Street Fighter 3: 3rd Strike/Dudley/2021

From SuperCombo Wiki

Introduction

Dudley is an English gentleman boxer who despises dirty fighting and seeks opponents who offer a good, clean match. He is never seen without his beloved blue boxing gloves even while driving, drinking tea, and reading the newpaper. His first appearance was Street Fighter III: New Generation.

Dudley is an incredibly powerful rushdown character, sporting some of the best offense and likely the best mixups in the game, with tons of damage to back it up. He's got an unreactably fast overhead in 6HK, which links into his SAI and SAIII for knockdowns and damage, mixed with a low confirm in 2LK that leads to the same. All of it leads into more offense, which is easily sustained with Dudley's variety of plus normals and Target Combos. This is further accentuated by Ducking (41236K) and Short Swing Blow (63214K), evasive moves that let Dudley dodge attacks and punish.

One of his most attractive features however is his sheer damage output. Dudley has long and flashy juggles from his 2HK launcher and EX Machine Gun Blow (41236PP) that do immense damage. While they are difficult and character specific, they allow Dudley to turn his parries into some of the highest damage in the game with Light Machine Gun Blow loops and his infamous 2HK sweep loops.

This all comes with a few tough issues however. Dudley's hardest problem is his lack of a strong low poke. Many of the top tiers have 2MK normals that cancel into specials and supers while retaining safety, but Dudley lacks one of these or a solid answer to them. He's also quite wide, leaving him vulnerable to high damage combos and confirms. He also struggles to deal with rushdown himself, with 2LP being fast but no reward, and only EX Jet Upper (623PP) being invincible.

Dudley is a high execution rushdown, and while properly mastering his combos and confirms may take some time in training mode, he rewards you with some of the best okizeme and offense 3S has to offer, and the flashiest combos to flex execution with.

Super Arts

SA1: Rocket Uppercut

One of Dudley's two best supers, requires more meter in exchange for more damage. Deals 52 damage to a standing Ken. Favored by specific players, or for specific matchups (gives additional range on the dart shot super link vs Makoto and twins, can be used for burst damage vs characters with low health or who are hard to hit). Opponents can fall out when it's used as a juggle ender midscreen, make sure not to hit them when they're too close or too high up. For example play, Fujiwara is a strong player who nearly always plays SA1.

SA2: Rolling Thunder

Deals 58 damage to a standing Ken. Can be mashed for extra hits, up to 8 total. It's the least popular option as it doesnt combo after juggles, doesn't combo after dart shot (6HK), and only has 1 large stock. Can be used in a similar manner to Ken's SA3.

SA3: Corkscrew Blow

Easiest to use super. Deals 38 damage to a standing Ken. It has 3 stocks and a significantly shorter bar, so you'll have access to super in many more situations. Has no issues with the opponent dropping out if they're hit while airborne; if you do miss one or two hits, it won't significantly impact the oki you get afterwards. LP corkscrew blow also deals an obnoxious amount of pushback on block, making it difficult to punish for many characters.

Strengths Weaknesses
  • Great walk speed, with a fast and low jump to back it up.
  • High damage and stun juggle combos allow for threatening offense AND defense.
  • Awesome high-low mixups, insane frame data to enable them, insane damage to discourage the opponent from fighting back vs high/low/throw.
  • A lot of strong anti-airs to work with, and great ways to deal with air parry.
  • Lacks pokes with enough risk-reward to directly compete with many of the game's best crouching pokes.
  • Slow lows outside of 2LK, which is only threatening near point blank via his 2LK > 2LK confirm.
  • No oki off of throws midscreen, in exchange for very good corner carry.
Dudley
#3S_DU
3S Dudley Art.png
Vitals
Life Points 1200
Stun Points 72
Super Art Stock/Size
SA1 2/96
SA2 1/112
SA3 3/80
Ground Movement
Forward Dash duration/distance 18 (111px)
Back Dash duration/distance 19 (95px)
Jumping
Back Jump duration 35(4+30+1)
Neutral Jump duration 38(4+33+1)
Forward Jump duration 35(4+30+1)
Back Super Jump duration 39(5+33+1)
Neutral Super Jump duration 45(5+39+1)
Forward Super Jump duration 39(5+33+1)
Wake up
Wake up duration 55
Quick rise duration 45
3S Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2)

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel (into itself or another light attack), refer to description for options.
  • "self": Self-only chain cancel. Much more restrictive than a standard chain cancel.
  • "tc": Target combo, refer to description for options. Successive attacks in a target combo may warrant their own move entry.
  • "dash": Grounded dashes.
  • "sj": Super jump.
  • "sp": Special move.
  • "su": Super Art.
Damage

Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit.

"Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching.

Kara Range

Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel.

Link

A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link. Ex: a +6 normal can link into a 4f normal/special, or a 5f super.

