Super Street Fighter IV AE/Dudley

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Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Dudley

SSFIV-Dudley Face.jpg

Dudley grew up in the life of luxury, but his family's fortune was lost by his father's poor business decisions. Thus, Dudley spent a lot of time in the professional boxing circuit, and managed to work his fortunes back up. Now, Dudley is back to living a life of luxury and has everything he's ever wanted... except for one thing: his father's prize sports car. The search for the car has led Dudley into the world of Street Fighting and, given his past, Dudley is all too happy to partake in the fights with various opponents, all of whom he has extreme respect for.


In a nutshell

Someone once described Dudley as "Zangief, but with combos." And that is exactly what he is. Dudley has to work to get inside his opponent's space, but once he does, that is where Dudely truly shines. Because everything can lead into a comboed EX Machine Gun Punch, whether it's a low hitting Crouching Light Punch or the quick Overhead of Towards Hard Kick, the pressure Dudley can sustain on an opponent is nigh overwhelming, and a dizzy is almost guaranteed after two mix-ups, making Dudley truly a terror once he gets in. However, making sure you land those combos will take a lot of practice time in Training Mode, so get good at your links!


Moves

Unique Attacks

Name
Command
Notes
Slipping Jab
F.png + Lp.png
Can chain into itself
Stomach Blow
F.png + Mp.png
Kidney Blow
F.png + Mk.png
Step Straight
F.png + Hp.png
Dart Shot
F.png + Hk.png
High.png
Target Combo 1
F.png + Lp.png ---.png Mp.png
Target Combo 2
D.png + Lk.png ---.png Mk.png
1st hit Low.png
Target Combo 3
F.png + Hk.png ---.png Mk.png
1st hit High.png
Target Combo 4
Lp.png ---.png Mp.png ---.png Mk.png
Target Combo 5
Mp.png or F.png + Mk.png ---.png Mk.png ---.png Hp.png
Target Combo 6
D.png + Lk.png ---.png D.png + Mp.png ---.png D.png + Hp.png
1st hit Low.png
Target Combo 7
Mk.png ---.png Hk.png ---.png Hp.png
Target Combo 8
Lk.png ---.png Mk.png ---.png Mp.png ---.png Hp.png
Victory Rose
D.png + Hp.png + Hk.png

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
Ex.png
Machine Gun Blow
Hcf.png + P.png
Ex.png
Cross Counter
Hcb.png + P.png
Counters only against certain attacks; Ex.png
Short Swing Blow
Hcb.png + K.png
Ex.png
Duck
Hcf.png + K.png
Ex.png
   Ducking Straight
P.png
Perform after Duck; Armorbreak.png
   Ducking Upper
K.png
Perform after Duck
Thunder Bolt
D.png (charge) U.png + K.png
Can be Focus Canceled on whiff

Super Combo

Name
Command
Notes
Rocket Upper
Qcf.png Qcf.png + P.png

Ultra Combos

Name
Command
Notes
Rolling Thunder
Qcf.png Qcf.png + 3k.png
Corkscrew Cross
Qcf.png Qcf.png + 3p.png
Armorbreak.png


AE ver. 2012 Changes

Victory Rose

Made EX Focus Attack possible. Added light attack hit/block effects and sound effects.


Thunderbolt

Prevented quick-stand even when hitting airborne opponents for all versions. Shortened horizontal travel when jumping without changing final total horizontal travel. Delayed thunderbolt discharge and sound effect timing for EX version.


Short Swing Blow

Shrunk size of lower-body hurtbox after throw-invincibility expires in medium and heavy versions. Lengthened hit stun by 2F for medium and heavy versions, giving attacker a possible +2F advantage on a hit.


Vertical Jumping Light Punch

Changed hitbox active period from 3F to 5F, and expanded its size. Changed startup from 8F to 6F, hit detection from 3F to 4F, and expanded hitbox size.


Angled Jumping Light Punch

Changed hitbox active period from 5F to 8F.


