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Dudley's Frame Data Super Street Fighter 4 Arcade Edition

Last updated on Aug. 12, 2011

6 Comments

Dudley Frame Data Super Street Fighter 4


If you have trouble understanding this data, please check out the how to read frame data guide here on EventHubs.com.

Normal Moves
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Stand Light Punch HL 20 50 20 C*Sp*Su 3 2 6 3 6
Stand Medium Punch HL 60 100 40 Sp*Su 4 2 9 3 6
Stand Hard Punch HL 130 200 60 Su 6 6 16 -4 0
Stand Light Kick HL 40 50 20 Sp*Su 5 2 10 -1 2
Stand Medium Kick HL 65 100 40 - 6 5 10 -1 2
Stand Hard Kick HL 80 160 60 Sp*Su 4 3 15 0 2
Crouch Light Punch HL 20 50 20 C*Sp*Su 3 2 7 2 5
Crouch Medium Punch HL 60 100 40 Sp*Su 5 2 11 1 4
Crouch Hard Punch HL 120 200 60 - 8 4 15 -1 4
Crouch Light Kick L 30 50 20 Sp*Su 4 4 6 1 4
Crouch Medium Kick L 70 100 40 - 10 5 15 -6 -
Crouch Hard Kick L 100 120 60 - 14 4 22 -8 -
Jump Up Light Punch H 40 50 20 - 4 3 - - -
Jump Up Medium Punch H 70 100 40 - 5 5 - - -
Jump Up Hard Punch H 120 200 60 - 8 3 - - -
Jump Up Light Kick H 40 50 20 - 4 10 - - -
Jump Up Medium Kick H 60 100 40 - 5 8 - - -
Jump Up Hard Kick H 90 200 60 - 11 5 - - -
Jump Toward Light Punch H 40 50 20 - 4 5 - - -
Jump Toward Medium Punch H 70 100 40 - 5 3 - - -
Jump Toward Hard Punch H 120 200 60 - 6 4 - - -
Jump Toward Light Kick H 40 50 20 - 4 16 - - -
Jump Toward Medium Kick H 60 100 40 - 5 12 - - -
Jump Toward Hard Kick H 110 200 60 - 9 10 - - -
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Other, Special Moves, Supers & Ultras
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Slipping Jab (F+Light Punch) HL 25 50 20 Sp*Su 5 2 1 -1 2
Stomach Blow (F+Medium Punch) HL 80 100 40 - 9 4 10 0 3
Kidney Blow (F+Medium Kick) HL 100 100 40 - 8 2 9 3 5
Step Straight (F+Hard Punch) HL 130 200 60 Su 13 7 13 -2 2
Dart Shot (F+Hard Kick) H 80 100 60 Su 15 4 15 -1 4
F+Light Punch - Medium Punch HL 30 50 40 Sp*Su 4 2 14 -2 1
Crouch Light Kick - Medium Kick HL 30 50 40 Sp*Su 4 3 13 -2 1
F+Hard Kick - Medium Kick HL 30 50 40 - 4 4 13 -3 0
Light Punch - Medium Punch HL 30 50 40 - 4 2 11 1 4
Light Punch - Medium Punch - Medium Kick HL 30 50 40 Sp*Su 4 3 13 -2 1
Medium Punch or F+Medium Kick - Medium Kick HL 30 50 40 - 4 3 13 -2 1
Medium Punch or F+Medium Kick - Medium Kick - Hard Punch HL 40 50 60 Su 4 3 17 -2 1
Crouch Light Kick - Crouch Medium Punch HL 30 50 40 - 4 2 16 -4 1
Crouch Light Kick - Crouch Medium Punch - Crouch Hard Punch HL 40*47 50*50 50*70 - 4 1*3 16 -1 2
Medium Kick - Hard Kick HL 40 50 60 - 4 3 16 1 3
Medium Kick - Hard Kick - Hard Punch HL 20*20 50*50 50*70 Su 4 1*3 16 -1 4
Light Kick - Medium Kick HL 30 50 40 - 4 3 13 -2 4
Light Kick - Medium Kick - Medium Punch HL 30 50 40 - 4 2 12 1 3
Light Kick - Medium Kick - Medium Punch - Hard Punch HL 20*20 50*50 50*88 Su 4 1*3 16 -1 4
Victory Rose HL 0 0 0 - 24 55 78 - -
