SSF4 Dudley Match-up Thread

Welcome to the Dudley Matchup Thread! This is the place to compile all of your matchup information, tips, and strategies. Let’s get rolling gentlemen!

Here’s a great reference guide to character specific punishes: http://shoryuken.com/threads/232963

Abel

[details=Spoiler]
-ShengLongAbuser

"Corkscrew Cross

Both are in fighters. Whoever gets in and stays in wins. Your pokes are better. Be more aware if he has ex while poking. He can use ex cod to get the upper hand. If he tries wheel kick to get in block and punish with hp or hk depending on the distance. If he jumps use stnd mk. If he doesn’t space his jump well use jmk as an air to air and dash under and go to work. Stnd hp, crouch mp, hk all win out. Buffer the last 2 pokes into duck/mgb. If you think they are the safe type and they will use ex roll to escape knockdown pressure just throw them out of it. If you think they are the aggressive type look for ex cod/ex tornado throw/ex falling sky from knockdown. You can throw them out of cod or use tc#2. Just cancel the frist hit of tc#2 into ex jet upper. Swing blow beats tornado throw. Anything on the ground beats falling sky. If you guess right 3x this fight will be over. If they block just keep pressuring through block strings that start off of overhead target combo, target combo #2, or kidney blow. If they have breathless as an ultra and want to use it to turn the tide just use tc#2. If they use it just cancel the the first hit into ex jet upper. If he manages to get the upper hand just ride it out and block. When you sense he’ll use tornado throw because your blocking neutral jump hk or swing blow. You don’t need to jump in in this match up. Stay grounded and this your fight to lose."

Updated 5/20/10[/details]

Adon

[details=Spoiler]
-acllaim

“J. strong beats all of adon’s normals in the air. Business elbow beats jaguar tooth clean. This match is pretty even, since you can’t really punish much of what adon does on the ground, and he has a legit mixup game. You can rush him down well though. If you’re put in a situation where you have to block jaguar tooth and you can’t just n. jump elbow (for… some reason), be wary of what adon has. He can throw you or hit you in a multitude of ways, and having to guess sucks. Your best bet in this match is to never have to block a jaguar tooth, and besides that, you can really keep the pressure on adon.”

Updated 5/9/10[/details]

Akuma

[details=Spoiler]
-acllaim
"Similar to Ryu. The only real difference here is the aspect of air fireballs. Ducking works here too, as well as MGBs for badly thrown air fireballs. The match actually seems easier because of the life difference, and most teleports equal free damage."

Updated 5/8/10[/details]

**
Balrog(Boxer)

[details=Spoiler]**
-SandKing

"Recommended ultra: Corkscrew Cross

-Without meter, Balrog’s footsies are generally beaten by Dudley’s. Standing HP has enough range to keep Balrog out and prevent him from using any rush-punches. s. MP and c. MP are also effective in keeping Balrog out.
-With meter, a good Balrog will know that HP has enough recovery to be hit by a rush-punch with super armor.
-Corkscrew cross in reaction to rush-punches and turn-punches is extremely effective. Dudley must be buffering the ultra to use this on reaction.
-A well timed “people’s elbow” (j. HK) will sometimes beat Balrog’s headbutt. I also traded with him and ate an ultra because of this as well. It must depend on the timing of the attacks which I need to test out later."

-acllaim

“Rog is really lame too, but he’s more free than most chars on wake up. If he doesn’t have meter there’s really nothing he can do to your wake up pressure. Neither of you will be jumping at each other, because you each have clean anti airs for eachother, so this is going to be a ground battle, which doesn’t bode to well for the boxer who is only as tall as the reach on one of rog’s arms. Forward fierce is the MVP in this match. It can knock him out of dash punches, and will beat out the random st. and cr. jabs Rogs like to do. Just don’t get predictable with them, since if they can see a pattern, they’ll just dash straight during your recovery. Counter-hit forward fierce into party starter is one of the strongest things you can do against rog. Rog’s defense is stupid good, though; just remember the usual rog strategy of knowing what you can punish on block, always throwing the rush punches that you can, etc.”

Updated 5/9/10[/details]

Blanka

[details=Spoiler]
-acllaim
"Max Range elbow beats electricity clean. This match is in dudley’s favor. He can’t ball at you because you can MGB/Rolling Thunder on block. St. MK is the go to anti air in this match. Blanka’s jump is fast enough that missing the timing on cr. fierce is a real possibility. On Blanka’s wake up, the cr. lk, cr. mp, cr. hp target combo is sick. It will beat out electricity, leave you at a safe distance if he blocks, and if he does any ball on wakeup, you can punish it. Always counter ultra 1. You’re going to take that much chip damage anyway, so it’s good to get that hit in."

Updated 5/8/10[/details]

C. Viper

[details=Spoiler]
-acllaim
"If you can read a seismo, feel free to MGB and punish. Business elbow on her wake-up is too sick. I use Corkscrew Cross in this match. It’s very easy to catch her out of a flame kick with it, and if she stays on the ground, her footsies suck as much as yours and you’ll probably get some sort of combo into lp dp. Air to air, j. fierce is also pretty gdlk against her."

Updated 5/8/10[/details]

Cammy

Spoiler

Work in progress.

Chun Li

[details=Spoiler]-Golden_Gunman

"Reccomended Ultra - Rolling Thunder

IMO Dudley’s hardest match-up. She straight up owns you on the ground, with Stand HP, cr.HK, Stand MK, Stand MP and many, many other moves capable of keeping you outside of where you want to be.

