I too would like some help with Ibuki.
Also, just out of curiosity, what are considered to be Dudley’s easiest matchups? Fireball spamming shotos are pretty easy but those don’t really count…
I too would like some help with Ibuki.
Also, just out of curiosity, what are considered to be Dudley’s easiest matchups? Fireball spamming shotos are pretty easy but those don’t really count…
I would think that anyone who has to fight close-range are Dudley’s easiest matchups. So people like Makoto should be in his favour.
vs. ibuki 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.
I def find dudley takes down anyone who focuses or fireballs a lot – you gotta be prepared to use both ultras, and know how to duck like a pro.
As far as Ibuki, block low like all the time and punish her slide grabby thing every time she tries it. Since you’ll be pressing down-back all day anyway, use Thunderbolt too a few times. Cross counter her cross-ups, but watch out for kunais. She’s got the advantage in the air so id jump sparingly, and if you do jump, use HP not the business elbow, and throw it earlier than later cause she’s got dat air throw. Advance cautiously, use s.MK liberally as your fast anti-air. She’ll come to you, so whatever. Ibukis like to low kick a lot too which, if you can read it, M.SSB beats every time and reestablishes your offensive. Once you’re standing over her, be smart but have a ball.
^ don’t listen to this guy, thunderbolt is a really unsafe move, you basically never want to use it, cross counter has 3 frame startup making it useless against meaty crossups (which most will be if you’re playing a decent player) and you don’t want to just sit there holding downback either because a good ibuki will go on the offensive, and you don’t want to let a good ibuki “get started” because she can literally stun you in 2 mixups.
most ibukis will try to throw after cancelling into her command dash, if you are quick you can react short swing blow and force them to mix it up, if not just late tech, you might be able to c.jab her here too but you’d basically have to be mashing it, because if you’re even a split sec late, you get thrown anyway.
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.
And finally, as has been said many times on this forum and my guide, stay well clear of Thunderbolt in serious play. It has some party piece setups, but really you’re asking to be killed by using that move.
Thanks for the tips. I think the first page should be updated with that info.
Couldn’t agree more on the Ibuki notes. More things to take into consideration.
Can’t you just reversal EX DP a meaty crossup? I always intentionally time my crossups late to avoid reversals.
Ibuki doesnt need to jump or do the command dash because her footsies are like 100 times better than dudley. Also, punishing neckbreakers is nice but you arent going to do it against good players because they are going to do it only in combos or buffered standing mp.
Once you are knocked down, you have a % of loosing the round so just try to guess right and do the most damage/punishers every time you catch her. Dont get predictable with jumps specially if she has meter.
the ibuki matchup is pretty goddam hard for me. ill get continuously footsied out with s.mk xx tsumuji, and since its 0 and max range, i cant really do anything else they can just fish for one hit that will combo into untechable knockdown, then its sadface the rest of the round.
everything epsilon and omni said is pretty on point. it really takes patience vs ibuki.
I have literally no experience against good Ibuki players…
Updated.
I know I haven’t contributed but if I had I wouldn’t have a problem with it. So many people having given fantastic advice and I’d hope they wouldn’t mind a quick thank you note on the first post to all without having to name each person.
This is the kind of quick reference I personally would find extremely useful in addition to the detailed writeups.
quick punish list
Adon:
Without her specials, Ibuki is one of the few characters I feel that -cannot- out-footsie Dudley. One fierce punch to her fragile frame and you’re back in the mix.
Now I’m not saying she isn’t a threat, but the character I think we should seriously start brainstorming how to fight against is Guy. And I’m not being sarcastic. Guy’s with good execution can pressure you extremely well, ending all strings out of range from risk of Dudley punishing or mixing up. On top of that, once they knock you down, yikes lol. You guys have any tips? My current strat right now consists of poking as much as I can from afar before the fight really breaks out, then try and score a knockdown. Until I get that knockdown, I don’t feel I’m able to control the pace of this match at all.
Are you being an asshole or was it confusing that I called Dudleys HCF+k p “dashing punch?”
Ive played against alliounes guy quite a bit and I agree with you, however, this seems to be the case with dudley in many matchups. Guy controls the match in every shape until you knock him down.
What I was doing is just stay out of range of the slide, you can try to poke there with st Hp , dash lp mgb can cath him offguard there, but its not that useful because guy has good normals to control you at that distance also.
The best advice I can give to anybody: Don´t play dudley too safe. This characters NEEDS risks, like it or not. Dudleys footsies are crap, and against many opponents you cant get in safely as you can playing some other character.
Im a player that usually blocks 99% of the time on wakeup, doesnt jump in unless its safe,only do EX jet upper almost all time if I have 3 stocks, etc… And im starting to just “fuck it, srk” to just land and overhead and win the round.
The reward this characters gives on a knockdown is too big, and against certain characters we lack tools to create the right situation, dont hesitate to take risks with dudley, it pays off (just do it with a brain, but i think you get my point)
I completely agree. If you play safe / solid / controlled for too long, you’ll lose because Dudley does not have the tools to win that type of fight. You’ve got to get that knockdown so you can do damage.
This doesn’t mean you can rush down recklessly, but it does mean that you need to know when to “switch gears.” Start off solid and the unexpectedly burst into action with a rush. That can generate the opening you need to win.
Also Sharin, GG’s from the other night, your Dudley is really good!
I don’t think Dudley’s footsies are that bad…
St.HP is godlike.
Gotta agree here. Me and the best Abel on the EC were in a room with some training partners of ours. We both alt Duds and his Dudley did way better and in retrospect I now know why. When we got knockdowns we both raped, but he was willing to take more intelligent risks while I tried to play too safe during footsies. He would kinda dance around a bit and wasn’t afraid to just say FUCK IT and jump in with hk or do raw random FA’s to bait shit. The longer matches were drawn out the worse I did because Duds doesn’t have the tools for that. I think all Dudley players will agree that when you get that knockdown fast you WILL end the round so that should be your goal.
“Dashing Punch” is pretty ambiguous, since Dudley uses nothing but fists and occasionally a rose. =P
Seems to me vs. Cody’s Criminal Upper, as long as you aren’t on the very edge of it, you can catch him with a HP Jet Upper if you don’t have Ultra. Same with Juri’s Pinwheels. Could I be getting more damage out of that?