Parry

This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4.

Stun

Amount of stun added to the opponent's stun bar on hit.

Throw range

Range in pixels from the center of the character to the center of the opponent which allows a grab to connect.

Frame Data

Standing Normals

5LP
Stand LP
Lp.png
(dudleylp).gif
Startup Active Recovery Hit Cr. Hit
3 2 6 3 3
Damage Stun Guard Parry Block
3 3 - A 3
  • Cancel options: self ch sp su
FATonline.png
5MP
Stand MP
Mp.png
(dudleymp).gif
Startup Active Recovery Hit Cr. Hit
3 2 10 2 4
Damage Stun Guard Parry Block
10 9 - H 1
  • Cancel options: sp su
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
5HP
Stand HP
Hp.png
(dudleyhp).gif
Startup Active Recovery Hit Cr. Hit
7 3 17 1 3
Damage Stun Guard Parry Block
24 13 - H -1
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
5LK
Stand LK
Lk.png
(dudleylk).gif
Startup Active Recovery Hit Cr. Hit
5 2 8 2 2
Damage Stun Guard Parry Block
5 3 - A 2
  • Cancel options: sp su
FATonline.png
5MK
Stand MK
Mk.png
(dudleymk).gif
Startup Active Recovery Hit Cr. Hit
5 3 13 2 2
Damage Stun Guard Parry Block
14 11 - H -
  • 8 kara range
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
5HK
Stand HK
Hk.png
(dudleyhk).gif
Startup Active Recovery Hit Cr. Hit
5 3 12 6 8
Damage Stun Guard Parry Block
21 13 - H 4
  • Cancel options: sp su
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png




Command Normals

6LP
Slipping Jab
Fwd LP
F.png+Lp.png
(dudleyflp).gif
Startup Active Recovery Hit Cr. Hit
4 2 8 1 1
Damage Stun Guard Parry Block
4 3 - A 1
  • Cancel options: self sp su
  • 12 kara range
FATonline.png
6MP
Stomach Blow
Fwd MP
F.png+Mp.png
(dudleyfmp).gif
Startup Active Recovery Hit Cr. Hit
8 5 10 - 1
Damage Stun Guard Parry Block
14 5 - H -1
  • 10 kara range
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
6HP
Step Straight
Fwd HP
F.png+Hp.png
(dudleyfhp).gif
Startup Active Recovery Hit Cr. Hit
15 5 16 -1 1
Damage Stun Guard Parry Block
24 13 - H -3
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
6MK
Liver Blow
Fwd MK
F.png+Mk.png
(dudleyfmk).gif
Startup Active Recovery Hit Cr. Hit
5 2 9 3 3
Damage Stun Guard Parry Block
17 9 - H 2
  • Cancel options: sp su
  • 6 kara range
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
6HK
Dart Shot
Fwd HK
F.png+Hk.png
(dudleyfhk).gif
Startup Active Recovery Hit Cr. Hit
12 4 16 - 2
Damage Stun Guard Parry Block
19 7 - H -2
  • 11 kara range
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png




Crouching Normals

2LP
Crouch LP
D.png+Lp.png
(dudleyclp).gif
Startup Active Recovery Hit Cr. Hit
3 1 9 1 1
Damage Stun Guard Parry Block
3 3 - A 1
  • Cancel options: self ch sp su
FATonline.png
2MP
Crouch MP
D.png+Mp.png
(dudleycmp).gif
Startup Active Recovery Hit Cr. Hit
4 2 9 3 4
Damage Stun Guard Parry Block
12 7 - A 2
  • Cancel options: sp su
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
2HP
Crouch HP
D.png+Hp.png
(dudleychp).gif
Startup Active Recovery Hit Cr. Hit
7 4 13 2 2
Damage Stun Guard Parry Block
23 13 - A -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
2LK
Crouch LK
D.png+Lk.png
(dudleyclk).gif
Startup Active Recovery Hit Cr. Hit
4 1 10 - -
Damage Stun Guard Parry Block
5 3 - L -
  • Cancel options: self ch sp su
FATonline.png
2MK
Crouch MK
D.png+Mk.png
(dudleycmk).gif
Startup Active Recovery Hit Cr. Hit
9 3 22 D D
Damage Stun Guard Parry Block
10 3 - L -12
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
2HK
Crouch HK
D.png+Hk.png
(dudleychk).gif
Startup Active Recovery Hit Cr. Hit
15 3 21 D D
Damage Stun Guard Parry Block
17 3 - L 1
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png




