Super Street Fighter IV AE/Dudley

From Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!

Jump to: navigation, search
Super Street Fighter IV AE
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 Systems


Contents

Dudley

Image: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 Punch, 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
File:f.png + File:lp.png
Can chain into itself
Stomach Blow
File:f.png + File:mp.png
Kidney Blow
File:f.png + File:mk.png
Step Straight
File:f.png + File:hp.png
Dart Shot
File:f.png + File:hk.png
File:high.png
Target Combo 1
File:f.png + File:lp.png File:---.png File:mp.png
Target Combo 2
File:d.png + File:lk.png File:---.png File:mk.png
1st hit File:low.png
Target Combo 3
File:f.png + File:hk.png File:---.png File:mk.png
1st hit File:high.png
Target Combo 4
File:lp.png File:---.png File:mp.png File:---.png File:mk.png
Target Combo 5
File:mp.png or File:f.png + File:mk.png File:---.png File:mk.png File:---.png File:hp.png
Target Combo 6
File:d.png + File:lk.png File:---.png File:d.png + File:mp.png File:---.png File:d.png + File:hp.png
1st hit File:low.png
Target Combo 7
File:mk.png File:---.png File:hk.png File:---.png File:hp.png
Target Combo 8
File:lk.png File:---.png File:mk.png File:---.png File:mp.png File:---.png File:hp.png
Victory Rose
File:d.png + File:hp.png + File:hk.png

Throws

Name
Command
Notes
Kidney Crusher
File:f.png or File:n.png + File:lp.png + File:lk.png
File:throw.png
Dynamite Throw
File:b.png + File:lp.png + File:lk.png
File:throw.png

Special Moves

Name
Command
Notes
Jet Upper
File:dp.png + File:p.png
File:ex.png
Machine Gun Blow
File:hcf.png + File:p.png
File:ex.png
Cross Counter
File:hcb.png + File:p.png
Counters only against certain attacks; File:ex.png
Short Swing Blow
File:hcb.png + File:k.png
File:ex.png
Duck
File:hcf.png + File:k.png
File:ex.png
   Ducking Straight
File:p.png
Perform after Duck; File:armorbreak.png
   Ducking Upper
File:k.png
Perform after Duck
Thunder Bolt
File:d.png (charge) File:u.png + File:k.png
Can be Focus Canceled on whiff

