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Dudley: Street Fighter 3 Third Strike Strategy Guide and Moves

Last updated on Aug. 31, 2009

33 Comments

Dudley: Street Fighter 3 Third Strike Character Guide

Corner juggling with Crouching Hard Kick

Dudley has the ability to juggle some cornered opponents with his Crouching Hard Kick multiple times.

You'll want to catch the other fighter as they're coming down right before they land.

Can be juggled
Alex
Chun Li
Dudley
Elena
Ibuki
Makoto
Necro
Oro
Q
Remy

Cannot be juggled with Crouching Hard Kick
Akuma
Hugo
Ken
Ryu
Sean
Twelve
Urien
Yang
Yun

Special Moves

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
Machine Gun Blow

Joystick Joystick Joystick Joystick Joystick Joystick Joystick      Joystick or Joystick
Dashing Straight or Uppercut

Joystick Joystick Joystick Joystick Joystick
Jet Uppercut

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
Cross Counter

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
Back Swing Blow

Joystick Joystick Joystick
Personal Action (Taunt)

EX Moves

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
EX-Machine Gun Blow

Joystick Joystick Joystick Joystick Joystick
EX-Rocket Uppercut

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
EX-Cross Counter

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
EX-Back Swing Blow

Super Arts

Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick
SA1: Rocket Uppercut

Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick      Joystick (Mash Punch buttons)
SA2: Rolling Thunder

Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick
SA3: Corkscrew Blow

Combos

Towards + Medium Kick, Chain into Standing Medium Kick, Chain into Standing Hard Punch

Crouching Hard Kick, juggle with Dashing Uppercut
You can sub in Towards + Hard Punch instead of the Dashing Uppercut, but it does less damage.

Standing Medium Kick, Chain into Standing Hard Kick, Chain into Standing Hard Punch

Standing Light Kick, Chain into Standing Medium Kick, Chain into Standing Medium Punch, Chain into Standing Hard Punch

EX Combos

Jumping Hard Punch, Standing Hard Kick, Cancel into EX-Machine Gun Blow, juggle with Dashing Uppercut
You can also sub in Towards + Hard Punch instead of the Dashing Uppercut, but it does less damage.

Standing Hard Kick, Cancel into EX-Back Swing Blow
The EX-Back Swing Blow has a big knock back effect which will push your opponent towards the corner when it connects.

(If opponent is in corner) Standing Hard Kick, Cancel into EX-Machine Gun Blow, juggle with Light Machine Gun Blow, juggle with Light Machine Gun Blow, juggle with Crouching Hard Kick several times
The "Uppercut" part of the Machine Gun Blow needs to connect for you to continue juggling. You can only juggle certain opponents with Dudley's Crouching Hard Kick, see the section above labeled "Corner juggling with Crouching Hard Kick" for more information.

Universal Super Art Combos

These combos work with all three of Dudleys's Super Arts.

Crouching Light Kick 2x, Cancel into Super Art
An ideal way to hit confirm before launching into a Super.

Hard Kick Back Swing Blow, Cancel into Super Art

Super Art 1 Combos

Standing Hard Kick, Cancel into Hard Jet Uppercut, Cancel into SA1

Crouching Hard Kick, juggle with Medium Dashing Straight, Cancel into SA1

Super Art 2 Combos

Note: Do not Cancel a Jet Uppercut into your SA2, only the first hit of your Super Art will connect.

Standing Medium Kick, Chain into Standing Hard Kick, Chain into Standing Hard Punch, Cancel into SA2

Standing Hard Kick, Cancel into Machine Gun Blow, Cancel into SA2

Super Art 3 Combos

Crouching Hard Kick, juggle with Medium Dashing Uppercut, Cancel into SA3

Standing Light Punch, Chain into Standing Medium Punch, Chain into Standing Medium Kick, Cancel into SA3

Color guide

Colors requiring more than one button can be unlocked by beating the game with this character.

Dudley's color guide Guide heavily edited by TJ369.

Posted by Jeremy on August 31, 2009 at 9:53 p.m. #1

Yes! I've been waiting for a Dudley guide for a while now.

 

Posted by Anon on August 31, 2009 at 9:58 p.m. #2

You can also link Dudley's f.rh on a crouching person into his SA3 for some good damage.

You can cancel his c.mp and his s.mp into his SA3 as well.

 

Posted by alcyde on September 1, 2009 at 12:38 a.m. #3

No mention of the "punch&cross" ? The command is hcb, f+punch (can be EX'ed) : Dudley will do a punch, that will cancel in the cross counter if it hits (use seems limited, but the move exists).

 

Posted by sock-eat-sock on September 1, 2009 at 12:55 a.m. #4

Awesome beginning. Would be great to see come strategies come up.

 

Posted by Target combo missing on September 1, 2009 at 2:41 a.m. #5

cr.LK - cr.MP - cr.HP

The infamous "1, 2, 3!" (or one of them)

If you're fishing for damage off the crouch LK's and don't have the meter for super, you could do worse than this one. Safe enough on block too.

Mix it in with your cr.HK threat juggles and Toward HK command overhead on wakeup.

