Street Fighter X Tekken/Dudley

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Dudley

Sfxt Dudley face.jpg

Ideal Team Position: Anchor


Dudley is a bit of a weird case in this game. Although his moveset is very similar to his SF4 counterpart, he's significantly worse this time around. Dudley isn't as explosive in this game thanks to the nerfed range of his st.hk and the fact that he has a much harder time getting in. However, once he does get in, he still hits like a truck and will carry you half screen with a bnb combo. He's still gonna kill you in just a few guesses, which makes it scary to fight him knowing that you can die from one whiff punish. His neutral isn't super strong because of the limited range of his normals, which is why he's best used as an anchor, so he can make the most of his stubby but powerful normals after his partner gets in for him.


Strengths Weaknesses
  • Machine Gun Blow allows for good corner carry, a reactable safe tag on block, and a full jump in combo on hit.
  • St.mk, cr.hp, and his Dp.png are all great anti airs.
  • Several moves that move him forward during pressure such as f.mk, f.hp, as well as Machine Gun Blow as a combo ender or Ducking for a reset.
  • A ludicrously fast overhead (f.hk) as well as the ability to reliable link out of his cr.lk gives him a scary high/low game when up close.
  • Ducking moves Dudley forward a great amount while he's completely projectile invincible.
  • Lack of reliable long range normals makes it difficult for Dudley to compete in neutral despite his great walk speed.
  • Vulnerable to Alpha Counters thanks to a lot of his pressure being reliant on moves with long animations.
  • Doesn't have a true crossup outside of the corner.
  • His best normals having very High.png hitboxes makes him vulnerable to Low.png profiling in neutral.

Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png Rpdfire.png
Standing Medium Punch
Mp.png
Speccancel.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Speccancel.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Speccancel.png (Forces Standing)
Crouching Light Punch
D.png + Lp.png
Speccancel.png Rpdfire.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
(Forces Standing)
Crouching Light Kick
D.png + Lk.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Hardknockdown.png
Crouching Hard Kick
D.png + Hk.png
Launch
Neutral Jump Light Punch
U.png + Lp.png
Neutral Jump Medium Punch
U.png + Mp.png
Neutral Jump Hard Punch
Uf.png / U.png / Ub.png + Hp.png
Neutral Jump Light Kick
U.png + Lk.png
Neutral Jump Medium Kick
U.png + Mk.png
Neutral Jump Hard Kick
U.png + Hk.png
Groundbounce.png on airborne opponent
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
Angled Jump Hard Punch
Ub.png / Uf.png + Hp.png
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png
Groundbounce.png on airborne opponent

Unique Attacks

Name
Command
Notes
Slipping Jab
F.png + Lp.png ---.png Mp.png
Speccancel.png Rpdfire.png
Knockdown.png on airborne
Stomach Blow
F.png + Mp.png
Knockdown.png on airborne
Step Straight
F.png + Hp.png
Knockdown.png on airborne
Kidney Blow
F.png + Mk.png
Knockdown.png on airborne
Dart Shot
F.png + Hk.png
Knockdown.png on airborne
Target Combo 1
F.png + Lp.png ---.png Mp.png
Speccancel.png
Target Combo 2
D.png + Lk.png ---.png Mk.png
Speccancel.png
Target Combo 3
F.png + Hk.png ---.png Mk.png
Target Combo 4
Lp.png ---.png Mp.png ---.png Mk.png
Speccancel.png
Can start from Boost Combo
Target Combo 5
Mp.png or F.png + mk--- Mk.png ---.png Hp.png
Target Combo 6
D.png + Lk.png ---.png D.png + Mp.png ---.png D.png + Hp.png
On block: 0 if d+HP
is blocked only once
Target Combo 7
Mk.png ---.png Hk.png ---.png Hp.png
Can start from Boost Combo
Target Combo 8
Lk.png ---.png Mk.png ---.png Mp.png ---.png Hp.png
On block: 0 if HP is
blocked only once