Super Combo

Name
Command
Notes
Rocket Upper
File:qcf.png File:qcf.png + File:p.png

Ultra Combos

Name
Command
Notes
Rolling Thunder
File:qcf.png File:qcf.png + File:3k.png
Corkscrew Cross
File:qcf.png File:qcf.png + File:3p.png
File: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 File:Jab.gif HL 20 50 20 ch/sp/su 3 2 6 +3 +6
Stand File:Strong.gif HL 60 100 40 sp/su 4 2 9 +3 +6
Stand File:Fierce.gif HL 130 200 60 su 6 6 16 -4 0
Stand File:Short.gif HL 40 50 20 sp/su 5 2 10 -1 +2
Stand File:Forward.gif HL 65 100 40 - 6 5 10 -1 +2 Forces stand
Stand File:Roundhouse.gif HL 80 160 60 sp/su 4 3 15 0 +2 Forces stand, [Counter-hit] +7 hit advantage
crouch File:Jab.gif HL 20 50 20 ch/sp/su 3 2 7 +2 +5
crouch File:Strong.gif HL 60 100 40 sp/su 5 2 11 +1 +4
crouch File:Fierce.gif HL 120 200 60 - 8 4 15 -1 +4 Forces stand
crouch File:Short.gif L 30 50 20 sp/su 4 4 6 +1 +4
crouch File:Forward.gif L 70 100 40 - 8 6 15 -7 - Hard knockdown
crouch File:Roundhouse.gif L 100 120 60 - 14 4 22 -8 - Limited juggle knockdown, pursuit property
Jump up File:Jab.gif H 40 50 20 - 4 5 - - -
Jump up File:Strong.gif H 70 100 40 - 5 5 - - -
Jump up File:Fierce.gif H 120 200 60 - 6 4 - - -
Jump up File:Short.gif H 40 50 20 - 4 10 - - -
Jump up File:Forward.gif H 60 100 40 - 5 8 - - -
Jump up File:Roundhouse.gif H 90 200 60 - 11 5 - - - [Air hit] limited juggle knockdown
Jump forward File:Jab.gif H 40 50 20 - 4 8 - - -
Jump forward File:Strong.gif H 70 100 40 - 5 5 - - -
Jump forward File:Fierce.gif H 120 200 60 - 6 4 - - -
Jump forward File:Short.gif H 40 50 20 - 4 16 - - -
Jump forward File:Forward.gif H 60 100 40 - 5 12 - - -
Jump forward File:Roundhouse.gif H 110 200 60 - 9 10 - - - [Air hit] limited juggle knockdown
Slipping Jab (File:Right.gif+File:Jab.gif) HL 25 50 20 sp/su 5 2 10 -1 +2
Stomach Blow (File:Right.gif+File:Strong.gif) HL 80 100 40 - 7 4 10 0 +3
Kidney Blow (File:Right.gif+File:Forward.gif) HL 100 100 40 - 8 2 9 +3 +5* +6 hit advantage on crouching opponent
Step Straight (File:Right.gif+File:Fierce.gif) HL 130 200 60 su 13 7 13 -2 +2
Dart Shot (File:Right.gif+File:Roundhouse.gif) H 80 100 60 su 15 4 15 -1 +4 [Air hit] Hard knockdown
File:Right.gif+File:Jab.gif > File:Strong.gif HL 30 50 40 sp/su 4 2 14 -2 +1
cr. File:Short.gif > File:Forward.gif HL 30 50 40 sp/su 4 3 13 -2 +1 Forces stand
File:Right.gif+File:Roundhouse.gif > File:Forward.gif HL 30 50 40 - 4 4 13 -3 0 Forces stand
File:Jab.gif > File:Strong.gif HL 30 50 40 - 4 2 11 +1 +4
File:Jab.gif > File:Strong.gif > File:Forward.gif HL 30 50 40 sp/su 4 3 13 -2 +1 Forces stand
File:Strong.gif or File:Right.gif+File:Forward.gif > File:Forward.gif HL 30 50 40 - 4 3 13 -2 +1 Forces stand
File:Strong.gif or File:Right.gif+File:Forward.gif > File:Forward.gif > File:Fierce.gif HL 40 50 60 su 4 3 17 -2 +3
cr. File:Short.gif > cr. File:Strong.gif HL 30 50 40 - 4 2 16 -4 +1
cr. File:Short.gif > cr. File:Strong.gif > cr. File:Fierce.gif HL 40*47 50*50 50*70 - 4 1*3 16 -1 +4 Forces stand
File:Forward.gif > File:Roundhouse.gif HL 40 50 60 - 4 3 16 +1 +3
File:Forward.gif > File:Roundhouse.gif > File:Fierce.gif HL 20*20 50*50 50*70 su 4 1*3 16 -1 +4
File:Short.gif > File:Forward.gif HL 30 50 40 - 4 3 13 -2 +4 Forces stand
File:Short.gif > File:Forward.gif > File:Strong.gif HL 30 50 40 - 4 2 12 +1 +3
File:Short.gif > File:Forward.gif > File:Strong.gif > File: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 LVL1 HL 60 100 20 - 21 2 35 -20 -20
Focus Attack LVL2 HL 80 150 40 - 17+12 2 35 -15 -
Focus Attack LVL3 - 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 File: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 File: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 File: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 File: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 File:Jab.gif HL 20x2*50 25x2*50 10/10x3 - 9 2(5)2(10)4 21 -2 +2 Forces stand, pursuit property
Machinegun Blow File: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 File: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 File: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 File:jab.gif - Damage Absorbed + 60 100 10/30 - 3 69 21 - - Upper body triggers invincible counter
Cross Counter File:strong.gif - Damage Absorbed + 60 100 10/30 - 3 49 21 - - Upper body triggers invincible counter
Cross Counter File:fierce.gif - Damage Absorbed + 60 100 10/30 - 3 29 21 - - Upper body triggers invincible counter
Cross Counter File:EX.gif - Damage Absorbed + 50*50*50 50*100x2 -250/0 - 3 29 21 - - Upper body triggers invincible counter
Short Swing Blow File: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 File: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 File: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 File: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 File:Short.gif - - - 10/- su - - Total 20 - - 1~13f projectile invincible, 14f can cancel into followup
Duck File:Forward.gif - - - 10/- su - - Total 21 - - 1~14f projectile invincible, 15f can cancel into followup
Duck File:Roundhouse.gif - - - 10/- su - - Total 25 - - 1~17f projectile invincible, 18f can cancel into followup
Duck File: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 File: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 File: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 File: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 File: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:
Personal tools