Ok (notice the capitalization haha) this will be the actual comprehensive Dudley thread. In vein of my friend Haunts' thread, I felt there needed to be a current, constantly updated strategy database for old and new Dudley's alike.
s.lp - *EDIT* This move is actually pretty good in setting up throw/high/low when they are already knocked down as an alternative to f+mk. Typical jab properties.
4/1/6 +3 Blocked/Hit/Crouching Hit
s.mp - Standing medium punch is a great move. It is your safest meter builder, and whiffs extremely quickly. Good range, speed, priority, and damage potential. Learn s.mp xx mk/lk ducking xx super like the back of your hand. Can be crouched by characters smaller than shotos.
4/1/10 +1 Blocked +2 Hit +3 Crouch Hit
s.hp - *EDIT* s.hp is actually pretty good, has really high priority/damage just dont get lazy when throwing it out, because people will parry it(it is only one hit). F+fp is another story, but we'll talk about it later. It does solid damage, and is decently fast with good priority, but it barely has more range that s.mp, which hinders its usefulness.
EDIT:I've known about this for a while now, but the great thing about s.fp is that it hits mid, so its impossible to dash under, against a makoto if u whiff a bunch of s.mps she will dash under you and have her way with you, so be wary of this.
8/2/17 -1 Blocked +1 Hit +3 Crouch Hit
s.lk - This move isn't really that great on its own. It does chain into s.mk (which you can link into super), and is decently fast, but it is a relatively weak move on its own. *EDIT* This move CANNOT be crouched, by anyone, but remember it can still be parried high or low.
6/1/8 +2 Block/Hit/Crouch Hit
Parry High or Low
s.mk - I like this move a lot, it has a lot of uses. For one, it attacks well above your head, providing excellent cross-up defense. It has frame advantage on hit, and you can link into SA1 or SA3 quite easily off of it. It has strange block stun as well, so it makes for a great tick/parry bait.
6/2/13 +0 Blocked +2 Hit +2 Crouching Hit
s.hk - Ooh this move is great. This is one of the best normal moves in 3s period. One of its best uses is a whiff punisher. This is the only way to fully combo into ex machine gun blow on the ground, it has extremely high priority, good speed, good damage, excellent frame advantage, and GREAT damage potential. You can use the high priority to hit off limbs, and combo into ex machine gun blow from very far ranges. You may use the excellent priority as an anti air, canceled into rh duck/*EDIT*Jab MGB/Fierce DP/SA3 (to avoid parry retaliation, and to combo into super from behind, but more about that later.). In addition to that it provides Dudley's easiest hit confirm in addition to one of the best throw mixups in 3s in the same setup! (s.rh xx duck super/throw etc...) * EDIT* <--I don't do this anymore, good players don't fall for it anymore, if you want to do this mixup do it off c.mp instead. I guess its OK if you were trying to do s.rh xx duck super and the s.rh didn't hit, but otherwise, I'd steer clear.
6/2/12 +4 Block +6 Hit +8 Crouching Hit
c.lp - There is virtually no reason to ever use this. c.lk is superior in every way, as this does not hit low. *EDIT* This move comes out if you crouch tech (jab+short when crouching to avoid throws) and loses to many low moves, namely chun-li c.mk, so don't think you will be safe just crouch teching everything, sometimes you have to take the throw if you want to play safe, also crouch teching loses to option select parry, as jabs can be parried high or low, the more experienced players already know this, but for new players.
4/1/9 +1 Block/Hit/Crouching Hit
Parry High or Low
c.mp - C.mp is pretty good. C.mp xx mk ducking xx super is very useful. Has the same range as s.mp, but slightly easier to duck super off of c.mp. Good to whiff randomly. More recovery than s.mp though... If you're close you can link into super just like Ken.*EDIT* Like I said in the s.rh section, ducking mixups are much better used off the mk duck, and this normal.
