Welcome to the Dudley Matchup Thread! This is the place to compile all of your matchup information, tips, and strategies. Let’s get rolling gentlemen!
Here’s a great reference guide to character specific punishes: http://shoryuken.com/threads/232963
Both are in fighters. Whoever gets in and stays in wins. Your pokes are better. Be more aware if he has ex while poking. He can use ex cod to get the upper hand. If he tries wheel kick to get in block and punish with hp or hk depending on the distance. If he jumps use stnd mk. If he doesn’t space his jump well use jmk as an air to air and dash under and go to work. Stnd hp, crouch mp, hk all win out. Buffer the last 2 pokes into duck/mgb. If you think they are the safe type and they will use ex roll to escape knockdown pressure just throw them out of it. If you think they are the aggressive type look for ex cod/ex tornado throw/ex falling sky from knockdown. You can throw them out of cod or use tc#2. Just cancel the frist hit of tc#2 into ex jet upper. Swing blow beats tornado throw. Anything on the ground beats falling sky. If you guess right 3x this fight will be over. If they block just keep pressuring through block strings that start off of overhead target combo, target combo #2, or kidney blow. If they have breathless as an ultra and want to use it to turn the tide just use tc#2. If they use it just cancel the the first hit into ex jet upper. If he manages to get the upper hand just ride it out and block. When you sense he’ll use tornado throw because your blocking neutral jump hk or swing blow. You don’t need to jump in in this match up. Stay grounded and this your fight to lose."
“J. strong beats all of adon’s normals in the air. Business elbow beats jaguar tooth clean. This match is pretty even, since you can’t really punish much of what adon does on the ground, and he has a legit mixup game. You can rush him down well though. If you’re put in a situation where you have to block jaguar tooth and you can’t just n. jump elbow (for… some reason), be wary of what adon has. He can throw you or hit you in a multitude of ways, and having to guess sucks. Your best bet in this match is to never have to block a jaguar tooth, and besides that, you can really keep the pressure on adon.”
"Similar to Ryu. The only real difference here is the aspect of air fireballs. Ducking works here too, as well as MGBs for badly thrown air fireballs. The match actually seems easier because of the life difference, and most teleports equal free damage."
"Recommended ultra: Corkscrew Cross
-Without meter, Balrog’s footsies are generally beaten by Dudley’s. Standing HP has enough range to keep Balrog out and prevent him from using any rush-punches. s. MP and c. MP are also effective in keeping Balrog out.
-With meter, a good Balrog will know that HP has enough recovery to be hit by a rush-punch with super armor.
-Corkscrew cross in reaction to rush-punches and turn-punches is extremely effective. Dudley must be buffering the ultra to use this on reaction.
-A well timed “people’s elbow” (j. HK) will sometimes beat Balrog’s headbutt. I also traded with him and ate an ultra because of this as well. It must depend on the timing of the attacks which I need to test out later."
“Rog is really lame too, but he’s more free than most chars on wake up. If he doesn’t have meter there’s really nothing he can do to your wake up pressure. Neither of you will be jumping at each other, because you each have clean anti airs for eachother, so this is going to be a ground battle, which doesn’t bode to well for the boxer who is only as tall as the reach on one of rog’s arms. Forward fierce is the MVP in this match. It can knock him out of dash punches, and will beat out the random st. and cr. jabs Rogs like to do. Just don’t get predictable with them, since if they can see a pattern, they’ll just dash straight during your recovery. Counter-hit forward fierce into party starter is one of the strongest things you can do against rog. Rog’s defense is stupid good, though; just remember the usual rog strategy of knowing what you can punish on block, always throwing the rush punches that you can, etc.”
"Max Range elbow beats electricity clean. This match is in dudley’s favor. He can’t ball at you because you can MGB/Rolling Thunder on block. St. MK is the go to anti air in this match. Blanka’s jump is fast enough that missing the timing on cr. fierce is a real possibility. On Blanka’s wake up, the cr. lk, cr. mp, cr. hp target combo is sick. It will beat out electricity, leave you at a safe distance if he blocks, and if he does any ball on wakeup, you can punish it. Always counter ultra 1. You’re going to take that much chip damage anyway, so it’s good to get that hit in."
