
Liver Blow > HP Jet Upper is still slightly more damaging as an ender, and in the corner you'll usually prefer this. This is your easiest combo to secure damage, as others tend to be much tighter and character specific. Midscreen is especially tight, and can be more character specific in timing.ĮX Machine Gun Blow is one of Dudley's scariest moves, and learning to combo from it optimally is important. This must be hit fairly low and close, especially to get both hits of Jet Upper. This is the best combo midscreen, and can even be cancelled to super for amazing damage.Īn alternative combo, and the first time you'll see a very common Dudley ender, Liver Blow > HP Jet Upper. It's still quite unsafe on block however, and doesn't knock down, so Jet Upper is preferred when possible.ĢHK is an amazing launcher, and while it is a bit risky, you'll find yourself landing it often. Heavy MGB will combo at all ranges of 5HK, making it the better option for a whiff punish.

Very similar to the above combo, but 5MP is 2 frames faster, so it sees use in situations where that speed is needed. Will drop at range, leaving Dudley very punishable. It'll even work as an anti-air combo, since Jet Upper is so fast. Does a nice chunk of damage and stun, and punishes a lot of things thanks to the incredible speed of 5HK. As such, advanced character specific combos will be listed at the bottom of the page in a seperate table. In a real match, consistently landing your combos is more important than always getting max damage. If you're just starting out with Dudley, stick to what's easiest for you until you feel comfortable learning more. Learning these optimizations can be rewarding, and is part of what makes Dudley so strong, but they aren't necessary. Since Dudley has amazing whiff meterbuild, and naturally builds a lot of meter playing offensively, you'll usually find yourself with just enough for an EX MGB.Īdvanced Dudley combos tend to be tight and character specific. Without meter, you're mostly just going to do combos from 5HK, or rely on Target Combos.
#Street fighter 3 combo plus#
If you end in MK or MP, you're left plus enough to link SAI/SAIII for great damage and a long confirm.ĭudley combos without meter are generally very limited, but once an EX or Super is on the table, he gets more immediate access to high damage juggles.

One of your most useful TC's, though what makes it useful is not actually finishing it. Another good air parry counter, from one of your best anti-airs as well. Useful for a bit more damage without the risk of a cancel.Īnother 2LK TC, used for similar reasons but leaves you farther away making it worse for continued pressure.Ī damaging one-two-three that actually hits 4 times despite Dudley's counting. Similar to the above TC, but started from Liver Blow.

Niche, but it can be used vs air parry to add hits.ģ heavy punches, another niche one, though it is a bit safer than special cancelling 5MP. Similar in use to the Dart Shot Target Combo, as 2LK leads to no reward without supers either.Ī one-two-three punch combo.

Doesn't lead to a knockdown, but tacks on damage, making it a nice round closer without SAI/SAIII.Ī combo from Dudley's low 2LK into another 5MK. Can be cancelled to both specials and supers.Ī fast 5MK uppercut combo from Dudley's overhead.
