denjin
12-16-2005, 03:57 PM
This is another "Denjin's Compilation of Posts."
Here's stuff gathered up on taking out Chun Li.
Yeah so.. Dud vs. Chun. How the fuck do you win that?
My anti-Chun style is jump in close but not close enough to catch back-fierce or lightning legs, then low block. If I am in close I mix-up with tick c. lk, throw, jump straight up then throw or or backswing blow or j. rh, s. rh xx duck --> mixup.
Biggest problem is getting in close and then when you are close she wins with pokes, often poke xx super. Plus if you get nailed with SA2 in the corner and she super-jump cancels, she will UOH-super or do c. mk super or throw as you come down. That mixup after already get hit with SA2 fucking hurts, and I see no way around that except guessing.
i actually enjoy the vs. Chun fights. i still cannot stand Ken though.
vs. Chun, i try to zone her in that she'll whiff her s. fierces or that'll be the only thing she can throw out 'cuz her c. whatevers are too far. that = parry -> s. roundhouse x EX MGB. and that = Chun in the corner. when she has no meter, pressure the hell outta her, but do so with controlled aggression. you go reckless and she'll have meter in no time and that = a passive Dudley.
when jumping in, don't do so from half screen away. they'll see that coming and they can mix it up which will give you problems.
now when she does have meter, and she will eventually, you can still employ the zoning, but be more wary of the c. forwards and c. jabs. c. forward is self-explanatory, but with c. jabs, she can kara throw you or bait you into tech throwing which will allow her to link into super if she catches a whiffed throw attempt. i wouldn't suggest trying to parry the c. forward. too dangerous when she has meter. she can do a close s. roundhouse xx super or back + fierce xx super. it's a tough, tough match, but it is winnable.
i still hate Ken.
:rock:
sdouble-vslash made my av. i dont think hes making avs anymore though besides for himself, i did him a big favor so i got the av in return.
vs chun? hm, i did pretty well against flash g's chun, even though i played him only 1 round. basically, you need to pressure chun. jumping works great when youre mid range. take the throw and block low. idc if she throws u 3 times in a row, you fucking block low unless youre super confident/desperate. throw 3x is about 1/2 of a c.mk super. once you get in, you can win, just make your mixups opprotunities count. also dont think about all of her options, just think about winning the match. if u ponder all the possibilities you'll just hesitate and lose.
vs chun...
yea just like E said u gotta make every opportunity count.. I hit and run haha... when ever u jump if u think she's gonna b.fp u can rh early to hit her forehead... other than that jump and mis-time ur jump in attacks so she blocks or gets hit and when u land 50/50 with overhead super or 2xc.lk super..
Chun players like to zone, so that's one aspect you wanna keep in mind.
from certain distances, they will only do certain things, so that's what i watch out for. i try to see how far something can reach so when they're out of range, i'll know that they won't use that normal.
if they're out of c. forward range, they're almost always gonna poke with s. fierce so it's safe to tap forward -> s. roundhouse x EX MGB.
if they're within the max range of their c. forward, i do early j. roundhouse or empty jump -> SSB.
as far as them doing repeated c. jabs to go into kara throw or bait you in to attempting to tech throw, you just gotta be patient and try your best to watch out :lol:.
:rock:
Well most Chun's have very shitty defense and will fall prey to random jumps and a mixup here or there. Watch for the spacing on the UOH super because it's pretty tight unless it's meaty. If Chun has super just block low, don't bother teching the throw, it's not worth it. s.rh xx ssb will give you some breathing room in the corner. Blocking low is pretty important in this match, as is spacing/timing on jumps. Empty jump, throw is good in this match too.
Most Dudley vs Chun matches go like this. Dudley scrapes chun for s little bit, then gets kept out or thrown alot till another opprotunity/lucky parry happens. The only way you're really going to OWN a Chun is if you're just alot better than them, or get really lucky on mixups. Chun is a tough matchup for Dudley probably 6/4 Chun, Dudley just has that random huge damage effect going for him, but a good Chun hss just about everything else...
i am not 100% sure this is for chun li
probably is though
I would probably do c.hk x2, dash c.mp xx ex dp.
Well that dashing uppercut combo looks hella cooler. Thats not a bad reason to do it.
I would probably do s. hk --> ex MGB --> c. hk --> dash --> uppercut or mk ducking straight xx super if the sluts low on health.
