Dudley Combos for Each Character. Focusing on juggle combos, rather than the universal super cancel combos - the only exception for this are character with specifics super cancels (like Makoto from lp mgb). Each character has 160 health, but takes different amount of damage. Stun damage is the same across all characters, but some have different stun values. Meter gain is the same, 80 meter is sa3, sa1 is 96, 40 is EX
Stun: Gouki 56; Sean, Ken, Ryu, Twins, Urien 64; Hugo 72
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Target combo: f+mk, mk, hp [Doesn't work if f+mk is used from very far]
32 damage, 14/64 stun, 21 meter, -3
Note: The most damaging TC combo to learn for complete beginners. Otherwise used just for reference of the damage difference.
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st.hk xx HP DP [Doesn't work if st.hk is not used very close]
39 damage (+18 damage with SA3), 30/64 stun, 39 meter, knockdown (leads to okizeme if close enough to the corner)
Note: Base jump in and punishment combo giving very good meter gain and stun. Can lead to 50/50 in the corner for maximum stun, if used from jump in, via the sweep double DP combo and the meaty UOH st.hk xx HP DP combo. If st.hp is used as a jump in it will always have enough stun for that 50/50, if st.hk is used, if Ken doesn't quickstand they will be at exactly 63/64 stun after eating the sweep double DP combo.
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st.hk xx HP MGB [works at any range]
37 damage, 20/64 stun, 41 meter, +1
Note: Slightly less damage, and significantly less stun that the above combo, with a bit more meter gain, but most importantly no knockdown. Mostly to be used when HP DP won't reach.
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st.hk xx mk duck uppercut [works on crouching, can be hit confirmed, works on a wide range]
46 damage (+18 damage with SA3), 22/64, 38 meter, -5!!!!!!
Note: Useful due to that fact that you can hit confirm it and that it is meterless, but you can be punished by Ken's SA3 if you don't cancel into super. Directly going into super from the duck deals less damage (57), but it is insignificant amount considering it works on both standing and crouching then, so overall the better option if you are going to use meter.
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cr.hk, mk duck uppercut [works at a very wide range]
36 damage (+18 damage with SA3, +22 damage if done with straight instead of the uppercut), 11/64, 38 meter, knockdown (leads to okizeme even if they quickstand)
Note: Very standard conversion off cr.hk midscreen, either from oki or neutral. Leads to oki using fast buttons if they quick roll. You can use duck straight instead for slightly more damage with SA3, but it is slightly harder as now you can't just spam MK for the duck uppercut and instead you need to time it. Duck straight also have stronger corner carry, but it doesn't lead to Oki.
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cr.hk, walk in f+mk xx hp dp [works at very close range]
48 damage (+16 damage with SA3), 25/64 stun, 48 meter, knockdown (leads to oki if close enough to the corner)
Note: Mostly after midscreen oki, because you need to be close for it to work. Has better damage than the previous conversion without SA3 usage, but more important it leads to a lot of stun and meter. Just by itself it doesn't lead to 50/50 stun combos in the corner, but it can still lead to stun fairly quickly with 2 correct reads.
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st.hk xx ex mgb, duck uppercut [works at any range]
56 damage (+7 damage with SA3, same with duck straight), 21/64 stun, -9 meter, knockdown (leads to oki)
Note: stanard metered combo, practially free if you have the meter to start it (albeit you lose the meter you could have gained instead). Deals very good damage, has good corner carry. Ending on super is practically useless if it won't kill, mostly can be used if you want a hardknockdown for better okizeme.
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st.hk xx ex mgb, walk in f+mk xx HP DP [works at any range? (I'm not sure)]
59 damage (+6 damage with SA3), 28/64 stun, -4 meter, knockdown (need to be close to the corner for okizeme)
Note: Slightly harder combo for better stun and slightly better damage and meter. Should be used close to the corner, otherwise use the previous combo for the okizeme.
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st.hk xx ex mgb, lp mgb, mk duck uppercut [any range]
61 damage, 20/64 stun, -6 meter, knockdown (leads to oki)
Note: The best option for damage, very difficult to do.