Angled Jumping Medium Punch

Changed hitbox active period from 3F to 5F.


Standing Heavy Kick

Lengthened hit stun by 3F on a counter-hit, giving the attacker a possible +7F advantage on a hit.


Focus Attack

Lengthened block stun by 1F for hits charged to level 1. With the fastest possible Dash, this leaves the attacker with a -2F (dis)advantage on a hit or block.


Crouching Medium Kick

Changed startup from 10F to 8F, hit detection from 5F to 6F. Takes move’s total frame count from 29F to 28F.


Jet Upper

Changed light and medium version’s startup from 6F to 5F, and heavy version’s startup from 4F to 3F.


AE Changes

  • New special, EX Duck. It's different from regular versions. EX Duck has upper body invincibility during movement, and canceling into follow-ups is possible from the 3rd frame.
    Light Punch or Light Kick into EX Duck into Ducking Straight/Upper is possible now.
  • Crouching Medium Kick's active frame window was increased to 5 frames
  • Standing Hard Kick's recovery time was reduced. While it hasn't changed on hit, the frame advantage is 0 on block.
  • Jumping Hard Kick will slam down opponents to the ground if they're airborne.
  • Changed F + Medium Punch's startup to 7 frames, and increased hitbox as well, so it is possible to hit some characters out of their low attacks.
  • F + Hard Kick's hitbox was buffed, so it is possible to connect from further away than now.
  • Jet Upper FADC on block has frame advantage of -2.
  • Fixed cases where a throw wouldn't connect on some dizzied opponents.


