3rd Strike Match-ups

Okay, what am I missing here?

I’ve played a bunch of crazy Yun players from a number of places (excluding the US) but I haven’t found Yun to be much of a challenge.

How does Yun rushdown Remy? Yuns signature for rushing is his dive which can be killed easily with an immediate air attack and EX RRF.

I still don’t see how Yun has the advantage over Remy. He has a divekick and shoulder charge (which isn’t too hard parry and counter) but I don’t see how else he can rush in.

For the hell of it, heres my list of character difficulty for my Remy

  1. Alex
  2. Oro SAIII
  3. Makoto
  4. Ken SAIII
  5. Chun Li SAI/SAII
  6. Urien or Dudley
  7. Urien or Dudley
  8. Hugo
    9.Yun
    10.Necro SAI/SAIII
    11.Remy SAI/SAII
    12.Ryu
    13.Akuma SAI/SAII
    14.Ibuki
    15.Elena
    16.Yang SAIII
    17.Q SAI
    18.Twelve SAI/SAII
    19.Sean

Which characters can Dudley defeat? Which ones can he not defeat? Please post a response…I need the info.

Peace!!!

My Dudley can defeat anyone, and can be defeated by anyone too…wtf kinda question is that? :lol:

All kidding aside, my personal bad matches for Dudley :

  1. Chun Li
  2. Ibuki
  3. Oro
  4. Makoto/Yang
  5. Elena
  6. Remy

good match ups

  1. Hugo
  2. Twelve
  3. Yun

Everyone else is pretty even I think, I didnt include Sean cuz he sucks.
Note : some of the bad matched up I listed above I still have a winning record against… I just find them very annoying to fight.

its all about the ducking super!

fuck those cross ups!

A good Dudley will totally own Remy.

-Sphinx

agreed

the few things that are annoying about remy…
if they distance their cbk properly… and you parry it… you cant exactly do much about it :bluu:
and that jumping fierce:mad:

bizznasss elbow fo sho!

damage

gauge set to infinity, all damage done to standing ryu, unless noted

XX denotes a buffer, this means the previous move is interrupted by the next move

-> denotes a link, the previous move completely finishes before the next move is to be executed

/ denotes the character was in the air, and has landed

/\ denotes the character was on the ground, and is now in the air

the above symbols were created by james chen, i think

:eek: denotes exceptional damage

a command throw is unblockable and unparryable. yun, makoto, yang, alex, hugo and q have these.

a command grab is unparryable. ibuki, alex, necro, and oro have these.

  1. gill
    jumping fierce / low fierce -> tackle (2 hits) -> tackle (only 2nd hit) -> tackle (only 2nd hit) -> headbutt = 92 *this combo will also stun ryu
    seraph = 96
    throw = 29

did you know gill’s low fierce has 2nd impact properties? unlike urien’s, which was castrated, if you launch your opponent from the ground, the first hit of the low fierce doesn’t count as a juggle, so the seventh hit of the combo is interpreted as the fifth juggle, that’s why you can headbutt after it.

  1. chun-li
    neutral jumping down + fierce / back + fierce XX houyokusen /\ super jumping fierce x2 = 77 (68 without the first hit)
    neutral jumping down + fierce / back + fierce XX jab fireball XX kikou sho = 68
    throw = 17

  2. ken
    standing or ducking fierce XX strong dp (first hit) XX shippu jinrai kyaku = 57 (66 if shoryu reppa)
    standing strong XX fierce XX shippu = 54
    standing strong XX fierce XX fireball XX shippu = 53
    standing or ducking fierce XX shippu = 53
    jump fierce / standing strong XX strong dp (first hit) XX shippu = 68
    jumping forward (cross-up) / standing or ducking fierce XX strong dp (first hit) XX shippu = 78 *only works on ducking ryu
    jumping fierce / low forward XX jab dp -> jab dp = 66 *second dp must be kara cancelled if ryu isn’t cornered
    jumping fierce / low forward XX strong dp (first hit) XX shinryuken = 83
    standing fierce XX strong dp (first hit) XX shinryuken = 75
    toward + throw = 17