Throws

Name
Command
Notes
Kidney Crusher
F.png or N.png + Lp.png + Lk.png
Throw.png
Dynamite Throw
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Jet Upper
Dp.png + P.png
Knockdown.png
Ex.png Full body Invincible through 6f
Mp.png full body strike inv. through 6f
Machne Gun Blow
Hcf.png + P.png
Forces Standing
Ex.png Floats
Cross Counter
Hcb.png + P.png
Hardknockdown.png
Only Counters waist up
Ex.png
Thunder Bolt
D.png (charge) U.png + K.png
Hardknockdown.png
Ex.png Groundbounce.png
Full body invul 1-10f
Ducking
Hcf.png + K.png
Projectile Invulnerable
Duck Straight
P.png during Ducking
Forces Standing
Duck Upper
K.png during Ducking
Forces Standing
Short Swing Blow
Hcb.png + K.png
Ex.png Chrg.png
Upper Body Projectile inv. during charge

Super Combo

Name
Command
Notes
Rolling Thunder
Hcb.png + 3k.png
Full Body Invul 1-10f

Frame Data (Updated for v2013)

Move Command Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS "Notes
"
Far\Close LP H 30 3 2 8 +7 +3 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal moves
Far\Close MP H 60 4 2 12 +7 +3 SM,EX,SA,CA 2 1 1 -
Far\Close HP H 90 6 6 20 -1 -6 - 3 1 1 -
Far\Close LK H 30 5 2 14 +1 -4 SM,EX,SA,CA 1 1 1 -
Far\Close MK H 60 6 5 14 +2 -2 - 2 1 1 -
Far\Close HK H 75 4 3 17 +6 +1 SM,EX,SA,CA 1 1 1 Forces standing
Crouch LP H 30 3 2 9 +6 +2 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal moves
Crouch MP H 60 4 2 13 +6 +2 SM,EX,SA,CA 2 1 1 -
Crouch HP H 90 8 4 19 +2 -3 - 3 1 1 Forces standing
Crouch LK **LC L 30 4 4 9 +4 0 SM,EX,SA,CA 1 1 1 -
Crouch MK L 60 7 5 20 hard knockdown -8 - 2 1 - -
Crouch HK L 90 12 4 20 float -7 - 3 1 2 -
Jump Up LP M 40 4 3 until ground+4 +12 +4 - 1 1 1 -
Jump Up MP M 70 5 5 until ground+4 +16 +5 - 2 1 1 -
Jump Up HP M 100 11 3 until ground+4 +20 +8 - 3 1 1 -
Jump Up LK M 40 4 10 until ground+4 +12 +4 - 1 1 1 -
Jump Up MK M 70 5 8 until ground+4 +16 +5 - 2 1 1 -
Jump Up HK M 100 11 5 until ground+4 +20 +8 - 3 1 1 Ground bounce on airborne opponent
Jump Diagonal LP M 40 4 5 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MP M 70 5 3 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HP M 100 6 4 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LK M 40 4 16 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MK M 70 6 12 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HK M 80 8 7 until ground+4 +20 +8 - 3 2 1 Ground bounce on airborne opponent
Launcher **LC HP+HK H 100 13 2 54 switch -34 - 3 - - Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Cross Cancel f+HP+HK (while blocking) H 60,60 4 2,18 21+12 hard knockdown - - - - - Invulnerability frames 1-6, Resembles EX Jet Upper
Kidney Crusher LP+LK throw 140 5 2 20 hard knockdown - - - - - -
Dynamite Throw b+LP+LK throw 140 5 2 20 hard knockdown - - - - - -
Slipping Jab f+LP H 40 5 2 14 +1 -1 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into itself, Knockdown on airborne opponent
Stomach Blow f+MP H 70 7 6 14 +1 -3 - 2 1 1 Knockdown on airborne opponent
Step Straight **LC f+HP H 100 13 7 20 -2 -7 - 3 1 1 Knockdown on airborne opponent
Kidney Blow f+MK H 70 8 2 13 +6 +2 - 2 1 1 Knockdown on airborne opponent
Dart Shot f+HK M 60 14 4 16 +5 -4 - 3 1 1 Knockdown on airborne opponent
Target Combo 1 f+LP > MP H 60 8 2 14 +5 +1 SM,EX,SA,CA 2 1 - -
Target Combo 2 d+LK > MK H 60 8 3 13 +5 +1 SM,EX,SA,CA,BC 2 1 - -
Target Combo 3 f+HK > MK H 60 8 4 13 +4 0 - 2 1 - -
- LP > MP H 60 8 2 11 +8 +4 - 2 1 - -
Target Combo 4 LP > MP > MK H 60 8 3 13 +5 +1 SM,EX,SA,CA 2 1 - -
- MP or f+MK > MK H 60 8 3 13 +5 +1 - 2 1 - Can be started from Boost Combo
Target Combo 5 MP or f+MK > MK > HP H 90 8 3 17 +5 0 - 3 1 - -
- d+LK > d+MP H 60 8 2 15 +4 0 BC 2 1 - -
Target Combo 6 d+LK > d+MP > d+HP H 90 8 1,3 16 +6 +1 LA 3,3 1,1 - -