Without U2 stocked, Chun is vulnerable to Jump-in’s, espeically a well timed Jump RH, but because she can keep you out on the ground so easily, it’s often easy for her to predcit / react to your jumps as you will be jumping in from quite far out.

So how do you win? Well this is THE match-up which will develop your footsies and spacing game, whether you like it or not. First objective is to select the correct range to fight from, and that range is just outside of her Stand Fierce. From this range, she has two moves that can strike you, Stand Fierce and Cr.RH. At this range, Standing Jab is a quick poke that can beat out both moves, albeit with little damage should you score the counter poke. Still use it to keep the opponent in check… Chun’s walk speed is fast and you need to make sure that she does not get in on you as a result of trying to get in on her.

At the same range, you can try to counter poke with Stand HK buffered into an MGB. But be very careful, as a godd chun will react by cr.RH during the Stand HK’s recovery frames. Cr.MP is really good, espeically if you buffer a Ducking onto it too.

The way I play this match-up is as follows. I Poke / Counter poke with the afforementioned moves, trying to keep both characters at this range. At the same time, I’ll start walking back and forth into and outside the max range of Stand Fierce, trying to bait the opponent into sticking one out. As soon as they do, you can quickly Focus it and dash in afterwards. Your objective here is not to cause a crumple from absorbing the hit, but rather absorb it so you can dash in and attempt to throw / mixup during it’s recovery. I find that after focusing the Stand Fierce, dash-in cr.LK + cr.LP, cr.Mp, Cr.FP is a good sequence, it’s a target combo and it gives a tech if the opponent tried to throw.

Chun’s Fireball is irritating to deal with, because it’s so slow. Rolling Thunder is only invincible at the start, meaning that you cannot use it on reacton from far distance to a Kikoken, as you’ll get hit by it. Still Chun players love to follow up the Kikoken by walkign up and poking, and if they try that, then you can Rolling Thunder.

Rolling Thunder can also be used on reaction to seeing a Stand Fierce / Crouch HK. It’s hard to do but it’s clutch if you can pull it off, and gives you something to threaten with from afar. You can also Rolling Thunder a whiffed Flip Kick, which Chun players sometimes like to do to close the gap, so be on the lookout for it.

There’s a lot more that can be said with this match-up, but essentially you need to learn to be really patient. And once you do get in, make sure you keep the pressure gauge turned up high. When Chun’s getting up, she is just as vulnerable as many other characters. If you bait out the SBK or Ultra, she’s going to take a lot of damage. Just make sure when you do hit, you hit HARD."

-acllaim

“Baiting a fireball that you can duck and punish is one of the biggest things in this match. Once you’re in though, you can stay in very well. Business elbow is HUGE in this match, as the only true anti air Chun has that beats it is ex spinning bird. And on wake up, baiting sbk is the way to go. n. jump elbow is big here. She’s forced to block it, and you pretty much have to make her guess wrong, because if she doesn’t, you’re fucked. This match shows how well Dudley was designed, imo. He was meant to hit for big damage, but only once. That’s what you’re trying to do here. Hit her hard once, and then run away and make her come to you. Honestly it’s only good Chuns that are really a bitch. Any Chun that isn’t fantastic will end up losing to constant business elbow pressure/ducking through kikokens/wakeup pressure.”

Updated 5/8/10[/details]

Cody

Spoiler

Work in progress.

Dan

Spoiler

Work in progress.

Deejay

[details=Spoiler]
-Golden_Guman

"Reccomended Ultra: Corkscrew Cross

A tough match for Dudley as Dee Jay has excellent projectiles, a brilliant footsy (cr.MK) that knocks down and great standing pokes to stop your advance. His anti-air game is good, and his dread kicks are safe on block giving him a way to hamper your efforts to slowly advance on him.

Just like the Chun Li match-up, this match is all about patience. It is HARD to get in on Dee Jay, but once you’re in, you have the high / low / throw mixup game to kill him quickly. Against Air Slashes, either Duck Under, Focus or Neutral Jump HK (stops walk up / slide attempts afterwards) to evade them. At the start of the round, don’t be afraid to focus a few to build up your Ultra, as Rolling Thunder can change this matchup around for you.

I’d be very weary of jumping in this matchup, Dee Jay has good anti-airs (including his Ultra 2) and letting him knock you down hands him the initiative and will result in his cross-up / fake cross-up Oki game.

A few things to look out for: If Dee Jay slides, that is punishable at the right ranges. I just go for cr.LP x2 which can be hit confirmed into Stand HK xx MGB. Dee Jay will also utilise his Dread Kick on you, which is safe. However, pay attention to how Dee Jay acts after the Dread Kick. If they have a tendancy to dash backwards, you can MGB / Ultra them as they dash back. If they jump at you, have those anti-airs on lock. If they dash forwards to follow-up, initially tech the throw, but mix in EX Jet / Swing Blow if they try it again. If Dee Jay gets predictable with his fireballs, Duck Under and combo him, or from range, Duck Straight him. If you have the execution, you can even Duck Uppercut FADC Stand LPx2 , Stand HK xx Jet Upper him. It’s clutch if you can do it but will scare him from throwing slashes again.

The thing that switches this match on it’s head is Rolling Thunder (and to some extent, Rocket Uppercut). Once you have this, Dee Jay must be really careful of throwing Air Slashes / Dread Kicks as on reaction it’s free Ultra. Once you have this, you can start to impose yourself, walking up much more closely and setting the tempo.

