Matches of note.
Tibarn (FE9) vs. Kratos (ToS) - It sounds from Dhyerwolf like FE10 might change this, but off FE9 only... Tibarn puts up a pretty good fight here, actually. ToS attack speed is pretty gutcheck (Lloyd and Sheena are fast? Raine and Presea are slow?), but Kratos feels middle, meaning Tibarn is doubling. PC Kratos has practically no health left after his opening double and can't heal his way out; he has a vague argument, though, in the Last Fencer still hitting a weakness. Normally I'd dismiss this since Beorc and Laguz Guards mean there's a clear separation in FE9, except that the Last Fencer's weakness is more like "humanoid" rather than "human." Hits the many half-elves you fight fine, for example. But.. Boss Kratos has the durability for me, and he's 2HKOing with that wind weakness going, so.
Guv (DQ8) vs. Yuri (SHs) - No Call Team, no Dragon Soul, but even if Guv does have Call Team, Yuri can wreck two teams easy. And I believe Dragon Soul is an auto-crit? So no chance of extra variance even if Guv theoretically attempted to heal-lock the faster Yuri out of resources, and an opening Mind Assault means that Guv likely wouldn't have much in the tank anyway.
Zell (FF8) vs. Kongol (LoD) - Okay, I know I'm far less strict with FF8 interpretations than others, but Zell should have a win here likely regardless because Kongol's just that slow. Here's how: Kongol chips Zell somewhere into the realm where he can OHKO him (35-45% HP). Zell has just been standing there on free wait, maybe only getting some hits in at the beginning of the fight. Zell beats himself up immediately in response. Barring a "lucky" crit, Zell is now at 2-12% HP. It's now a race between Zell and Kongol as to who gets the next turn. I can see throwing this out vs., say, 90% average speed fighters in arguing that it takes too long to punch yourself, but vs. epic slug Kongol? And with that Duel coming up basically instantly due to the high amount of crisis, and it being a nice long one too?
Okay, that's my story. There is admittedly one wrinkle: how does Kongol's ID chance work? Does he need the full addition to land? Is it really a 3% chance distributed across all his little hits? Or is it a once-an-addition check that doesn't need the other hits to hit? Irrelevant to me, as I let FF8 characters equip status defense junctions, but if Kongol's ID weapon worked where he could still get a 25% shot out of one tap and then missing the rest, then Kongol can likely win that way for those who don't allow it.