5/1/9 +2 Block +3 Hit +4 Crouching Hit
Parry High or Low
c.hp - Solid move, hits at a good angle to be used as an AA. Solid priority against ground moves too. *EDIT* Another thing for newer players, most notably Urien's c.mk also many times if they anti-air parry this move early, you recover first.
8/3/13 +0 Block +2 Hit +2 Crouching Hit
Parry High or Low
c.lk - Great move. Short, Short super just like shotos do. Short is a great move to use meaty to stuff things, and you can play games with it by canceling into short duck*EDIT*(SPARINGLY, just another trick in your arsenal).Good stuff. Highly recommended. *EDIT* Empty jump in c.lk x1/2 into super is really good when used correctly, people do not expect this very often.
5/1/10 +0 Block/Hit/Crouch Hit
c.mk - This move is actually pretty good to do after blocking crouching medium kicks. It seems highly punishable, and the frame data says it sucks, but not even the best players can punish it if you're using it correctly. Knockdown on hit. *EDIT* I still do use this move occasionally, but holy shit it is soooo unsafe! Like for example, ken will get a free dash in move xx super on block! Just something to keep in mind, but it is still good for the reason i said like more than a year ago.
10/2/22 -12 Block Knockdown on Hit/Crouch Hit
c.hk - Dudley staple right here. Even the most noob Dudley's have heard about the infamous c.hk corner juggles. This is one of the low parts of Dudley's scary high/low game. C.hk can be juggled up to 6 times in the corner against All Girls, Remy, Alex, Oro, Q, Dudley, and Necro. *EDIT* You can sweep Alex/Dudley/Oro/Elena/Chun-li twice midscreen, extremely unsafe to whiff against a Chun with meter, useful for sweeping Chun-li's c.mk sometimes though.
16/2/21 +1 Block Knockdown on Hit/Crouching Hit
j.lp - Don't use this, quite simply, it sucks.
j.mp - Hits at kind of a weird angle, *EDIT* This move is your main air to air move, if you need a move to hit in front of you in the air, use this. this will beat out ken ex hurricane with relative consistency. if this works i usually do j.mp, s.mp duck super, because s.mp is the fastest normal dudley has that will still allow you to hit confirm the super because of j.mp's light hitstun. *EDIT* You may also do air to air j.mp duck xx super, but better players will parry it, so use it sparingly.
j.hp - This is your most damaging jump-in attack. Start all stun combos with this (or c.hk agains the juggleables in the corner). It has very high priority, and you can mixup the timing on it pretty well. J.hp, throw is a good tick. *EDIT* Jumping towards them with an early j.fp (timed so it looks like it will hit, but does not) then ex DP when you land is the kokujin special, it is good to use in a situation where you feel your opponent is desperate or nervous. Just keep in mind blocking in that situation destroys it, (although very few people will block in that situation unless you've been abusing it)
j.lk - Don't use this, J.mk is better.
j.mk - Pretty good jump in or air to air(what I use it for mostly). Stays out for a while, and if it hits, feel free to link into super.
**j.hk - This is a very scary move. This intimidating move's timing can be mixed up very well and will link into super very easily even if it hits the top of their head. If you don't have meter and you hit an early one, I usually do fierce dp. J.hk blocked throw/short swing blow/f.rh/short short super is a good mixup. To throw after doing this move you need to wait a good bit, because of the heavy frame advantage. *EDIT* Jump over then with j.rh, ex DP when you land works but like this j.fp trick, don't get too abusive with it.
*Note:All jumping attacks are parried high.
**Note:J.hk knocks down air-to-air, it also has considerably more frame advantage than the other jump in attacks.
f+lp - These chain into themselves, and aren't really useful in any way. I think Munakata whiffs these then f+rh but they really don't have any use on their own. *EDIT* The same revision for s.lp falls here as well, but I tend to use f+lp more.
5/1/8 +1 On Hit
Parry High or Low
f+mp - This moves you forward a good bit, and has decent priority. Decent poke.
