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.