Focus Attack Level 1 HL 60 100 20 - 21 2 35 -21 -21
Focus Attack Level 2 HL 80 150 40 - 17+12 2 35 -15 -
Focus Attack Level 3 - 140 200 60 - 65 2 35 - -
Forward Throw 0.9 140 160 40 - 3 2 20 - -
Back Throw 0.9 140 100 40 - 3 2 20 - -
Jet Upper Light Punch HL 120[80] 150[100] 30/40 Su 6 7 16+9 -11 -
Jet Upper Medium Punch HL 140[100] 150[100] 30/40 Su 6 14 16+12 -21 -
Jet Upper Hard Punch HL 100*60[70] 150*50 30/20x2 Su 4 2*18 18+12 -32 -
Jet Upper EX HL 100*80 150*50 -250/0 Su 4 2*18 20+12 -29 -
Machinegun Blow Light Punch HL 20x2*50 25x2*50 10/10x3 - 9 2(5) 2(10) 4 21 -2 2
Machinegun Blow Medium Punch HL 20x3*60 25x3*75 15/10x4 - 16 2(5) 2(5) 2(10) 4 21 -4 -1
Machinegun Blow Hard Punch HL 20x5*30 25x5*75 20/10x6 - 18 2(5) 2(5) 2(5) 2(5) 2(6) 4 22 -5 0
Machinegun Blow EX HL 15x6*30 20x6*30 -250/0 - 18 2(5) 2(5) 2(5) 2(5) 2(6) 4(7) 4 20 -8 -
Cross Counter -   100 10/01/40 - 3   21 - -
Cross Counter EX -   50*100x2 -250/0 - 3 29 21 - -
Short Swing Blow Light Kick HL 120 200 20/30 Su 18 3 20 -2 2
Short Swing Blow Medium Kick HL 140 200 20/30 Su 21 3 22 -4 0
Short Swing Blow Hard Kick HL 160 200 20/30 Su 24 3 22 -4 0
Short Swing Blow EX HL 50x3 50x2*100 -250/10 Su 24 2(6) 3(12) 2 32 -2 -
Duck Light Kick - 0 - 10/- Su 9 - 20 - -
Duck Medium Kick - 0 - 10/- Su 9 - 21 - -
Duck Hard Kick - 0 - 10/- Su 9 - 25 - -
Ducking Straight HL 100 200 5/40 Su 5 3 23 -5 2
Ducking Upper HL 60*60 150*50 5/30*20 Su 3 1*2 25 -6 1
Thunderbolt HL 40*60 100*100 20/20x2 - 38 5 41 -22 -
Thunderbolt EX HL 20x4*90 30x4*100 -250/0 - 34 9 41 -21 -
Super Light Punch HL 50* 30* 40* 30* 40* 15 x 10* 50 0 -1000/0 - 1+2 3*5(22) 3*9(39) 3*3*{2*1} x5 21+17 -35 -
Ultra 1 HL 45x5*15x6*185 0 0/0 - 0+8 3(8) 3(10) 3(8) 3(10) 3(12) 1*3 35 -17 -
Ultra 2 HL 54x5[440] 0 0/0 - 0+8 24 48 -27 -
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes

Frame data translated and compiled by SFilp. Previous contributions by Gilley.

Posted by R on May 10, 2010 at 5:56 a.m. #1

Dudley FTW

 

Posted by PainKiller on May 10, 2010 at 7:03 a.m. #2

cool, medium kick wins....

 

Posted by fullmetalross on May 20, 2010 at 2:39 p.m. #3

So as has been noted frame data is wrong in this. One thing that is def wrong is mp machine gun blow being -1 on hit. I tested it and zangief can't reversal ultra it on hit, so it shouldn't be -1. Im not quite clear if he should be able to reversal ultra -0 moves as well but dudley can definitely just hold up after the mp machine gun blow and ultra doesn't catch him.

 

Posted by luisfernando13 on June 13, 2010 at 7:21 a.m. #4

and the ex jet upper actually does 120 damage

 

Posted by IrPanda on October 7, 2010 at 5:01 p.m. #5

For the target combos with mp or f+mp it should have 2 different start ups.

 

Posted by FROG55JON on October 19, 2010 at 12:31 a.m. #6

yeah the data is defo wrong

 

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