Jumping Normals

  • Dudley's jump normals do not change during angled jumps
j.LP
Jump LP
U.png+Lp.png
(dudleyjlp).gif
Startup Active Recovery Hit Cr. Hit
4 4 - - -
Damage Stun Guard Parry Block
7 9 - H -
FATonline.png
j.MP
Jump MP
U.png+Mp.png
(dudleyjmp).gif
Startup Active Recovery Hit Cr. Hit
5 4 - - -
Damage Stun Guard Parry Block
12 13 - H -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
j.HP
Jump HP
U.png+Hp.png
(dudleyjhp).gif
Startup Active Recovery Hit Cr. Hit
8 3 - - -
Damage Stun Guard Parry Block
21 15 - H -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
j.LK
Jump LK
U.png+Lk.png
(dudleyjlk).gif
Startup Active Recovery Hit Cr. Hit
4 17 - - -
Damage Stun Guard Parry Block
7 5 - H -
FATonline.png
j.MK
Jump MK
U.png+Mk.png
(dudleyjmk).gif
Startup Active Recovery Hit Cr. Hit
5 13 - - -
Damage Stun Guard Parry Block
10 7 - H -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
j.HK
Jump HK
U.png+Hk.png
(dudleyjhk).gif
Startup Active Recovery Hit Cr. Hit
12 4 - - -
Damage Stun Guard Parry Block
16 9 - H -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png




Target Combos

None
f.LP > MP
Startup Active Recovery Hit Cr. Hit
- - - - -
Damage Stun Guard Parry Block
- - - - -
FATonline.png
None
f.LP > MP > MK
Startup Active Recovery Hit Cr. Hit
- - - - -
Damage Stun Guard Parry Block
- - - - -
FATonline.png
None
cr.LK > st.MK
Startup Active Recovery Hit Cr. Hit
- - - - -
Damage Stun Guard Parry Block
- - - - -
FATonline.png




Throws

LPLK (mash)
Liver Crusher
Neutral Throw
Lp.png+Lk.png (mash)
(dudleylct).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 - -
Damage Stun Guard Parry Block
19 22 - - -
  • 20 throw range
FATonline.png
4LPLK
Dynamite Throw
Throw
B.png/F.png+Lp.png+Lk.png
(dudleydttr).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 - -
Damage Stun Guard Parry Block
21 12 - - -
  • 20 throw range
FATonline.png




Universal Overhead

MPMK
Jumping Elbow
Universal Overhead
Mp.png+Mk.png
(dudleyoh).gif
Startup Active Recovery Hit Cr. Hit
15 10 5 0 ~ +8 1 ~ +9
Damage Stun Guard Parry Block
7 3 - H -5 ~ +7
FATonline.png




Taunt

HPHK
Rose Throw
Taunt
Hp.png+Hk.png
(dudleyt).gif
Startup Active Recovery Hit Cr. Hit
38 - - - -
Damage Stun Guard Parry Block
1 - - A -
  • Self meter gain: Whiff: 4, Hit: 14, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png




