SSF4 Dudley Match-up Thread

Agreed. Rog can play safe, whereas you have to take risks with Dudley. But if you can get that one counter hit HK xx EX MGB, it can often give you the round.

Anyone got advice against Honda players? I think you can counter their head-butt move with a medium punch MGB but that’s all I’ve been able to do so far…

How do you fight against characters that constantly run away. I was playing a ken that just kept hadokening and then jumping backwards. I couldnt rly get in and being patient didnt work cause he was one of those guys who set the time to 30 seconds for 1 round

stop clicking quick match. He’s just trying to get points.

Use Rolling Thunder. It punishes all of his head butts.

Yup. This is about as good as it gets with this match-up. If I knew I had to play a Honda beforehand, I would just pick someone else. That’s how bad this match-up is.

Has anyone else discovered a solid way to approach this match-up? Turtling can only get you so far.

I don’t understand why you guys think honda is a terrible match up. I play a really good honda regularly and I don’t have that much trouble. 5-5 IMO.

Anyways, Fwd Mp is a really solid poke against honda. If you land a counter hit combo into standing fierce(1 frame link, practice it, it’s worth it)

Always be aware of his standing roundhouse or else you’ll feel really stupid for letting it hit you.

If he’s pressing too many buttons then that is the time to bust out st. rh xx ex mgb OS.

After knockdown he’s just like any other character, at least as long as you have ultra.

If you have the life lead and don’t have an ultra stocked don’t go for the mix up imo. Just safe jump him if possible. Or if you have conditioned him not to reversal on your safe jumps go for an empty safe jump in to cr.lk.

If possible anti air with ex uppercut as honda has jumping normals that will mess with your anti-airs. And it hurts more.

Silly question, but regarding Rolling Thunder against head-butts; am I supposed to initiate it as he’s coming to me or after I block it?

after you block it

The honda I play won’t let me just walk up and attack him. He tends to keep me out with roundhouse and jab and headbutts and anything else.

haha, 5-5.

poking with fwd mp will often counter hit any st.rh attempts once you get in the range, tack on st.fp for a nice little 2 hit ~250dmg combo. Headbutts suck unless he has meter, you can stuff that shit with normals as long it isn’t out there during his VERY limited invincibility.

If a honda likes to do reversals on you do jump back roundhouse on his wakeup. It will beat or be safe against any reversal.

Although if you have rolling thunder stocked you don’t really need to worry about his reversals because they’re slow enough to easily safe jump and you can then punish EX Headbutt.

Now this is some good stuff. I’ll be sure to try this out.

THis is in Response to the Rose matchup questions that were going on in the video thread in an attempt to cut down on the clutter that is going on there.

Random notes: People were saying to mix up OS short after ducking to bait throws and such. Technically not worth it since as Mr.Quotes point out your at -3 after st.rh into ducking on block so you can be reversal thrown, its free for them unless you are spaced really well, of course its 1 frame so if you’ve had people tech a bunch of throws you can always throw in a yomi uppercut, especially if you have meter as the timing is tight so people could mess up. Be careful about spacing especially against rose since she is so skinny I am not sure there is a distance where you can do st.rh into ducking in such a way where you would be out of her throw range, thanks to as I mentioned the skinnyness and her really far throw range as this game gets played more it will be important to remember how punishable empty ducking is… unless of course it gets patched.

Dudley V. Rose notes

The main problem I saw was having to block spirals all day so you can’t gain ground on her. So I went into training mode and I test out a few things.
The two main strings rose does into spiral are
cr.jab x 2, cr.short, cr.strong xx drill (usually rh) [S1]
cr.jab, cr.short, cr.strong xx drill (usually rh) [s2]