Thats probably the best combo you can do on chun midscreen, unless you have 2 meters, then I would opt to do s rh xx duck super, rh duck, j.rh over-mixup from there. F+Rh, c.short x2, jump straight up rh, ssb etc..
twds + forward x strong Jet Uppercut xx Corkscrew does 7 points more damage than that one you posted :tup:.
i'd probably do what epsilon_ suggested.
if i'm playing safe, i'll do twds + forward x strong Jet xx Cork or s. roundhouse x EX MGB -> c. roundhouse -> dash -> fierce Jet.
:rock:
if ur back against the corner and Chun is wide open like that, u can go for roundhouse, shortswingblow xx super.
with shotos youre gonna be whiffing alot of s.mp outside of sweep range. occasional s.rh to beat out stuff, but it can be swept so be aware of that. f+mk is a great move to because it builds meter, and is a hitconfirm if they decide to dash or w/e. use your fierces to smack whiffs (s.hp/f+hp). punish blocked sweeps with duck xx super. for anti air youre gonna wanna use s.mk into chain, or s.rh xx duck.
against chun...uhhh you lose. you can try to build some meter with medium punches. s.rh her limbs off if you can. don't whiff c.rh, s.fp, or f+fp once chun has meter, because they are all pretty easy ways to get supered fast. not to say never use them once she has meter, its just alot more risky. random c.rh is good to keep her on her toes just dont whiff it, because even without meter you'll get punched in the face. your best bet against chun is semi play the ground game, get meter, then do random jumps in between a semi ground game, and mixup from there.
block or parry the jump back air hadouken, when he jumps forward to mk hurricane(which i assume is an air version), parry twice, then hit him with a big combo. its akuma, so if u do something like s.rh xx fierce dp, that will put the hurt on him. you cannot duck under air fireballs, so stop trying. or just block the dp and hit him again...
the s.rh to fight chuns s.fp only works if she whiffs it, you have to stand outside her range, then hit her arm. if she keeps using s.fp just jump in and hit her with a big combo. chun doesnt have a f+fp btw, it's just s.fp. as for back +fp jumpins work well also, f+fp is your best bet as far as a ground normal, but watch for c.mk. also jump in parry works well against back+fp, but watch it when she starts to cancel it into lightning legs.
done on full health chun li standing in corner.
this isn't all the combinations but i just got around to it and i'll post up more as i do them and see which one's i haven't done yet.
damage amount / combo
68 : 5 cr. rh's, ducking straight add on csb and it does 81
67 : 5 sweeps, ducking upper add on csb it does 80
70: 4 sweeps, lp mgb, lp ssb add on csb it does 82
62 : 5 sweeps, hp reset which leads to guessing high low
57 : S. rh, ex mgb, 2 sweeps, lp mgb, 2 sweeps
65 : s. rh., ex mgb, 2 sweeps, lp mgb, sweep, ssb
61: 5 sweeps into dart shot reset for high low guessing
56 : st. rh., ex mgb, 5 sweeps
62 : st. rh, ex mgb, lp mgb f+mk into hp upper
63 : st. rh, ex mgb, 2 sweeps, lp mgb, f+mk, hp upper
the last two do the same damage almost and one is 2 more hits...wtf?
now look at the below same damage dif. variation. one less sweep is only 1 point dif?!
62: st. rh, ex mgb, sweep, lp mgb, f+mk hp upper
61 : 6 sweeps lol easy as shit to the others and same damgae with no bar usage.
There's more and i'll do em later. my question is why the weird damage reduction and on the st. rh. into ex mgb combos can you only do five juggles after that b/c the ex counts as one?
if anybody wants to do more feel free i'm gonna do the others sometime soon!
yes youre at big disadvantage against a turtling chun on paper, and irl. its a tough match, its not unwinnable, but you have to take calculated risks, and be unafraid. every chun has holes in her defense, once u get in and if its a jab masher chun do option selects, like c.lk walk up down parry. once you stop her squirming, then you can mixup better. just try to get her in the corner. basically i mean build meter & hold your ground, (i use sa3 so i get meter faster) then attack chun, but dont make your jumps too obvious. it helps if youre really good at air parrying in this match too. if you know shes gonna tick, kara throw you do c.mp xx duck super to catch her throw attempt. kara throws take longer than normal throws, so it isnt as hard as trying to combo a normal throw attempt.
and yeah scott, u can only do 5 juggles after a ex mgb because the 1st hit counts as one. also damage scaling gets pretty extreme after ex mgb juggles, but the extra hits are still worth it because of the meter you build.
Character Specific Matchups
Reccomened SA will be in order of usage if more than one is applicable. All Contributors will be put in credits. My theory about matchups is that you need to know what the other character can do just as well as you know what Dudley can do.
-----------------
Alex
*work in progress*
------------------
Akuma
*work in progress*
------------------
Chun-Li 6-4 Chun-Li
Reccomended SA: SA1, SA3
No matter how you slice it, a good Chun is a tough matchup for any Dudley. Blocking low is important in this matchup, as is using your jumps wisely. Chun has the best ground game in 3s, but Dudley does alot of damage, and is hard to defend against, so he needs to use his advantages wisely. Play footsies with chun by walking back and forth outside of her ranges with s.mp, random (but not whiffed) c.rh, and s.rh(Canceled into ex MGB outside of range, use this to punish chuns whiffed fierces) building meter. Randomly jumping to get in, and mixing up from there. I find empty jump, throw works well against chun and sets up throw baits. I wouldnt try throwing chun excessively though because she has so many anti throw moves. With super, I would definately reccomend against it, it's a very easy way to catch a c.mk super. If chun knocks you down in the corner with meter, I would just take the throw, or try something like s.rh xx short swing blow to create a little breathing room, or c.lk-c.mp-c.hp chain to push her off you with something quick. Something to realize is that you WILL get hit by the super, so don't let it take you out of your game, you can't always guess right. Once Chun is in the corner, it's anyones game, but remember be patient and don't get frustrated. To be honest, Dudley loses this matchup till he gets something lucky, but he has so much random damage it evens out a bit.
Notes:Chun can be c.rhed twice midscreen, Chun wakes up crouching, so the meaty block rule does not apply to her. Chun falls out of dp xx SA1 combos. Chun gets up slowly, meaning you can do super, rh duck, j.rh over, mixup on her, which henceforth I will be calling the j.rh mixup.
------------------
Dudley
*work in progress*
------------------
Elena
*work in progress*
------------------
Hugo 7-3 Dudley
Reccomended SA:While I used to think 1 was better, 3 is actually your best choice in this matchup so you can employ more of an anti air strategy.
Hugo really isnt hard at all. Fight him like a shoto aka mostly on the ground, I like to fight hugo outside of his c.mk range. Throw out lots of s.mp and s.rh because you want that meter. s.rh xx exx mgb option select is very good in this matchup. f+fp is a good move to smack his whiffs, random c.rh will keep him on his toes. random rose really isnt bad either because the roses arc pretty much shuts down hugos jumps. Don't get close to hugo, because 1, if you're close he can gigas/spd you, and 2 you dont need to be close to fight hugo. Duck super when he jumps. early j.rh antics are also reccomended here once you knock him down, but DO NOT GET PARRIED, if hugo has meter don't do this, it isn't worth it.
notes:s.rh, c.mp/s.mp links on hugo.
------------------
Ibuki 5.5-4.5 Dudley
Reccomened SA:SA3 only, Ibuki jumps alot, and takes damage like a bitch all at the same time.
Well basically Ibuki is an extremely tricky character, probably the trickiest in 3s. She has alot of anti throw stuff, so I reccomend against throwing in reset situations most of the time. Alot of times after a c.rh s.rh(far) chain Ibuki will super jump after you and either parry or attack. Duck under SA3 negates all of this. You can reversal super Ibuki after kind of alot of stuff, but REVERSAL only meaning you have to be either really fast or expecting it. f+rh, poorly spaced slide,close c.mk, and poorly spaced UOH can all be punished with reversal super. Dudley's s.mk is good in this matchup because it tends to beat out normal daggers and other stuff she does when she's flipping on your head. EX dp can always be punished if blocked (and she doesn't cancel into sa1) with your own ex dp. those jab traps are annoying, but just wait till you see an opening or something. block low on wakeup, the only high thing she has that you cant see and block on reaction is UOH. f.rh her alot, a smart Ibuki will block low vs Dudley. do not(try) punish slides with c.mp unless its a very close slide. s.rh is ok in this matchup, but if you whiff it too much you will get hit with slides. c.mp is pretty good, watch out for random ex slide when youre building meter. f.mk is also good in this matchup. I wouldnt reccomened jumping at Ibuki too frequently, she has some good AA mixups.
notes:Ibuki is short on crouch, so she cant be hit with s.rh xx ex machine gunblow if shes crouching. So I just go for s.rh xx duck super if i get a jump in. also ibuki is skinny, s.rh xx ex mgb, f+mk xx dp will not work on her. use jab mgb, mk duck upper as your ender instead. Ibuki is a girl so c.rh juggles work on her in the corner, she is very skinny so i reccomend doing some jab mgbs too to so you wont miss a c.rh.