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Target combo: st.lp > st.mp > st.mk > xx ex mgb into whatever [works only on standing, the first 3 hits should stun] Note: Needs at least 55 stun to work. Basically can be used as a hit confirm into a stun juggle combo to squeeze out more damage. Super situation because it only works on standing and close to stun
(all of the combos below give rose okizeme)
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cr.hk, lp mgb, lp ssb [works at decent ranges]
45 damage (+18 damage with SA3), 17/64 stun, 38 meter, knockdown
Note: Base corner combo. More lp mgb punches can be added, but the damage increase becomes smaller and smalle due to scaling (just +6 damage for the first lp mgb you add on top of that combo, and just 2 more meter), especially if you are ending with super.
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cr.hk, lp mgb, walk in f+mk xx hp DP [needs to be close enough for it to work]
53 damage (+11 damage with SA3), 23/64 stun, 51 meter, knockdown
Note: Good damage, stun and meter gain, if you are close enough. Harder than the previous combo, especially if you are trying to hit both hp DP hits. Again more lg mgb can be added for small damage increase
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cr.hk, walk in ex DP, hp DP [needs to be somewhat close]
57 damage (too lazy to test with SA3), 31/64 stun, -2 meter, knockdown
Note: Great stun, can be used to setup 50/50 stun setups. It can be pretty hard to land both hits of the hp DP, but even with a single hit it gives very decent stun (28/64) and damage. Execution wise the tell I use is the shadows of Ken and Dudley just touching to know when to ex DP. If you want to get more consistent 2 hits on hp DP you want to go even further in the shadow, but you should avoid getting 2 hits from the ex DP or that ends the juggle. Using f+hk kara for the ex dp could help for getting the 2 hits, but it is difficult.
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st.hk xx ex mgb, lp mgb, lk ssb [works from any range]
64 damage (+5 damage with SA3), 24/64 stun, -8 meter, knockdown
Note: standard corner combo off st.hk. Avoid using SA3 as the scaling get's very severe with ex mgb, except for finishing a round or hardknockdown. Extra lp mgb can be added for neglegable damage and meter (+4 damage on the first one).
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st.hk xx ex mgb, lp mgb, walk in f+mk xx hp dp [works from any range]
63 damage, 24/64 stun, -2 meter, knockdown
Note: Slightly less damage, with a bit more meter, same stun. Same stuff like above.
All of the shoto midscreen combos work, except that - st.hk xx ex(hp) mgb only works on standing chun. Stun: 64
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cr.hk, walk in cr.hk, mp duck uppercut [should be close enough]
49 damage, 10/64 stun, 55 meter, knockdown (leads into oki)
Note: Mostly after oki. Simple enough to learn.
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cr. hk, walk in f+mk xx hp dp [should be close enough]
51 damage, 25/64 stun, 48 meter, knockdown (need to be close to the corner for oki)
Note: Generally better than the above combo if you are close to the corner to get oki afterwards, slightly less meter.
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st.hk xx ex mgb, walk in f+mk xx hp dp [any range]
60 damage, 28/64 stun, -4 meter, knockdown (need to be close to the corner for oki)
Note: The best conversion for stun off st.hk. Very good all around, except for oki if you are far away from the corner.
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st.hk xx ex mgb, lp mgb, mk duck uppercut [any range]
63 damage, 20/64 stun, -6 meter, knockdown (leads to oki)
Note: the best option for damage, albeing you get less stun. Consistent oki.
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st.hk xx ex mgb, cr.hk, mk duck uppercut [any range]
59 damage, 20/64, +1 meter, knockdown (leads to oki)
Note: best option for meter. Consistent oki.
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cr.hkx4, lp mgb, lk ssb [close range]
70 damage, 15/64 stun, 86 meter, knockdown
Note: standard
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cr.hkx5, walk in hp dp [close range]
68 damage, 15/64 stun, 101 meter, knockdown
Note: Way better meter gain, slightly less damage.
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cr.hkx5, mk duck uppercut [close range]
67 damage, 18/64 stun, 99 meter, knockdown
Note: Similar to the above, just slightly more stun, for neglegable damage & meter loss.
