SSF4 Dudley Match-up Thread

No it’s not. Seth’s s.hp is -15 and EX MGB is 18 frames. You can U1 if it’s close enough (usually it isn’t).

Check your information next time please

I use U2 vs Seth though because ducking shuts down Sonic Boom anyway and I like the anti-air and added damage off the mix-up. When I touch Seth, I want him to die.

Versus Seth’s s.hp, focus and jumping are great. Unlike Dhalsim whenever Seth throws out s.hp he’s taking a risk at eating a big jump-in combo.

Against walldives jump back j.hp is good. s.mk/s.hp shuts down divekicks. Non-EX Jet uppers are actually good at tagging neutral jumps from Seth. jump forwards j.hk does well vs Seth j.hp.

When Seth rushes you down, guess right and mix up your defensive options. Don’t OS tech unless he does normal throws.

I’ve had Seth players say you could, but you are right. It doesn’t work. Thought they would know better than anyone

My main is Seth so maybe you were just talking to the wrong Seth players :smiley:

Yeah… most SF4 players don’t know shit about their character, or anyone else’s.

Our AA normals are not guarenteed against seth’s divekicks though. A smart Seth can mix up the height of his dive kicks and hit us on recovery. But Yeah, normal Jet uppers are actually pretty good against Seth’s jump ins.

@ Darkyellow: You can punish Seth’s FP on whiff, not block (Feel free to correct me on that one if I am wrong). Often, Seth players are not blocking when they throw it out, so it seems like it is punishable on block when it isn’t.

It’s punishable on block by U1 if you’re close enough.

Frame Data says -15 on block, -11 on hit

Didn’t know it was punishable on hit, will check it out.

sorry, I meant with EX MGB, forgot to clarify.

Oh then yeah, you can’t punish blocked far HP with EX MGB, they just don’t block.

s.mk beats all of Seth’s jump-ins including dive-kick if you time it early enough, in my experience.

Seth can’t do the Akuma bs divekick where it will still hit you just outside of st.forward range?

I don’t think either character can avoid a perfectly timed early s.mk with a dive kick. Maybe Akuma can with a tatsu.

Akuma can at least. It blew my mind that he could, but he can divekick such that he avoids the st.forward entirely and hits Dudley’s pant leg.

Well if they’re going to be dumb like that just mix it up with s.hp, cr.hk, and jump forwards mp/hp. That’s a really specific spacing and you have to get baited into that.

Seth’s jump arc is different from Akuma’s. I know that Guile’s cr.hp beats both Seth dive kick and j.hk simultaneously in Super if Guile times it right.

It’s not really a bait, it’s more along the lines of “I didn’t know that was even possible.” and you don’t let it happen again. It’s still something you have to be aware of since it means you can’t just brainlessly do st.forward to counter the divekicks.

I find the Seth match-up a very good for Dudley. When your in that middle range a s.HP here and there takes 15% with very minimal risk. Fireballs obviously wont bother Dudley. Stretchy arms are annoying but they are by no means a game winner. I usually stay back, get my s.HPes in, and anti-air when they try to get close. Remember you only need a few hits here and there.

Remember that you can afford to trade. Keep away from the knock down, and if you do get knocked down, a conservative ex-upper works wonder because you can afford to guess wrong against Seth.

I use Ultra 1. Fireballs & reaction to Focus works here. Seth loves to focus because he has a very good one. If you catch him out once, he loses the game or is basically finished.

If you try to catch a focus with U1 they can backdash out of it. Dudley’s U1 CANNOT hit airborne opponents.

You should use U2 because Sonic Boom is totally free to on reaction ducking straight/upper so a good Seth will never throw fireballs at a range where you can react anyway. He won’t even throw many fireballs at all because of Dudley’s ability to turn a jump-in into 450 damage easily. U2 is much better for this matchup because one EX Jet Upper FADC actually MATTERS in terms of damage so Seth has to play safer rushdown. You can also do EX MGB -> duck straight -> U2 midscreen for >60% damage. Anti-air U2 is also a major deterrent to jump-ins.

