Street Fighter 3: 3rd Strike/Dudley/Combos

From SuperCombo Wiki

Combos

Target Combos
Combo Damage Stun Notes
6LP > MP 10 9 A quick two-punch into Dudley's 5MP. Can be cancelled to both specials and supers.
6HK > MK 24 9 A fast 5MK uppercut combo from Dudley's overhead. Doesn't lead to a knockdown, but tacks on damage, making it a nice round closer without SAI/SAIII.
2LK > MK 12 5 A combo from Dudley's low 2LK into another 5MK. Similar in use to the Dart Shot Target Combo, as 2LK leads to no reward without supers either.
5LP > MP > MK 18 9 A one-two-three punch combo. Niche, but it can be used vs air parry to add hits.
5MP > MK > HP 26 15 3 heavy punches, another niche one, though it is a bit safer than special cancelling 5MP.
6MK > MK > HP 32 15 Similar to the above TC, but started from Liver Blow. Useful for a bit more damage without the risk of a cancel.
2LK > 2MP > 2HP 22 16 Another 2LK TC, used for similar reasons but leaves you farther away making it worse for continued pressure.
5MK > HK > HP 27 17 A damaging one-two-three that actually hits 4 times despite Dudley's counting. Another good air parry counter, from one of your best anti-airs as well.
5LK > MK > MP > HP 31 11 One of your most useful TC's, though what makes it useful is not actually finishing it. If you end in MK or MP, you're left plus enough to link SAI/SAIII for great damage and a long confirm.

Combo List

Dudley combos without meter are generally very limited, but once an EX or Super is on the table, he gets more immediate access to high damage juggles. Without meter, you're mostly just going to do combos from 5HK, or rely on Target Combos. Since Dudley has amazing whiff meterbuild, and naturally builds a lot of meter playing offensively, you'll usually find yourself with just enough for an EX MGB.

Advanced Dudley combos tend to be tight and character specific. Learning these optimizations can be rewarding, and is part of what makes Dudley so strong, but they aren't necessary. If you're just starting out with Dudley, stick to what's easiest for you until you feel comfortable learning more. In a real match, consistently landing your combos is more important than always getting max damage. As such, advanced character specific combos will be listed at the bottom of the page in a seperate table.

Basic Combos
Combo Position Damage Stun Difficulty Notes
5HK > 623HP Anywhere 39 31 Very Easy The universal go-to without meter. Does a nice chunk of damage and stun, and punishes a lot of things thanks to the incredible speed of 5HK. It'll even work as an anti-air combo, since Jet Upper is so fast. Will drop at range, leaving Dudley very punishable.
5MP > 623HP Anywhere 31 27 Very Easy Very similar to the above combo, but 5MP is 2 frames faster, so it sees use in situations where that speed is needed.
5HK > 41236HP Anywhere 36 20 Very Easy Heavy MGB will combo at all ranges of 5HK, making it the better option for a whiff punish. It's still quite unsafe on block however, and doesn't knock down, so Jet Upper is preferred when possible.
2HK, 41236MK~K Anywhere 36 13 Easy 2HK is an amazing launcher, and while it is a bit risky, you'll find yourself landing it often. This is the best combo midscreen, and can even be cancelled to super for amazing damage.
2HK, 6MK > 623HP Anywhere 48 28 Medium An alternative combo, and the first time you'll see a very common Dudley ender, Liver Blow > HP Jet Upper. This must be hit fairly low and close, especially to get both hits of Jet Upper. Midscreen is especially tight, and can be more character specific in timing.
EX Combos
Combo Position Damage Stun Difficulty Notes
5HK > 41236PP, 41236MK~K Anywhere 56 26 Easy EX Machine Gun Blow is one of Dudley's scariest moves, and learning to combo from it optimally is important. This is your easiest combo to secure damage, as others tend to be much tighter and character specific.
5HK > 41236PP, 6MK > 623HP Anywhere 59 33 Hard Liver Blow > HP Jet Upper is still slightly more damaging as an ender, and in the corner you'll usually prefer this. Midscreen, landing both hits is much more difficult, and only landing one hit gets the same amount of damage as MK Ducking Upper would. Doesn't work midscreen on Ibuki.
5HK > 63214KK Anywhere 47 33 Easy EX Short Swing Blow can also combo from 5HK, though this is mostly just flashy. Requires point blank, unless you're in the corner.
5HK > 41236PP, 41236LP(1), 6MK > 623HP Corner 63 31 Hard A very high damage corner juggle, and the introduction of single hit LP Machine Gun Blow. The idea is to whiff the first few hits, and land only the final uppercut hit, which allows juggles afterward. The height and timing can vary depending on character here, and Liver Blow > Jet Upper still has to be hit extremely low for both hits, but it's damaging enough with only one hit.


