AE v3 (2013?) Dudley buff request/discussion thread

I’d find some way to make Thunderbolt worth using at all (likely some way to combo into it). Also, I’d allow Dud’s DPs to have at least half startup invulnerability, and full throw invul on Short Swing Blow…

shutup

HJM, Tbolt King found unblockables off Tbolt. It’s on youtube.
but ya what he said above me

Here’s the list of changes I came up with.

-Better hitbox on cr. jab. Reasoning: This is supposed Dudley’s go to normal to start up his block strings and pressure. However, he can’t do that too well when the hitbox stops at his wrist. It needs to extend out as far as it does on his st. jab. (To the tip of his glove.) Either do that or make his st. lp able to hit crouchers.

-Make cr.lk chainable. Reason: This is Dudley’s other go to normal for block strings, pressure, and stand techs. Having it chainable would make maintaining pressure much easier when he’s up close. Also make the hitbox extend a little further. They could increase the hurtbox so it isn’t too strong as a counter poke.

-Lower the startup for cr. Mk from 8f to 6 or 7f. Reason: This is supposed to be one of Dudley’s go to counter poking tools for lows. They reduced it once before, but let’s face it. You’re not going to counter poke shit with this normal unless you’re psychic or the opponents normal stays out forever. Reducing the startup will allow this normal to finally work like it’s supposed to.

-Make his Rose Taunt count as a hit and do 1 point of damage/chip and remain active until it hits the ground. Reason: Ok Capcom tried to give Rose Taunt some utility by making it FADC-able. However it’s still pretty damn useless. Why? It doesn’t count as a hit. People can FA the Rose and a follow up attack because of this. Also, meaty set ups with the Rose are so difficult to do that, on top of the aforementioned flaw, it’s pretty much impractical to even spend 2 meter to get nothing out of it. If I’m going to spend 2 meter at least make it worth it.

-Make Short Swing Blow throw invincible throughout the duration of the attack. Reason: It’s a throw bait move. And there’s nothing more annoying than being thrown out of this move after I successfully baited out the throw. As it is now it’s only good for dodging DPs on wakeup, which is cool and all, but it needs to function like it’s intended.

-Make Lp MGB -1 on block. Reason: While I would love for it to be 0 for pressure I’ll be happy with -1 just for the simple fact that it’ll help out tremendously with his bad matchups vs Grapplers. As he is now if he finishes his block strings with this he will get SPD’d for free. Even off of SSB he gets SPD’d for free if it’s blocked. However, SSB can be FADC’d to make it safe is Dudley guesses wrong on the throw. MGB cannot however. Sure Dudley has some normals he can do to push Gief/T.Hawk back, but with their high health why should they care? They’re not taking chip damage so what’s stopping them from continually poking you and pushing you into the corner. That’s why this move needs to -1 on block. Not only will it slightly improve his pressure game and ability to stay in for all of his matchups, it will give Dudley a chance to push his way back out of the corner and for grapplers to take some block damage in the process. While this change won’t put the matchups in Dudley’s favor, it will give him more of a fighting chance.

Some other changes that I would love for Dudley to get, but aren’t necessary/as important as the above requests:

-Increase the size of fwd. Mk so that it covers his entire fist. Reason: This is a forward moving normal that is used during block strings to create/maintain pressure and position once you get in. Increasing the hitbox size would make this much easier and better for Dudley’s rushdown game. Plus, Cody has a good forward moving normal. Why can’t Dudley?

-Extend st.Mp’s hitbox downward some. Reason: Dudley’s main punish combo fwd.mk -> st. mp -> st. hk xx whiffs on Ryu sized characters because of their hit reels. Extending the hitbox downward will allow the combo to work on everyone. Hey, if Makoto can get her big time combo to work on everyone so can Dudley. I’m just saying.

-Make Short Swing Blow armor break. Reason: Dudley could use a good focus breaker.

-SF x TK walk speed. Reason: Dude just glides when he walks.

That’s really about it for my list of requests. What do you guys think about this list of changes?

You know what I really want?
2 frame jabs.

It wouldn’t make Dudley broken. His range would remain shit so he wouldn’t be able to link from moves like Duck Straight/Upper. LP MGB beng an infinite wouldn’t matter because scaling.

i get the feeling some of you dont actually care about the update

I really want them to do Dudley some justice this time around. Just make him exactly like 3rd Strike. That’s what I really want to request.

Hello all! I’m newly registered to the forum but have been a long time guest. I’ve been playing Dudley as my alternate since version 2012 and have found him very enjoyable but also frustrating at times. His lack of a decent anti-air makes him very susceptible to rush down tactics and option selects. If he was given invincibility on his jet upper, I truly believe Dudley would go from low tier to top tier in the hands of the right player. Since the chances of that happening is almost zero, I have another idea in mind.

Some may not see this as a buff because it takes two bars but I see look at it as giving us an option to consider besides guessing right when you’re being rushed down.

I propose that SSB be focus cancel-able mid animation. Basically creating a second (but faster and further) back dash option at the expense of two bars.

Sometimes, the only thing I need to regain control of the game is enough space to run my keep away game. I’ve long since settled with the fact that Dudley’s position in this game is to be a high risk, high reward character. However, I’m tired of losing games that I was totally in control for the majority of the round only to be rushed down which in turn places me in a constant guessing game.

Lack of a decent anti-air? St mk is a great anti-air normal. Also his Jet Uppers are great for anti-air as well. You have to have some good reactions for it. His st.hp is good at certain ranges. Same with st.hk. Cr. Hp is another one as well. He does have good anti-airs and doesn’t need invincibility on his Jet Upper. I think you should watch the Tut made by Thirtyfour. It’s really helpful. Also post some of your matches so we can critique them.

Buffs that alter things outside of frame data and basic properties are basically fan fiction… BUT it would be crazy siQQ if Dudley’s fwd mp retained the same properties but moved forward like in third strike. that button would be too good.

actually, the only thing capcom won’t do is create new animations for the game so that change can easily be implemented if they wanted to.

Considering Capcom’s track record when it comes to “listening to community suggestions” I’m not sure any of us should get our hopes up too high.

That being said, some amalgamation of 34, Cliff, and Reewind’s suggestions would be a great boon to Dudley in v2013.

rebound pls

What the fuck is your problem?

4go ur 13 no swear words little man

I really don’t care anymore say what you want about me, ask for help say tut whatever idc

don’t need to explain myself to you

but if you like trolling me go on ahead

34 is a bitch ass nigga. don’t sweat it breh.

we’re the dudley family stop fighting pls.

SFxT duds are more hostile its k

I feel as if you guys met up offline, not on a forum, things would be a lot less angsty.