  3. yun
    jab XX short XX strong XX sourai rengeki = 49
    jab XX short XX strong XX jab shoulder XX sourai = 55 (59 if started off of a dive kick, 63 if off of a jumping roundhouse)
    standing forward XX genei jin -> toward + forward x2 -> palm strike -> toward + forward x2 -> palm strike -> strong shoulder -> toward + fierce = 83 *ryu was cornered
    jab XX short XX strong XX jab shoulder XX you hou -> strong shoulder -> fierce dash punch = 75
    toward or back + throw = 17

4.makoto
jumping fierce / standing fierce XX hayate -> seichusen godanzuki = 93 :eek: *only works on standing ryu
karakusa -> fierce XX hayate -> seichusen = 74
karakusa -> fierce XX abare tosanami XX /\ forward axe kick / -> strong hayate -> fierce hayate = 74 (84 if started at super)
jumping fierce / standing fierce XX hayate = 80 *tanden renki activated
toward or back + throw = 17

  1. akuma
    standing fierce XX jab dp XX gouhadou = 59
    jumping fierce / standing or ducking fierce XX strong dp (first hit) XX gouhadou = 67
    jumping fierce / standing or ducking fierce XX short tatsu -> strong dp (first hit) XX gouhadou = 72 *only works on standing ryu
    jumping fierce / standing forward XX jab dp XX gouhadou = 72
    standing or ducking fierce XX short tatsu -> jab (air reset) -> gouhaou = 58 (35 + 23) *only works on standing ryu
    jumping fierce / standing far roundhouse XX raging demon = 90 :eek: *only works on standing ryu
    god hand = 88 *was executed at point blank
    jumping fierce / standing fierce XX strong dp (first hit) XX goushoryu = 76
    jumping forward (cross-up) / standing fierce XX strong dp (first hit) XX goushoryu = 89 *only works on ducking ryu
    throw = 16

  2. ibuki
    youri doushi (grab version) = 63
    ex dp XX kasumi suzaku = 41 (23 hits)
    kasumi = 45 (19 hits)
    far standing roundhouse XX strong yami shigure = 55
    throw = 17

  3. yang
    neutral jumping fierce / standing strong XX raishin mahhaken = 72 (57 if tenshin senkyutai)
    strong XX ex mantis slash = 36
    strong XX fierce XX back + fierce XX tenshin = 47
    low forward XX tenshin = 46
    toward or back + throw = 17

  4. dudley
    standing roundhouse XX strong dp XX cork = 61 (71 if rocket uppercut)
    standing roundhouse XX fierce dp (second hit) XX cork = 57 (66 if rocket uppercut)
    jumping fierce / standing roundhouse XX strong dp XX cork = 71 (81 if rocket uppercut)
    standing roundhouse XX strong dp = 38
    standing roundhouse XX fierce dp = 39
    standing roundhouse XX ex dp = 44
    toward or back + throw = 17

  5. urien
    low fierce -> ex headbutt -> fierce fireball -> fierce headbutt = 54
    low fierce -> ex headbutt -> roundhouse tackle = 49
    jumping fierce / low fierce -> roundhouse tackle -> ex tackle -> roundhouse tackle = 74 *only works on cornered ryu
    jumping roundhouse / standing strong XX forward tackle XX tyrant punish = 79 *only works on standing ryu
    low fierce -> foward tackle -> short tackle -> standing fierce = 53 *only works on cornered ryu
    jumping fierce / low fierce (first hit) XX roundhouse tackle XX tyrant = 76
    toward or back + throw = 20

did you know urien’s ex headbutt counts as 3 juggles?

  1. ryu
    jumping fierce / low forward XX fierce dp XX shinshoryuken -> roundhouse tatsu = 106 :eek:
    jumping forward (cross-up) / standing fierce XX fierce dp XX shinshoryuken -> roundhouse tatsu = 119 :eek: *only works on ducking ryu
    jumping fierce / low strong XX shinkuu hadou ken = 65
    jumping fierce / fierce XX roundhouse tatsu = 56
    toward + throw = 17

  2. alex
    hyper bomb = 73
    fierce flash chop XX or -> hyper bomb = 80
    jumping fierce / standing forward XX ex flash chop (first hit) XX boomerang raid = 75 (71 without the flash chop)
    fierce flash chop XX jab stun gun head butt -> fierce flash chop -> fierce power bomb = 86
    throw = 20