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cr.hkx2, walk in hp dp, hp dp[close range]
65 damage, 29/64 stun, 59 meter, knockdown
Note: Better stun for way worse meter and damage (ex can be used for the same stun and 2 more damage, not worth it imo). Mostly should be used for 50/50s when it will stun.
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cr.hkx4, walk in f+mk xx MP dp [close range]
74 damage ,20/64 stun, 94 meter, knockdown
Note: Best combo for damage, but it is really difficult. You can use HP dp as an ender to make it way more consistent, it hits only once and deals slightly less damage (72) and stun(18), and gains slightly less meter(87).
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st.hk xx ex mgb, cr.hkx4, walk in hp dp [any range]
62 damage ,18/64 stun, 23 meter, knockdown
Note: Standard
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st.hk xx ex mgb, cr.hkx3, lp mgb, lk ssb [any range]
64 damage, 18/64 stun, 19 meter, knockdown
Note: Slightly better damage for meter
All of the shoto midscreen combos work. Stun: 64
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cr.hk, lp mgb, cr.hk, mk duck upper [very close]
55 damage, 10/64 stun, 57 meter, knockdown (leads into oki)
Note: Hard & you need to be pretty close. standard f+mk hp dp gives better stun, but worse damage & meter.
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cr.hk, lp mgb (3 hits), dash, f+mk xx mp dp [very close] Note: Insanely hard. You need to do a microwalk with the hcf for the lp mgb & hit it early for all 3 hits. Then you need to hit the dash into f+mk xx mp dp (note if you hold forward from the dash, you won't be able to use the same forward for the dp at the end - so repressing forward after the dash is adviced)
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st.hk xx ex mgb, walk in f+mk HP DP [any range]
59 damage, 28/64 stun, -4 meter, knockdown (need to be close to the corner for oki)
Note: The best conversion for stun off st.hk. Very good all around, except for oki if you are far away from the corner.
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st.hk xx ex mgb, lp mgb, mk duck uppercut [any range]
61 damage, 19/64 stun, -6 meter, knockdown (leads to oki)
Note: the best option for damage, albeing you get less stun. Consistent oki.
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st.hk xx ex mgb, lp mgb, cr.hk, mk duck uppercut [any range?]
63 damage, 17/64 stun, 3 meter, knockdown (leads to oki)
Note: Insanely hard. You need to hit the lp mgb close to the ground while also microwalking before it & insta or tiny microwalk cr.hk. Not worth it in my opinion.
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lp mgb, SA1 or SA3 [very close]
39 damage with SA1 (30 damage with SA3), 10/64 stun (5 stun with SA3), 20 meter - super meter, knockdown (leads to oki)
Note: Easy, no idea why you would use it - the scaling on the super is ass.
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Target Combo: lp mp mk xx mp mgb, SA1 or SA3 [close]
50 damage with SA1 (43 damage with SA3), 12/64 stun (10 stun with SA3), 31 meter - super meter, knockdown (leads to oki)
Note: Fancy, works only on standing, easy hit confirm, doesn't have good scaling though, so don't use it except as an easy combo or just a fancy finish.
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cr.hk, cr.hk, lp mgb, cr.hk, lp mgb, lp ssb [close]
66 damage, 14/64 stun, 73 meter, knockdown (leads to oki)
Note: standard, not too difficult loop combo.
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cr.hk x5, mk duck uppercut [close]
65 damage, 7/64 stun, 99 meter, knockdown (leads to oki)
Note: standard, less stun for more meter.
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cr.hkx5, walk in hp dp [close range]
63 damage, 11/64 stun, 89 meter, knockdown (leads to oki)
Note: Alternative between the combos above. If done with 4 cr.hk & 2 hit hp dp deals 2 less damage & gains 2 less meter. If done with mp dp, is the best version. 65 damage, 12 stun & 100 meter gain - making this an amazing combo.
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cr.hkx4, walk in f+mk xx MP dp [close range]
71 damage, 20/64 stun, 94 meter, knockdown (leads to oki)
Note: Best combo for damage, but it is really difficult. You can use HP dp as an ender to make it way more consistent, it hits only once and deals slightly less damage (69) and stun(18), and gains slightly less meter(83).
