Hadouken: Super Street Fighter IV Dev Blog: Dudley!
The Super SFIV devs are back with a new blog talking about the new king of Super Street Fighter IV: Dudley. They talk about the secret to his charm, his new moves, his Ultras (you're all going to be hit by so many Corkscrew Crosses you'll cry!) and of course throwing the rose! Credit as always to SRK's Azrael, and hit the jump for the full piece.
--
Hello everyone. This
is Tsukamoto.
This week I'll be
joined by director Okada and the head battle planner
Sano, as we talk about the last of the new characters
from SF3 - Dudley - and things ranging from how he was
chosen and what not.
-- First off,
please tell us why Dudley was chosen to be added in the
game.
Okada:
He was chosen for SFIV
because a lot of the development staff were really
passionate fans of him, and he is extremely popular
overseas. He is so popular that when producer Ono went to
Europe to get opinions about the next installment of
SFIV, he was consistently asked or requested for Dudley
to be in the game. Also, we had a lot of requests from
overseas fans to see the dream match-up of Dudley vs
Balrog.
-- Is being a boxer the secret
behind his popularity?
Okada:
Dudley's stylish boxing fight
style is definitely very popular. We also feel that with
his high approval rating in Europe, many Europeans want
to support a fellow countryman.
--
What do you think is Dudley's charm?
Okada:
His character charm from SF3 was
to read the opponent, get in on his terms, and then take
away their life in a flash - good rushdown power. Another
part of his charm is that his attacks are very strategic.
For example, Dudley has a lot of feint-type moves. He can
get in close and counter his opponent's throw attempt
with at attack. He's also got moves that are for the sole
purpose of getting in close. If you are good at reading
your opponent, then he becomes a very strong
character.
-- Does Dudley play the
same in SSFIV?
Okada:
Yes, we have emulated Dudley's "hit and run" style
as well as his fight style of getting into those open
spaces from SF3.
Sano:
Yes, his ability to control distance through various
movements hasn't changed. For example, with his "Short
Swing Blow" he moves back for a moment and evades his
opponent's attack before launching his own - if you can
use this well you can get in your opponent's face in an
instant and really mess with them. Also, we brought back
his "Thunder Bolt" from 2nd Impact, which can surprise
people up close. Dudley also has plenty of target combos,
so finding a way to get in close and utilize them will be
one of the keys to victory.
-- How
did you bring about the feel of Dudley?
Okada:
As Dudley is Mr. Gentleman, we
included some gentlemanly components in his motions. His
image is that of an orthodox boxer, who wastes no
movements.
Sano:
Even
though he's a fighter, he doesn't have that gritty Street
Fighter feel, but more like that of a sports athlete. You
won't find him fighting in the back alleys - he's got a
strong sense of sportsmanship, and he is always polite.
Okada:
For boxers, of
course we already have Balrog, but Dudley and Balrog's
fight styles are completely different. Balrog just
charges in like a rampaging bull*, his attacks are
straight-forward and he's in your face, while Dudley is
more of the "dance like a butterfly, sting like a bee"
type, who focuses on footwork and keeps his distance. So
Balrog wants to just land powerful single blows, while
Dudley wants to use his footwork to hit multiple target
combos and eat away at your lifebar.
(*Remember that Balrog's name in Japanese is Bison -
so this is sort of in reference to that.)
-- Has he lost any moves?
Okada:
He's got all his moves
from the SF3 series. As Sano mentioned before, he also
has the "Thunder Bolt". Personally, this is a move I
wanted to see come back in this title, so I asked the
designers and engineers about it and now its
back.

--
What kind of move was the "Thunder Bolt"?
Okada:
If you use it when the
opponent least expects it, I think its a fairly useful
move. Also, it does pretty good chip damage, so I think
it'll be good to finish off near-dead opponents.
Sano:
"Thunder Bolt" is one
way to really throw your opponent off-guard. Use it
immediately at the start of the round to have your
opponent moving at your pace, and then use it with good
timing to really throw off your opponent's spacing.
