • Three small stocks, 1 frame start-up
    • Less than average damage
      • Use on: All (with the possible exception of Akuma)

Kara-Techniques

Dudley has no useful Kara-Techniques

Zoning

With most characters (particularly the shotos), Dudley can abuse his s.HP and F + s.HP to catch pokes and to keep attackers from advancing. This should be used sparingly (particularly F + s.HP) as excessive use will lead to easy parries for the opponent. The other obvious choice is the s.HK. The fear of landing in a combo from it can be enough to stop people from advancing as much.

Your typical tick throw move is F + s.MK. It will advance you forward and recover quickly, it can also be cancelled to super, that can catch a parrier who expects another F + s.HP.

Mixups

In general, when playing as Dudley, you should predominantly be trying to get your opponent on the floor, in either of the two stage edges. This places you in a great position, where you can [almost] use anything you want to keep pressure on.

The key to Mixup game is training your opponent to do certain things. Or to think that you plan to do certain things. Making movements typical of someone looking to attempt a low roundhouse can be used to goad people into attempting to parry low. Obviously at this point the plan of attack changes to attacking high, and following up with another attack.

Examples of Corner Mixup tools:

  • Throwing - As with most characters, after training (see above) someone to parry, throwing can disorient people, allowing subsequent strikes to be easier.
  • Liver Blow (F + MK) - A relatively fast move, this can be used in tick throws effectively. Also, it's high recovery allows you a large amount of opportunities to trick people into defending the grab or parrying the punch.
  • Dart Shot (F + HK) - Another relatively fast move, it can be used deceptively as it can look as though it should hit low, but in fact hits over-head. It can also be comboed into s.MK, as well as SA1/SA3 (On crouching opponents).
  • Swing Shot Blow - This move should mainly be used to confuse parry happy opponents, the odd timings can put people off, and the move can also be comboed into a super. It should, however, be used conservatively despite it's high damage because it is slow and not entirely safe. Also used to bait throws. Will punish throw whiffs, after which you can cancel into super.
  • c.HK - Obvious combos aside, the fear of being hit by this move can be used to your advantage in combination with Dart Shot.
  • c.LK - Used primarly to double hit confirm to a super, but it can be used in the c.LK > c.MP > c.HP combo for some easy damage.

Additional Notes

  • Personal Action: Attack up.

Match-ups

Serious Advantage Match-ups

  • Hugo - As matches go, Hugo shouldn't pose too much of a problem. As you might with the Shoto characters, fight Hugo on the ground. There's no sense focusing on jump-ins as it takes only one well timed parry for you to lose a large chunk of your life. A good range to be is just outside his c.MK. Make frequent use of MP, HK (For Meter) and HK xx EX MGB option select. F+HP is powerful whiff punishing tool, and random c.HKs will keep him on his toes. This is one match where a non-wakeup rose is helpful as it can inhibit Hugo's jump-ins somewhat. There's no point getting close to Hugo as you can deal with him perfectly well at a distance, and if you're close he can Gigas/SPD you. Ducking Super antics against jump-ins can be difficult to defend against. The key is to NOT GET PARRIED. If Hugo has meter don't try any random early j.KHs. It isn't worth it.
  • Sean

Advantage Match-ups

  • Yang
  • Elena
  • Necro
  • Alex
  • Remy
  • Q
  • Twelve

Fair Match-ups

  • Chun-Li - A good Chun will always be a bit of a challenge. You should always remember to block low, especially if Chun has meter. Also considering Chun's relatively lacking AA game, jumps (When used wisely) can be very helpful. Chun has the best ground game in the game, but Dudley is no pushover, and deals large amounts of damage. Patience (Like a lot of match-ups) is the key here, and waiting for opportunity. Footsie games by walking back and forth outside of her ranges with MP can be beneficial as well as random (But not whiffed) c.HK, and HK xx EX MGB outside of range, use this to punish Chun's whiffed fierces. Sometimes just randomly jumping to get in, and mixing up from there can be enough. Empty jumping into throws works well against Chun and trains for throw-baiting. Throwing chun excessively can be risky as she has many anti throw moves. If Chun-Li has meter however, be much more careful. It can be all too easy to catch a c.MK to SA2 if you're not. If Chun knocks you down in the corner with meter, I would just take the throw, or try something like HK xx LK Swing Blow to create a little breathing room, or c.LK > c.MP > c.HP chain to push her off you with something quick. Maintain a positive outlook regardless of whether you've been hit by the super, because you WILL be hit by the super. Once Chun is in the corner, it's levelled slightly as Dudley has so many options.
  • Ken
  • Makoto
  • Dudley
  • Urien - s.HK x EX MGB is a godsend in this match-up. s.HK is a stronger poke than most of the pokes that Urien has, and will almost definately catch him from them. Use and abuse.
  • Ryu
  • Oro
  • Ibuki

Disadvantage Match-ups

  • Yun
  • Akuma - Akuma has the basic shoto footgame and great mixups, however, his ability to defeat Dudley lies in his wakeup options. Not only does he have a Shoryuken, he also has the Teleport which makes cornering a good Akuma more difficult than Ken or Ryu. Roses on wakeup are highly recommended for corner situations. Beyond that, should Akuma's rushdown prove to be difficult to control and should you have enough health at your disposal, an interesting strategy can be to use an EX Cross Counter. You'll trade very much positively, probably move him to the corner, and sway the momentum very much in your favour.

Serious Disadvantage Match-ups

Dudley has no match-ups where he is at a serious disadvantage