"If you can read a seismo, feel free to MGB and punish. Business elbow on her wake-up is too sick. I use Corkscrew Cross in this match. It’s very easy to catch her out of a flame kick with it, and if she stays on the ground, her footsies suck as much as yours and you’ll probably get some sort of combo into lp dp. Air to air, j. fierce is also pretty gdlk against her."
Work in progress.
"Reccomended Ultra - Rolling Thunder
IMO Dudley’s hardest match-up. She straight up owns you on the ground, with Stand HP, cr.HK, Stand MK, Stand MP and many, many other moves capable of keeping you outside of where you want to be.
Without U2 stocked, Chun is vulnerable to Jump-in’s, espeically a well timed Jump RH, but because she can keep you out on the ground so easily, it’s often easy for her to predcit / react to your jumps as you will be jumping in from quite far out.
So how do you win? Well this is THE match-up which will develop your footsies and spacing game, whether you like it or not. First objective is to select the correct range to fight from, and that range is just outside of her Stand Fierce. From this range, she has two moves that can strike you, Stand Fierce and Cr.RH. At this range, Standing Jab is a quick poke that can beat out both moves, albeit with little damage should you score the counter poke. Still use it to keep the opponent in check… Chun’s walk speed is fast and you need to make sure that she does not get in on you as a result of trying to get in on her.
At the same range, you can try to counter poke with Stand HK buffered into an MGB. But be very careful, as a godd chun will react by cr.RH during the Stand HK’s recovery frames. Cr.MP is really good, espeically if you buffer a Ducking onto it too.
The way I play this match-up is as follows. I Poke / Counter poke with the afforementioned moves, trying to keep both characters at this range. At the same time, I’ll start walking back and forth into and outside the max range of Stand Fierce, trying to bait the opponent into sticking one out. As soon as they do, you can quickly Focus it and dash in afterwards. Your objective here is not to cause a crumple from absorbing the hit, but rather absorb it so you can dash in and attempt to throw / mixup during it’s recovery. I find that after focusing the Stand Fierce, dash-in cr.LK + cr.LP, cr.Mp, Cr.FP is a good sequence, it’s a target combo and it gives a tech if the opponent tried to throw.
Chun’s Fireball is irritating to deal with, because it’s so slow. Rolling Thunder is only invincible at the start, meaning that you cannot use it on reacton from far distance to a Kikoken, as you’ll get hit by it. Still Chun players love to follow up the Kikoken by walkign up and poking, and if they try that, then you can Rolling Thunder.
Rolling Thunder can also be used on reaction to seeing a Stand Fierce / Crouch HK. It’s hard to do but it’s clutch if you can pull it off, and gives you something to threaten with from afar. You can also Rolling Thunder a whiffed Flip Kick, which Chun players sometimes like to do to close the gap, so be on the lookout for it.
There’s a lot more that can be said with this match-up, but essentially you need to learn to be really patient. And once you do get in, make sure you keep the pressure gauge turned up high. When Chun’s getting up, she is just as vulnerable as many other characters. If you bait out the SBK or Ultra, she’s going to take a lot of damage. Just make sure when you do hit, you hit HARD."
“Baiting a fireball that you can duck and punish is one of the biggest things in this match. Once you’re in though, you can stay in very well. Business elbow is HUGE in this match, as the only true anti air Chun has that beats it is ex spinning bird. And on wake up, baiting sbk is the way to go. n. jump elbow is big here. She’s forced to block it, and you pretty much have to make her guess wrong, because if she doesn’t, you’re fucked. This match shows how well Dudley was designed, imo. He was meant to hit for big damage, but only once. That’s what you’re trying to do here. Hit her hard once, and then run away and make her come to you. Honestly it’s only good Chuns that are really a bitch. Any Chun that isn’t fantastic will end up losing to constant business elbow pressure/ducking through kikokens/wakeup pressure.”