S1 is the biggest problem as on block it leaves you outside of range to punish it, there is nothing you can do as she is only -4 nothing you have will hit -4 from that far away. But luckily I found a few different solutions. If your midscreen you can either interrupt the string with an EX Jet Upper (ultra or super as well) or a well timed st.lp into lp machine gun blow (timing is tight for this but it works) finally if your sure they are going to do this (or your reactions are really good) you can block the crouching strong and do rh short swing blow which just barely dodges it and then hits her for good damage and possibly a cancel to super) If you are in the corner all these options work except the short swing blow. The st.jab is probably the most reliable since you can do it with same timeing even if she fireballs and not get hit, but its hard so practice it up!

s2 is much easier, while Im pretty sure you can interrupt it if she does rh drill, you can’t do it if she does lk drill, but hey thats all okay because unless they space it absolutely perfectly (doesn’t work with lk drill, I only did a few times with mk drill) you can always punish with st.jab, st.rh xx whatever or for the input challenged ex jet upper works.

Next annoying part is the slide! This move is fucking annoying as shit, even if you jump it on reaction you usually miss so you don’t get anything for it. If your around the range rose likes to do slide you can try and dance around its max range and st.fp the whiff, its hard but its the best option. If you block a far slide you can do cr.jab xx lp machine gun blow for some pressure, but its no always a guaranteed punish some ranges that move is super safe but if you read a cr.strong you can try and jump it or maybe cr.mk it. If you block it mid range cr.jab, cr.mk xx ducking into upper is good if you block it deep at all you can either go for a straight up rh or hit confirm cr.jab, st.rh. Finally super punishes slide on hit if they are too close as well as on block.

This match is super tough but without drill pressure hopefully some good stuff can come out.

Ouch, I didn’t know that your opponent can punish an empty duck. The good thing is, you can switch up your block strings by ending St. HK xx LP MGB instead. It leaves you -2 on block, but Dudley usually ends up just inside of range of a cr. mp. I like to pressure with cr. lp x2, st. hk xx lp mgb, followed by cr. mp xx ducking Upper FADC/empty duck OS cr. short/tick throw, etc etc…

As long as you aren’t telegraphing your empty ducks, your opponent likely won’t punish them on reaction. And even if they attempt to, an OS short would take care of it unless they have god like timing. There is pretty big risk reward in this setup, but I still think it’s a viable way to get in and stay in since you’re only allowing yourself to be vulnerable for 1 frame, all while staying in your opponents face and maintaining high/low/throw pressure with crouching shorts.

I like this…alot :tup:

Any of you guys still having trouble against guiles and bisons? Because I have no problem what so ever against them now. In fact I dominate them sometimes and they are good players. The pwnage comes when im able to get close and start my mix up. Although it seems like I’m starting to have trouble against juri’s now. Feels like she’s always out poking me and its a bitch to get in close.

Standing medium punch is pretty okay against headbutts and for slowly moving forward against Honda. Fierce punch only seems to be reliable from full screen away OR if you have psychic abilities. Not recommended at all because it’s easily punishable. Using empty ducking to get to a Balrog is just as bad as just walking into him. It’s not like he’s just sitting there, either. Outside of mixups (which I feel like I’m only getting away with because Dudley’s not incredibly common) and building meter after knockdown, I don’t know where ducking would be useful in either of these matches.

On Dudley’s status in this game:
I don’t understand why people give the “the game hasn’t been out for a while, so things will change” reasoning for underestimating Dudley. The game’s pretty much been out since 2008. Players pretty much know what works and what doesn’t. Dudley doesn’t have anything that new to the SFIV engine, so it’s pretty easy to tell what he’s capable of. Also, if Dudley’s going to get better with time, then all the characters will get better with time.

Despite having negative thoughts about Dudley’s overall game, the character’s a fucking hootenanny.

i’ve been smacked out by ex splash when i try to do that.

Okay Ibuki has replaced Chun-Li as Queen B#@$ of Doom for Dudley!!

I’m having serious Ibuki trouble against comptent Ibuki “non spamming noobs” players. When I manage to get them in the corner it’s pretty much ggpo, and wack them with st. fp/ fwd. fp when the oppurnitiy arises.

Any extra tips about dealing with good Ibukis? :frowning: