At the moment I’m having much more trouble vs Dudley than Balrog. It’s a bit like the Cammy matchup in that he can punish all balls without charge on block (reversals v.ball on hit), and his wakeup game is a pain to deal with because even if you defend against the initial barrage properly you still have to deal with frame traps. Also feels like Dudley can stuff EX rainbow as well without even really trying. I forget which of his attacks beat it though. Backdashing is also risky against a good Dudley because of anti-backdash OS with his humungous FP.
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Maybe as Realyst says everyone should just start posting their matchup experiences/observations until we have enough info for a matchup post. I play a Dudley quite regularly and these are some of the things I’ve found:
Balls are unsafe on block, of course. Punishable with HP/EX MGB (has to be non-reversal for full damage). U1 punishes balls on block. Reversal Up ball is completely unsafe.
Blanka footsies > Dudley footsies. Problem is most Dudleys know he has sub-par footsies, so they don’t even try to engage you at that range with normals so you’ve basically have to force the issue. Dudley f.HP is can be nasty though (can alter distance, follow-up with another). st.lp is good but buffering electricity from far isn’t as useful as in the Rog match. You can st.lp xx hop, but “jabby” Dudley’s will stuff your hop attempts. st.MP, st.HP are cr.HP are good tools in this match. Careful with unsafe blockstrings and predictable ground wakeup pressure because of reversal swing blow.
Dudley’s empty duck > throw is a better version of Blanka’s lp.ball into throw. It’s basically a guessing game in his favour.
Did some testing with safe jumps. I was wrong in thinking that Cross counter beats it. Safe jump beats/is safe against all reversals except U2.
Meterless Dudley is free on wakeup. Meaties stuff all his reversals except Ultra.
At the moment I’m using U1 for the scare factor on wakeup. It can be cross-countered though.
Careful when jumping backwards at mid-range because EX MGB catches it, and I’m pretty sure he can combo off it as well. The worst part though is that it swings momentum heavily into his favour.
Wakeup is essentially a guessing game. EX Upball is useless, and backdashing is risky because of OS (use it if Dudley doesn’t know/use OS though).If he knocks you down in the corner, Dudley will stand on the edge of his f.HP range so he watch for Ultra or EX Rainbow, and pressure with f.HP or duck into throw/blockstring if you don’t do anything. At this range he can also make st.FP whiff to bait counter-pokes/crouch tech and then swing blow, EX Jet Upper, or Super. cr.lp + cr.lk + backhop handles throw attempts and evades unsafe blockstrings.
Good Dudley’s can beat Blanka balls on reaction with U2, while U1 will whiff because of it’s startup.
My current record is probably 5:5 using footsies and shenanigans, but I think this match is in Dudley’s favour.