Work in progress.
Work in progress.
"Reccomended Ultra: Corkscrew Cross
A tough match for Dudley as Dee Jay has excellent projectiles, a brilliant footsy (cr.MK) that knocks down and great standing pokes to stop your advance. His anti-air game is good, and his dread kicks are safe on block giving him a way to hamper your efforts to slowly advance on him.
Just like the Chun Li match-up, this match is all about patience. It is HARD to get in on Dee Jay, but once you’re in, you have the high / low / throw mixup game to kill him quickly. Against Air Slashes, either Duck Under, Focus or Neutral Jump HK (stops walk up / slide attempts afterwards) to evade them. At the start of the round, don’t be afraid to focus a few to build up your Ultra, as Rolling Thunder can change this matchup around for you.
I’d be very weary of jumping in this matchup, Dee Jay has good anti-airs (including his Ultra 2) and letting him knock you down hands him the initiative and will result in his cross-up / fake cross-up Oki game.
A few things to look out for: If Dee Jay slides, that is punishable at the right ranges. I just go for cr.LP x2 which can be hit confirmed into Stand HK xx MGB. Dee Jay will also utilise his Dread Kick on you, which is safe. However, pay attention to how Dee Jay acts after the Dread Kick. If they have a tendancy to dash backwards, you can MGB / Ultra them as they dash back. If they jump at you, have those anti-airs on lock. If they dash forwards to follow-up, initially tech the throw, but mix in EX Jet / Swing Blow if they try it again. If Dee Jay gets predictable with his fireballs, Duck Under and combo him, or from range, Duck Straight him. If you have the execution, you can even Duck Uppercut FADC Stand LPx2 , Stand HK xx Jet Upper him. It’s clutch if you can do it but will scare him from throwing slashes again.
The thing that switches this match on it’s head is Rolling Thunder (and to some extent, Rocket Uppercut). Once you have this, Dee Jay must be really careful of throwing Air Slashes / Dread Kicks as on reaction it’s free Ultra. Once you have this, you can start to impose yourself, walking up much more closely and setting the tempo.
Once you get in, stay in. Dee Jay has good reversals, but overhead will hard knockdown his EX Dread Kick, and EX Jackknife is a big gamble for him because it’s a big combo for you if you read it. So bait out the reversal and go to town on him!"
"Reccomended Ultra: Rolling Thunder
This is a match-up that is hard on paper, but very winnable. The key here is to knock down Dhalsim and a key phrase you’ll need to apply in order to do this is “calculated risk.” Dhalsim can keep you out with his long pokes, but Dudley has a number of good tools to deal with these. Standing LP can beat out his high attacks, just keep bulldogging forwards and tap jab every now and again to slowly move forwards. Crouching LP / MP does the same for low attacks. An occasional Cross Counter is a good option too, as long as Dhalsim does not have Super or Ultra 2, even if he telports on reaction, there’s not much he can do. Don’t forget about your Focus Attack too. From long range, focus and dash afterwards to close the distance big time. And you can LV2 focus fish from afar too, the reward is massive if it pays off.
Use whiffed Liver Blows to move fowards slowly but surely. During the recovery of Dhalsim’s limbs, You can get in ne or two to close up to him.
Yoga Fire’s can be duck / duck uppercut / duck straighted from the right ranges. Dhalsim’s Yoga Fire takes a long time to recover from so make him get really twitchy trying to throw them out. Duck Straight -> Super is a big threat to Dhalsim if you have it stocked.
Next let’s talk Rolling Thunder. This is a great ultra against Dhalsim. You can go through Yoga Fire’s, limbs and even punish certain limb attacks with it. Once you have it, things become dangerous for Dhalsim. Focusing at the start of the round to build up your revenge gauge is plenty worthwhile for Dudley in this match-up.
