I forgot to mention the GOLD that you have in your post. Out of all that you said, IMO, one of THE most important things to abuse is jumping in when she throws out a s. fierce. This is IMO THE number one mistake Chun makes against Dudleys. Throwing out too many s. fierces. This lets Dudley jumpin on her for free almost and start his mixup game.

As for Oro, I still think it’s easier to jump in on him although he does have stuff like dash under combo, c. fierce, strong fireball (good against Dud’s low jump arc).

I like what I’ve read in this thread so far. My thoughts on how to beat really lean towards the same ideas of the last post. Playing Chuns I just try to remember Chuns tend to block low alot. So I build meter and go between low Target combos, and grab setups. Work them into the corner, and try to use overheads xx SA3. I use SA3 on the top-tier characters because Ken’s, Chun’s, and Yuns won’t give you time to build meter. Since it’s small you tend to get it fast of course. Just a lil of how I deal with it, but yea if the opponents rush I tend to go for SA3, if they play keep away then I use SA1. Some characters it’s not worth SA1 to me because it takes to long to get the meter plus Dudley isn’t about whoreing SA with 3 supers you can keep opponents worked up all day.

id suggest switching to SA1 against chun btw. you dont get many chances to hit her, and when you do you want it to be as hard as possible. chun usually gives you plenty of time to build meter, because most of the time shes building it herself.

How do you guys deal with Urien? I’m having trouble getting in on thongboy. His c.mk seems like a good poke to keep me out. I usually try to jump then, which leads to running into fireballs or ex-headbutts (which lead to a lot of dmg). Any tips anyone?

Yea Urien can be tuff. You really can’t just Jumpin on Urien, unless your GOOD at parrying. You pretty much just have to work him to the coner, and work Dudley fuck’d up mind games on him. Try to punish his recovery with a jab MGB to get in after he whiffs a c.mk. From there I’d try to mix up between throw setups, and Overhead supers( if you have any). some players tend to crouch after some get in close so you might get a score Overhead xx SA in that situtation. I also use SA3 against fireball characters kinda help me Duckin xx SA3 when I see them shoot one my way. Just a thought on how I get around, but I’m really in no postition to give info. Maybe someone else can give you more or better tips.

Yea I dunno really I guess it depends cuz when I played Fubar he didn’t give me a chance to build it. It was like he saw me building mine, and he kinda dance’d his way in a lil, but your right though to do want it to be as hard as possible.

There’s only one good Urien around where i live and he’s a bitch to fight.

I would vote for minimizing your jump-ins vs Urien. If you must jump in against him, don’t empty jump, instead try to time a nice jumping roundhouse, buffer super so if it hits you super, if it misses you are in close. Empty jumps vs Urien are hard like you said b/c he can do all sorts of shit after you parry the first hit of his anti-air strategy. And also like you said Urien makes it hurt if you miss a parry while jumping in.

Try and trade hits with well-timed jumping fierces, or use jumping roundhouse with a buffered super. Also for God’s sake don’t keep jumping in if the first couple aren’t successful. Take your time, hang back, build some meter. Wait for some overzealous chariot rushes, those are easy to parry and then you can do s. roundhouse --> EX MGB combo or s. roundhouse --> uppercut xx super or whatever you want.

Dudley’s game always revolves around capitalizing on knockdowns with 50/50 setups. I have a hard time vs. Ryu, Urien, and Chun with Dudley, so in those matchups I concentrate really hard on scoring knockdowns then doing 50/50s.

Use any combo ending in uppercut or a throw for some nice knockdowns. A good setup for throw is s. roundhouse --> duck forward, then throw. THis is a staple of my dudley play because you can cancel the ducking move into super if the s. roundhouse hits.

As for 50/50s, Urien is particularly vulnerable to either short short super or toward-RH --> super when he gets up because he doesn’t have a shoryuken-like wakeup move.

Dito. Damn why didn’t I think of the Jumpin RH buffer super I do that also when I jump in on Urien. Anybody going to TS5?

Thanks for all the help. I’ll be at TS5 (I live in Houston, after all). It’ll be my first time entering 3S. I don’t expect to do too well, but it’ll be a fun and a good experience… everybody come down for TS5, it’s gonna be the shiznit!

What do you guys think about the matchup against Q? I tend to think it’s one of Q’s better matchups, especially against the high tier.

q does decent but i would still say dudley takes it 7 to 3 if there solid players.
q is just to slow and can’t defend against the wake up. but dudley has to be close and that’s what q wants, but dudley wants that too:devil: . if the dudley is predictable then q can have some good times. it’s all about the taunst for q i think in this match if he can get those then he can take the necessary risks.

but i think ssb, owns q on wakeup, q has so much unsafe, slow shit and dudley has so many cancel options. :karate:

i play q too, and this match is def. always fun.

I’m still having makoto issues here. I matched against a makoto who literally wouldn’t stay on the ground…its pretty safe to say that the only real way of beating makoto efficiently is by ground ownage, atleast from some of the threads i’ve been reading, there hasn’t been much discussion of ariel makoto ownage. So by doing this, i can’t get in on the ground.

When we meet in the air, the j. rh and j. mk stuff the living crap outta me…she’s extremely difficult for me to tech as well.

If i jump on her, she mashed s. mk, and when parried, i couldn’t land anything that made it worth it. Sometimes she dashed under and did c.mk, and usually got one off if tried anything.

If i chill on the ground, j.mk stuffs EVERYTHING, cept super, and depending on my location, i can sometimes c. fp or even jet upper. The super is real hard to get off on time, becuase the j. mk is extremely quick, I’m thinking about ducking under the jump and corkscrewing, thoughts on that idea? Also if do tech the j. mk, she usually bounces back outta of range for anything i’ve tried to retaliate with.

