SSF4 Dudley Match-up Thread

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.

  • Don’t backdash too often against Ibuki on wake-up. Neckbreaker eats backdashing.
  • EX Kazigrl can be punished with LVL 2 Focus. Always go for a LVL 2 Focus because Ibuki can select to shoot a kunai and mess up any other punish.
  • Learn to block. Option select grab is huge, but can be baited so be careful.
  • Don’t be too aggressive, but don’t be too passive. Be patient and move forward cautiously. Her retreating game is like Guile/Akuma’s except way less threatening. Once you start to close up space Ibuki will either jump or attempt to do that fashdash move to start some mix-ups. Dudley has the tools to be ready for both.
  • When Ibuki has Super be prepared to block high. She’ll do that flip kick on the head shit to Super which does ridiculous damage.
  • The flip kick to the head shit, I believe, can be punished with ducking upper if they opt to throw the kunai.
  • PUNISH ALL NECKBREAKERS HAAARD. HAAAAAARD I TELL YOU.

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

Spoiler

Adon:

  • Jump HP against all air normals
  • Jump HK beats Jaguar Tooth (do it just before he hits the wall)
  • Corkscrew Cross (Ultra2) will beat Jaguar Tooth if times right (Adon must be on his way to you, if you do it before he hits the wall it wont work).
  • s.HK can beat Jaguar Tooth & Jaguar Kick if timed correctly.
    Akuma:
  • Punish bad air fireballs with MGB
    Balrog:
  • Keep him out with s.HP, s.MP & cr.MP
  • Corkscrew Cross (Ultra2) & f.HP beats Rush & Turn punches
    Blanka:
  • Max range Business Elbow (j.HK) beats electricity
  • Punish Blanka Ball (blocked or on hit) with MGB or Rolling Thunder (Ultra1)
  • Punish Rainbow Ball on block with Corkscrew Cross (Ultra2), ducking or you can Cross Counter it instead of blocking.
  • Use s.MK as an anti-air
  • cr.LK, cr.MP, cr.HP target combo on wakeup will beat electricity, ball and leave you out of poke range if blocked
  • Cross Counter Ultra 1 (electricity ball) or Corkscrew Cross (Ultra2) on block.
    Cammy:
  • Crouch to let Hooligan Throw whiff then punish.
    Chun-Li:
  • Fight just outside her s.HP range
  • Vulnerable to well timed Business Elbow (j.HK)
  • Poke/Counter Poke with LP, cr.MP (buffer ducking), s.HK (buffer MGB)
  • Focus Attack her pokes and dash in and throw/mixup
  • Well timed Rolling Thunder (Ultra1) can punish s.HP, cr.HK. whiffed Flip Kick or fireball+walking towards you
  • Duck and punish fireballs.
    Cody:
  • Punish close LP Criminal Upper with cr.LP + combo
  • Punish HP Criminal Upper (at range) or EX Criminal Upper (close) with Corkscrew Cross (Ultra2)/Rolling Thunder (Ultra1)
  • Punish HK Ruffian Kick on block with Corkscrew Cross (Ultra2)/Rolling Thunder (Ultra1)
  • Punish MK Ruffian Kick at max range with Rolling Thunder (Ultra1), s.HK+combo if a little closer than max range
  • Punish LK Ruffian Kick anywhere but max range with Rolling Thunder (Ultra1) or s.HK+combo
  • Punish Any Zonk (on block?) with Corkscrew Cross (Ultra2)/Rolling Thunder (Ultra1)
  • Punish Non EX Zonk on block with cr.MP + combo.
    Crimson Viper:
  • Siesmo can be beaten by MGB if used just before she does it
  • Business Elbow (j.HK) is great on wakeup
  • j.HP works great as Air to Air
    Dee Jay:
  • Stop his slide with cr.lp which you can then combo off of
  • Dart Shot (f.HK) on wakeup will beat EX Dread Kick & EX Jackknife.
    Dhalsim:
  • Punish fireball with ducking straight
  • s.LP & s.HP are good pokes against high attacks or cr.LP against low ones.
  • Knock Dhalsim down as soon as possible and keep wakeup pressure on him.
    E. Honda:
  • Punish blocked Headbutt with Rolling Thunder (Ultra1)
