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
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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
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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