9/4/10 -1 Hit
Not sure why Kara Throw does not have complete frame data for command normals.
f+hp - Very good, fights shoto c.mk very well, and has very high priority. Moves you forward, and combos into super up close (though I don't see why you'd be using it that close). Lots of startup, and very punishable on whiff (completely safe on block though) use with intelligence.
16/4/16 -3 Hit
this move. It's really good. Moves you forward slightly, links into super very easily, stops dashes very well, good poke with high priority, good tick. Whiff this move over people to scare them, and build meter. Mixup on blockers accordingly. (Throw, ssb, f+rh, short, short etc...)
6/1/9 +2 Hit
f+rh - This move is ridiculous, and one of 3s' best period. Fastest command overhead in the game with a blazing fast 13 frame startup. Links into super only on crouch, chains into s.mk. Makes for a decent tick too.
13/3/16 -2 on hit and (no real data) but, It is at least +2 on Crouching Hit.
Dudley has alot of useless chains...
s.lp-s.mp-s.mk - this chain is special cancelable, but because it starts with s.lp you're virtually never going to land it.
s.mp-s.mk-s.hp - *EDIT* Relatively useful anti-air chain.
s.lk-s.mk-s.mp-s.hp - This chain sucks all together, but if you stop at mk, you may link into super.
s.mk-s.hk-s.hp - this chain is actually pretty good as anti air because its relatively tough to parry.
c.lk-c.mp-c.hp - Useful chain because it hits low and does decent damage.
c.lk-c/s.mk - Weird chain, because the mk pushes you back too far to link into super. Pushes them kinda far back, so I wouldn't recommend doing it a lot.
f+mk-s.mk-s.hp - Only reason I would do it is if you want a safe way to kill someone after you hit them with f+mk when you have no meter lol...
Machine gun blow(hcf+p) - *EDIT* The EX version is the most useful, and that can be only comboed off of s.rh, however, using s.rh xx jab mgb is another anti air parry trick in you arsenal.
Jet Uppercut(dp+p) - The EX version will blow through all meaties, the other versions tend to lose vs meaties*EDIT* Or even throws... Use the mp version in combos into super, unless youre playing against a character that falls out during the combo (Chun, Alex, Remy)
Ducking Upper/Straight(Hcf+k/p respectively) - Useful in juggle combos Ducking upper will always combo on Makoto*EDIT*and Yun/Yang after s.rh. Also usefull to combo into super (sans upper/straight) off the aforementioned normals. All versions do the same damage. Not exable. This move can also go though projectiles with a few exceptions. No air fireballs (Akuma, Ibuki's Kunai), Remy's LoV, and no super fireballs. *EDIT* ANOTHER GREAT USE FOR DUCKING STRAIGHT is to do it when you're too far away to set up a mix up after a knockdown, but you think they will try to jump away from you, it will smack them out of the air.
Short Swing Blow(hcb+k) - This move is very good. Super cancelable, safe on block, hit confirmable, avoids throws, and is very powerful for a normal hit. Use after duck mixups training your opponent to tech throw. Good on resets when you think your opponent will throw. j.rh, throw/ssb is great. All versions do the same damage sans EX. Ex Does 3 hits, knocks down, and is also cancelable into super.
Cross Counter - Don't use this. You might as well just parry high. EX able. The lighter the punch, the MORE the recovery.
Punch And Cross - Weird punch, then cross counter. Don't use this either.
Super Art 1: Rocket Uppercut
This is a good super. 1 frame startup, works well in all but a few combos, 2 healthy stocks, big damage.
Super Art 2: Rolling Thunder
This super sucks. 1 Medium sized meter isn't good for Dudley, who is sort of an EX whore. 3 Frame startup means it will not link of f+hk on crouch. Virtually useless in juggles as well.
Super Art 3: Corkscrew Blow
This super is also really good. 1 Frame startup like SA1, 3 shippu sized stocks, more useful in anti air situations than SA1, decent damage, good damage if done of f+rh on crouch, easier to use in combos than SA1. (opponent won't fall out in certain situations)