So let’s move onto “calculated risk” even with all of the above, it can still often feel very stifling to play against a good Dhalsim. You’ve got a few tricks you can apply that whilst risky, can score you the knockdown you need to kill Dhalsim. First up are Jet Uppercuts and EX Jet Uppercuts, which can be used to beat out limbs and score a knock down. It’s well worth throwing out the occasional LP or even EX Jet to keep Dhalsim modest in his limb throwing. Second trick is FADC Ducking. If Dhalsim throws a Yoga Fire from afar, He might think that the only thing you can do is Duck Under without hitting him. Ducking FADC adds a lot more range and although you can’t punish him, you’ll get a mixup of high / low / throw / block / whatever. Third trick is Step Straight FADC. This is almost the same principle as Ducking FADC, but from a much closer range. It gets you right up to him which is where you want to be.
Finally let’s say you do get up close. You need to keep on Dhalsim’s ass like a clingy stalker to a celebrity. Learn to OS Liver Blow with Jet Upper and Rolling Thunder, so that if Dhalsim does teleport or dash backwards, you snuff him out. If you go for a cr.LK and he telports backwards, you normally still have time to react with EX Machine Gun to spoil his fun. Learn to OS Jump in HP / HK with Machine Gun Blow for the same reasons, keep up the pressure without letting him get out.
Overall, if you’re familar with the 3S player Kokujin, that’s the stlye of play you need here. If you keep solid and try to play the patient distance game, you’ll lose because Dhalsim is just superior in every way at doing that to Dudley. You need to get him on the floor as soon as possible so that you expose his weak wakeup game. Play patient to begin with, but as soon you “feel” your opponent’s style of play, take those calculated risks to get in. Dudley can take a decent amount of damage from Sim, but Sim cannot afford to let Dudley to his thing. Use that to your advantage!"
"It’s a very hard matchup for me too. Some things I’ve found:
* Jump forwards with j.hk at far/mid range. You can't jump in at Sim with it but you can avoid walking into his limbs this way. j.hk will stuff any of his far AA. * Cross Counter every once in a while can be very very nice * Option Select his backdashes with either f.mk OS mp DP or cr.lk xx mk. If they cr.lk whiffs and you do the mk crouching you get cr.mk to punish. * Standing jab instant air teleports * Once you get in if you start a string and he blocks do a ducking to get back in immediately * s.hp is really nice once you get close. * Keep him in the corner once you get him there and do high/low mixups all day. * Try not to go for throws often because if he techs them you get pushed out. Abuse f.mk instead."
Work in progress.
Work in progress.
Work in progress.
Work in progress.
Work in progress.
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“I use Corkscrew in this match. It punishes everything Rolling Thunder can in this match, and I can actually combo into it. I’d like to know if any of you guys like RT in this match more. Remember to block the first hit of sweep, focus the 2nd hit, hit them, and dash forward for the mixup game to start. If you block a mexican uppercut (after you do your awesome safejump), you can punish with ultra. f. mk will stuff a lot of guile’s normals on the ground, so if you can get past the sonic barrage, you can deal serious damage. Getting past the barrage is the tricky part. The usual ducking/business elbow lottery is in order. No tricks here. It’s guile. Same as chun li when you have the life lead. Run the fuck away.”
“Rolling Thunder is my ultra of choice in this match up.
The timing is stricter than most much ups with fireballers but doable as long as your buffer. Focus his sonic booms and back away to start the match. He will give chase to punish but just stay patient. Use stnd hp as your primary poke. It beats most if not all of his pokes when timed correctly. A good guile will jab after throwing sonic booms to stuff duck straight/throw or only throw lp booms when at the proper range so that will not be your way of getting in. Just play the patient poke game. You hit harder and for more damage. Jump in rarely and only after booms not on a down charge. Use hp as your main jumpin over booms. The hit box is alot smaller for you and it keeps you closer. It has properties similar to rogs jumping hp If you can read his pokes throw out a well timed cross counter to get in. Once in he should have very little meter due to him fadc booms if he has alot you should have punished him with ultra by now to get in. Bait flash kick and punish. If he has ultra rarely overhead on wakeup. You recover too slow and will eat big damage use target combo 2 or kidney blow to start combos/block strings on wake up. Only use the overhead in block strings. If you get pushed out start over and repeat.”