Once you get in, stay in. Dee Jay has good reversals, but overhead will hard knockdown his EX Dread Kick, and EX Jackknife is a big gamble for him because it’s a big combo for you if you read it. So bait out the reversal and go to town on him!"
Updated 4/29/10[/details]

Dhalsim

[details=Spoiler]
-Golden_Gunman
"Reccomended Ultra: Rolling Thunder

This is a match-up that is hard on paper, but very winnable. The key here is to knock down Dhalsim and a key phrase you’ll need to apply in order to do this is “calculated risk.” Dhalsim can keep you out with his long pokes, but Dudley has a number of good tools to deal with these. Standing LP can beat out his high attacks, just keep bulldogging forwards and tap jab every now and again to slowly move forwards. Crouching LP / MP does the same for low attacks. An occasional Cross Counter is a good option too, as long as Dhalsim does not have Super or Ultra 2, even if he telports on reaction, there’s not much he can do. Don’t forget about your Focus Attack too. From long range, focus and dash afterwards to close the distance big time. And you can LV2 focus fish from afar too, the reward is massive if it pays off.

Use whiffed Liver Blows to move fowards slowly but surely. During the recovery of Dhalsim’s limbs, You can get in ne or two to close up to him.

Yoga Fire’s can be duck / duck uppercut / duck straighted from the right ranges. Dhalsim’s Yoga Fire takes a long time to recover from so make him get really twitchy trying to throw them out. Duck Straight -> Super is a big threat to Dhalsim if you have it stocked.

Next let’s talk Rolling Thunder. This is a great ultra against Dhalsim. You can go through Yoga Fire’s, limbs and even punish certain limb attacks with it. Once you have it, things become dangerous for Dhalsim. Focusing at the start of the round to build up your revenge gauge is plenty worthwhile for Dudley in this match-up.

So let’s move onto “calculated risk” even with all of the above, it can still often feel very stifling to play against a good Dhalsim. You’ve got a few tricks you can apply that whilst risky, can score you the knockdown you need to kill Dhalsim. First up are Jet Uppercuts and EX Jet Uppercuts, which can be used to beat out limbs and score a knock down. It’s well worth throwing out the occasional LP or even EX Jet to keep Dhalsim modest in his limb throwing. Second trick is FADC Ducking. If Dhalsim throws a Yoga Fire from afar, He might think that the only thing you can do is Duck Under without hitting him. Ducking FADC adds a lot more range and although you can’t punish him, you’ll get a mixup of high / low / throw / block / whatever. Third trick is Step Straight FADC. This is almost the same principle as Ducking FADC, but from a much closer range. It gets you right up to him which is where you want to be.

Finally let’s say you do get up close. You need to keep on Dhalsim’s ass like a clingy stalker to a celebrity. Learn to OS Liver Blow with Jet Upper and Rolling Thunder, so that if Dhalsim does teleport or dash backwards, you snuff him out. If you go for a cr.LK and he telports backwards, you normally still have time to react with EX Machine Gun to spoil his fun. Learn to OS Jump in HP / HK with Machine Gun Blow for the same reasons, keep up the pressure without letting him get out.

Overall, if you’re familar with the 3S player Kokujin, that’s the stlye of play you need here. If you keep solid and try to play the patient distance game, you’ll lose because Dhalsim is just superior in every way at doing that to Dudley. You need to get him on the floor as soon as possible so that you expose his weak wakeup game. Play patient to begin with, but as soon you “feel” your opponent’s style of play, take those calculated risks to get in. Dudley can take a decent amount of damage from Sim, but Sim cannot afford to let Dudley to his thing. Use that to your advantage!"

-Kikuichimonji

"It’s a very hard matchup for me too. Some things I’ve found:

* Jump forwards with j.hk at far/mid range. You can't jump in at Sim with it but you can avoid walking into his limbs this way. j.hk will stuff any of his far AA.
* Cross Counter every once in a while can be very very nice
* Option Select his backdashes with either f.mk OS mp DP or cr.lk xx mk. If they cr.lk whiffs and you do the mk crouching you get cr.mk to punish.
* Standing jab instant air teleports
* Once you get in if you start a string and he blocks do a ducking to get back in immediately
* s.hp is really nice once you get close.
* Keep him in the corner once you get him there and do high/low mixups all day.
* Try not to go for throws often because if he techs them you get pushed out. Abuse f.mk instead."

Updated 5/20/10[/details]

Dudley

Spoiler

Work in progress.

E. Honda

Spoiler

Work in progress.

El Fuerte

Spoiler

Work in progress.

Fei Long

Spoiler

Work in progress.

Gen

Spoiler

Work in progress.

Gouken

Spoiler

Work in progress.

Guile

[details=Spoiler]
-acllaim

“I use Corkscrew in this match. It punishes everything Rolling Thunder can in this match, and I can actually combo into it. I’d like to know if any of you guys like RT in this match more. Remember to block the first hit of sweep, focus the 2nd hit, hit them, and dash forward for the mixup game to start. If you block a mexican uppercut (after you do your awesome safejump), you can punish with ultra. f. mk will stuff a lot of guile’s normals on the ground, so if you can get past the sonic barrage, you can deal serious damage. Getting past the barrage is the tricky part. The usual ducking/business elbow lottery is in order. No tricks here. It’s guile. Same as chun li when you have the life lead. Run the fuck away.”