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cr.hk, walk in ex dp, f+mk xx mp dp [close range]
66 damage, 35/64 stun, 6 meter, knockdown (leads to oki)
Note: Best stun for way worse meter & ok damage. It is not too difficult.
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st.hk xx ex mgb, lp mgb, cr.hk, lp mgb, cr.hk, walk in hp dp [close]
66 damage, 16/64 stun, 11 meter, knockdown (leads to oki)
Note: standard, not too difficult loop combo.
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st.hk xx ex mgb, cr.hk x4, mk duck uppercut [close]
61 damage, 14/64 stun, 23 meter, knockdown (leads to oki)
Note: Outdone by the combo below & is not really easier.
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st.hk xx ex mgb, cr.hk x4, walk in hp dp [close]
61 damage, 16/64 stun, 23 meter, knockdown (leads to oki)
Note: standard, for more meter, slightly harder.
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st.hk xx ex mgb, cr.hk x2, lp mgb, cr.hk, dash, st.mp xx hp dp [close]
57 damage, 14/64 stun, 20 meter, knockdown (leads to oki)
Note: Super hard not good, kinda fancy though, but I'm getting only a single hit on the hp dp. Maybe it is better with mp dp or if you can actually get both hits - NEEDS TESTING!
All of the shoto midscreen combos work, except st.kh xx ex mgb, walk in f+mk hp dp. Stun: 72
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cr.hk, walk in cr.hk, mk duck uppercut [point blank + walk in]
45 damage, 10/64 stun, 55 meter, knockdown (leads into oki)
Note: standard, not too hard - need to learn the microwalk timing.
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cr.hk, walk in cr.hk, dash in hp dp [point blank + walk in]
46 damage, 17/64 stun, 56 meter, knockdown (leads into oki)
Note: Really difficult, you both have to be able to do the standard, get the dash buffer & hit the hp dp really tight.
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st.hk xx ex mgb, lp mgb, mk duck upper [any range]
61 damage, 20/64 stun, -6 meter, knockdown (leads into oki)
Note: Pretty easy to execute, so you can consider it standard.
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st.hk xx ex mgb, walk in cr.hk, mk duck upper [any range]
57 damage, 20/64 stun, 1 meter, knockdown (leads into oki)
Note: Hard, but not too much - you just need to hit the microwalk timing. Hitting the down+hk in the same frame to not lose any frames to microwalking, but it is not required - the timing is not super tight. Not really worth it over the standard, just some more meter, but you also lose out on some damage.
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st.hk xx ex mgb, lp mgb, walk in cr.hk, mk duck upper
Note: don't know if this works, but it looks like it might. I'm using the same trick as against the makoto with hitting the lp mgb with a microwalk on a dudley close to the ground. It seems the cr.hk could reach in time, but I couldn't get it.
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cr.hk x5, mk duck uppercut [close]
65 damage, 9/64 stun, 99 meter, knockdown (leads to oki)
Note: standard, not too difficult loop combo.
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cr.hk, jab mgb, cr.hk, jab mgb, cr.hk, mk duck uppercut [close]
60 damage, 9/64 stun, 73 meter, knockdown (leads to oki)
Note: Alternative to the standard - just straight up worse, but might be easier to some. Still the difference shouldn't be too big so I don't recomend it. It is fancies though.
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cr.hk x4, walk (or dash) in f+mk xx hp dp [close]
69 damage, 18/64 stun, 83 meter, knockdown (leads to oki)
Note: Slighly harder than the standard. Better stun & damage for worse meter. I personally don't like the dash in since the forward input that you use for the dash can be used for the f+mk, but not for the dp. So if you want to do it, you need to dash & then release & hold forward again - essentially dashing with 3 forward inputs. Otherwise there is no difference in damage, stun or meter.
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cr.hk x4, lp mgb, lp ssb [close]
67 damage, 15/64 stun, 86 meter, knockdown (leads to oki)
Note: Another standard combo. It is not too difficult to execute. Deals more damage than the standard & stun, but for less meter.
