Introduction
Gender
|
Male
|
Blood type
|
O (Rh-)
|
Birthday
|
December 7th
|
Fighting Style
|
Arranged Valor Style Martial Arts
|
Birthplace
|
England
|
Height
|
183cm
|
Weight
|
82kg
|
Fun fact: He can eat really fast.
Gameplay
Lud is a brawler character whose goal is to get in on his opponent and stay in, pressuring them with his crouching normals and invincible moves. To aid him in this, he has a variety of charges that can be used in the air, along with a dive kick. Lud's Temperature Gauge gives him access to EX versions of his special moves and offensive arts with varying effects. Dragon Tackle in particular receives super armor and damage nullification during its start up frames, allowing him to muscle his way in. It also gives him some unpredictability as opponents must be wary of a random Dragon Tackle. Lud's previously mentioned Temperature Gauge is filled by using Super Iron Arm Guard, a parry which gives him an extra defense against attacks.
However, Lud's weaknesses include a generally weak set of special moves bar Dragon Tackle, making his gameplan somewhat linear. His parry also doesn't allow any cancelling, allowing a parried opponent to recover unpunished.
Pros
|
Cons
|
EX Dragon Tackle has super armor and nullifies all damage, allowing it to punish bad moves.
|
Outside of Dragon Tackle, special moves range from mediocre to terrible.
|
Super Iron Arm Guard act as a parry and allows him to absorb attacks.
|
While easy to built Temperature Gauge off of, Super Iron Arm Guard is clunky in that it cannot be cancelled out of.
|
Surprisingly mobile, sporting a divekick and far reaching Dragon Tackles.
|
Lacks any mixup tools in his kit.
|
Temperature Gauge:
Lud has a special Temperature Gauge that is raised by parrying incoming attacks with his Super Iron Arm Guard command normals (6P/3P). Once filled, Lud can use his Temperature Gauge to do EX versions of his specials, and increase the damage of supers.
Version Differences
The following changes were made in the Nesica version:
- Added new input for Super Iron Arm Guard (LP > SP) that can be used even if the opponent isn't attacking.
- Attacks parried by Super Iron Arm Guard increase the Defense Gauge
- Increased damage of Super Explosive Dynamite Tackle
- Heat Gauge increases by 10% minimum if an attack is parried successfully.
Move Set
Standing Normals
5LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
5SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
cl.SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
5LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
5SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
cl.SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
Crouching Normals
2LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
2SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
2LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
2SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
Jumping Normals
j.LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
No
|
-
|
|
j.SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
No
|
-
|
|
j.LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
No
|
-
|
|
j.SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
No
|
-
|
|
Command Normal
Super Iron Arm Guard 6P/3P 6P Absorbs HIGHS/MIDS 6P Absorbs HIGHS/MIDS 3P Absorbs MIDS/LOWS 3P Absorbs MIDS/LOWS
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
This is an autoguard that when hit raises Lud's temperature gauge.
|
|
Dragon Kick 6SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Mid
|
-
|
-
|
-
|
-
|
No
|
-
|
|
Tiger Kick 3SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
Can be used after 2K as an OTG.
|
|
Special Moves
Dragon Tackle 236P 236P 236P 236PP 236PP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
Can follow-up with 6P for a forward charge or 9P for a diagonally upward charge.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
TEMP GAUGE EX
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Cost 20% of Temperature Gauge
Can follow-up with 6P for a forward charge or 9P for a diagonally upward charge. The EX version is not only armored, but also invincible.
|
|
Dragon Tackle 623P 623P 623P 623PP 623PP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
Can follow-up with 6P for a forward charge or 3P for a diagonally downward charge.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
TEMP GAUGE EX
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Cost 20% of Temperature Gauge Can follow-up with 6P for a forward charge or 3P for a diagonally downward charge. The EX version is not only armored, but also invincible.
|
|
Air Dragon Tackle j.236P j.236P j.236P j.236PP j.236PP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
Can follow-up with 6P for a forward charge or 9P for a diagonally upward charge.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
TEMP GAUGE EX
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Cost 20% of Temperature Gauge Can follow-up with 6P for a forward charge or 9P for a diagonally upward charge.
|
|
One Hundred Hit Launcher HOLD AND RELEASE ANY P/K HOLD AND RELEASE ANY P/K HOLD AND RELEASE ANY P/K HOLD AND RELEASE ANY TWO P/K HOLD AND RELEASE ANY TWO P/K
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
TEMP GAUGE EX
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Cost 20% of Temperature Gauge
- Lud will travel bit during this movee start up, making it combo more reliably from attack strings.
|
|
Strike Crackers 214P 214P 214P 214PP 214PP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
The light version is completely useless. The strong version releases a ranged shockwave, so it could have some use. It's still slow though.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
TEMP GAUGE EX
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Cost 20% of Temperature Gauge. Does increased damage. A waste of Temperature Gauge.
|
|
Universal Mechanics
Throw 4/6SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
Thin Film Heat Mode LK+SP/LP+SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
Instantly raises Lud's Temperature Gauge.
|
|
Jolt Attack (air OK) LP+LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Advancing Attack SP+SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Super Arts
Super Explosive Million Launcher 236236P Offensive Arts Offensive Arts 236236PP 236236PP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
Unreliable as a combo ender. If the opponent is even slightly off the ground, not all of the hits will connect, resulting in reduced damage.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
TEMP GUAGE EX
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Costs 100% of Temperature Gauge
|
|
Super Bombing Jet Breaker 236236P Offensive Arts Offensive Arts 2141236PP 2141236PP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
The optimal O.A to end combos with.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
TEMP GUAGE EX
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Costs 100% of Temperature Gauge
|
|
463214P Defensive Arts Defensive Arts
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
Tetsuwan Guard 41236P While Guarding Defensive Arts Defensive Arts
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
R-I-C-E 22LK+SK Defensive Arts Defensive Arts
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
Costs 100% Heat Gauge, 2DEF Meter, and requires Lud to be parts broken on his face (bruised face). Lud pulls out some icepacks and puts them on his face to reduce the inflammation from his bruises. The icepacks have a hitbox when pulled out. This heals a bit of health and also removes the bruised face effect.
Mostly just a joke super. Too costly to be used as a real tool.
|
|
Critical Arts 2141236 P Critical Arts Critical Arts 2141236PP 2141236PP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
TEMP GUAGE EX
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Costs 100% of Temperature Gauge
|
|
Combos
LP > LK > SP > 236P > 6P
(When wall bounce is available) LP > LK > SP > 236P > LP > SP > 236P > 6P
LP > LK > SP > SK > Advancing Attack > SK > SP > 236P > 6P
Strategy
Once you've gotten in on your opponent and have some heat on the temperature gauge, don't be afraid to throw EX Dragon Tackles out to punish mashing.
External Links
Footage of a Japanese Lud Player from EVO 2020: https://youtu.be/O1TD4Du56bU?t=564