- MK > HK H 90 8 3 16 +6 +1 LA 3 1 - -
Target Combo 7 MK > HK > HP H 90 8 1,3 16 +6 +1 LA 3,3 1,1 - Can be started from Boost Combo
- LK > MK H 90 8 3 13 +5 +1 BC 2 1 - -
- LK > MK > MP H 60 8 2 12 +7 +3 BC 2 1 - -
Target Combo 8 LK > MK > MP > HP H 90 8 1,3 16 +6 +1 LA 3,3 1,1 - -
Jet Upper LP f,d,df+LP H 70(50) 6 7 17+9 knockdown -17 - 3 3 0 -
Jet Upper MP f,d,df+MP H 120(100) 5 14 17+18 knockdown -37 - 3 3 0 Strike invulnerability frames 1-6
Jet Upper HP f,d,df+HP H 70,50 4 2,18 19+12 knockdown -32 - 3,6 3,4 0 -
Jet Upper EX f,d,df+PP H 100,80 4 2,18 21+12 knockdown -36 - 3,4 3,4 0 Invulnerability frames 1-6
Machine Gun Blow LP hcf+LP H 20,10,50 10 2(5)2(10)4 22 +1 -2 - 3,3,3 0,0,3 0 Forces standing
Machine Gun Blow MP hcf+MP H 20,10x2,50 17 2(5)2(5)2(10)4 21 +1 -3 - 3,3,3,3 0,0,0,3 0 Forces standing
Machine Gun Blow HP hcf+HP H 20,10x4,50 19 2(5)2(5)2(5)2(5)2(6)4 22 0 -4 - 3,3,3,3,3,3 0,0,0,0,0,3 0 Forces standing
Machine Gun Blow EX hcf+PP H 10x6,30 19 2(5)2(5)2(5)2(5)2(6)4(7)4 13 float 0 - 3,3,3,3,3,3,3 0,0,0,0,0,0,3 0 Forces standing
Cross Counter hcb+LP counter X 4 68 22 hard knockdown - - - - - X=Damage depending on attack that is countered, Only counters attacks that hit from the waist upward
Cross Counter hcb+MP counter X 4 49 22 hard knockdown - - - - - X=Damage depending on attack that is countered, Only counters attacks that hit from the waist upward
Cross Counter hcb+HP counter X 4 29 22 hard knockdown - - - - - X=Damage depending on attack that is countered, Only counters attacks that hit from the waist upward
Cross Counter EX hcb+PP counter X,30,30 4 29 22 hard knockdown - - - - - X=Damage depending on attack that is countered, Only counters attacks that hit from the waist upward, Projectile invulnerability frames 1-32
Thunder Bolt (charge 54F) d,u+K H 20x2,60 39 3,2(3)2 25 hard knockdown -5 - 3,3,3 3,3,1 0 Button strength determines distance
Thunder Bolt EX (charge 54F) d,u+KK H 20x5,90 35 2,2,2,2,1(3)2 36 ground bounce -16 - 3,3,3,3,3,3 0,0,0,0,3,1 0 Invulnerability frames 1-10, Strike invulnerability frames 11-43
Ducking LK hcf+LK - - - - 23 - - P,K - - - Follow-up comes out at the 15th frame, Projectile invulnerability frames
Ducking MK hcf+MK - - - - 24 - - P,K - - - Follow-up comes out at the 16th frame, Projectile invulnerability frames
Ducking HK hcf+HK - - - - 28 - - P,K - - - Follow-up comes out at the 19th frame, Projectile invulnerability frames
Duck Straight P during Ducking H 100 5 3 23 +2 -4 - 4 4 0 Forces standing
Duck Upper K during Ducking H 50,50 3 1,2 25 +2 -5 - 5,6 1,3 0 Forces standing
Short Swing Blow LK hcb+LK H 120 19 3 20 +2 -1 - 3 1 0 Chargeable: 51F for EX Version and 100F for Super Art, Throw invulnerability frames 1-16, Upper body projectile invincible during charge, Forces standing
Short Swing Blow MK hcb+MK H 140 22 3 22 0 -3 - 3 1 0 Chargeable: 51F for EX Version and 100F for Super Art, Throw invulnerability frames 1-18, Upper body projectile invincible during charge, Forces standing
Short Swing Blow HK hcb+HK H 160 25 3 22 0 -3 - 3 1 0 Chargeable: 51F for EX Version and 100F for Super Art, Throw invulnerability frames 1-21, Upper body projectile invincible during charge, Forces standing
Short Swing Blow EX hcb+EX H 50x3 26 2(6)3(12)2 25 float +3 - 3,3,3 0,0,3 0 Chargeable: 51F for Super Art, Throw invulnerability frames 1-23, Upper body projectile invincible during charge, Forces standing
Rolling Thunder hcb+KKK H 20x5,200 9 3(10)2(10)3(9)2(10)3(13)3 42 hard knockdown -39 - 3,3,3,3,3,3 0,0,0,0,0,3 - 72 frames cinematic freeze before attack begins, Invulnerability frames 1-10
Cross Art qcf+MP+MK H 150(140)+ 9 2,2,2,2 54 switch -34 - 3,3,3,3 0,0,0,4 - 61 frames cinematic freeze before attack begins, Invulnerability frames 1-10

