Dudley is considered to be one of the top 5 characters in Street Fighter 3 Third Strike, and there are very good reasons why.
He has damaging combos, nice speed and excellent juggles. Though he has a hard time with some of the upper tier characters (Chun Li, Yun, etc.) overall he is a character made for people who like to pressure and give the opponent a very frustrating time.
• Strengths •
+ His combos are great.
+ Once your opponent is cornered, you have great control over the match.
+ Very good EX moves.
+ High stamina and stun ranking.
+ Has good foot and move speed.
+ Has a lot of ways to build Super meter.
+ The rose taunt he has is good to use in the corner to confuse the player and add more mix-ups.
+ Both his Rocket Uppercut and Corkscrew blow Super Arts only have 1 frame of start up time. Which mean they combo easily and you can punish a lot of mistakes with them.
+ A lot of anti airs.
• Weaknesses •
- Has a tough time with the top tier characters.
- Overall when playing a turtle character or a poke based character you're going to have some trouble if they know what they are doing. (Remy, Chun, Urien, some Oro's etc.)
- He requires a lot of time and effort to learn. Don't think you can do good with Dudley without learning fundamentals and how to use his juggles and such.
- Can't really play defense all that well. You mostly have to be up in your opponent's face.
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
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• Machine Gun Blow •
Dudley hops forward and punches rapidly. This move hits multiple times but each hit doesn't do much damage. Overall the Medium and Hard Punch versions are not that good.
The EX and Light Punch versions come in handy though. Light Machine Gun Blows can hit your opponent when they are in a juggle state if you get the timing right and it also puts them back in a new juggle state but with a smaller hit box.
or
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• Dashing Straight or Uppercut •
Dudley does a low lunge forward and then sticks out an attack. The ducking part of this move travels through fireballs. Pressing Punch follows up with forward attack, Kick an uppercut.
You can also NOT press an attack button after performing this move so you just get the added mobility without sticking out your arm.
Works well as a distance punishing tool because you can wait for your opponent to make a mistake or whiff an attack, dash in and punish.
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• Jet Uppercut •
Your typical Shoryuken (Dragon Punch) move and a good one at that.
Light Punch has the shortest vertical distance, Medium a little bit higher, then Hard has the most range. The heavier the Punch button used, the more damage this does.
Overall it’s a very good attack when used in combos.
• Cross Counter •
A counter move. If you get hit with certain attacks while you're in your pose, you'll do a sick counter taking off a good amount of damage.
Overall there isn't much use for this attack because you can just parry and punish instead, but at lower levels of play it's handy.
• Back Swing Blow •
Dudley dashes backwards quickly and then steps into an attack. Good damage on this move.
Works well when you're trying to bait a throw or a meaty move. You can also use any of the versions and go into Rocket Uppercut or Corkscrew Blow. The Light Kick version goes the shortest length while Hard Kick travels the most distance. Medium is a mix of the two.
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• Personal Action (Taunt) •
Throws the rose in the air at your opponent. This is very good in the corner while they are on the ground. You then use the rose and its like adding an extra hit to your block string so you can add more mix-ups. You can throw, do a crouch move anything just to throw them off.
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• EX-Machine Gun Blow •
The EX version of this move does good damage and is a bit easier to juggle your opponent with than the Light Punch Machine Gun Blow.
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• EX-Jet Uppercut •
Excellent wakeup move if you know your opponent is going to stick out an attack, but don't get predictable with this as it's very punishable if blocked.
Also a good reversal move if you're in a block string or another situation you need to get out of.
• EX-Cross Counter •
Does a lot more damage than the regular version of this move, but you should stick to parrying and punishing whenever possible.
• EX-Back Swing Blow •
Like the normal version, but it's faster.
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• SA1: Rocket Uppercut •
A very good Super Art. It only has 1 frame of start up time and does good damage, plus it works well in combos.
You get 2 big stocks of meter to fill up when you select this, so you'll be able to throw out a lot of EX moves, but the trade off is this can take awhile to charge up.
The biggest con for this Super is that it's not the best move in terms of juggling because most of the time the character flings out of the attack before you land the last few hits, but for standard combos it’s very good.
(Mash Punch buttons)
• SA2: Rolling Thunder •
Don’t use it, plain and simple. One big stock of meter barely gives you any EX moves and you can't combo into it very well. Considering your other choices for Super Arts, this stinks in comparison.
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• SA3: Corkscrew Blow •
The Super Art of choice for most of the top Dudley players. It has 3 small stocks, the damage is surprisingly good and it can combo into pretty much everything the first super can. It also works WONDERS in juggles.
You can charge this up a lot faster than Super Art I and it works better with some combos. It's also almost as damaging as the Rocket Uppercut if you set it up right.
• 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 •
• 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.
• Toward + Hard Kick, Link into Rocket Uppercut or Corkscrew Blow Super Art •
This only works when your opponent is crouching, and it's a very hard Link to perform.
• Crouching Hard Kick, Medium Kick Dashing Upper, Rocket Uppercut or Corkscrew Blow Super Art •
Always wait for the 2nd hit on the Dashing Upper to connect before going into a Corkscrew Blow. This will allow most of the hits to connect, unlike Rocket Uppercut which usually misses the last few and most of the damage.
These combos work with all three of Dudley'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 •
• Standing Hard Kick, Cancel into Hard Jet Uppercut, Cancel into SA1 •
• Crouching Hard Kick, juggle with Medium Dashing Straight, Cancel into SA1 •
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 •
• 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 •
Colors requiring more than one button can be unlocked by beating the game with this character.
Guide heavily edited by TJ369 and RPGFighter.
What do you think of using Corkscrew Blow to punish whiffed big moves?
I hardly do it. I think that EX Machine Gun Blow into a followup is just as good and uses less meter. And if they're a character that can be juggled with HK it's even better.
But I use Corkscrew Blow when I can (off overhead and F.MK). I see a lot of pros Corkscrew Blow to punish whiffed big moves and even off HK which baffles me because HK into EX MGB does just as much damage. Is the rose guessing game really that important?
- I use SA3 to punish all the time whenever I can. I love to do MK command dash into to punish them for whiffing normals trying to meter build.
Though dont do it all the time though but its a good idea in certain situations. Just make sure it hits.
Also if they jump you can punish by doing a crossup SA3.
- Yes the Rose guessing game in corner is very useful. Just because it just helps you out so much in corner after a super or a knockdown to add even more mixups to his already amazing game.
And if you time it you can get a very meaty F.MK xx SA3 out of it.
Why do it meaty and try to cancel for a hit confirm when you Liver blow > SA 3 is a link?
Every time you get a knockdown, throwing the rose is the first thing you should do. Bad things happen if they parry it without doing something like a shoryu and you get a 33% damage boost for your next combo. It also helps set up his SGGK option.
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