 

Posted by JerseyFame on September 1, 2009 at 2:16 p.m. #6

I wish he was in street fighter 4 so bad...that way i could get some aggression out on these shotos and runaway chun li's...and abels...and rufus...and

 

Posted by Lane on September 1, 2009 at 5:33 p.m. #7

this guide is very weak. It doesn't even have crouching light kick x2 sa 3 listed. Listing a super art combo that starts with light punch is stupid because you can parry light punch high and low.

I appreciate adding guides, and everything for new people. However, it would be better to have more complete guides like the akuma one.

 

Posted by Lane on September 1, 2009 at 5:35 p.m. #8

Bah, I didn't see the universal combo part. However, my next comment still stands.

 

Posted by Lane on September 1, 2009 at 5:36 p.m. #9

One suggestion would be to add some chracter specific midscreen/corner juggles.

 

Posted by EMN on September 1, 2009 at 8:12 p.m. #10

Use SA3... period. The other's are a waste, only Kokujin can get away with using SA2 on occasion.

vs. Hugo
Midscreen you can do c.RH, Jab Machine Gun Blow, (take a step forward) f.MK> MP Uppercut.

vs. Dudley
If you are within throw range you can do 2xs.RH, Dashing Uppercut (can't remember if it's Jab or Strong)/EX Machine Gun Blow, into whatever you want.

After c.RH in the corner you should ALMOST ALWAYS end your combo with f.MK>Jap Uppercut (some characters you can use Strong Uppercut). Only exception is if you end it with SA3.

When juggling one of the applicable characters with c.RH in the corner, only do 4 c.RH. END IT WITH f.MK> JAB UPPERCUT. Not ending with that or SA3 is a loss of dmg.

Use s.RH to build meter most of the time. If they try to beat it with a standing poke, it'll probably trade in your favor.

If I think of more I might post it.

Needs more Urien.

 

Posted by Anon on September 1, 2009 at 10:31 p.m. #11

@EMN

Kokujin almost never uses SA1...

It's Fujiwara that uses SA1 against everyone except grapplers.

Also, j.Fierce, s.Roundhouse, Fierce Jet Upper is a beastly combo that does really good stun.

 

Posted by Juggle the Gutter Trash on September 2, 2009 at 8:01 a.m. #12

Sean, should go in the cannot juggle with Ken/Ryu/Akuma?
Same size frame as the other shotos?

Or can juggle?
One more thing to make him bad matchups across the board?

 

Posted by EMN on September 2, 2009 at 3:37 p.m. #13

@ Anon

Oops, you're right it's fuji that uses SA1 all the time. Also I seems to have accidentally put SA2 instead of SA1 and kokujin only uses SA1 on Makoto.

 

Posted by Anon on September 2, 2009 at 10:27 p.m. #14

@EMN
It's all gravy.

But seriously, this isn't really a guide.
This is more like a bad combo list and moveset list.

There's no mention that the c.RH juggles all require slightly different timing for each character.
Or that Dudley's greatest mixups come from trapping someone in a corner.
There isn't even a mention of utilizing the rose as a meaty move...

There's no need to rush putting out bad guides...
Take your time and make it good.

 

Posted by EMN on September 3, 2009 at 4:33 a.m. #15

@ Anon
Agreed

I'm waiting to see what the eventual Urien guide will look. Most complex character in SF3 boiled down to 3-4 paragraphs and no aegis explanation. =/

 

Posted by Dudley on September 3, 2009 at 7:20 p.m. #16

Honestly, if you have a problem with the guide, contact the site owner with corrections or additions instead of whining in the comments...

 

Posted by Anon on September 3, 2009 at 9:47 p.m. #17

@Dudley

Why would I need to contact him when I can just post comments here?
And learn to READ. Every single post I or either EMN made also had a tip that people could use to improve their Dudley game.

Also, whiffing f.MK is a great way to bait moves on wake up.
Doing it early makes it look like a meaty move but it recovers quick enough that you can throw them.
Doing it late turns it into a meaty move that you can combo SA3 and SA1 into.

It also combos into Swing Back Blow, the Light and Medium ones anyway, which can also be canceled into both SA3 and SA1.

c.MP is one of your better pokes.
It stops dashes and you can cancel it into a ducking SA3/SA1.
The s.Mp works as well, but several characters can simply dash under (Makoto being the main threat in this case).

 

Posted by Dudley on September 3, 2009 at 11:01 p.m. #18

-_- Yes because I'm sure he'll take advice from the comments section, which is where people ask like "HOW DOES I SOOPER?"

 

Posted by EMN on September 4, 2009 at 11:12 a.m. #19

@ Dudley
Do you have a real question or advice? Seems like you don't, so I have to ask what the point of your posts are? Some people actually read the comment section. Sure it's usually the dumbest possible questions and statements like "HOW DOES I SOOPER?" or "Honestly, if you have a problem with the guide, contact the site owner with corrections or additions instead of whining in the comments...", but no reason not to give good advice for those will to look for it. You might like to try it sometime, you know the good advice part. You seems to have the stupid/pointless post part down already.