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cr.hk, lp mgb, microwalk ex dp, st.hk
?? damage, ??/64 stun, ?? meter, air reset (leads to light oki)
Note: Really difficult, almost got it, but whiffed the st.hk at the end. For the microwalk of the ex dp you need to do this: f, qcf & hold the last forward during the recovery of the lp mgb, so that you are microwalking out of it & then you just hit 2xp for the ex dp after the microwalk. If you do it too early then the input buffer won't give you the ex dp at the end. If you do it too late you will have a few frames you are not walking after the lp mgb. Pretty tight, but that part can be done. I don't think the last hit is tight as well - I think I was just unluckly & missed it.
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st.hk xx ex mgb, cr.hk x4, mk duck uppercut [any range]
61 damage, 16/64 stun, 23 meter, knockdown (leads to oki)
Note: Standard easy loop.
Video: https://youtu.be/n18K7YhmYDU
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st.hk xx ex mgb, lp mgb, cr.hk, lp mgb, cr.hk, mk duck uppercut [any range]
67 damage, 16/64 stun, 11 meter, knockdown (leads to oki)
Note: Feels easier than the other standard loop, but still similar difficulty. Gives 6 more damage for 12 less meter over the other standard.
Video: https://youtu.be/B4YP8E2Z5po
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st.hk xx ex mgb, cr.hk, lp mgb, cr.hk, lp mgb, lp ssb [any range]
67 damage, 18/64 stun, 13 meter, knockdown (leads to oki)
Note: Alternative to the mk duck uppercut ender. Straight up better, but some might find the other ender easier.
Video: https://youtu.be/qNjRMj2-I0I
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st.hk xx ex mgb, cr.hk x3, walk in f+mk xx hp dp [any range]
60 damage, 20/64 stun, 17 meter, knockdown (leads to oki)
Note: Slightly harder than standard for more stun at the cost of some damage. You need to hit the f+mk close to the ground to connect.
Video: https://youtu.be/_5BdzsP6JpM
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st.hk xx ex mgb, lp mgb, cr.hk, lp mgb, walk in f+mk xx hp dp [any range]
65 damage, 20/64 stun, 5 meter, knockdown (leads to oki)
Note: Alternative to the above combo. I find it easier since you don't need to hit the f+mk close to the ground - you have enough walk time to get pretty close while Dudley is still juggled high. More damage for less meter with the same stun. You can also swap each lp mgb for a cr.hk & the cr.hk for lp mgb to get 62 damage & 11 meter instead. Using mp dp gives you 2 more damage & meter, but it is way more difficulty - it might only be possible from lp mgb, you might not be able to connect the mp dp if you are doing the cr.hk version.
Video: https://youtu.be/7PGnmi4uI2w
All of the shoto midscreen combos work, except that st.hk xx any mgb does not connect on crouching oro. Stun: 72
Oro's cr.hk loops have wide timing so they are not hard to get. On the other hand lp mgb will oft hit with the first few hits rather than just the last one, so you either need a lot of vertical hight or a tight timing. This means that for cr.hk to lp mgb link you need 2 things:
- cr.hk has to hit a juggled Oro for more height (like from ex mgb, another cr.hk or anything else)
- the cr.hk has to hit early/high (you have a wide timing for the cr.hk, but the earlier you hit it the higher the juggle) f+mk into dp combos are tough on oro & tend to miss a lot & you can't make them easier by using hp dp (it is not worth it at all).
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cr.hk, walk in cr.hk, mk duck upper [point blank]
49 damage, 10/64 stun, 55 meter, knockdown (leads into oki)
Note: Seems like you need to walk forward before the first cr.hk to have enough distance to hit the second one. Outside of that not difficult.
Video: https://youtu.be/2GAehEx65I4
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st.hk xx ex mgb, walk in cr.hk, mk duck upper [any range]
59 damage, 22/64 stun, 2 meter, knockdown (leads into oki)
Note: Standard, you need to learn the microwalk timing, but it is not too bad.
Video: https://youtu.be/gVclX6WM5Ag
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st.hk xx ex mgb, lp mgb, mk duck upper [any range]
64 damage, 22/64 stun, -5 meter, knockdown (leads into oki)
Note: Standard, not too difficult - more damage than the combo from above, but less meter.