-shenglongabuser

“Rolling Thunder is my ultra of choice in this match up.
The timing is stricter than most much ups with fireballers but doable as long as your buffer. Focus his sonic booms and back away to start the match. He will give chase to punish but just stay patient. Use stnd hp as your primary poke. It beats most if not all of his pokes when timed correctly. A good guile will jab after throwing sonic booms to stuff duck straight/throw or only throw lp booms when at the proper range so that will not be your way of getting in. Just play the patient poke game. You hit harder and for more damage. Jump in rarely and only after booms not on a down charge. Use hp as your main jumpin over booms. The hit box is alot smaller for you and it keeps you closer. It has properties similar to rogs jumping hp If you can read his pokes throw out a well timed cross counter to get in. Once in he should have very little meter due to him fadc booms if he has alot you should have punished him with ultra by now to get in. Bait flash kick and punish. If he has ultra rarely overhead on wakeup. You recover too slow and will eat big damage use target combo 2 or kidney blow to start combos/block strings on wake up. Only use the overhead in block strings. If you get pushed out start over and repeat.”

Updated5/19/10[/details]

Guy

Spoiler

-East

This week’s first character is Guy

Guy is a character that I think a lot of people sleep on, although if you don’t know the match-up I can understand why one could eat you apart. Guy’s strengths come from his [and his opponent’s] position on the level and has a legitimate mix-up game and all the tools to put his opponent where he wants them.

Guy’s Gameplan

In the center of the stage Guy doesn’t have great damage potential. Most of his BnB’s are short and unless it’s a punish [even then, save for super], you’re not going to watch your lifebar drop a whole lot when getting hit; however his combo’s are effective at doing something else: Sticking you in the corner. Most of Guy’s throws and attacks are made to send the opponent far, in hopes they get stuck in the corner, where pretty much every combo deals notable damage and he has several mix-ups to keep you there.

Speaking of, his mix-up game is something that should not be taken lightly. A tricky guy will keep you on your toes with his myriad of high and low attacks and throws once you’re in the corner. In the corner is also where his ultra’s actually gain use. Ultra 1 is a combo-into ultra that on average if combo’ed into will deal roughly 450 damage [with leeway both ways]. Ultra 2 is a grab ultra [the raging demon with the lights on, lol] that does 500 even.

Guy’s Ultra’s

Ultra 1

The ultra Guy is able to combo into. It isn’t that good… In fact it’s down right terrible. Unless they are in the corner or close to it, you can’t combo into it. It’s got really long start up [12 frames [1 +11]] and only works if Guy’s gameplan is working [which is counter-productive to how you gain ultra meter, but whatever]. If you’re not in the corner, chances are you don’t even have to worry about this. It is visually awesome though; however, that matter’s little.

Ultra 2

This is Guy’s grab ultra. It’s sadly, probably the better of the two ultra’s. It’s got great start-up [2 Frames [1 +1]] and deals more damage than the first ultra. Guy can use it pretty well in his mix-up game and should be considered much more of a threat than the first ultra in any scenario. The range on it also isn’t bad [Visual: http://i46.tinypic.com/i1yber.jpg]. A trick I’ve seen some Guy’s [Ryan Hart for example] do is start a combo and then finish it with run > stop, Ultra 2. This doesn’t combo, but will catch you if you’re sleeping.

Guy’s Specials

Hozanto

light Hozanto is a basic combo finisher. In the corner EX Hozanto can be followed up after a light one. This attack breaks armor and every version knocks down. Only the light version is safe on block [-2], everything is -2 more for each higher version [mp: -4, hp: -6, ex: -6 also]. Only the light version combo’s so if they try a different one, just sweep them out of it.

Bunshin Senpuukyaku [the hurricane kick]

Another combo finisher, and extender for combo’s in the corner. Not much to say about this one except that the EX version is Guy’s only reversal. If you can bait it or predict it, it is highly punishable.

*Run > [stop, slide [low], overhead kick [high]][i/]

This is part of guy’s mix-up game. Run > slide can combo normally from some of his stuff. Run > overhead does not combo, but if he catches you with it while you’re in the air, he can follow up for ultra 1 in the corner [it combo’s]. I tested it multiple times, and I found it very difficult to counter the overhead kick. Rarely I could sneak in an ex dp, but everything else of Dudley’s seems to get beat or doesn’t come out fast enough.

Jump > [elbow or throw]

Guy’s command flip to elbow does not combo, but as far as I tested it cannot be punished if blocked. It says it has recovery of 8 frames but I’m not sure. Perhaps someone could do more testing? The throw on the other hand is dangerous [200 damage a pop] [Visual: http://i47.tinypic.com/2v1x2ep.png]If the flip get’s close to you, c.hp will either beat it or if they elbow, trade with the elbow in your favor. This is not as hard to react to as the overhead kick. Generally, crouching renders the throw useless, or makes it incredibly hard to land.

Air Throw

Just know Guy has an air throw. Does 180 damage. Don’t get caught.

Guy’s Normals

Guy has a 4 frame jab! Abuse the hell out of your 3 frame jab.
Guy’s only notable poke is his s.mk and probably his c.mk.
Guy’s c.mk is 2-hits, it is safe on block and only the 2nd hit knocks down.
Guy’s only decent, meterless, anti-air is his s.hk, which beats the elbow clean.
The EX Hurricane kick is guy’s only reversal and also an anti-air.
Guy’s slide [c.hk] knocks down and if not spaced properly is incredibly unsafe on block.

Match-Up Evaluation

I think this fight is 5-5.

Dudley hits harder than guy, has a faster jab, and Guy is weak against a crouching opponent. His high attack can be reacted to, and blocked high. If guy get’s pressured all he can do is ex hurricane kick. Guy can space out Dudley to the tip of his c.mk and keep Dudley at bay. Also, If Guy is smart, they will use Ultra 2 for this fight because once he get’s ultra, it severely limits what Dudley can do [Anything -2 is punishable]. Both character’s will be fighting for momentum in this match-up and whoever can get it generally wins.