  3. elena
    jumping fierce / low strong XX forward dp (first hit) XX brave dance = 72 *only works on cornered ryu
    jumping fierce / low strong XX brave dance = 73 (62 if spinning beat)
    low strong XX ex quarter circle away + kick -> ex rhino horn -> ex dp = 69
    throw = 17

  4. necro
    fierce spin punch -> back + foward XX strong spin punch XX magnetic storm = 55
    magnetic storm = 60
    fierce spin punch XX or -> slam dance = 48
    slam dance = 66
    jab + short throw -> standing strong XX or -> magnetic storm = 62 *only works on cornered ryu, linking the super is easier and does same damage
    back + short XX strong XX magnetic storm = 68
    toward + throw = 17

  5. remy
    jumping fierce / standing fierce XX supreme rrf = 69 *only works on standing ryu
    jumping fierce / low strong XX low boom XX supreme rrf = 61
    low fierce -> short cold blue kick -> roundhouse rrf = 46 *only works on cornered ryu
    neutral throw -> roundhouse rrf = 27 *only works on cornered ryu
    toward or back + throw = 19

  6. oro
    neutral jumping fierce / ducking fierce XX ex kishin riki = 79
    standing strong (first hit) XX forward stomp -> standing strong (first hit) XX ex tengu stone -> roundhouse juggle until time runs out and then one more = 86 *ryu was cornered
    back + throw = 17

  7. 12
    gliding roundhouse (cross-up) / low short XX axe (first hit) XX xndl = 51
    xflat = 60
    jumping fierce / fierce XX roundhouse tatsu = 70 *xcopy activated
    toward or back + throw = 17

  8. sean
    standing fierce XX fierce dp XX hadou burst = 54
    jumping fierce / fierce XX hyper tornado = 78
    back + throw = 20

  9. hugo
    gigas breaker = 84 (100 with taunt)
    fierce clap -> strong clap -> jab clap XX hammer mountain = 87 *was excuted on ducking ryu
    fierce clap -> jab clap XX hammer = 63
    jumping fierce / standing short XX hammer = 74
    jumping down + fierce (cross up) / ducking jab XX ducking jab XX hammer = 66
    wall throw -> fierce clap XX megatron press = 66 (59 without the clap)
    wall throw -> backbreaker = 34
    fierce earthquake bomb = 41
    roundhouse wall throw -> strong clap -> roundhouse backbreaker = 48 *only works on cornered ryu
    toward or back + throw = 23

  10. q
    jumping fierce / standing forward XX strong dashing head attack XX deadly double combination -> fierce dashing head attack = 102 :eek:
    roundhouse c & db -> jab dashing head attack (hold jab) -> jab dashing head attack XX deadly double = 73
    jumping fierce / standing forward XX strong dashing head attack XX critical combo attack = 80
    toward or back + throw = 20

did you know you cannot quickrise from q’s command throw if you aren’t juggled?

A good Remy can beat a good Dudley.

Rockefeller:

At least now i know that i’m not the only one wondering or noticing that you can’t quickstand after Q’s Capture and Deadly Blow IF HE DOES NOT HIT YOU AFTER. i’ve found the same properties with Ibuki’s Raida and Necro’s leg grab thing.

i heard jab jab forward short fierce was good

damage list updated, also oro and 12 were switched in placement

yes, kal el, you are correct, you also cannot quick rise from ibuki’s and necro’s command grabs, good eyes! :cool:

i used to think dudley mopped the floor with remy too, but this isn’t the case, remy can hold his own in this match. but he cannot win this by rushing dudley down, thats is a death sentence. if remy is good enough at turtling he can force dudley to jump in at him and wear him down that way with pokes, even if it’s just mashing on jab to hit dudley out of the air

Something that I got hit a lot by in Japan was Q’s command grab, then low EX dash punch, low roundhouse, which didn’t seem quick recoverable. Anybody know?

Also on Remy vs. Dudley, Dudley can punch over Remy’s standing jab and still get the combo. I’ve come up with 1000 creative ways to get ahead in this fight but since I play a good Dudley almost everyday it’s very easy for him to figure them out. I’d say the match is 7-3 Dudley.

-Sk!

Dear Dr. Subzero,
i know that it is fabled in story and song, how Elena beats Dudley. can you dissect this match with the surgical precision that you are known for? or 'least give me some abuse-able ideas?