  • s.HP will beat headbutt but you need to be quick
    El Fuerte:
  • Short Swing Blow beats most of his mixup game.
    Guile:
  • Rolling Thunder (Ultra1) needs to be very early to beat fireball
  • Block first hit of Guile’s sweep and Focus Attack his 2nd then dash in and mixup/throw
  • Punish blocked flash kick with Corkscrew Cross (Ultra2). You can bait it with a safejump
  • f.MK stops most of Guile’s grounded normals.
  • Back away and let him come to you/make mistakes when you have a life lead.
    Guy:
  • Punish EX Hozanto on block with Jet Upper
  • Punish Senpukyaku on block with c.HK, dash upper or punch + Super/Corkscrew Cross (Ultra2)
  • Punish downforward HK on block with Jet Upper, Super or Ultra (1 & 2?)
  • cr.LP & cr.MP stuff him completely including some of his jump ins.
  • Lookout for his EX Tatsu-like move on wakeup.
    Hakan:
  • He is 100% free on wakeup so knock him down and go to town!
  • poke/frame trap/throw him if he’s unoiled as his 360 has terrible range (can beat very close pokes or throws).
  • Punish oil-ups with EX MGB.
  • Hitting him reduces the duration of oil-up
  • j.HK of you think he will 360 on wakeup but don’t do it too often has he has an air throw- Target Combo 8 (LK, MK, MP, HP) is a good option as it does decent damage, puts you of grab range & can be canceled into super
    Ibuki:
  • j.HP is a great air to air poke
  • Use cr.MK as an anti air
  • s.HP or forward HP hurts her bad but be careful of Focus Attacks.
  • Punish Kazekiri (to kicks to the head move) with a ducking upper for one hit then ducking upper again for another
  • Punish Neck Breaker (her slide) with cr.LP, cr.LP + combo
  • Punish blocked EX DP with Lvl2 Focus (will absorb Kunais). If she has meter she’ll likely do this on wakeup to get you away from her.
  • Punish Jump Ins with Corkscrew Cross (Ultra2)
    Juri:
  • Non LK Pinwheel is punishable by Ultra on block.
  • Punish blocked dive kicks and pinwheels (block crouching).
    M. Bison (Dictator):
  • Walk backwards and punish headstomp
  • cr.HP can beat headstomp & Ultra 2
  • Punish Devil’s Reverse followup with EX MGB when he lands
  • Punish non LK Scissor Kicks
  • If he’s looping you with lk Scissor Kick, Short Swing Blow can sometimes beat it.
  • Use s.HP to keep him in check
  • Punish teleports or EX Physco Crusher with Rolling Thunder (Ultra1)
    Makato:
  • s.HP beats all her normals.
    Rufus:
  • Jump Back HP is a great tool against Rufus
  • Option Select throw/cr.HP his dive kick game or punish with Corkscrew Cross (Ultra2)
  • Punish cr.HP with Rolling Thunder (Ultra1) on block (although, Ultra2 is a better option against him)
    Ryu:
  • Duck Upper/Straight fireballs
  • Use cr.HP as an anti-air or against Tatsu
  • Poke with cr.MP to keep him at range
  • Punish Air Tatsu with MGB
    T.Hawk:
  • Avoid jumping in to him or you’ll get hit by T.Buster
  • Try to stay out of his Command Grab range (blocked Short Swing Blow, MGB & slow normals like sweep can be command grabbed).
  • cr.MP, s.MP & s.HP are the best pokes against him
  • Condor Dive can be punished on block with Corkscrew Cross (Ultra2)/Rolling Thunder (Ultra1) or forward HP.
    Vega (Claw):
  • Well timed j.HP stops his flying attacks but if you misstime it he can air grab you.
  • cr.HP beats meaty Flying claw (where he falls down on you).
  • HK ducking can be used to escape his flying claw.
    Zangief:
  • Use s.HP to keep him away from you.
  • Target Combo 8 (LK, MK, MP, HP) is a good option as it does decent damage, puts you of grab range & can be canceled into super
  • Use s.MK for anti-air
  • Punish Green Hand on block with s.HK + combo.

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?