------------------
Ken 5-5
Reccomended SA: SA3, SA1
Alot of people may be surprised at my 5-5 matchup, but I truly believe it's even. Dudley fights Ken well on the ground. Ken will use s.fp, c.mk, ex fireballs, c.rh, his dp, and s.mk mostly to keep you out. Thankfully you can counter alot of his stuff if you're smart. C.Rh can be punished at any range with rh duck xx fierce SA3, and s.mk can be punished up close with s.mp (meaning s.mp xx duck xx super). F+Fp is good in this match because it moves forward so much and will hit Ken buidling meter or whiffing c.mk. Something flashG told me, that helped me alot in this and playing Dudley in general is DON'T THROW SO MUCH STUFF OUT. I can't count how many times Paulee and FlashG would parry loose shit I did, and then how much better I did when I spaced my normals out. Don't always pressure with Dudley. Anyway you know what Ken does, in most situations I'd reccomened what I do with Chun, BLOCK LOW, and follow your heart. Blocking low alone will decimate most scrub Ken's who don't hit confirm c.mk. f+mk works well in this match too. Duck under, SA3 is also very good when you predict Ken's crossup. Dudley can be crossed up in the corner as well, so be aware of that. If you parry a deep anti air, start your combo with j.fp or another fast normal, as j.rh's startup is too slow to come out before you hit the ground.
Notes:C.mk is punishable up close with reversal super, Shotos get up slowly, so j.rh mixup midscreen.
------------------
Makoto
*work in progress*
------------------
Necro
*work in progress*
------------------
Oro
*work in progress*
------------------
Q
*work in progress*
------------------
Remy
*work in progress*
------------------
Ryu
*work in progress*
------------------
Sean
*work in progress*
------------------
Twelve
*work in progress*
------------------
Urien
*work in progress*
------------------
Yang
*work in progress*
------------------
Yun
*work in progress*
------------------
This is bascially just a skeleton of what's to come, I just put Ken and Chun up because they're pretty much the most common matchups you'll encounter. Remeber if anyone wants to contribute, or finds anything they think is incorecct I will definately edit and change the guide to be the most efficent it can be.
you can punish any shoto sweep with a duck xx super. Against Chun, I feel your pain with the jumpins. f+fierce is good against Chun. Sometimes it feels like it's the only thing to do. If you are a better footsie player then the Chun player, feel free to punish whiffs with a s. rh xx ex mgb. So yeah, basically remember that you can fuck her up badly very soon into the match, while she has to get super first. Build some meter using whiffed s. rh's, then zone, try to punish a whiffed fierce or b+fierce with an option select rh. Since she will prolly be in the corner, ur combo should look like this:
s. rh xx ex mgb, c. rh x 5, reset, then do a 50/50 c. rh or f+rh, super link (u will have meter after u do the c. rh's on her).
hope taht helps.
Use s. fierce to punish her whiffed fierces. They do a lot of stun. And yep, it matters...I don't remember which exactly, but I'm ALMOST positive it's the rh one because i remember testing it and it's very easy to punish even MAX range shoto sweeps without reversal timing (and trust me when i say MAX ... i tested that shit to the tippy toes).
But yeah, main thing against Chun is punishing her whiffs with your s. rh and OWN her after u connect an ex mgb. A lot of times, one ex mgb on Chun can mean her death because every single time dudley lands a combo, he's in your face when you're getting up and Dudley has THE best high/low mix up game in the game.
OH YEAH, btw. If Chun is like Elena, then the ex mgb combos will miss her even combo'ed off a s. rh. So that is even more reason to do them on her while she's standing. Sorry to sound like a broken record, but punishing her whiffs with option select s. rh is really IMO the best way to fuck her up (if you cant jump in on her and get in on her that way).
I forgot to mention the GOLD that you have in your post. Out of all that you said, IMO, one of THE most important things to abuse is jumping in when she throws out a s. fierce. This is IMO THE number one mistake Chun makes against Dudleys. Throwing out too many s. fierces. This lets Dudley jumpin on her for free almost and start his mixup game.
As for Oro, I still think it's easier to jump in on him although he does have stuff like dash under combo, c. fierce, strong fireball (good against Dud's low jump arc).
id suggest switching to SA1 against chun btw. you dont get many chances to hit her, and when you do you want it to be as hard as possible. chun usually gives you plenty of time to build meter, because most of the time shes building it herself.