-East

Hakan

[details=Spoiler]
-Sharin

"I´ll say dudley has the edge over hakan, he has better footsies even unoiled but if you score a knockdown you can rush down him because he is 100% free on wakeup, even if he has U1 dudley´s sweep if done meaty beats his 720 clean. Be careful with mgb when he has it tho.

You can punish any oil-up (even lk version) from almost full screen with EX mgb, if you get in you can pretty much poke/frame trap/throw him to death if unoiled, his 360 without oil is garbage and will only beat throw attemps and some meaty hits.

If you are meterless and a bit far, he will probably oil-up and let you punish him because it´s worth it for him. Hit him with whatever you can, because that will reduce the oil duration a lot and score a knockdown if possible, his 360 is no joke when oiled so be more careful here. Jump straight if you feel he is going to 360 and punish, hakans options against this are risky, he can jump and air throw/j.mp, poke you or 360k (not reliable) if he land it he can get a free lk oil but still the risk/reward is on your favor.

If you dont want to risk it when hes oiled just stay at range but be careful because oiled hakan is scary, his dash is very very good when oiled and he can 50/50 you from half screen in 1 seg just to oil up again.

TL,DR Rush him down like there´s no tomorrow if hes unoiled, dont let him oil up. Always be ready to punish oil attemps with most damaging punisher, corner him and rape him there."

Updated 5/10/10[/details]

Ibuki

[details=Spoiler]
-Epsilon

"as just general advice…walk up block is good to watch for random neck breacker, which is really unsafe on block.

take your time because you do a lot of damage and she takes a lot…walk her to the corner and anti air when you can, don’t throw out a lot of moves so you can be prepared for her random advancing moves.

j.fp is a great air to air and does huge damage, if you hit it early you can dash underneath and go for meaty c.lk c.lp s.rh xx whatever.

if she tried to sj after you after the knockdown chain just ex dp her…it will beat everything i’m pretty sure, same for blocking her ex dp.

once she inevitably knocks you down into crossup kunai just try to block it and tech as late as possible, dont panic just because she started attacking you, she can stun you very quickly here. when she is just throwing hella jump back kunai, just walk forward and block it or focus it if it’s more than 3/4 screen away (closer you risk getting hit afterwards), focus on cornering her.

s.fp/f+fp hurts her really badly, but is focus bait so be careful.

stick to s.mk for normal anti air, c.fp is rather slow. don’t focus too much midscreen or risk getting hit with random neck breaker.

don’t jump too often either, her back+mp can beat j.rh clean at the right angle.

dudley really just has to hit her cleanly twice to win so keep that in mind. "

-Golden_Gunman

“I agree with Epsilon’s write-up of the Ibuki match-up. I’d add that after the Target Combo chain into SJ mixup, you can also just Empty Ducking to get the hell out of there. Sometimes that’s a better idea as good Ibuki’s can bait the EX Jet Upper / Corkscrew from you. If she ever wake up EX DP (and at somepoint, she will), remember to LV2 Focus to absorb the Kunai and then just dish out the beatdown afterwards. If they go for Kazekiri (the two kicks in the air move), you can time Duck Uppercut for one hit and then Duck Uppercut again (3S style) to do good damage and push them back way closer to the corner. Not sure if it’s guaranteed yet (she can throw the Kunai after this move), but I’m able to land it a lot. I punish Neck Slides with cr.LP x 2, HP Jet Upper if I have no meter, and cr.LP x 2, Stand HK xx EX MGB if I do have meter. As Eplison says, Ibuki damages and stuns so easy that IMO it’s worth punishing with EX MGB at any opportunity.”

Updated 5/11/10[/details]

Juri

[details=Spoiler]
-acllaim

“Having good punishes is the key to winning this match. As awesome as juri is (have you guys seen the frame data on her shorts and jabs? dear god!), you can punish pretty much all of her special moves. Blocked dive kicks, blocked pinwheels (remember to block crouching), and you can easily duck through her fireballs. If she gets a healthy life lead on you though, you’re absolutely, 100% gray earl certified screwed, so try to stay a little outside of her fireball range and look for your opening. Don’t jump in on her when she has meter though. EX pinwheel knocks you out of anything. Including the business elbow. ;( I use rolling thunder in this match. It can go through her fireballs, which is a big part of her keep away game. Also, any non lk pinwheel is punishable by ultra on block, so learn which one is which.”

Updated 5/9/10[/details]

Ken

Spoiler

Work in progress.

M. Bison(Dictator)

Spoiler

-acllaim

“When he goes into the air, walk back. If it’s headstomp, he’ll land in front of you and it’s a free punish. Be sure to hit st. roundhouse right as he lands though because if he did an empty devil reverse he’s going to look to cr. lk you. If it’s devil reverse follow up, you can punish with EX MGB (not positive if you can with fierce) when he lands. The timing is tight though. If you do it too early you’ll eat the devil reverse. Too late and he’ll block it. You punish any non lk scissor kick. If he’s looping you with lk scissors, backswing blow can catch it.”

-Sharin

"Use Rolling Thunder for this matchup, the damage you get from CC its not worth it because RT punishes both EX psycho crusher and teleports, both of his reliable reversals. When dudley has RT stored bison has no options to get out without risking loosing the round.

His footsies are very good, specially st.mk but so is dudley´s fierce and fwd.fierce. Just be patient and block, if he gets too confident poking go for standing HK CH combos or counterpoke him with fierce.