If you ever feels like retreating away from an opponent as Dudley, jump back FP is great. If they try to follow you it will almost always win and put them on the other side of the screen. Also, as Anon said, meaty rose is awesome. It increases the damage of your next attack by 25% and in corner can easily be confirmed into SA3 if they didn't block it.

 

Posted by above on September 5, 2009 at 3:06 a.m. #20

stop trying

no one cares

if your advice was good it would be in the guide

 

Posted by Anon on September 5, 2009 at 10:14 a.m. #21

@Above

If the guide was COMPLETED, all of this information should be in there.

The Machine Gun blow juggles are links.
The very instant you end your EX Machine Gun blow, do a light Machine Gun Blow and you'll only hit with the final uppercut.
Rinse and repeat up to the juggle limit.

This is a great way to get your opponent into the corner.
The Cross Counter and EX Cross Counter make you take double damage so if you DO use it, make sure you have the HP for it.

However, it is highly unrecommended because the Cross Counter will only activate on anything that hits high.
Low and Medium pokes won't activate it and neither will a throw/command grab.

If you're insistent on using it, the best way to use it is to bait a s.Fierce and counter that or parry a super till the final hit and then EX Cross Counter.
(Doing that to Makoto will make her take MASSIVE amounts of damage.)

 

Posted by just on September 7, 2009 at 6:31 p.m. #22

write your own guide and shut up already try hard

 

Posted by Chow on September 7, 2009 at 10:40 p.m. #23

Wow...
Just wow...
In all of the comments, the only useful ones I found were from Anon and EMN.
The rest of you sound like ****ing scrubs.
Some of you can't even use proper grammar to get your point across.
"write your own guide and shut up already try hard"?
What the hell does that even mean?
I get the first part, "write your own guide."
I get the second part, "shut up already"
But what the hell do you mean by try hard?
Do any of you f***ing scrubs even know how to play SF3s?
Do any of you know how useful these tips are?
Goddamn pathetic losers.

Thanks Anon and EMN.
I appreciate those tips. Hopefully they'll improve my Dudley game.

 

Posted by above on September 8, 2009 at 1:15 a.m. #24

You sound like a basement dwelling nerd. And "try-hard" is an insult, you dips***.

 

Posted by EMN on September 9, 2009 at 8:18 p.m. #25

"Try-hard" is an insult? Since when? Basement dwelling nerd is definitely an insult, but "try-hard" falls short of the intended goal.

It doesn't say it on here, but although it should be pretty obvious I'm going to list it just so it will be there for those that can't figure it out.

Dudley's anti-airs: c.FP, s.MP, jab Jet Uppercut.

 

Posted by cuttyb87 on September 18, 2009 at 6:41 p.m. #26

this isn't as in depth as the other guides on here

 

Posted by ^ No it isn't on September 19, 2009 at 2:11 a.m. #27

Because it was in the last/latest group added. Hasn't been around long as the others which got more info added over time.

Guess "Try hard-er" is an insult, but these guys aren't trying so hard themselves. Or trying to not be understood or something.

Add the Dudley quotes, so people who never played could find out where they came from. Great quotes, which is why he continues to get more fans and why Mike Balrog Bison never really compares, sorry youtube song sensation "Gigaton Punch".

 

Posted by Jake on September 21, 2009 at 6:42 p.m. #28

Very basic guide for now, good start, obviously needs a lot more. Always love more guides.

I'm always one for more accurate information. For example, Standing HK to HP Uppercut to SA3 does LESS than damage than using MP uppercut. However, the uppercut can miss if you are not close enough.

SA1, I think its the same thing, except that using MP uppercut often screw up the third part of the super (the 2nd send the opponent BACKWARD), so its unwise to use anything else than HP Uppercut for SA1.

Juggles are extremely character specific here. A lot of characters have much easier Machine Gun Blow juggles (because you can ultimately do it more, you can normally do it like 3 times on a shoto with perfect timing, so once or twice is relatively easy), but you can't even do it once from a Crouched HK on Chun.

Also didn't see the Forward MK to Uppercut juggle finisher. Etc. All I'm saying is, I hope you add a lot more information about his juggling, your Dudley is useless if you can't use your juggle opportunities :)

 

Posted by rpgfighter on September 26, 2009 at 4:40 p.m. #29

A good combo for SA 1 and 3 is...

J.HK,S.HK XX Uppercut XX SA 1 or 3

You can also use Foward s.MK instead of HK.

 

Posted by Yuff on September 29, 2009 at 8:59 p.m. #30

Having trouble connecting the elbow into a Super Art. In the air I do QCF+HK (hit) then QCF+P. Am I activating the Super Art too early?

 

Posted by Rolling Thunder on September 30, 2009 at 2:12 p.m. #31

This is an awesome guide. Dudley is my favorite character.

 

Posted by rpgfighter on October 5, 2009 at 4:45 p.m. #32

You can do a foward HK link into Corkscrew Blow or Rocket Uppercut.

Note: It has to work as a overhead, so that means that they have to be crouching for the link to work.

 

Posted by Valter on October 6, 2009 at 4 p.m. #33

Dudley is such a beast.

 

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