Here's stuff gathered up on taking out Chun Li.
Yeah so.. Dud vs. Chun. How the fuck do you win that?
My anti-Chun style is jump in close but not close enough to catch back-fierce or lightning legs, then low block. If I am in close I mix-up with tick c. lk, throw, jump straight up then throw or or backswing blow or j. rh, s. rh xx duck --> mixup.
Biggest problem is getting in close and then when you are close she wins with pokes, often poke xx super. Plus if you get nailed with SA2 in the corner and she super-jump cancels, she will UOH-super or do c. mk super or throw as you come down. That mixup after already get hit with SA2 fucking hurts, and I see no way around that except guessing.
i actually enjoy the vs. Chun fights. i still cannot stand Ken though.
vs. Chun, i try to zone her in that she'll whiff her s. fierces or that'll be the only thing she can throw out 'cuz her c. whatevers are too far. that = parry -> s. roundhouse x EX MGB. and that = Chun in the corner. when she has no meter, pressure the hell outta her, but do so with controlled aggression. you go reckless and she'll have meter in no time and that = a passive Dudley.
when jumping in, don't do so from half screen away. they'll see that coming and they can mix it up which will give you problems.
now when she does have meter, and she will eventually, you can still employ the zoning, but be more wary of the c. forwards and c. jabs. c. forward is self-explanatory, but with c. jabs, she can kara throw you or bait you into tech throwing which will allow her to link into super if she catches a whiffed throw attempt. i wouldn't suggest trying to parry the c. forward. too dangerous when she has meter. she can do a close s. roundhouse xx super or back + fierce xx super. it's a tough, tough match, but it is winnable.
i still hate Ken.
:rock:
sdouble-vslash made my av. i dont think hes making avs anymore though besides for himself, i did him a big favor so i got the av in return.
vs chun? hm, i did pretty well against flash g's chun, even though i played him only 1 round. basically, you need to pressure chun. jumping works great when youre mid range. take the throw and block low. idc if she throws u 3 times in a row, you fucking block low unless youre super confident/desperate. throw 3x is about 1/2 of a c.mk super. once you get in, you can win, just make your mixups opprotunities count. also dont think about all of her options, just think about winning the match. if u ponder all the possibilities you'll just hesitate and lose.
vs chun...
yea just like E said u gotta make every opportunity count.. I hit and run haha... when ever u jump if u think she's gonna b.fp u can rh early to hit her forehead... other than that jump and mis-time ur jump in attacks so she blocks or gets hit and when u land 50/50 with overhead super or 2xc.lk super..
Chun players like to zone, so that's one aspect you wanna keep in mind.
from certain distances, they will only do certain things, so that's what i watch out for. i try to see how far something can reach so when they're out of range, i'll know that they won't use that normal.
if they're out of c. forward range, they're almost always gonna poke with s. fierce so it's safe to tap forward -> s. roundhouse x EX MGB.
if they're within the max range of their c. forward, i do early j. roundhouse or empty jump -> SSB.
as far as them doing repeated c. jabs to go into kara throw or bait you in to attempting to tech throw, you just gotta be patient and try your best to watch out :lol:.
:rock:
Well most Chun's have very shitty defense and will fall prey to random jumps and a mixup here or there. Watch for the spacing on the UOH super because it's pretty tight unless it's meaty. If Chun has super just block low, don't bother teching the throw, it's not worth it. s.rh xx ssb will give you some breathing room in the corner. Blocking low is pretty important in this match, as is spacing/timing on jumps. Empty jump, throw is good in this match too.
Most Dudley vs Chun matches go like this. Dudley scrapes chun for s little bit, then gets kept out or thrown alot till another opprotunity/lucky parry happens. The only way you're really going to OWN a Chun is if you're just alot better than them, or get really lucky on mixups. Chun is a tough matchup for Dudley probably 6/4 Chun, Dudley just has that random huge damage effect going for him, but a good Chun hss just about everything else...
i am not 100% sure this is for chun li
probably is though
I would probably do c.hk x2, dash c.mp xx ex dp.
Well that dashing uppercut combo looks hella cooler. Thats not a bad reason to do it.
I would probably do s. hk --> ex MGB --> c. hk --> dash --> uppercut or mk ducking straight xx super if the sluts low on health.
