General Strategy
For the most part, you want to stay at cr.forward range so you can out footsie Dudley and not let him start his momentum. You also want to take any space on the screen he gives you during footsies; this is to ensure that if he starts playing aggressively, you have space to move and also to prevent accidentally putting yourself in the corner. You can also use Rose’s great 50/50 throw setups and cl.forward when she gets momentum, but if you do this, be aware of his meter and spacing as getting knocked down can be devastating if you don’t have U2 stocked or some space to walk into.
Picking Ultra
Ultra 2 is fantastic in this matchup as it can put a halt to Dudley’s pressure once he gets a knock down. I recommend using it defensively off a throw tech or to escape the corner.
Ultra 1 has its uses for punishing things like ducking, but no good Dudley will put themselves in a situation where you will get easy punishes.
Far-Range / Fireball Game
When Dudley is far away from you, you never want to use fierce fireballs as it just gives Dudley the ability to move forward without being contested (via using ducking and focus dash forward). Instead, use slow fireballs and walk behind them to gain more control of the screen and so you can punish a ducking on reaction with throw or ex.soul spiral.
At mid screen and farther, if he has ultra 1, don’t throw fireballs because they are too easy to react to. Even without the ultra stocked, if he’s within range to use roundhouse ducking, it’s still relatively easy to react to. Use them sparingly to force him into a defensive situation to allow yourself to move into footsie range. <<
Mid-Range / Footsies Game
This is the range that Rose is the strongest at The primary tools you’ll be using is cr.forward and st.forward. Although every button serves a purpose in the footsie game, these are the ones you’ll be pressing constantly.
Dudley struggles against any characters that have a shoto style cr.forward as he has no move that will cleanly beat it out. What he has to do instead is try to trade with his own cr.forward and continue on from the momentum gained from a knockdown (he can also whiff punish you with this but its incredibly hard). Your st.forward and st.roundhouse are going to be used to beat out his cr.forward and so he’ll start hesitating when trying to go for the trade, but be extremely careful as his st.roundhouse will beat both moves clean and can be option selected into ex.MGB.
When you start to dominate the footsie game, expect Dudley to attempt to avoid it entirely by using focus attacks and focus dash throw, they also might occasionally throw out a random MGB to catch you off guard. His focus is fantastic so you really cannot let him use it frequently. Try to reaction punish it with ex.soul spiral or add a couple of dash up throws into your gameplay.
Anti-Air
Slide will beat every single jump-in attack Dudley can do, the problem is if you do it too late or space them incorrectly, you’re going to be negative on block which will allow Dudley to circumvent playing footsies and instead be exactly where he wants to be.
cr.fierce is great at close angles. A traded fireball / ex.fireball is good too and it puts you at your best range. You can also try to go under his jump attacks with cr.forward which will work sometimes, however, this doesn’t work consistently against his j.forward.
Punishing
• lp.MGB is -2 on block
• mp.MGB is -4 on block so use cr.strong
• hp.MGB is -5 on block so use cr.strong
• ex.MGB is -8 on block so use cr.fierce
• st.roundhouse xx ducking mixups use cr.jab
• lp.SSB is -2 on block
• mp.SSB is -4 on block so use cr. strong
• hp.SSB is -4 on block so use cr. strong
• ex.SSB -s -2 on block
Defending Against Pressure & Mixups
When the momentum shifts in Dudley’s favour and he scores a knock down on you, the most important thing is block low and react to overheads. For the most part, it’s pretty much a guess but it’s not impossible to react to and if you struggle with doing so then just guess. A lot of Dudley players stick to this mixup and save meter for extra damage on combos, but there are some that will use meter to go for the throw/dragon punch mixup, which isn’t that scary as it’s not going to do much damage even if he has Ultra to follow up.
If you block the initial high/low mixup, the next thing for Dudley to try is throw or frame trap you. This is the most important part for you to react correctly to as a tech puts you at the perfect range you need to either start your footsie game or for activating Ultra 2 to push him away. Whether or not you should activate Ultra 2 depends mainly on where you are on the screen. If you’re about to be cornered or are in the corner then activate straight away, another factor you might want to consider is his meter because if he doesn’t have 1 ex stock, his damage is mediocre but his damage potential is still just as high as any combo he lands will give him a knockdown.
One of the most basic throw setups amateur Dudley players like to do is st.roundhouse xx ducking into throw - this mixup is terrible as if he goes for the throw, you can just jab him out of it and if he decides to use a ducking follow up, it acts as a true string and therefore your jab will not come out to be counterhit.
Applying Pressure
I personally don’t like applying any type of unsafe pressure against Dudley (ex.soul spiral traps and whatever) because if he is even slightly competent, he’s going to punish you and land a knockdown. Primarily you want to just go for standard throw/cl.forward mixups, but be aware of his meter and the player’s general tendencies because you do not want to eat a shoryuken and let him gain momentum. You can OS all his non shoryuken wake up options on the ground and from a safe jump you can OS everything because his shoryuken is 4 frames startup.
He does however have his cross counter which can lead into his ultra, so once again, pay attention to his meter. My general rule of thumb is only apply pressure to either keep my gameplay varied enough so he’s constantly thinking about multiple options OR to gain back some control of the screen if I’m getting close to the corner. When you do however get him into the corner and he can no longer walk back just sit at cr.forward range playing footsies and he is entirely helpless.
Option Selects
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Additional Resources
-videos coming soon-
Concluding Tips
When you’re getting pressured just focus on teching the throw. His footsies are terrible against Rose but his reward for landing a cr.forward is massive so make sure you’re on point at mid range.
If i’ve got anything wrong there please call me out on it so i can change it.