The thing is at the right range you can jump at bison almost for free with j.RH just dont get predictable with it, most of the time you will beat st.HK, dictator´s lacks a decent AA and dudley has one of the best jumpin moves in the game.

Of course this sounds easy, but against a good bison you need a lot of patience and try to dont get cornered. Once you have ultra and you get in/knock him down he´s screwed because his only safe option is block, you can always come back against dictator even if you have lost 3/4 HP because of dudley´s obscene damage output and dictator´s lack of options.

If you get cornered, be patient and block, look for those holes at his pressure and try to get out (there´s always a risk, just know when those risks are minor).

On a sidenote, if you dont have ultra or dont want to waste it you can punish EX PC with MP MGB.

Both characters can rape the other if get caught on the wrong position and bison footsies are hell for dudley, but the damage ouput difference is too high and so are the options in worst case scenarios."

Updated 6/14/10

Makoto

Spoiler

Work in progress.

Rose

Spoiler

Work in progress.

Rufus

[details=Spoiler]
-acllaim

“Jump back fierce is the shit. OS throw/cr. fierce the dive kick game. Again, don’t get predictable with it. When Rufus doesn’t have meter, rtsd. When he does, play more conservatively and try to punish more. I use corkscrew in this match because it’s badass against dive kicks. Overall this match is very similar to the rog-rufus match, only you have to be more of a pro while blocking.”

Updated 5/9/10[/details]

Ryu

[details=Spoiler]
-acllaim
"Walking back and forth a bit outside of low forward range causes an interesting situation. If he throws a fireball, you can duck - upper for free. If he jumps you’re at a range where a cr. a fierce will beat anything he does clean. If he walks at you hit cr. mp, which will swat away his low forward. If he does a tatsu, cr. fierce to swat him. If he tries to air tatsu forward or away you can catch him with a MGB. To get in, it’s a matter of being really patient. You really only need to get in one big combo. If you can get a life lead, you can force this Interesting situation easily, and essentially make him play your game. Once you focus enough to get the fear of Rolling Thunder up, the fight feels more fair. Remember, you can swat the low forward with cr. mp and cancel that into ducking to get the mixup going. Incorporate backswing blow into your wake up pressure game. While it’s good against all chars, SRK happy Ryus will especially hate it."

Updated 5/8/10[/details]

Sagat

[details=Spoiler]
-EmblemLord

Pros and Cons

**Sagat

Pros
**

  • Greater comeback potential due to damage on Tiger Destruction and easy numerous set-ups.
  • Very strong okizeme game
  • Good AA game
  • Kara knees and EX knees are good for controlling mid range
  • TU is great for getting out of trouble and dealing with Dudley’s great pressure game and okizeme

**Cons
**

  • Tiger Shots can be punished on reaction by Dudley
  • Sagat has to take more risks to contain Dudley and keep him honest
  • Can easily be put on the defensive once Dudley is around midrange

**Dudley

Pros
**

  • Shuts down Tiger Shots with ease thanks to Ducking and Rolling Thunder
  • At footsie range hp and f+hp can shut down alot of Sagat’s options, stuffing him and giving Dudley momentum
  • Great pressure game/mix-ups
  • Great okizeme
  • Doesn’t have too much trouble getting in when played intelligently
  • Great damage output

**Cons
**

  • Very poor wake-up hinders him greatly when faced with Sagat’s strong okizeme
  • If Sagat plays a strong defensive/reactive game during footsies, Dudley can have problems gaining any momentum.

**Far Screen
**
This is a no brainer. Sagat will throw shots and Dudley has the tools to deal with them. Duds can duck, FA, neutral jump, and jump forward to handle shots. Ideally Duds will want to build meter for Rolling Thunder before moving in and trying to close the gap. Sagat’s goal here isn’t just to hit Duds though since that would be pretty tough on it’s own. But simply to draw out a bad/preemptive response like a random Duck so that he can catch it. Throwing slow shots while walking Duds to the corner is a solid strategy for Sagat. Any Duds worth his salt won’t be at this range for long so it’s imperative for Sagat to take advantage of it while he can. Not much else to say here. If Duds can’t get in from far screen he must be asleep.

**Mid Screen
**
Things are now getting hairier for The King of Muay Thai. Can’t just throw shots with reckless abandon now. They can be punished on reaction with Duck Straight for a chunk of health. To make things worse for Sagat, a well spaced Duck Straight can’t be punished normally due to block pushback. Sagat can still super it though so Duds should be weary of a Sagat with full bar. So at this range Duds wants to sort of dance back and forth menacingly and that alone will put pressure on Sagat and make him want to do something. If Sagat refuses and just blocks Duds can keep him honest with a little chip from a spaced Duck Straight or lp MGB. Sagat isn’t helpless here though. He has several things he can do. First off he can still jump back and walk back or forward to mess with spacing himself. He can neutral jump which is a relatively low risk way to avoid a Duck Straight and punish it. He can also buffer his cr.lk or st.lp into high shot to stop Duck attempts and push Duds back out. Overall risk vs reward does favor Duds here BUT, buffer lights into shots is a very effective way to stuff Duck attempts and keep Duds out. Sagat also has kara TK’s and EX TK to aid him. It’s actually pretty easy to catch Duds with these since he is usually focused on getting in or trying to bait a shot that he can duck through. In this scenario Duds may try a jump in, and since he jumps low it can be somewhat tough to react too, but Sagat still has his TU so no real worries there.