Special Moves

623P
Jet Uppercut
DP
Dp.png+P.png
(dudleyjup).gif
Lp.png/Mp.png/Hp.png
(dudleyjupex).gif
Ex.png
LP Startup Active Recovery Hit Cr. Hit
4 8 29 - -
Damage Stun Guard Parry Block
24 17 - A -23
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 21, Block: 15.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png
MP Startup Active Recovery Hit Cr. Hit
4 16 28 - -
Damage Stun Guard Parry Block
28 19 - A -30
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 21, Block: 15.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png
HP Startup Active Recovery Hit Cr. Hit
3 21 32 - -
Damage Stun Guard Parry Block
31 20 - A -38
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 22, Block: 16.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png
EX Startup Active Recovery Hit Cr. Hit
3 21 34 - -
Damage Stun Guard Parry Block
37 20 - A -37
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
41236P
Machine Gun Blow
Hcf.png+P.png
(dudleymgb).gif
Lp.png/Mp.png/Hp.png
(dudleymgbex).gif
Ex.png
LP Startup Active Recovery Hit Cr. Hit
8 8 18 - -
Damage Stun Guard Parry Block
19 7 - H -3
  • Self meter gain: Whiff: 3, Hit: 20, Block: 14.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
MP Startup Active Recovery Hit Cr. Hit
15 10 24 - -
Damage Stun Guard Parry Block
22 7 - H -9
  • Self meter gain: Whiff: 3, Hit: 21, Block: 15.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
HP Startup Active Recovery Hit Cr. Hit
17 13 30 - -
Damage Stun Guard Parry Block
27 9 - H -15
  • Self meter gain: Whiff: 3, Hit: 23, Block: 17.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
EX Startup Active Recovery Hit Cr. Hit
16 17 28 - -
Damage Stun Guard Parry Block
32 10 - H -15
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
41236K
Ducking Rush
Ducking
Hcf.png+K.png
(dudleyduck).gif
Startup Active Recovery Hit Cr. Hit
- - - - -
Damage Stun Guard Parry Block
- - - - -
FATonline.png
41236K > P
Ducking Straight
Ducking > P
Hcf.png+K.png > P.png
(dudleyduckst).gif
Startup Active Recovery Hit Cr. Hit
21/20/22 4 19 - -
Damage Stun Guard Parry Block
28 17 - H -7
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
41236K > K
Ducking Upper
Ducking > K
Hcf.png+K.png > K.png
(dudleyduckup).gif
Startup Active Recovery Hit Cr. Hit
20/19/21 4 25 - -
Damage Stun Guard Parry Block
30 11 - H -12
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 20, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
63214P
Cross Counter
Counter
Hcb.png+P.png
(dudleycrco).gif
Lp.png/Mp.png/Hp.png
(dudleyccex).gif
Ex.png
LP Startup Active Recovery Hit Cr. Hit
2 - - - -
Damage Stun Guard Parry Block
- - - A -
  • If input with HCB,F+P, can be used to perform a standing LP that cancels into Cross Counter on connect. Cancelling into this standing jab can make HK an additional +4 on block/hit/crouching hit, and make all mediums a flat +3/+4/+5 on block/hit/crouching hit
FATonline.png
MP Startup Active Recovery Hit Cr. Hit
2 - - - -
Damage Stun Guard Parry Block
- - - A -
  • If input with HCB,F+P, can be used to perform a standing MP that cancels into Cross Counter on connect
FATonline.png
HP Startup Active Recovery Hit Cr. Hit
2 - - - -
Damage Stun Guard Parry Block
- - - A -
  • If input with HCB,F+P, can be used to perform a standing HP that cancels into Cross Counter on connect
FATonline.png
EX Startup Active Recovery Hit Cr. Hit
4 - - - -
Damage Stun Guard Parry Block
- - - A -
  • If input with HCB,F+P, can be used to perform a standing HP that cancels into Cross Counter on connect. Consumes meter even if the HP whiffs
FATonline.png
63214K
Short Swing Blow
Sway Punch
Hcb.png+K.png
(dudleyssb).gif
Lk.png/Mk.png/Hk.png
(dudleyssbex).gif
Ex.png
LK Startup Active Recovery Hit Cr. Hit
17 3 13 2 4
Damage Stun Guard Parry Block
33 19 - H 0
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 17, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • Backwards movement starts on frame 2.
FATonline.png
MK Startup Active Recovery Hit Cr. Hit
20 3 13 2 4
Damage Stun Guard Parry Block
33 19 - H 0
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 17, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • Backwards movement starts on frame 3.
FATonline.png
HK Startup Active Recovery Hit Cr. Hit
23 3 13 2 4
Damage Stun Guard Parry Block
33 19 - H 0
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 17, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • Backwards movement starts on frame 4.
FATonline.png
EX Startup Active Recovery Hit Cr. Hit
17 10 - KD KD
Damage Stun Guard Parry Block
33 22 - H -3
  • Cancel options: su
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • Invincible frame 1, backwards movement starts on frame 2.
FATonline.png




Super Arts

236236P (SA1)
Rocket Uppercut
SA1
Qcf.pngQcf.png+P.png (SA1)
(dudleysa1).gif
Startup Active Recovery Hit Cr. Hit
1 40 31 - -
Damage Stun Guard Parry Block
63 10 - A -
FATonline.png
236236P (mash P) (SA2)
Rolling Thunder
SA2 (Mash)
Qcf.pngQcf.png+P.png (mash P.png) (SA2)
(dudleysa2).gif
Startup Active Recovery Hit Cr. Hit
2 17 20 - -
Damage Stun Guard Parry Block
60 13 - H -
FATonline.png
236236P (hold PPP) (SA2)
Rolling Thunder (Hold)
SA2 (Hold)
Qcf.pngQcf.png+P.png (hold 6+PPP)
(dudleysa2).gif
Startup Active Recovery Hit Cr. Hit
2 17 20 - -
Damage Stun Guard Parry Block
60 13 - H -
  • Dudley will continue Ducking toward the opponent, extending the range of SA2 at the cost of startup time
FATonline.png
236236P (SA3)
Corkscrew Blow
SA3
Qcf.pngQcf.png+P.png (SA3)
(dudleysa3).gif
Startup Active Recovery Hit Cr. Hit
1 10 24 - -
Damage Stun Guard Parry Block
46 - - H -
  • Higher strength versions travel farther (1st active frames all have the same range)
    - The LP version can be useful for anti-airing since it's less likely to go under the opponent
FATonline.png

3S Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Akuma
Alex
Chun-Li
Dudley
Elena
Hugo
Ibuki
Ken
Makoto
Q
Necro
Oro
Remy
Ryu
Sean
Twelve
Urien
Yang
Yun
Gill