-- As the ultras are selectable this
time around, tell us about the features of both of
his.

Sano:
First lets talk about the
"Corkscrew Cross". The first hit doesn't have a whole lot
of reach, but you can use it within combos. It has a lot
of various uses - for example, after launching an
opponent from EX Machine Gun Blow, or after an anti-air
from a high position.
Okada:
We've made this "Corkscrew Cross" in this game as a
different version of his "Corkscrew Blow" from SF3. In
SF3, the Corkscrew Blow did a lot of chip damage, had a
huge hitbox, and had very little startup, so it was a
tool with a lot of functionality. However in this title,
the Corkscrew Cross is short-range and somewhat more
limited in its usage. So that gives it a different
feeling from the Corkscrew Blow from SF3.
--
How about his other ultra, "Rolling Thunder"?
Sano:
For "Rolling Thunder",
in order for it to be able to pass through projectiles
we've given it a fairly long window of invincibility.
Since there's no parry in SFIV, this is a way of dealing
with fireball characters. So when you're taking on
fireball characters, I'd recommend this ultra!
Okada:
When Dudley has the
meter for "Rolling Thunder", this increases his mid-range
options and makes it harder for fireballers to throw that
fireball, so this is an advantage for him. Also, even if
the opponent blocks he keeps on punching, so this can
also work for chip damage kills.
-- Do you have any moves you would
recommend?
Sano:
I'm
going to go with his ducking. It lets him evade fireballs
and get in close.
Okada:
At the beginning of development, ducking didn't have
the ability to avoid projectiles. As Dudley was the first
SF3 character we added to the game, at that time we
hadn't yet decided on how to fit them into this game. So
at that time, he couldn't evade fireballs and he wasn't
very SF3-ish.
Sano:
Yes, the first Dudley was one who was based
completely on SFIV's system.
Okada:
But then during development we had
a lot of people experiment with him, and when we also
tried him out we felt that as-is, there was no point in
adding him to the game at all. So then we thought about
the Dudley that players wanted to use, and how to bring
that about, and that's how ended up with the ducking's
current function.
-- Why didn't it
go through projectiles at first?
Okada:
Ducking doesn't just avoid
opponent's attacks, it's also a dash is it not? So at
first, we worried that no one would use his regular
dashes. And that this would be unbalanced. On that note,
ducking is a move that we had to continually adjust right
up until the end.
Sano:
If we think about it, Dudley is a SF3 character that
we are trying to put into the SFIV series. So we went
through a trial and error process with him, and the
direction we settled on was to keep as much of the SF3
feel as possible. We also did this for Ibuki and
Makoto.
-- Are there any other moves you
would recommend?
Sano:
While it's not technically a move, I would recommend
his rose throw. Since this was a taunt in SF3, its formal
name is "The Rose of Victory". Okada said we absolutely
had to have this, so it was added in. Of course, that
wasn't the only reason (laughs). In order to add the rose
throw we had to add a completely new system, and it took
a lot more work than expected.
Okada:
We had proceeded without the rose
throw through the middle of the development stage, but it
just didn't feel right not to have it. The rose throw is
one of the more memorable taunts from the SF3 series, and
it's also one of the most trademark aspects of Dudley.
I'm glad we were able to get this in as a special
move.
Sano:
This was
also touched upon on Ms. Shiozawa's blog, but after
throwing the rose Dudley can close the distance on his
opponent. So its not something you can really exploit,
but its not useless either. Also, the rose homes in on
the opponent's head without fait.
Okada:
Yes, it even homes in on them
during a jump.
Sano:
If
you're in close and you time it carefully against your
opponent's jump, you can whack them pretty good. So this
can keep your opponents grounded, which is where Dudley
likes them.
Tsukamoto:
The rose only makes contact with the opponent, it
doesn't take away damage right?