Character Specific Combos: Midscreen

Combo Works On
HK x EX Machine Gun Blow -> c.HK -> MK Ducking Uppercut Chun-Li, Dudley, Oro, Elena
HK x EX Machine Gun Blow -> c.HK -> Dash -> c.MP x Jet Uppercut Elena
HK x EX Machine Gun Blow -> Liver Blow x Jet Uppercut All characters except Ibuki
HK x EX Machine Gun Blow -> LP Machine Gun Blow -> Liver Blow x Jet Uppercut Hugo, Q
HK x EX Machine Gun Blow -> LP Machine Gun Blow -> LK Short Swing Blow Q
c.HK -> c.HK -> MK Ducking Uppercut Chun-Li, Dudley, Oro, Alex, Elena
c.HK -> c.HK -> Dash -> Jet Uppercut Chun-Li, Dudley
c.HK -> c.HK -> Dash -> c.MP x Jet Uppercut Elena
c.HK -> Liver Blow x Jet Uppercut All characters except Ibuki
c.HK -> LP Machine Gun Blow -> MK Ducking Uppercut
c.HK -> LP Machine Gun Blow -> c.HK -> MK Ducking Uppercut Makoto


Character Specific Combos: Corner

Dudley can do c.HK up to six times on the following characters: Chun-Li, Makoto, Dudley, Oro, Ibuki, Elena, Necro, Alex, Remy, and Q.

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

--You can combo an extra s.roundhouse for the first two combos above. If the first s. roundhouse connects on a Dudley that is crouching or doing a low parry punish of a crouching attack.

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. A "hit confirm" is an attack that allows a player sufficient time to confirm visually if the attack hit, to execute the super if it did, or to do nothing if it was blocked or parried.

Links are done with SA1/SA3 in mind, SA2 is a frame slower and doesn't combo off of f+HK.

Many of these combos are quite strict. To make the links into super consistent, press HP for 1 frame, followed by releasing HP and pressing MP on the next frame, followed by releasing MP and pressing LP on the next frame, and releasing LP on the last frame. This technique is called pianoing, the goal is to get a consistent string of super inputs on 3+ consecutive frames.

Hit Confirm Comments
f.MK (wait) > Super Surprising range and hits crouching characters, +2 on block. Can be used to poke repeatedly due to forward movement.
cr.LK xx cr.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.
f.HK (wait) > Super Overhead linked into super. Only works if opponent was crouching.
HK xx MK/HK.Ducking (wait) xx Super The Ducking command dash must be super cancelled. 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) This is safer vs dash up block than buffering into EX MGB, and can be safer to use in matchups where EX MGB won't combo on crouching hit.
st.MP/cr.MP xx LK/MK.Ducking (wait) xx Super The Ducking must be super cancelled early; super can be blocked if super cancel occurs too late.
LK xx MK (wait) > Super Can be confirmed off the 2nd hit only, useful in a game without absolute guard.
MK (wait) > Super Low pushback, 0 on block
High j.HK > HP DP/EX DP/Super This is your main "early timing" jump in, can beat many anti-airs that are safe vs parry. Super works from higher up than DP. Recommended to double tap the HP DP (1f press, 1f release, 1f press, 1f release) or to tap the EX quickly (2f press, release)