SSF4 Dudley Match-up Thread

Dudley’s choice of Ultra in certain matchups is quite an interesting one, it really does differ from player-to-player.

Personally, against Ryu, Akuma and Chun, I use Rolling Thunder. It’s true that smarter players will refrain from throwing as many fireballs against you when you have this Ultra, but that is exactly the reason why I choose it. Dudley deals ridiculous stun and damage anyway, Corkscrew Cross damage is just the gravy on top of the meat. If choosing RT severely hampers one of Ryu / Akuma’s best controlling tools, I’m all over it!

Chun players won’t use Kikoken as much as Shotos use fireballs, but they will still use it from time-to-time. Usually they’ll throw out a slow one and then follow up afterwards and mixup with her buff pokes / throw / flip kick. Dudley doesn’t really have that much he can do in response to this, so this is exactly why I use RT. After experience of the matchup, you can get a feel for when Chun is going to throw the Kikoken. Just buffer up the RT and if you see her start the animation, just press 3K and bam, stop that sh*t dead. Again his removes a good tool of hers, and I’ll take that trade over a few extra points of damage.

So overall I use RT against:
Ryu
Akuma
Sagat
Guile
Dee Jay
M. Bison (Dictator)
Chun
Juri
Honda

I’ve been having a lot of luck using Cross Counter to steal momentum and confidence especially from people using Cammy or Fei. For some reason using it really dampens their aggression level even if blocking and punishing would have netted more damage.

can you actually U1 bison after blocking the EX PC at point blank?

Yes, this works really well. If you bait it out, just mash RT in the opposite direction while in blockstun and it will catch him.

Fei Long good ones are kicking my ass like no other. How am I supposed to fight him? It seems like his pokes are better than dud. Haven’t tried yet but i’m guessing i have to use more st.FP/f.FP? Will that beat out his 3 chain punches? Because if thats the case then I’ll win a lot more.

yes, but you have to make sure your RT ISN’T Reveral. If a reversal message comes up for you your RT will whiff.

REVERSAL mp mgb will also punish ex PC for full hits.

if they’re whiffing rekka’s in front of you, you can punish those with s.fp. If they’re doing chicken wings at distances where the first hit doesn’t hit you, you can stuff it clean with s.fp, or CC/ex dp/u2 it on reaction. you can duck under it at point blank if you have the read.

If fei does the second part of his rekka, it’s slightly punishable, at the very least with a throw, you might be able to punish with c.lp xx lp mgb but i’ll need to check frame data on fei for that.

his c.mp and c.mk will make you cry :frowning: alot of feis like doing c.mp, c.fp block string, which isn’t a true block string, so you can do stuff in between it (ex dp, delayed ultra). it’s risky, but if Fei is feeling himself, it’s a good way to wake him up. I believe you can safe jump on fei all day as well, you just need to watch out for wake up chicken wings.

fei has to gamble when he jumps i find. he has to do early j.mp/j.rh for air-to-air. you have to do a late s.mk to punish the recovery on those jump ins, or ex dp., cr.fp is also pretty good vs early j.rh. Dont’ be afraid to trade hits with Fei, he’ll get dizzy way faster than dudley will, and is likely losing in life in trades.

One think I noticed vs Rogs and Guiles is that they like holding db (surprise!), so i find that the f.mk, f.rh overhead “reset” works wonders on them during combos. then you can let them hang themselves the next time and just block to bait out flash kicks/headbutts. Doesn’t really work on Bison since his get me out of here move is ex pc.

I’m gonna have to try mp mgb vs EX PC. is it worth switching ultras for bison? it’s almost gauranteed that he’ll EX PC at some point.

also, I have not been able to safe jump fei long… but it’s just my timing.

easiest chars to safe jump against are bison and balrog… actually sometimes I’ll get hit by rog if he does a wake-up EX rush punch…hm…

I also noticed that the cr.rh loop is much easier vs certain characters. so far, Balrog and Deejay are really easy to loop for 3 cr.rh or 2 cr.rh after ex mgb. Try it, it’s way easier.