Okada:
Right, it doesn't do damage. We
thought about making it do 1 point's worth of damage, but
we figured anyone who got KO'ed from the rose throw would
be pretty pissed off so we gave up on that
(laughs).
--
Who out of the existing SFIV characters would you say is
similar to Dudley?
Sano:
That's a really hard question. A SFIV character who
plays like Dudley...I don't think there is one. Balrog is
also a boxer, but their playstyle is completely
different. So for fighting style, maybe the closest would
be...Dhalsim?
Okada:
Yeah, Dhalsim's stretching arms control the
distance, and with his Yoga Teleport he can get in close
and attack you, so in that regard maybe they're kinda
close.
-- What is Dudley's best
distance?
Okada:
For
options, that would be mid-range. For doing damage, up
close.
-- Is Dudley a difficult
character to use?
Okada:
His actual controls aren't that hard. However, his
playstyle really requires a psychological warfare, so in
that sense he may be suited better for tactical players.
If you are the type who likes to do what you want to do
and hit a good combo to decide it all, maybe he's not for
you, but if you like to think "Well, in this situation
he'll do this move" or "if I do this I can irritate him
and bait out this move" - the type who really likes to
read your opponent, then I believe Dudley is right up
your alley.
Tsukamoto:
For games as well as real fights, good players are
able to utilize these mind games. If you can get caught
up in that aspect of Dudley then he'll be an interesting
character to use.
-- Last week you
also said that reading your opponent was necessary for
Makoto's gameplay - does that mean that they are similar
characters?
Okada:
Well, both characters require reading your opponent,
but how that plays out differs between then. For Makoto,
more than countering she's more about reading in order to
land her moves. For Dudley, if you make a mistake in
reading your opponent's options then they will evade your
attack and Dudley gets countered, so he has to think
about about which move he wants to make the opponent do,
or how he's going to pressure. He matches up with his
opponent's moves and then decides his, so that point is
different.
-- Do you feel Dudley
is suited towards beginner, intermediate, or expert
players?
Okada:
I'd say
from intermediate to expert. I think he's harder to use
than fireball characters, but as for the feeling of play
itself I think he's quite normal.
-- Which matchup would be the most interesting for
Dudley in this game?
Okada:
Of course, that would be Balrog!
-- Based on what we've just taked about, Dudley
seems like he'd have the advantage over the
straightforward rushing Balrog.
Okada:
Nah, they both have their
distinctive flavors, so I think it would make for a
pretty good matchup. Dudley with his light footwork and
target combos seems like he'd have the advantage, but
once Balrog starts pressuring he brings a lot of power.
So its hard to say which is better, and I think it'll
make for a good fight. If nothing else, seeing two boxers
duke it out is just cool (laughs).
Tsukamoto:
Ducking the opponent's attack
and trading blows looks really cool, and if you see your
opponent is Balrog you can think "Okay, let's settle
this!" and get really into it.
--
Do you have any final words for the players looking
forward to Dudley?
Okada:
For Dudley, same as with the other SF3 characters,
while there may be some differences here and there, we've
done our best to preserve his feel from that time, as
well as add a SFIV playstyle as well, so please look
forward to that. I'd like to new players to try out SFIV
Dudley, and even for those players from SF3 I think
you'll find a new way to play him. It'll be pretty
interesting.
Sano:
As
Okada said, we've done out best not to disturb how it
feels to control him, so I think you can play him with
the same sense you did in SF3. And of course, there's the
revived "Thunder Bolt"! If you can find cool ways to use
this, I'll be really happy!
Tsukamoto:
Including the new move, train
up and polish your moves as well as your individual
playstyle! Then take it to the ring to develop your
fighting spirit and guts. I'll also give it my
best!
Well then, we've covered the
SF3 characters over these past three weeks, and I hope
you enjoyed it. As we've been hearing a lot of opinions
about this, I think we'd better cover some of the
existing characters as well. We're just getting started
with preparations, so please look forward to it!
See you next week!