Thats probably the best combo you can do on chun midscreen, unless you have 2 meters, then I would opt to do s rh xx duck super, rh duck, j.rh over-mixup from there. F+Rh, c.short x2, jump straight up rh, ssb etc..
twds + forward x strong Jet Uppercut xx Corkscrew does 7 points more damage than that one you posted :tup:.
i'd probably do what epsilon_ suggested.
if i'm playing safe, i'll do twds + forward x strong Jet xx Cork or s. roundhouse x EX MGB -> c. roundhouse -> dash -> fierce Jet.
:rock:
if ur back against the corner and Chun is wide open like that, u can go for roundhouse, shortswingblow xx super.
with shotos youre gonna be whiffing alot of s.mp outside of sweep range. occasional s.rh to beat out stuff, but it can be swept so be aware of that. f+mk is a great move to because it builds meter, and is a hitconfirm if they decide to dash or w/e. use your fierces to smack whiffs (s.hp/f+hp). punish blocked sweeps with duck xx super. for anti air youre gonna wanna use s.mk into chain, or s.rh xx duck.
against chun...uhhh you lose. you can try to build some meter with medium punches. s.rh her limbs off if you can. don't whiff c.rh, s.fp, or f+fp once chun has meter, because they are all pretty easy ways to get supered fast. not to say never use them once she has meter, its just alot more risky. random c.rh is good to keep her on her toes just dont whiff it, because even without meter you'll get punched in the face. your best bet against chun is semi play the ground game, get meter, then do random jumps in between a semi ground game, and mixup from there.
block or parry the jump back air hadouken, when he jumps forward to mk hurricane(which i assume is an air version), parry twice, then hit him with a big combo. its akuma, so if u do something like s.rh xx fierce dp, that will put the hurt on him. you cannot duck under air fireballs, so stop trying. or just block the dp and hit him again...
the s.rh to fight chuns s.fp only works if she whiffs it, you have to stand outside her range, then hit her arm. if she keeps using s.fp just jump in and hit her with a big combo. chun doesnt have a f+fp btw, it's just s.fp. as for back +fp jumpins work well also, f+fp is your best bet as far as a ground normal, but watch for c.mk. also jump in parry works well against back+fp, but watch it when she starts to cancel it into lightning legs.
done on full health chun li standing in corner.
this isn't all the combinations but i just got around to it and i'll post up more as i do them and see which one's i haven't done yet.
damage amount / combo
68 : 5 cr. rh's, ducking straight add on csb and it does 81
67 : 5 sweeps, ducking upper add on csb it does 80
70: 4 sweeps, lp mgb, lp ssb add on csb it does 82
62 : 5 sweeps, hp reset which leads to guessing high low
57 : S. rh, ex mgb, 2 sweeps, lp mgb, 2 sweeps
65 : s. rh., ex mgb, 2 sweeps, lp mgb, sweep, ssb
61: 5 sweeps into dart shot reset for high low guessing
56 : st. rh., ex mgb, 5 sweeps
62 : st. rh, ex mgb, lp mgb f+mk into hp upper
63 : st. rh, ex mgb, 2 sweeps, lp mgb, f+mk, hp upper
the last two do the same damage almost and one is 2 more hits...wtf?
now look at the below same damage dif. variation. one less sweep is only 1 point dif?!
62: st. rh, ex mgb, sweep, lp mgb, f+mk hp upper
61 : 6 sweeps lol easy as shit to the others and same damgae with no bar usage.
There's more and i'll do em later. my question is why the weird damage reduction and on the st. rh. into ex mgb combos can you only do five juggles after that b/c the ex counts as one?
if anybody wants to do more feel free i'm gonna do the others sometime soon!
yes youre at big disadvantage against a turtling chun on paper, and irl. its a tough match, its not unwinnable, but you have to take calculated risks, and be unafraid. every chun has holes in her defense, once u get in and if its a jab masher chun do option selects, like c.lk walk up down parry. once you stop her squirming, then you can mixup better. just try to get her in the corner. basically i mean build meter & hold your ground, (i use sa3 so i get meter faster) then attack chun, but dont make your jumps too obvious. it helps if youre really good at air parrying in this match too. if you know shes gonna tick, kara throw you do c.mp xx duck super to catch her throw attempt. kara throws take longer than normal throws, so it isnt as hard as trying to combo a normal throw attempt.
and yeah scott, u can only do 5 juggles after a ex mgb because the 1st hit counts as one. also damage scaling gets pretty extreme after ex mgb juggles, but the extra hits are still worth it because of the meter you build.
Character Specific Matchups
Reccomened SA will be in order of usage if more than one is applicable. All Contributors will be put in credits. My theory about matchups is that you need to know what the other character can do just as well as you know what Dudley can do.
