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[ SUPER STREET FIGHTER 4 STRATEGY GUIDE ]
Tuesday
Jul202010

Dudley - Intro - Super Street Fighter 4

 NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UPS 

CHARACTER STATS & INFO
TYPE RUSHDOWN
STRENGTHS Dishes out serious damage from close range. Higher than average stamina and stun.
WEAKNESSES Somewhat weak mid-range game, relatively weak uppercuts.
STAMINA 1050 - ABOVE AVERAGE
STUN 1050 - ABOVE AVERAGE
CROSS UP  N/A
ANTI-AIR CROUCHING HEAVY PUNCH, STANDING MEDIUM KICK, STANDING ROUNDHOUSE, EX JET UPPER
ARMOR BREAK DUCKING STRAIGHT
GOOD MATCH UP N/A
BAD MATCH UP N/A

 

Tuesday
Jul202010

DUDLEY - MATCH VIDEOS - SUPER STREET FIGHTER 4



Monday
Mar012010

Dudley - Normal Moves - Super Street Fighter 4

JAB (LIGHT) PUNCH

    

Standing Light Punch is one of Dudley's fastest move and can be linked into Standing Roundhouse.

Crouching Light Punch is Dudley's bread and butter that links from (or to) other moves very easily.

STRONG (MEDIUM) PUNCH

     

Standing Medium Punch is a good option select poke against taller characters. You would want to option select with Light Kick Duck.

Crouching Medium Punch is a good option select poke (w/ Light Kick Duck) that works universally against all characters. 

FIERCE (HARD) PUNCH

     

Standing Heavy Punch is one of your main poke tools. It has strong priority and can be utilized as a counter poke against many characters.

Crouching Heavy Punch is a very decent anti-air, but can be beaten out if timed incorrectly.

Jumping Heavy Punch can be used while jumping away to counteract your opponent, or used to setup block strings.

SHORT (LIGHT) KICK

     

Standing Light Kick is a deceptively fast and can be used as a tick or to setup counter-hit opportunities.

Crouching Light Kick should be used constantly because it can be chained into Crouching Medium which sets up damage output opportunities. It also will help setup for high-low mind games when applying frame traps.

FORWARD (MEDIUM) KICK

     

Standing Medium Kick is a viable anti-air with good priority. It will beat many jump ins.

Crouching Medium Kick is a pretty decent sweep with good speed. Mix it up with your frame traps to get a knockdown.

ROUNDHOUSE (HARD) KICK

     

Standing Heavy Kick is the basis of Dudley's entire game. It will help with rush down, counter-hit setups, frame trapping, and damage output.

Crouching Heavy Kick is a long-range sweep which is slow on startup and recover. Very dangerous move to initiate attacks, but can be rewarding.

COMMAND NORMALS

KIDNEY BLOW

F + MK

The Kidney Blow is the main focus of frame trapping once you get within range, or after a knockdown. It is also great as a feint because of how fast it is, and also great for setting up throws and counter hits. On hit, you can link crouching light punch, which opens up a lot of damage output. This is one of the best moves in Dudley's arsenal.

STOMACH BLOW

F + MP

You can link crouching jab if the stomach blow hits.

SLIPPING JAB

F + LP

STEP STRAIGHT

F + HP

DART SHOT

F + HK

 

This move is a very crucial part to his mix up game due to it's damage output possibility and how safe it is. If the overhead hits them while crouching, you can hit confirm into crouching light punch or into his super. Use this after you've knocked an opponent down or during your frame trap mix up with the liver blow.

Tuesday
Sep152009

DUDLEY - SPECIAL MOVES

JET UPPER


FORWARD, DOWN, DOWN-FORWARD + PUNCH

Jet Upper is not a viable wake up option or anti-air due to lack of invincibility. However, if EX version is used, then it becomes a viable wake up option/anti-air. Using the Light Jet Upper, you can follow up with a Heavy Jet Upper or even Corkscrew Cross.

 

 

MACHINE GUN BLOW

   
HALF CIRCLE FORWARD + PUNCH


Machine Gun Blow is a good follow up after Standing Roundhouse, but it is best used as an EX within combos because it allows potential damage output after, while moving the opponent to the corner faster. The EX version is unsafe if blocked.

 

 

CROSS COUNTER

HALF CIRCLE BACK + PUNCH

Cross Counter is a high-counter that will take the damage, but have high output damage and knockdown as a result. If near and facing towards the corner, EX Cross Counter can be followed up by the Corkscrew Cross Ultra. This can also be used to punish mistimed cross up attempts.

 

 

SHORT SWING BLOW

HALF CIRCLE BACK + KICK

Short Swing Blow is used to evade throws or option selects and it can also be cancelled into super on hit. You can use this within your block strings to throw off the opponent, or on wake up to bait throws.