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Far\Close LP H 30 3 2 8 +7 +3 - Rapid fire cancelable into light normal moves
Far\Close MP H 42 4 2 22 -3 -7 EX,SA,CA -
Far\Close HP H 63 6 6 28 -9 -14 - -
Far\Close LK H 30 5 2 14 +1 -4 - -
Far\Close MK H 42 6 5 19 -3 -7 - -
Far\Close HK **LC H 52 4 3 30 -7 -12 EX,SA,CA Forces standing
Crouch LP H 30 3 2 9 +6 +2 - Rapid fire cancelable into light normal moves
Crouch MP H 42 4 2 23 -4 -8 EX,SA,CA -
Crouch HP H 63 8 4 28 -7 -12 - Forces standing
Crouch LK **LC L 30 4 4 9 +4 0 - -
Crouch MK L 42 10 3 27 hard knockdown -13 - -
Crouch HK L 63 12 4 29 float -16 - -

Move Analysis

Normal Moves

N/A


Unique Attacks

N/A

Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

Advanced Strategy

N/A


Combos

Bread and Butters

  • f+LP>MP xx dp+LP, f+LP>MP xx hcf+LK, cr.MP xx dp+HP (298)

(0bar, medium)

  • f+HK, st.HK xx dp+LP, f+LP>MP xx hcf+LK, cr.MP xx dp+HP(333)

(0bar, overhead, medium)

  • f+HK>MK, st.HK xx dp+LP, f+LP>MP xx hcf+LK, cr.MP xx dp+HP(343)

(0bar, overhead, medium)


Hit Confirm Combos

  • st.LP>MP, f+MK, st.HK xx hcf+PP, j.HK, cr.HK, dp+MP (364)

(1bar, medium)

  • cr.LK, cr.LK, cr.MP xx hcf+PP, j.HK, cr.HK, dp+MP (312)

(1bar, low, medium)

  • cr.LK>MK, st.HK xx hcf+PP, j.HK, cr.HK, dp+MP (354)

(1bar, low, medium)


Post-launch Combos

  • f+MK, f+MK, f+MK, dp+MP

(0bar, easy)

  • f+MK, st.HK xx hcf+LK, cr.MP xx dp+HP

(0bar, hard)


Advanced Combos

  • cr.LK>MK, st.HK xx hcf+PP, j.HK, cr.HK, dp+MP (354)

(1bar, low, medium)

  • f+MK, st.HK xx hcf+PP, f+MK, f+MK, f+MK, dp+MP (391)

(1bar, easy)

  • f+MK, st.HK xx hcf+PP, f+MK, f+MK, f+MK, dp+MP (391)

(1bar, easy)


Combos Into Supers

  • N/A


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