When i poke to build meter, she busts sa II. So i usually didn’t have meter also. Now this is the first time i played a decent makoto ever, so i was really at a loss of ideas. Any further info would be greatly appreciated, and remember, this koto was jumping non stop…like straight up, back, forward, all well strategically jumped. BTW when i picked chun…j. fp x 2 owned the living shit outta her, but whats the fun in that?

don’t build meter on the ground if you do make it mp, and you can block bf it hits unless you have a pattern of doing it that’s easy as shit to read and honestly if the makoto your playing does sa2 everytime, everytime you whiff then there lucky trash, once a round is acceptable but not everytime unless you have the afore mentioned pattern.

on the ground turtle back at her. stick out the chains that are not easy to parry. if she jumps dash under at random, jumping mp stuffs alot of stuff. if she does the overhead kick, just block it’s not worth giving her a free knock down. if you jump in do a late rh, it is beast also mix up fr. as well or empty jump ssb if she goes for karakusa you have free super. get her in the corner as usual with dudley.

also against makoto when you get the oppurtunity to deal damage, make sure it is pure pwnage. you cannot afford to let her off the hook with just a st. rh or just two sweeps in the corner.

epsilon needs to come in as he plays a great makoto alot in haunts.

also go on the other side and read about makoto and see what people are trying to do to YOU. it helped me out alot against all the ken whores and yun whores i play.

i think j.strong, c.forward, b.fierce, c.strong and s.forward work well vs dudley…
b.fierce hit a lot of whiff dudley moves (s.strong and s.roundhouse) necro c.foward and s.foward is a big trouble for dudley. all dudley moves (except c.roundhouse) have a very hight hit box
necro can "anti air slam dance"
all good necros can make you block hight because he can mealty/max range uoh>sa1 or use ex.flying viper for mix ups
dempa electricity can beat some dudley moves and
dudley grab is very short
raising cobra can evade some dudley moves (like s.fierce)
s.strong is good but this move is good vs all chars not only vs dudley

i think this match ups is in dudley favor but not is easy (like 5.5 vs 4.5)
excuse mi bad english

i posted that almost 2 years ago, take pretty much anything from that long ago with a grain of salt. im learning yun now anyway, sick of losing to top tiers.

So you joined the dark side too?

Ken for me :slight_smile:

i play with yun because is the most hard match up of necro …
you are right i play more again dudley and make a new mind set
dudley have advantage (like 6/4)because damage/weak up factor
but si winnable if necro play good …and some poking moves are very big trouble for dudley
excuse mi english

Okay, time to necro the matchup thread. I’ve been playing Dudley exclusively (I’ve decided to drop Chun) lately, and am really loving the style, but some matchups are messing with me.

Yun: WTF do I do here? Other than what everyone tells me “when he SA3s and goes in with the running punch, block and do [grab/random sa1/ex jet/short-short-super]”. I did teach the local Yun guy not to dive kick, though, he was eating MP jets all day long.

Makoto: Starting to get a feel for this. If you play the right mindgames you WILL get a chance to jump in, so make it big damage. I’m thinking Rocket Uppercut for this matchup, but I’m not sure.

REMY: Oh god, Remy turtles are owning me up. UOH over low LOVs may help (I didn’t know that one, bad me), but I think what I really need to do is work on my 50/50s and mind games. Am I right in thinking that you basically have to force a turtle Remy back while building meter, and just 50/50 him to death?

play patient vs yun.

build meter and stay on your side of the screen, watch for random shoulder/lunge to parry into ex machine gun blow combo.

f+fp is useful, beats c.mp. vs dive kicks you can duck super him if he is whiffing them.

s.mk is useful, and also straight up j.fp occasionally.

To add on to what Epsilon said for Yun, besides duck xx supering whiffed dive kicks, parried dive kick -> s.HK xx Cork is good.

For Makoto, s.HP (and t.HP for that matter) is great in the matchup. Beats basically all her pokes, and stays out a decent amount of time, to hit some dash in attempts. s.HK is obviously also good for stopping dashes, as is t.MK. t.MK is good to mix in because s.HP and s.HK have enough recovery where she can dash -> throw after you whiff. t.MK, she can’t really do that because it has such quick recovery, you can throw out something else.

The (only) thing I find annoying in this match is Makoto’s jump in MK. I find it hard to anti air consistently when using normals (s.HK doesn’t get high enough usually, and s.MK usually doesn’t have enough priority). So I wind up using a lot more EX Uppers then I usually do, but this is dangerous, because if she parries and lands, a free combo from Makoto can mean the round.

Oh also, backswing blow during her karakusa mix ups is good as long as you don’t abuse it and get predictable with it.

Jumping straight up can also work well, like after a whiffed s.HP or another slowish-to-recover move. If she tries to dash -> throw/karakusa, you get a beefy combo. If she jumps in, you have good air to air options (j.HP or j.MP), which should beat her j.MK, which is what most Makoto’s are quick to throw out. If it’s a good Makoto, you might have trouble with j.HK air to air, so if you start eating those, it’s time to jump less.

For Remy, you just have to be patient. UOH over low LoVs, duck through high LoVs (cancel into super if you’re in range). Walk little by little and slowly drive him to the corner. Try not to jump too much. When you finally get a knock down, watch for flash kicks or c.LK xx flash kick – Remy players love that shit, and if you get hit, it takes you all the way back outside. When I’m at close range, I try to parry a lot, because all his normal pokes except like c.MP lead to nothing, so one parried c.MK, s.HK, etc, will lead to big damage for you.