-----------------
Alex
*work in progress*
------------------
Akuma
*work in progress*
------------------
Chun-Li 6-4 Chun-Li
Reccomended SA: SA1, SA3
No matter how you slice it, a good Chun is a tough matchup for any Dudley. Blocking low is important in this matchup, as is using your jumps wisely. Chun has the best ground game in 3s, but Dudley does alot of damage, and is hard to defend against, so he needs to use his advantages wisely. Play footsies with chun by walking back and forth outside of her ranges with s.mp, random (but not whiffed) c.rh, and s.rh(Canceled into ex MGB outside of range, use this to punish chuns whiffed fierces) building meter. Randomly jumping to get in, and mixing up from there. I find empty jump, throw works well against chun and sets up throw baits. I wouldnt try throwing chun excessively though because she has so many anti throw moves. With super, I would definately reccomend against it, it's a very easy way to catch a c.mk super. If chun knocks you down in the corner with meter, I would just take the throw, or try something like s.rh xx short swing blow to create a little breathing room, or c.lk-c.mp-c.hp chain to push her off you with something quick. Something to realize is that you WILL get hit by the super, so don't let it take you out of your game, you can't always guess right. Once Chun is in the corner, it's anyones game, but remember be patient and don't get frustrated. To be honest, Dudley loses this matchup till he gets something lucky, but he has so much random damage it evens out a bit.
Notes:Chun can be c.rhed twice midscreen, Chun wakes up crouching, so the meaty block rule does not apply to her. Chun falls out of dp xx SA1 combos. Chun gets up slowly, meaning you can do super, rh duck, j.rh over, mixup on her, which henceforth I will be calling the j.rh mixup.
------------------
Dudley
*work in progress*
------------------
Elena
*work in progress*
------------------
Hugo 7-3 Dudley
Reccomended SA:While I used to think 1 was better, 3 is actually your best choice in this matchup so you can employ more of an anti air strategy.
Hugo really isnt hard at all. Fight him like a shoto aka mostly on the ground, I like to fight hugo outside of his c.mk range. Throw out lots of s.mp and s.rh because you want that meter. s.rh xx exx mgb option select is very good in this matchup. f+fp is a good move to smack his whiffs, random c.rh will keep him on his toes. random rose really isnt bad either because the roses arc pretty much shuts down hugos jumps. Don't get close to hugo, because 1, if you're close he can gigas/spd you, and 2 you dont need to be close to fight hugo. Duck super when he jumps. early j.rh antics are also reccomended here once you knock him down, but DO NOT GET PARRIED, if hugo has meter don't do this, it isn't worth it.
notes:s.rh, c.mp/s.mp links on hugo.
------------------
Ibuki 5.5-4.5 Dudley
Reccomened SA:SA3 only, Ibuki jumps alot, and takes damage like a bitch all at the same time.
Well basically Ibuki is an extremely tricky character, probably the trickiest in 3s. She has alot of anti throw stuff, so I reccomend against throwing in reset situations most of the time. Alot of times after a c.rh s.rh(far) chain Ibuki will super jump after you and either parry or attack. Duck under SA3 negates all of this. You can reversal super Ibuki after kind of alot of stuff, but REVERSAL only meaning you have to be either really fast or expecting it. f+rh, poorly spaced slide,close c.mk, and poorly spaced UOH can all be punished with reversal super. Dudley's s.mk is good in this matchup because it tends to beat out normal daggers and other stuff she does when she's flipping on your head. EX dp can always be punished if blocked (and she doesn't cancel into sa1) with your own ex dp. those jab traps are annoying, but just wait till you see an opening or something. block low on wakeup, the only high thing she has that you cant see and block on reaction is UOH. f.rh her alot, a smart Ibuki will block low vs Dudley. do not(try) punish slides with c.mp unless its a very close slide. s.rh is ok in this matchup, but if you whiff it too much you will get hit with slides. c.mp is pretty good, watch out for random ex slide when youre building meter. f.mk is also good in this matchup. I wouldnt reccomened jumping at Ibuki too frequently, she has some good AA mixups.
notes:Ibuki is short on crouch, so she cant be hit with s.rh xx ex machine gunblow if shes crouching. So I just go for s.rh xx duck super if i get a jump in. also ibuki is skinny, s.rh xx ex mgb, f+mk xx dp will not work on her. use jab mgb, mk duck upper as your ender instead. Ibuki is a girl so c.rh juggles work on her in the corner, she is very skinny so i reccomend doing some jab mgbs too to so you wont miss a c.rh.