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Stand Jab.gif HL 20 50 20 ch/sp/su 3 2 6 +3 +6
Stand Strong.gif HL 60 100 40 sp/su 4 2 9 +3 +6
Stand Fierce.gif HL 130 200 60 su 6 6 16 -4 0
Stand Short.gif HL 40 50 20 sp/su 5 2 10 -1 +2
Stand Forward.gif HL 65 100 40 - 6 5 10 -1 +2 Forces stand
Stand Roundhouse.gif HL 80 160 60 sp/su 4 3 15 0 +2 Forces stand, [Counter-hit] +7 hit advantage
Crouch Jab.gif HL 20 50 20 ch/sp/su 3 2 7 +2 +5
Crouch Strong.gif HL 60 100 40 sp/su 5 2 11 +1 +4
Crouch Fierce.gif HL 120 200 60 - 8 4 15 -1 +4 Forces stand
Crouch Short.gif L 30 50 20 sp/su 4 4 6 +1 +4
Crouch Forward.gif L 70 100 40 - 8 6 15 -7 - Hard knockdown
Crouch Roundhouse.gif L 100 120 60 - 14 4 22 -8 - Limited juggle knockdown, pursuit property
Jump Up Jab.gif H 40 50 20 - 4 5 - - -
Jump Up Strong.gif H 70 100 40 - 5 5 - - -
Jump Up Fierce.gif H 120 200 60 - 6 4 - - -
Jump Up Short.gif H 40 50 20 - 4 10 - - -
Jump Up Forward.gif H 60 100 40 - 5 8 - - -
Jump Up Roundhouse.gif H 90 200 60 - 11 5 - - - [Air hit] limited juggle knockdown
Jump Forward Jab.gif H 40 50 20 - 4 8 - - -
Jump Forward Strong.gif H 70 100 40 - 5 5 - - -
Jump Forward Fierce.gif H 120 200 60 - 6 4 - - -
Jump Forward Short.gif H 40 50 20 - 4 16 - - -
Jump Forward Forward.gif H 60 100 40 - 5 12 - - -
Jump Forward Roundhouse.gif H 110 200 60 - 9 10 - - - [Air hit] limited juggle knockdown
Slipping Jab Right.gif+Jab.gif HL 25 50 20 sp/su 5 2 10 -1 +2
Stomach Blow Right.gif+Strong.gif HL 80 100 40 - 7 4 10 0 +3
Kidney Blow Right.gif+Forward.gif HL 100 100 40 - 8 2 9 +3 +5* +6 hit advantage on crouching opponent
Step Straight Right.gif+Fierce.gif HL 130 200 60 su 13 7 13 -2 +2
Dart Shot Right.gif+Roundhouse.gif H 80 100 60 su 15 4 15 -1 +4 [Air hit] Hard knockdown
Right.gif+Jab.gif > Strong.gif HL 30 50 40 sp/su 4 2 14 -2 +1
Down.gif+Short.gif > Forward.gif HL 30 50 40 sp/su 4 3 13 -2 +1 Forces stand
Right.gif+Roundhouse.gif > Forward.gif HL 30 50 40 - 4 4 13 -3 0 Forces stand
Jab.gif > Strong.gif HL 30 50 40 - 4 2 11 +1 +4
Jab.gif > Strong.gif > Forward.gif HL 30 50 40 sp/su 4 3 13 -2 +1 Forces stand
Strong.gif or Right.gif+Forward.gif > Forward.gif HL 30 50 40 - 4 3 13 -2 +1 Forces stand
Strong.gif or Right.gif+Forward.gif > Forward.gif > Fierce.gif HL 40 50 60 su 4 3 17 -2 +3
Down.gif+Short.gif > Down.gif+Strong.gif HL 30 50 40 - 4 2 16 -4 +1
Down.gif+Short.gif > Down.gif+Strong.gif > Down.gif+Fierce.gif HL 40*47 50*50 50*70 - 4 1*3 16 -1 +4 Forces stand
Forward.gif > Roundhouse.gif HL 40 50 60 - 4 3 16 +1 +3
Forward.gif > Roundhouse.gif > Fierce.gif HL 20*20 50*50 50*70 su 4 1*3 16 -1 +4
Short.gif > Forward.gif HL 30 50 40 - 4 3 13 -2 +4 Forces stand
Short.gif > Forward.gif > Strong.gif HL 30 50 40 - 4 2 12 +1 +3
Short.gif > Forward.gif > Strong.gif > Fierce.gif HL 20*20 50*50 50*90 su 4 1*3 16 -1 +4
Victory Rose HL 0 0 0 su 24 55 Total 78 - - Strike hitbox
Focus Attack LVL 1 HL 60 100 20 - 10+11 2 35 -20 -20
Focus Attack LVL 2 HL 80 150 40 - 18+11 2 35 -15 -
Focus Attack LVL 3 - 140 200 60 - 65 2 35 - -
Forward Throw 0.92 140 160 40 - 3 2 20 - - Hard knockdown
Back Throw 0.92 140 100 40 - 3 2 20 - - Hard knockdown
Jet Upper Jab.gif HL 120[80] 150[100] 30/40 su 5 7 17+9 -12 - 1~7f unthrowable, 7f~ airborne, [] refers to active frames 3~7
Jet Upper Strong.gif HL 140[100] 170[100] 30/40 su 5 14 17+12 -22 - 1~7f unthrowable, 7f~ airborne, [] refers to active frames 3~14