 

 

DUCK

   
HALF CIRCLE FORWARD + KICK

Duck can go through almost all projectiles and is one of Dudley's primary moves for approaching the opponent. It can also be cancelled by Standing Hard Kick, Crouching/Standing Medium Punch, and from Crouching Light Kick, Standing Medium Kick chain allowing him to continue offensive momentum. 

 

 

DUCKING STRAIGHT

   ~  
HALF CIRCLE FORWARD + KICK ~ PUNCH

Ducking Straight is a follow up you can do after EX Machine Gun Blow. It has decent range and breaks armor making it useful versus opponents who are charging up Focus Attack.

 

 

DUCKING UPPER

   ~ 
HALF CIRCLE FORWARD + KICK ~ KICK

Ducking Upper is two hits, and can be used as a combo setup by Standing Roundhouse. This is also a standard follow up for a connected EX Machine Gun Blow. 

 

 

 

THUNDERBOLT


CHARGE DOWN, UP + KICK

Thunderbolt  will allow Dudley to attack from the top of the screen and possibly chip and opponent when they are low on life, but it's practical uses still have yet to be seen.

 

 

 

SUPER - ROCKET UPPER


QUARTER CIRCLE FORWARD X2 + PUNCH

This is one of the most useful supers in the game hands down. It can be hit confirmed a variety of options: Step Straight (overhead), Crouching Light Kick to Medium Kick chain, or Short Swing Blow. It's very easy to connect, and deals a lot of damage.

ULTRA 1 - ROLLING THUNDER


QUARTER CIRCLE FORWARD X2 + THREE KICKS

Rolling Thunder is an ultra that is primarily used against fireball characters because it passes through fireballs. Should be used from about mid-screen distance. There is currently no known way to combo into Rolling Thunder.

 

 

 

ULTRA 2 - CORKSCREW CROSS


QUARTER CIRCLE FORWARD X2 + THREE PUNCHES

Dudley's second ultra is his most useful ultra. You should almost always choose this by default because you basically combo into this with anything. The range, however, on the ultra is quite short, so distancing will be key in using the Corkscrew Cross effectively

 

Tuesday
Jun232009

DUDLEY - COMBOS

NORMAL MOVE COMBOS

Crouching Light Kick, Crouching Light Punch, Crouching Medium Punch

Crouching Light Kick, Crouching Light Punch, Standing Hard Kick

Forward + Medium Kick, Crouching Light Punch, Standing Hard Kick

Forward + Medium Kick, Standing Hard Kick

JET UPPER COMBOS

Crouching Light Punch, Crouching Light Punch, Jet Upper

Crouching Light Punch, Standing Hard Kick, Jet Upper

Forward + Standing Medium Kick, Standing Hard Kicke, Jet Upper

Crouching Light Kick, Crouching Medium Kick, Light Punch Jet Upper, Hard Punch Jet Upper

MACHINE GUN BLOW COMBOS

Crouching Light Punch, Light Punch Machine Gun Blow

Crouching Light Punch, Crouching Medium Punch, Light Punch Machine Gun Blow

Step Straight (Overhead), Crouching Light Punch, Standing Hard Kick, EX Machine Gun Blow, Ducking Upper

Forward + Standing Medium Kick, Crouching Light Punch, Standing Hard Kick, Ex Machine Gun Blow, Ducking Straight, EX Jet Upper (Corner Only)

SHORT SWING BLOW COMBOS

Standing Hard Kick, Light Kick Short Swing Blow

DUCKING STRAIGHT/UPPER COMBOS

Standing Hard Kick, Ducking Upper, Super

EX Machine Gun Blow, Ducking Straight, Ultra 2

SUPER COMBOS

Standing Hard Kick (Counter hit), Light Kick Duck, Standing Hard Kick, Super

Standing Hard Kick (Counter hit), Light Kick Duck, Standing hard Kick, Light Kick Back Swing Blow, Super

Standing Hard Kick, Light Kick Duck, Super

Step Straight (Overhead), Super

Standing Hard Kick, Jet Upper, Super

ULTRA 2 - CORKSCREW CROSS COMBOS

EX Back Swing Blow, FADC, Ultra 2 (Corner Only)

Jet Upper, FADC, Ultra 2

EX Machine Gun Blow, Crouching Hard Kick, Ultra 2 (Corner Only) 

Sunday
Dec072008

DUDLEY - MATCH UPS

VS BALROG

  • Use Standing Fierce once you get inside of Balrog's Standing Hard Kick/Hard Punch range. With proper timing and utilization, you should be able to beat out any normal move he tries to poke out if he's button happy.
  • Do your best to work your way in from the ground. Balrog's Crouching Hard Punch beats all of Dudley's jump ins.
  • Focus attack sparingly to force Balrog to block in order to get him and begin some block pressure strings/frame traps.
  • EX Cross Counters are your best friend. Most Balrog's love to spam Light Punch, Headbutt, Dashing Straight, etc. Use this move to discourage your opponent from being button happy and control the tempo.