------------------
Ken 5-5
Reccomended SA: SA3, SA1
Alot of people may be surprised at my 5-5 matchup, but I truly believe it's even. Dudley fights Ken well on the ground. Ken will use s.fp, c.mk, ex fireballs, c.rh, his dp, and s.mk mostly to keep you out. Thankfully you can counter alot of his stuff if you're smart. C.Rh can be punished at any range with rh duck xx fierce SA3, and s.mk can be punished up close with s.mp (meaning s.mp xx duck xx super). F+Fp is good in this match because it moves forward so much and will hit Ken buidling meter or whiffing c.mk. Something flashG told me, that helped me alot in this and playing Dudley in general is DON'T THROW SO MUCH STUFF OUT. I can't count how many times Paulee and FlashG would parry loose shit I did, and then how much better I did when I spaced my normals out. Don't always pressure with Dudley. Anyway you know what Ken does, in most situations I'd reccomened what I do with Chun, BLOCK LOW, and follow your heart. Blocking low alone will decimate most scrub Ken's who don't hit confirm c.mk. f+mk works well in this match too. Duck under, SA3 is also very good when you predict Ken's crossup. Dudley can be crossed up in the corner as well, so be aware of that. If you parry a deep anti air, start your combo with j.fp or another fast normal, as j.rh's startup is too slow to come out before you hit the ground.
Notes:C.mk is punishable up close with reversal super, Shotos get up slowly, so j.rh mixup midscreen.
------------------
Makoto
*work in progress*
------------------
Necro
*work in progress*
------------------
Oro
*work in progress*
------------------
Q
*work in progress*
------------------
Remy
*work in progress*
------------------
Ryu
*work in progress*
------------------
Sean
*work in progress*
------------------
Twelve
*work in progress*
------------------
Urien
*work in progress*
------------------
Yang
*work in progress*
------------------
Yun
*work in progress*
------------------
This is bascially just a skeleton of what's to come, I just put Ken and Chun up because they're pretty much the most common matchups you'll encounter. Remeber if anyone wants to contribute, or finds anything they think is incorecct I will definately edit and change the guide to be the most efficent it can be.
you can punish any shoto sweep with a duck xx super. Against Chun, I feel your pain with the jumpins. f+fierce is good against Chun. Sometimes it feels like it's the only thing to do. If you are a better footsie player then the Chun player, feel free to punish whiffs with a s. rh xx ex mgb. So yeah, basically remember that you can fuck her up badly very soon into the match, while she has to get super first. Build some meter using whiffed s. rh's, then zone, try to punish a whiffed fierce or b+fierce with an option select rh. Since she will prolly be in the corner, ur combo should look like this:
s. rh xx ex mgb, c. rh x 5, reset, then do a 50/50 c. rh or f+rh, super link (u will have meter after u do the c. rh's on her).
hope taht helps.
Use s. fierce to punish her whiffed fierces. They do a lot of stun. And yep, it matters...I don't remember which exactly, but I'm ALMOST positive it's the rh one because i remember testing it and it's very easy to punish even MAX range shoto sweeps without reversal timing (and trust me when i say MAX ... i tested that shit to the tippy toes).
But yeah, main thing against Chun is punishing her whiffs with your s. rh and OWN her after u connect an ex mgb. A lot of times, one ex mgb on Chun can mean her death because every single time dudley lands a combo, he's in your face when you're getting up and Dudley has THE best high/low mix up game in the game.
OH YEAH, btw. If Chun is like Elena, then the ex mgb combos will miss her even combo'ed off a s. rh. So that is even more reason to do them on her while she's standing. Sorry to sound like a broken record, but punishing her whiffs with option select s. rh is really IMO the best way to fuck her up (if you cant jump in on her and get in on her that way).
I forgot to mention the GOLD that you have in your post. Out of all that you said, IMO, one of THE most important things to abuse is jumping in when she throws out a s. fierce. This is IMO THE number one mistake Chun makes against Dudleys. Throwing out too many s. fierces. This lets Dudley jumpin on her for free almost and start his mixup game.
As for Oro, I still think it's easier to jump in on him although he does have stuff like dash under combo, c. fierce, strong fireball (good against Dud's low jump arc).
id suggest switching to SA1 against chun btw. you dont get many chances to hit her, and when you do you want it to be as hard as possible. chun usually gives you plenty of time to build meter, because most of the time shes building it herself.