Jet Upper Fierce.gif HL 100*60[70] 150*50 30/20x2 su 3 2*18 18+12 -33 - 1~6f unthrowable, 6f~ airborne, 2nd hit pursuit property, [] refers to 2nd hit active frames 2~18
Jet Upper EX.gif HL 100*80 150*50 -250/0 su 4 2*18 20+12 -29 - 1~5f Invincible, 6f~ airborne, 2nd hit pursuit property
Machinegun Blow Jab.gif HL 20x2*50 25x2*50 10/10x3 - 9 2(5)2(10)4 21 -2 +2 Forces stand, pursuit property
Machinegun Blow Strong.gif HL 20x3*60 25x3*75 15/10x4 - 16 2(5)2(5)2(10)4 21 -4 +1 Forces stand, pursuit property
Machinegun Blow Fierce.gif HL 20x5*30 25x5*75 20/10x6 - 18 2(5)2(5)2(5)2(5)2(6)4 22 -5 0 Forces stand, pursuit property
Machinegun Blow EX.gif HL 15x6*30 20x6*30 -250/0 - 18 2(5)2(5)2(5)2(5)2(6)4(7)4 20 -8 - 1st-6th hit forces stand, pursuit property
Cross Counter Jab.gif - Damage Absorbed + 60 100 10/30 - 3 69 21 - - Upper body triggers invincible counter
Cross Counter Strong.gif - Damage Absorbed + 60 100 10/30 - 3 49 21 - - Upper body triggers invincible counter
Cross Counter Fierce.gif - Damage Absorbed + 60 100 10/30 - 3 29 21 - - Upper body triggers invincible counter
Cross Counter EX.gif - Damage Absorbed + 50*50*50 50*100x2 -250/0 - 3 29 21 - - Upper body triggers invincible counter
Short Swing Blow Short.gif HL 120 200 20/30 su 18 3 20 -2 +2 1~9f unthrowable, [Air hit] or [Counter-hit] limited juggle knockdown
Short Swing Blow Forward.gif HL 140 200 20/30 su 21 3 22 -4 +2 1~11f unthrowable, [Air hit] or [Counter-hit] limited juggle knockdown
Short Swing Blow Roundhouse.gif HL 160 200 20/30 su 24 3 22 -4 +2 1~13f unthrowable, [Air hit] or [Counter-hit] limited juggle knockdown
Short Swing Blow EX.gif HL 50x3 50x2*100 -250/10 su 24 2(6)3(12)2 29 -2 - 1~23f unthrowable, 1st & 2nd hit forces stand
Duck Short.gif - - - 10/- su - - Total 20 - - 1~13f projectile invincible, 14f can cancel into followup
Duck Forward.gif - - - 10/- su - - Total 21 - - 1~14f projectile invincible, 15f can cancel into followup
Duck Roundhouse.gif - - - 10/- su - - Total 25 - - 1~17f projectile invincible, 18f can cancel into followup
Duck EX.gif - - - -250/0 su - - Total 17 - - 1~15f projectile invincible, 4f can cancel into followup
Ducking Straight HL 100 200 5/40 su 5 3 23 -5 +2 [Air hit] limited juggle knockdown, armor break, pursuit property
Ducking Upper HL 60*60 150*50 5/30*20 su 3 1*2 25 -6 +2 1~5f upper body strike and projectile invincible, [Air hit] limited juggle knockdown, pursuit property, forces stand
Thunderbolt Jab.gif HL 40*60 100*100 20/20x2 - 38 5 41 -22 - 1~9f strike invincible, 10~42f airborne, hard knockdown, charge 55f
Thunderbolt Strong.gif HL 50*70 100*100 20/20x2 - 38 5 41 -22 - 1~9f strike invincible, 10~42f airborne, hard knockdown, charge 55f
Thunderbolt Fierce.gif HL 60*80 100*100 20/20x2 - 38 5 41 -22 - 1~9f strike invincible, 10~42f airborne, hard knockdown, charge 55f
Thunderbolt EX.gif HL 20x4*90 30x4*100 -250/0 - 34 9 41 -21 - 1~9f Invincible, 10~42f airborne, hard knockdown, tracks opponent, charge 55f
Super Combo HL 50*30*40*30*40*15x10*50 0 -1000/0 - 1+2 3*5(22)3*9(39)3*3*{2*1}x5 21+17 -35 - 1~9f Invincible, 4~25f 33~67f 84f~ airborne, pursuit property,
Ultra Combo 1 HL 45x5*15x6*185 0 0/0 - 0+8 3(8)3(10)3(8)3(10)3(12)1*3 35 -17 - 1~9f Invincible, 10f projectile invincible, hard knockdown, 7th hit goes into animation
Ultra Combo 2 HL 54x6[440] 0 0/0 - 0+8 24 48 -27 - 1~9f Invincible, hard knockdown, armorbreak, pursuit property but does not go into animation, goes into animation on hit, [] refers to animation
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes: