I just wrote like 4-5 paragraphs on the Dudley matchup 'cause I didn’t see any info on him. Then my computer went stupid. All that text lost… … So I’ll have to try to retype this without breaking my keyboard, guys.
… Anyways… I’ve only gotten serious with SSF4 and picked up C. Viper just after the summer of 2012. I’ve sparred with my friend who uses Dudley. Most of the info I have is based on experience. He’s not a noob who spams duck, machine gun blow or short swing blow. He walks in. You should be able to punish all of that if you see the player likes to use those tools in footsies. But to start this off proper…
Dudley has a good stamina/stun rating. He also can dish out that damage and mix you up, so essentially the match can end with Dudley or Viper having perfects. Some footsies are involved but what you’re both aiming for is a knockdown. Combo, setup/mixup, combo, dizzy, finish the round.
You mostly don’t want him near you, 'cause his mixup game is pretty risky to let yourself fall under. I would play the seismo game with him till he manages to even get mid range. Don’t try random mid range BK’s 'cause he can anti air with his high priority normals. His st.HP and F+HP (Step Straight) are something to respect. They’re fast mid range pokes and have a great hitbox and priority, but you can FADC through it or L.TK under it to punish. Obviously if he’s focus happy you want to tag him with TK. However, if you start to abuse raw TK pokes he can react with a cr.MK which nets him a knockdown. But if he throws it out there and misses you you should be able to punish it because it has a long animation. Duds’s cr.MK is -6 on block, and he is at a horrendous frame disadvantage if you block a random cr.HK. A good Dudley will try to walk in and close the gap while being patient. Punish every chance you get. The footsies with this MU can make for serious mindgames.
He has a great mixup game. What makes him scary is that his fast overhead and low (cr.LK) can both convert into big combos. He has a 3 frame jab and his F+MK moves him forward to close the gap while giving him frame advantage (+3 on block). You’ll have to react accordingly and look for any patterns. His F+MK that is just so good snort actually has an 8 frame start up, so you can throw him out of it if it’s close enough. Don’t be afraid to throw him out of his overhead, too. Learn how he applies his pressure. Also he’ll very much like to counter poke you with st.HK, which has a 4 frame startup according to eventhubs. That’s just unreal o.- But the reason is because he’ll be buffering into EX MGB, which will really hurt. Honestly I HP TK out of high pressure situations fewer than I throw him out of pressure. It’s almost kind of funny.
If he happens to get a knockdown on you, a good Dudley player will try to limit your options. Viper’s wakeup options aren’t even amazing to begin with so it’ll be rough. If he knows his Short Swing Blow setups, don’t try to use any reversals except for EX BK I think, but the rest all be beat clean. The best chance you have is a more horizontal attack like MP TK or normal if you see it coming as it will hit him out of the SSB setup. You can backdash out of it too, but EX SSB will punish you if you backdash. Assuming he mistimes his setup or does something else EX BK is your best bet for a reversal. Do not ever use EX seismo as you wake up. If he knows you’re backdashing out of his pressure too much he can punish you with a Step Straight or EX MGB from further away.
His anti airs are just gdlk. A good Dudley will hit you out of the air with st.MK (I believe it’s st.MK) because it comes out fast and has a great hitbox. It will hit you out of most jump ins and even in situations that’ll make you go “wtf”… If he sees a BK coming he can hit you out of it with half his other normals and also use cr.MK to sweep you out of it I think. If he isn’t anti airing you as much, or thinks his only trust AA tool is his DP, feel free to go crazy, 'cause you can bait that. Thankfully you can safe jump him with standard setups, though I think the standard safe jumps can be beat by Dudley’s super/Ultra 2(Corkscrew Toss?). He also earns a KD when he hits you with jump roundhouse (out of backdash, jump, jump trade), so be wary of it. Anti air as much as you can with HP TK obviously and st.HK when spaced correctly. Close MK also hits him when directly above your head. But his real strength is in his ground game.
Apparently, new tech keeps piling up on youtube for Dudley, and I haven’t played with my friend in a while. But next time we have another set I’ll be sure to add any more useful info on the MU.
I’m tired. Good day, sirs.