**Footsies
**
Duds main buttons here are of course his hp and f+hp. But his cr.mp and st.hk are good as well. st.hk buffered into MBG is a very good tactic and can catch Sagat’s normals when he whiffs. Duds jabs can also catch Sagat’s buttons similar to Rog, and once that happens Duds can try to walk himself in if Sagat was caught off guard. On the flip side Sagat has several good buttons vs Duds. His st.mk is an all purpose poke that has alot of priority. Buffered cr.lk and st.lp are still good as well. But Sagat’s cr.mp gets special mention. It works really well in stuffing Duds hp, f+hp and even Duck Straight depending on spacing. It seems to slip right under the hitbox of these attacks and tags Dudley. Cr.mp buffered into low shot is a great footsie tool in this match. Sagat also has good whiff punishers in st.hp and st.hk. Overall when it comes to footsies they can both hang in there with each other. And of course they both have solid FA’s to use during footsies.

**Pressure
**
Both chars have strong pressure games. Duds has his jab strings as well as frame traps using st.hp, cr.mk, st.hk, and cr.mp. Sagat has his cr.lk strings which act as natural frame traps and several tech traps using cr.hp, cr.mk buffered into low shot, cr.mp, and st.mk. Duds is slightly worse off when dealing with Sagat’s pressure since he needs EX to have a decent reversal while Sagat does not, but on the flip side his pressure game and mix-ups are better and he has an easier time staying in thanks to f+mk.

**Wake-up
**
This is where Duds weakness really shows and Sagat’s strength shines. Unless Duds has meter he will be hard pressed to get Sagat off of him. Sagat can win off a few knockdowns so Duds needs to be careful. Duds oki is amazing, but Sagat has his TU so for Duds even with his great oki game, it’s still a risk he is taking. Duds will need to really feel out his opponent, but if he gets his damage in he can end rounds fast with only a few combos then a dizzy. After that it should be ggpo. And unlike Sagat Duds actually has a few easy safe jump set-ups off his throws, which allow him get in and start his pressure game on Sagat’s wake-up.

**Overview
**
In certain areas neither character has a huge advantage over the other. They can both hang with each other for the most and they each have tools to negate each others greatest strengths. Sagat’s TU keeps Duds great oki game and pressure game in check. Sagat’s great zoning is kept in check by Ducking and Rolling Thunder. In terms of options I think they go head to head. But Duds does get the nod in one area. Consistent high damage output. Duds can make you feel pain for a mistake or even if he manages to get a simple overhead in. Sagat’s damage however is mediocre, so he loses the battle of attrition. Now Sagat does have higher comeback potential, which I think evens that out. Is the match even or does it lean towards Duds? Eh, right now I’m leaning towards even. Duds wake-up is just bad and it’s all too easy for him to get knocked down then take damage simply because he lacks options. Duds may have advantage at mid screen, but I feel like that’s the only time he has a real advantage and the advantage isn’t that big unlike when Sagat gets a knockdown on Duds which is a sizeable advantage IMO. And even when Duds gets in the threat of TU is still there and if Sagat has meter and Ultra, Duds has to respect that or risk getting taking huge damage. Right now I call it as 5/5 or 5.5/4.5 Duds. Time will tell though once the metagame solidifies.

Thanks again to all the Duds players that helped me out. Feel free to play me anytime.[/details]

Sakura

Spoiler

Work in progress.

Seth

Spoiler

Work in progress.

T. Hawk

Spoiler

-Riot Guard
"-Don’t jump in, you’ll get hit with a T.Buster by a competent player.
-Be careful of using the sweep, slow and can be 360’d out of it easily.

  • Blocked ssb can be command grabbed.
  • Machine gun blow can be command grabbed on block.
  • ducking mp, st. mp and hp seem to be the best pokes against Hawk.
  • Condor dive can be punished with U2 on block"
    Updated 4/29/10

Vega(Claw)

Spoiler

Work in progress.

Zangief

Spoiler

Work in progress.

I agree with GGM’s assessment of the Chun matchup; it’s frustrating as hell.

Here, just quoting over some of the stuff that was posted in that goofy thread I started.

Suggestion: you could date-mark the spoilers on the name so people can know when it’s updated.

like

Abel Updated: 4/28/10

Spoiler

stuff YEAH!

Can someone tell me what to do against Guile and DJ? They are freaking killing me.

I agree guile and dj can be hard as hell to get in on. :annoy: Also, gdlk title for this thread!

I love the idea, will use it.

Updating in a moment.

Also, expecting people to go back in time and neg rep me for the thread title.

Guile sucks cuz his normals rape and he recovers so quickly after a sonic boom. always duck under projectiles to build meter and just keep getting closer. Once your inside on guile though its GGPO, he just cant keep up with the damage you bring to the table. just get close and be patient.

against dj the only normal he has that is going to beat yours is cr. hp. the thing with dj is he doesnt have a solid anti air( up close jumps, his upkicks will beat you if you jump from a distance ) or way to deal with your pressure, just play footsies with him and slowly fuck him up.

for t.hawk so far i’ve noticed if they barely whiff their hawk dive…you can land st. HK in their face everytime and lp or mp MGP on a block hawk dive everytime

for deejay…
for sweeps but you should be able to get in his face quickly using ducks (and avoid his projectiles) and jump-ins since Deejay’s anti air is relative weak
also overhead is your best friend in this match up when you’re closed in

Okay, so I was playing around with my buddy who was playing Juri and trying to see what could stop jump ins. Dudley’s s.fp as an AA is pretty damn good in this match as it wins most, if not all, trades with Juri. I was also able to beat out ex dive kick with it :D. I’m not saying it’s the one move that you should abuse as Juri’s will obviously get around it. Also, Dudley’s j.mp is a good thing to use in this match I find. Didn’t use his s.mk as much since when it traded I lost the trade.

