SSF4 Dudley Match-up Thread

I think vs Fuerte, Dudley has an advantage. SSB > Fuerte’s wakeup game.

i played a very good chun li player in the arcade cafe we have in kuwait and i gotta say im really dissapointed about it

a good chunli that understand the match is almost unbeatable i played him like 15 matches today i got 4 wins cant find a really good way in that match

Thats some nice info there, i´ll try this out. I play against a friend rose and this matchup is giving me some trouble.

Against fuerte, BSB beats most options but be careful because good fuertes will OS/punish ultra you, dont be too greedy with it when he gets ultra.

Wow the slide trick is very interesting! Will have to try it out, sounds like a potential game changer in this matchup.

Jump back fierce is also good VS. Fuerte.

I need advice on how to put pressure on Guile. He recovers so quickly from sonic boom that I can’t seem to dash through for an attack as he’s already blocking and jumping in rarely works cos of his awesome normal AA. This is one of my nightmare matches right now.

Jumping lp can stuff his cr fp, its really weird. I find dashing in empty to a bait works, also, throw him, if you have him conditioned to NOT throw out an attack after an empty dash you can get in close enough to land a fwd mk, and from there… well, if your on point he is fucked. I also find U2 works out better in this matchup, due to the aforementioned recovery from booms. I adopted this after seeing some of HAVs vids against Mags Guile.

Guile can be a bitch but what I found useful was using focus attacks to poke him. Start the match off by absorbing some sonic booms though, to get yourself some free ultra meter. You’ll need it later.

Get in closer and, If he’s trying to sonic boom or poke you (cr.mk, cr.mp and whatnot) from up close to hault your advance, absorb the fireball/attack, hit him with your lvl 1 FA and dash back. Don’t get predictable though or you’ll eat a flash kick for your trouble. Get a life lead and wait for him to mess up on a sonic boom timing, jump in and start your pain train. Capitalize on his frustration and fear of getting stunned by holding back when you anticipate a reversal EX flash kick, or even ultra, punish and stun/KO him.

Much appreciated guys. Time to go into practice!

I’ve actually found the exact opposite. Whiffing f.hp gives T Hawk a free s.hk on reaction. I’ve given up on poking with f.hp at max range because I’m sick of getting punished for it.

Also Dudley’s j.hk beats Guile’s cr.hp clean most of the time if you time it well. People in the Guile thread don’t recommend trying to cr.hp Dudley’s jump-ins. Guile can AA with air throw, flash kick, or ultra. That’s it. Maybe neutral j.hp.

Counter-poke! As it beats his st.MP and cr.HK(st.HK at max range only).
dont go wiffing it, as you will certanly be tossed around like a ragdoll…

Against Hawk and Gief you can do cr.LK > cr.LP > st.LP > st.HP as a safe block string instead of the LP MGB. That get’s you out of harms way but close enough to maintain f+HP pressure

I recommend not to have the habit to jump in guile, since he has lots of normals to Anti air you.

However, you can use the fact he has many Anti air normals to your advantage. What beats his Cr.hp may lose to his St.mk, it is all range dependant, since Guile Anti air normals are situational. Mess up the player’s mind by shifting your position, but Dudley as a character wont have many chances to adjust freely his position due to Guile sonic boom zoning.

Still, try not to jump in Guile, block sonic booms, FADC when chance permit.

Remember, Dudley has 1050 health, Sonic boom does 50 damage, avoiding the sonic boom may let you recieve 100-150 damage + starting from point zero, but blocking deals 15 damage and pushes you a tad far. FADC through the booms ONLY when you are far from his :hp: or :r::hp:, you do not want to mess up Dudley’s face. Ducking is not advisable that much when Guile can punch Dudley, outside that range you better of FADC the boom instead for ultra meter. Why ultra meter is important factor here? Simply because once you close the distance, Guile loses most of his safe options, and is forced to use Cr.:mk: (- 3 on block, used to avoid random cross counter, since it pushes guile very far into corne), and his infamous St.:hp: (watch out, it can counter hit some of dudley’s poke with its 5 frame start up, which leads to :r::hp: for 275 damage. It is safe on block, and +5 on hit, and at the sweet spot it can lead to another St.:hp: for 200 damage). At times Guile may implement the use of Cr.:mp: xx Sonic boom to push you slightly away, since the ground space is Guile major and most effective weapon he can use, so try your best to cover the distance.

Once you are finally reached him, it is your comfort zone. Lp MGB is safer on Guile than to others since he lacks a 3 frame normal, but still -2 on block is kinda not in your favor. Abuse his weak close up defence, his only wake up call is Flash kick FADC, but if the Guile player have good execution, it can lead to ultra for whooping 370+ damage, so watch out. In this match the use of overhead is a must, since if blocked high, Guile loses his downcharge, making him venerable to frame traps followed after the overhead, but mixing it up makes this option even more deadlier.

I hope I was of help, but remember, while Dudley player gets frustated trying to get in, Guile players piss off their pants just seeing dudley walks forward, so if you are patient enough, this match up will unfold automatically into your head, but the real problem is the calm-ness and cool-ness of the Guile player’s mind, since once the guile player panicks, he can just put the controller down as Dudley hands Guile’s comb and shades into his butt.

I am so sick of losing to talented & cheap Codys, Dee-Jays & Ryus and their pokes online, anybody have startegy to put them down for the count?

Best ways to punish EX Spinning Bird Kick:

[list]
[]s.hk xx whatever: only works at close range, otherwise s.hk whiffs.
[
]reversal ultra 2: this is the best punish. If you have ultra, do this.
[]reversal EX MGB -> whatever: must be reversal or else is blockable.
[
]cr.hk -> hk ducking uppercut. cr.hk punishes even from max range. In my opinion it’s better to save the EX meter and punish with the cr.hk rather than the EX MGB. Both are possible to mess up, but the cr.hk is safer to mess up and the damage is just 20 less.
[*]reversal ducking uppercut xx super
[/list]

hello, i dont know if people know this and its old news, but you can grab abel out of his super when it starts. i just did it and i have say it was pretty hilarious.

For shoto’s

If they try a c.mk > hadoken ,duck into U2

FRAE!

Thank you for tip. I usually use U1 for shotos…the joy of hitting RT in the middle of hadoken frame is second to none.

Now that leaves dealing with Cody and his multiple crouching jab punches frame trap of cheap death.

Struggling against Honda and Dictator, any tips?

I played Vesper (yeah, the Vesperarcade guy) just this weekend at a local thing (his Honda is sick), cross counter works on the buttslams, you can reversal mgb on all (maybe only most?) headbutts on block, he hates st frc (like half the cast it would seem, lol). That about all I got ATM, if you see hands come out thats seems like a free jumping rh to party starter. (can anyone confirm this? if its a whiffed hands from what I can tell he cannot recover fast enough to do anything about it if your on the ball)

Dictator, yeah, thats a tricky one, I have no solid advice outside of PRESSURE, lots of it, he doesnt like it.