You can cr.hp, s.hp, j.hp, U2, and EX/HP Jet Upper Seth’s j.hp. A good Seth will do this at a range where it will barely hit you. It’s very annoying. Dealing with this move can mean the difference between winning and losing. This is Seth’s best tool for keeping you out. Don’t jump at him to punish j.hp on prediction, if Seth AA’s you then you’re in a mixup.

Don’t jump at Seth, his hp SRK will anti-air you very consistently.

Dudley can actually out-footsie Seth with his s.hp at midrange.

Seth has to win this fight with a knockdown. His rushdown is relatively safe because he will always have meter for DP FADC, which will beat almost everything you can do.

Seth has a lot of reversals and can’t be safe jumped because of EX SPD. However, you can try to bait a teleport and option select EX MGB to punish. You won’t get in very often so you need to know your mixups and know how to beat Seth’s different wakeup options. You can kill Seth with one knockdown -> overhead. Condition him to block on wakeup by punishing reversals and then kill him for blocking.

Try to figure out his tick SPD patterns and punish it with a neutral jump. Most Seths will stop trying to SPD you after one and won’t punish you too hard besides guessing with DP FADC. But don’t try that versus my Seth. :smiley:

What are Seth’s options after his toe tap reset? I never seem to know all of them and that ends up getting me killed.

…you really want to know?

[LIST]
[]j.hk/j.lk crossup
[
]divekick fake crossup
[]meaty cr.lk
[
]walk under meaty cr.lk
[]instant air stomp
[
]crossup instant air stomp
[]SPD, any variety of tick SPDs
[
]DP FADC (to catch mash/jump/blocking wrong way/EX Jet Upper OR ultra reversal), the FADC can be option selected to save meter so you only FADC on block
[]Tanden Engine (suck in move) to catch throw tech/backdash/mash jab and get a 100% safe mixup on block
[
]Backdash/teleport to punish baited EX Jet Upper FADC on whiff
[]Normal throw to be safer than SPD (people usually don’t tech vs Seth except after DP FADC on block or empty jumps, you can uppercut neutral jumps after whiff)
[
]empty jump cr.lk/SPD/DP FADC
[]cr.lk cr.lp jump forwards j.mp to juggle into stomps to punish predicted SPD, the j.mp is on reaction so if they block you go for a divekick/crossup/empty jump SPD/SRK/cr.lk mixup.
[
]Block (eh)
[*]Stay at mid screen, then dash up SPD right as they land
[/LIST]

That’s at least 90% of it. Fortunately for Dudley Seth’s BnB (cr.hp xx lp SRK -> 3x stomps -> divekick) doesn’t work on Dudley. He has to do cr.hp xx lp SRK x2 -> 2x stomps -> divekick which does slightly more damage but the reset is usually not as good. Comboing off DP FADC into full stomps is also very awkward vs Dudley.

Oh yeah like I said before, Dudley s.mk beats Seth’s jump-ins for free.

I’m not telling you the setups for crossup Sonic Booms, I’ve told you too much already.

Better knowing than not knowing even though such an expansive list shows how utterly crappy it is to get caught in this.

In terms of the ability to guess right, the odds are very stacked against Dudley. However, most Seth players have bad mixup habits you can exploit. And Seth has to hit you a lot of times to kill you, at least 3-4 mixups depending on what they are. He gets bad oki in Super (but not in AE) after midscreen legs combos if you quick stand so that limits his ability to kill you off one knockdown. And if you get one lucky punish for an SPD or a whiffed uppercut or you EX Jet Upper FADC U2, you just pulled off a major reversal of fortunes.

Random fact: if Seth does legs -> teleport in Super and you wakeup Rocket Uppercut you will hit him for free because he’s -3. Actually you might want to test that because I know Dudley’s Super has weird properties even though it is 3 frames because it can be safe jumped by Ryu.