Video: https://youtu.be/sodffb3zuKk
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st.hk xx ex mgb, lp mgb, walk in cr.hk, mk duck upper
Note: don't know if this works, but it looks like it might. I'm using the same trick as against the makoto with hitting the lp mgb with a microwalk on a oro close to the ground. It seems the cr.hk could reach in time, but I couldn't get it.
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cr.hk x5, mk duck uppercut [close]
67 damage, 10/64 stun, 99 meter, knockdown (leads to oki)
Note: Standard, not too difficult loop combo.
Video: https://youtu.be/eCickz8Vy-o
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cr.hk, cr.hk, lp mgb, cr.hk, lp mgb, mk duck uppercut [close]
66 damage, 10/64 stun, 75 meter, knockdown (leads to oki)
Note: Hard. You need 2 cr.hk at the start to get more juggle height to be able to combo to lp mgb. You also need to hit the second cr.hk early for more heigh &/or time the lp mgb link tight as well. Couldn't get it with an lp ssb finisher. The combo is not better than the standard anyway.
Video: https://youtu.be/qAds-gy1hsE
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cr.hk x4, dash (walk?) in f+mk xx mp dp [close]
74 damage, 21/64 stun, 94 meter, knockdown (leads to oki)
Note: Very difficult. It seems you can only get it with a dash in, but maybe it is possible with a walk in. You need to hit the cr.hks early to get more heigh so that you have more time to link the f+mk after the dash. If you hit oro too low with the f+mk it will reset & you won't be able to hit with mp dp. hp dp would whiff the second hit reducing the stun by 11, as well as the damage by 10 - not worth it, use a standard combo instead of hp finisher. The mp dp finisher seems to be your best option from cr.hk, the standard combo just stlightly outdo it in meter.
Video: https://youtu.be/9tVTX3FD7MM
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cr.hk, ex dp, f+mk xx hp dp [close]
Note: Not sure if it works. Tried with & without kara dp.
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st.hk xx ex mgb, cr.hk x4, mk duck uppercut [any range]
63 damage, 18/64 stun, 28 meter, knockdown (leads to oki)
Note: Standard easy loop.
Video: https://youtu.be/XSCRLnCnNrQ
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st.hk xx ex mgb, lp mgb, cr.hk, lp mgb, cr.hk, mk duck uppercut [any range]
68 damage, 18/64 stun, 15 meter, knockdown (leads to oki)
Note: Better than the standard for damage - slightly harder. You need to hit the cr.hk early to get enough juggle distance for the lp mgb, &/or time the lp mgb better.
Video: https://youtu.be/shW4h5X5eFk
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st.hk xx ex mgb, lp mgb, cr.hk, lp mgb, walk in f+mk xx mp dp [any range]
67 damage, 24/64 stun, 7 meter, knockdown (leads to oki)
Note: Standard combo for stun. Doing 3x cr.hk & then dash in rather than a walk in f+mk gives 23 meter, 63 damage & same stun, so better combo for meter at the expense for damage. I wasn't able to get one with a single lp mgb regardless of position.
Video: https://youtu.be/kHXT1acHj1E
- Initial Combos For STUH
- Initial Combos For Chun-li
- Initial Combos For Makoto
- Initial Combos For Dudley
- Initial Combos For Oro
- Initial Combos For Elena
- Initial Combos For Ibuki
- Initial Combos For Necro
- Initial Combos For Alex
- Initial Combos For Remy
- Initial Combos For Q
- Initial Combos For Twelve
- Add Universal Super Cancel Combos
- Fix damage, stun & meter values for partial whiff on the ex mgb on some crouching characters (like twins)
- Add special combos (combos that occur from special situations)
- Finish difficult combos that are yet to be logged
- Create a small referance guide of difficulty progression of combos for begginers to use
- Complete referance for rose setups, different kinds of oki & safe jumps possible from different combos
- Update the wiki with the information of this document
- Add video demonstrations for all combos
- Add additional stun values (most combos tell you the stun at the last hit, instead I need to add max stun gotten during the combo & the stun after quickroll or no quickroll)
- Add stun combos
- Add SA end cancel damage changes
- Add SA3 juggle combos