Right now I only use U1 vs Bison. After they get hit by U1 once from doing EX PC, they either stay put after knockdown or do other things that you can OS/punish, so you can do your pressure game.

you do lose a pretty good AA vs bison though…I haven’t played good bisons all that much so i can’t say for sure if U1 is the better choice yet. Vs scrubby bisons it’s definitely the choice of ultras cause they’ll go back to the EX PC sooner or later. vs good players, you still have mp mgb, so maybe U2 could be a better choice.

I’ve had the same experience where rog ex rushes me out of what i thought was a safe jump. I’ll need to test it out in training mode to see what’s up. It seems like i don’t even get to land when they do it.

Wonder if you can punish devil’s reverse shenanigans with U2…might give it a go a little later. Then again good Bisons don’t use that too terribly often. Also, props to everyone that has contributed, I’m slowly getting better at all these matchups because the advice here.

Thx noodleman. I figured that’s what I would have to do. The good ones I’ve played made me afraid to get in close which is where I need to be. Hopefully I fight more feis. I’ve found out a decent way for me to get at rogs which is giving me great success. Neutral jump. Especially when they love to throw das punches at the begining of the round. Against this one rog who was good I neutral jumped his dash punch, smacked him with j.hk, st.hk, jet upper for knockdown. Once I knocked him down it was ggpo. Next round I was in range to get smacked by dash punches but he didn’t do any because of how I punished him. So I got in close and smacked him with f.hp to get into range. For some reason rogs and guiles don’t give me much trouble anymore.

Yeah c.RH juggles vary per character for sure. C.RHx3 is easy vs shotos and rog IMO. I don’t even try is vs female characters.

Just putting it out there, T. HAWK aint no 5/5 matchup

Versus Dhalsim, EX Thunderbolt on reaction to a Yoga Fire gets you the knockdown you need against him.

A lot of Dhalsim players will do things like slow Yoga Fire, then follow up on recovery with cr.HP / cr.LP. As Dudley, your options here are limted. You can’t counter hit with Stand HK as the Yoga Fire will get you, you can’t jump / duck because you’ll be too far away and are prone to an attack if Dhalsim does not follow with cr.FP / cr.LP.

Thus EX Thunderbolt is a good answer, as Dhalsim takes long enough to recover from the Yoga Fire for you to punish him on reaction.

You…
Your…
Right!

I just fucking DESTROYED several Sims, I cannot belive just how useful TB actually is in this matchup, I was able to hit his teleport on reaction with it as well.

How did you come across this discover if you don’t mind me asking?

I’ve always looked at thunderbolt as a bad move in general, but this is a great find and I feel foolish for not applying it myself. This helps with the match up tremendously, so thank you very much. I’m happy to see the new Dudley techniques emerging as the game has gone on for the last few months. Like true gentlemen, all we need is time to get past these hurdles.

What can I say.

Trollbolt was gdlk.

i can’t seem to get the ex tbolt to punish yoga fires in training mode. either the Tbolt doesn’t track ssim and whiffs right in front of him or sim blocks it…how is the timing suppose to work?

does U1 have a problem with airborne state? say I ultra the EX PC too early? or does it pull the guy to the ground on connect?

edit:
regarding thunderbolt. you can time it to cross-up or hit from the front while the opponent is getting up in the corner.

one other trick is you can make a jump-in lp not cross up depending on the height that you activate the lp while the opponent is in the corner.

I was playing against a buddy’s sim and getting taken to town by his cr.Fierce / Yoga Fire keep away shenanigans. At out of cr.FP range, I had down/back charged and on reaction to seeing Dhalsim Yoga Fire, I did EX Thunderbolt and it tracked him, hit him in front (not crossing up) and knocked him down. I did this numerous times during the match and it seemed to catch every time. I tried with other strength Thunderbolts and it either missed or took too long to get him and he recovered in time.

I’ll go to training mode to make sure it’s 100% legit, but I’m pretty sure it is. And TBH, from a design perspective I think it explains the purpose of Thunderbolt, because this matchup is hard.

Just make sure you do this quickly, I’d say it’s similar to the timing you’d use with Ryu for using Metsu Hadoken to go through an opponent’s fireball. Luckily, Thunderbolt is a charge move, so you don’t need to buffer anything.