  • Dudley is vulnerable to low attacks, Elena has good low pokes(eg. c.mk, c.lk)

  • Elena is short when crouching
    – Dudley’s s.HP won’t hit her
    – Hard to jump in and combo because she is short and that she has ‘multiple hit’ anti air attacks, eg s.mp, her uppercut, plus other good anti airs
    – j.HP/HK must be done late or it won’t connect properly

  • Good Elena players keep their distance and stay at ‘slide range’ (eg. her slide at max range), which is out of Dudley’s range but within her df.hk slide distance.

  • early b.hk is a good anti wake up move, it will trade with his uppercut… with damage in your favour. This move also has an ‘anti throw’ animation

also: her beat dance SA is a force to be wreckoned with. :eek:

your #1 strat vs dudley is to build a super and use it to punish dudleys mistakes (provided you dont pick healing), such as an accidental machine gun blow (the rapid punch move).
dudley gets away with a lot of bullshit if you don’t have anything to keep him honest.
also when you are cornered block low, jump, or do rising attacks because you know he wants to get you in that retarded corner juggle.
don’t jump at dudley, he has too many options.
don’t get in too close because dudleys throw or turn punch mixup game is in his favor, play the mid-range game
make him come to you, try to get him to sink himself into stupid situations
if you like to tech, tech high, a lot of dudleys pokes can be teched high and low, but only do this at the mid-range, up close if you make a mistake you will eat low short x2 XX super or overhead -> super :-\

dudley vs remy is now slight advantage in favor of dudley.

exodus: what is beat dance? spinning beat or brave dance?

roflmfao, shows you how much i play w/ elena – :wink: her second SA…brave dance :slight_smile:

Brave Dance sucks.

Seriously, I can’t get a straight answer about why this super is supposed to be all bombed out and good other than “uh, wow, low strong xx super”… I don’t see any reason to pick Brave Dance over Spinning Beat/Healing outside of maybe more EX. It does a lot of damage, sure, but seriously who is going to get hit by it? Elena is not Chun-Li. She can’t low strong, see if it hits, then brave dance, and it’s not fast enough to hit random pokes with. Then there are the minor nitpickings - it doesn’t do any stun, it goes through the whole damn thing when you block it and then you die for free afterward.

With Spinning Beat you get reliable anti-air and quick meter building, and with Healing you get… HEALING!

Give me a good REAL reason why Brave Dance is so good.

Actually, it’s realtively easy to low strong buffer into Brave Dance on reaction to the low strong hitting. I find it easier then Ken low forward into shippu myself for some reason. It also chips a crazy amount. And it’ll combo from farther away then Spinning Beat I think. It just lacks the god forward invincibility that a lot of supers have but at least you can’t grab her out of it like spinning beat. :stuck_out_tongue:

I’m not really much of an Elena player myself but all 3 of her supers seem about equally good to me.

Edit: And of course, it does do more damage and you get two and having lots of EX’s is important to Elena. Her EX overhead move thingie is like the Urien EX Headbutt equivalent in terms of speed.

Elena says,
i don’t think that there is any overwhelming evidence as to why one would choose Brave Dance as opposed to my other Super Arts.
i believe that Healing is useful against certain opponents (humans, not characters), depending on their fighting style, some opponents can keep me from using my Healing Technique for the whole round! oof! i normally don’t use EX moves when i am using this super soo…there is no big threat in my offense, really. (the percieved threat of a super can lead to many throws for extra damage.)
Spinning Beat is good because you get 3 supers and sometimes works for me as an anti-air, but where i usually play, (family fun) many opponents can parry this consistently. Also the damage incurred as a result of this super is not so great. i would rather do EX spinning scythe, EX rhino horn, reset, into mixup. Rather than Spinning Beat knock down, wake-up mixup.
Brave Dance is useful for the EX moves and the Super Art itself does considerable damage. the tide can really change when i land this Super Art. i cannot say the same for Spinning Beat. i have really low stamina and having a damaging Super Art helps keep me in the game and gives me the “percieved threat” of a high damage Super Art. This opens up opportunities for my offense that entails a simple, yet effective, high/low (or in KingRaoh’s case, low, low :slight_smile: mix-up.
i use standing and crouching short for the most part to land Super. crouching strong can be parried and blocked high or low and plus it’s pretty slow. just get to know my strengths and weaknesses and use the Super Art that speaks to you. listen to the wind.

Elena