EX Pinwheel, FBs, and her Grabs are what really got me in this match, especially when I was down on health. The Juri I played went into a Fuhajin frenzy and started covering low and mids, and would use EX Pinwheel or EX Fuhajin to keep me from jumping in. Also, they will use the low fuhajin to make you jump or duck through and use either EX Dive into Ultra, or just a regular dive, or the j.mp xx divekick bullshit.

I don’t know if any of this was helpful, but hopefully it is. Be wary of her little counter move too. The Juri I play in my scene loves to use it when I try to meaty the f.fp on wake up (which is a great move against certain ppl cuz you can then link c.lps on the counter hit I believe).

Sim is not fun…at alllll

To add to T.Hawk

  • Blocked ssb can be command grabbed.
  • Machine gun blow can be command grabbed even if lands
  • ducking mp, st. mp and hp seem to be the best pokes against Hawk.
  • (Condor dive can be punished with U2 on block) -edited

Unless he has a -1, -2, or -3 frame command grab(lol) you shouldn’t be getting grabbed after hitting with mgb.

Akuma, Ryu

  • You can punish blocked sweep with Ultra1. This probably work against a bunch of other characters too (Ken for example).

And about the DJ matchup. His upkicks are unsafejumpable what I understand and the ex version kills dudley on wakeup, so I wouldn’t say he has weak anti-air. As long as he charges it’s hard to jump in on his wakeup. I managed to beat or trade with the non-ex version a couple of times so maybe it’s a timing thing, but his reversal is really good.

I’ll give you my rundown on Dee Jay. Still working this one out, but this strat is working for me so far:

Dee Jay

Reccomended Ultra: Corkscrew Cross

A tough match for Dudley as Dee Jay has excellent projectiles, a brilliant footsy (cr.MK) that knocks down and great standing pokes to stop your advance. His anti-air game is good, and his dread kicks are safe on block giving him a way to hamper your efforts to slowly advance on him.

Just like the Chun Li match-up, this match is all about patience. It is HARD to get in on Dee Jay, but once you’re in, you have the high / low / throw mixup game to kill him quickly. Against Air Slashes, either Duck Under, Focus or Neutral Jump HK (stops walk up / slide attempts afterwards) to evade them. At the start of the round, don’t be afraid to focus a few to build up your Ultra, as Rolling Thunder can change this matchup around for you.

I’d be very weary of jumping in this matchup, Dee Jay has good anti-airs (including his Ultra 2) and letting him knock you down hands him the initiative and will result in his cross-up / fake cross-up Oki game.

A few things to look out for: If Dee Jay slides, that is punishable at the right ranges. I just go for cr.LP x2 which can be hit confirmed into Stand HK xx MGB. Dee Jay will also utilise his Dread Kick on you, which is safe. However, pay attention to how Dee Jay acts after the Dread Kick. If they have a tendancy to dash backwards, you can MGB / Ultra them as they dash back. If they jump at you, have those anti-airs on lock. If they dash forwards to follow-up, initially tech the throw, but mix in EX Jet / Swing Blow if they try it again. If Dee Jay gets predictable with his fireballs, Duck Under and combo him, or from range, Duck Straight him. If you have the execution, you can even Duck Uppercut FADC Stand LPx2 , Stand HK xx Jet Upper him. It’s clutch if you can do it but will scare him from throwing slashes again.

The thing that switches this match on it’s head is Rolling Thunder (and to some extent, Rocket Uppercut). Once you have this, Dee Jay must be really careful of throwing Air Slashes / Dread Kicks as on reaction it’s free Ultra. Once you have this, you can start to impose yourself, walking up much more closely and setting the tempo.

Once you get in, stay in. Dee Jay has good reversals, but overhead will hard knockdown his EX Dread Kick, and EX Jackknife is a big gamble for him because it’s a big combo for you if you read it. So bait out the reversal and go to town on him!

Analysis for Dhalsim:

just give up

:frowning:

The Sim match, the only problem I’ve found so far is his s.hp.

I play it exactly like I would in 3s against Necro, Chun and anyone else that likes to stick out pokes. Throw out s.hk and buffer the (ex)mgb. If you trade with any of Sim’s standing attacks, it’s fine, but if you beat it cleanly, you have a free combo.

If he’s jumping, you can do the same thing, just use regular mgb as well. Dudley’s c.hp eats Sim’s j.hp too.

I got wrecked by a dhalsim last night. But I totally forgot about 3s style for fighting necro.

I picked rolling thunder and tried go ultra through his fireball. But the fireball is so slow it just stuck around and hit me after I landed the ultra.

vs. Balrog

Recommended ultra: Corkscrew Cross

-Without meter, Balrog’s footsies are generally beaten by Dudley’s. Standing HP has enough range to keep Balrog out and prevent him from using any rush-punches. s. MP and c. MP are also effective in keeping Balrog out.
-With meter, a good Balrog will know that HP has enough recovery to be hit by a rush-punch with super armor.
-Corkscrew cross in reaction to rush-punches and turn-punches is extremely effective. Dudley must be buffering the ultra to use this on reaction.
-A well timed “people’s elbow” (j. HK) will sometimes beat Balrog’s headbutt. I also traded with him and ate an ultra because of this as well. It must depend on the timing of the attacks which I need to test out later.

Overall i’d say its a pretty even matchup.