Dudley Changes in Arcade Release(updated1stpost)

I use U1 for Blanka and Honda. Everyone else is U2 I believe.

All I hear is
"Most Dudley players wannabe like Marn"

U1’s only good for Cammy Adon Chun Bison Vega…Thawk… Sakura Elf and Juri…
Pre AE It’s good for Fei too.

Even after Marn said that, we see him use U2 more often than not.

U1 vs Adon has me scratching my head but I’ll save that for another topic.

Punishing blocked cr.HK on Ryu is a beautiful thing. And I would highly recommend using it against Rufus as well. You can punish his cr.HP on block or hit, and a FADC back dashed EX Messiah Kick.

So not Blanka or Honda? Not Ryu? Not Guile?

Enlighten me as to why you would use U1 vs Cammy, Adon, Bison, Elf and T Hawk? Cos that’s new technologies to me.

sorry forgot honda.
and no
vs Blanka you can punish every ball with EX MGB and cross counter anti air helps ( lol yup)
vs Ryu, well I’ve only played 3500-4800 ryus on xbl and used U2. Hasnt let me down yet. Better than waiting for a ireball that wont come.
Lol at Guile.

I’ll get into Adon Cammy (lol at why to use U1 on Elf Bison and Thawk)
(protip u1 punishes all of his jag kicks before they hit you including ex at point blank range meaning he cant pressure with jag kicks you have U1)(vs cammy, Safe jump set ups and baits, and since you cant anti air her with ultra 2 …

all I can really say atm is wait til the tutorial. that stuff’s already recorded and ready to be uploaded right now.
Just gotta get the new AE stuff in.
Got awhole section on closing the gap and dealing with a good offensive character/pressure in the tutorial

Chun is my main. Her U1/U2 options are similar to Dudley’s in that U1 is for punish/taking away moves and U2 is for extra damage where U1 doesn’t really work. Sometimes, even if I know my opponent is smart enough not to throw out any U1 punishable moves, I’ll still pick it because taking that particular tool away is more important to me than actually landing the ultra.

I think U1 works for Guile - punishing SB on reaction requires good reaction time, but is not difficult. More than that though, Guile has 14 years of recovery on missed FK, and if U1 can punish the potential FADC backdash as well, Guile’s reversal options will become really incredibly shitty.

For Rufus, even with Chun I pick U2. My logic is that of all the things I’m worried about in the Rufus match, C.HP isn’t really that high up on the list. Given his high vitality, I’d rather have the extra damage over taking away that particular poke. If Rufus knows not to FADC a blocked EX Messiah, then you still have the guessing game. I don’t know off the top of my head how good Dudley U1 is for punishing a fully-blocked Messiah.

U2 and U1 can’t punish EX Messiah unless it’s sweep follow up, U2 can only punish regular messiahs before follow up iirc.

Rufus has low stun so if you get a stun on him and have U1 ready, let it rip.
Same thing with getting a focus crumple and U1 stocked and Dudley’s focus is good.
400-500 extra damage after a short stun is just too good.

And then there’s all the cool stuff you can punish that U2 can’t reach.
And U1 leaving the opponent right in front your feet.

Responding to several people’s posts above:

And the difference between Dudley and Chun is that Dudley can still land 300 damage off a hit confirm with 1 bar of meter and no Ultra. Against Rufus the only way he can actually keep you out of range is cr.HP. If you remove that than you are free to engage him up close, and you out damage Rufus up close. And Ultra 2 as a punish to EX Messiah actually loses if they do the Overhead follow up. It goes over you and lands behind you, for a free as free can be punish for Rufus. Rufus also has that 1050 stamina, so if you can land a free 500 dmg for his mistakes it definitely helps.

Adon, you can use U2 to hit every single Jaguar Anything. And you can safe jump with U2 and it beats every reversal he has. I would never in a million years use Rolling Thunder against Adon.

Cammy, again you can safe jump her all day, U2 beats anything she can do clean and she takes damage like a skinny little english girl, so tagging it onto combos is well worth it. And U2 punishes blocked Cannon Spikes anyway…

T Hawk, I am assuming you are using it solely to punish blocked Condor Dives? You can just do a forward dash and st.HK is guaranteed. st.HK xx EX MGB > Duck Straight > Ultra 2 is good for 458 damage and you still retain your beefy damage in combos as well. Personally if I see a T Hawk jump the last thing I am doing is blocking anyway. Would you let Zangief jump in on you and just block? You will 100% die that way. Not to mention T Hawk can only do Condor Dive from a forward jump, and Ultra 2 will beat anything he does with his enormous floaty jump arc from way up there.

Blanka you can punish every blocked ball with EX MGB. You cannot punish balls on hit with it though. After a knockdown, what is Blanka going to do as you work your high/low mix up game? Up ball most likely. He can not do that anymore when you have Ultra 1. He can’t even do his BnB combo when you have Ultra 1. It’s actually rather unfair.

The whole point of Ultra 1 against Ryu is not waiting for a fireball. It is to let the opponent know he cannot throw a fireball at all. The fundamental character design of Ryu is that he needs fireballs to zone. Removing that option to him, AS WELL as removing the option to use his cr.HK sweep means his only means of keeping you out is cr.MK. That allows you to stand at that that lovely range where if you focus absorb a cr.MK and release it instantly you will get a counter hit crumple if they try and cancel into a fireball. You actually get to play footsies with Ryu fairly putting your cr.LK which stuffs his cr.MK, your cr.MK which punishes his whiffed cr.MK and your lvl 1 Focus which punishes his cr.MK xx Fireball cancels up against his cr.MK and f+HP. It’s quite a fun battle from there.

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U1 punishes a blocked Cannon Spike.

Obviously, but so does U2. So I don’t see much use for Rolling Thunder. You are completely removing any other option of comboing into an Ultra for an extra 60 damage. That’s what I was getting across. There’s no utility for Rolling Thunder which Corkscrew Cross cannot fill, whereas the reverse is not the same

U2 can also catch her out of hooligan.

Ulta 1 is great for ADON IMO … It allows for punishing any wiffed Jag kick or or hugged wall of Jag tooth at a much larger range than Ultra II…also the meta game it opens because even at almost full screen they aren’t safe.

So yes, any jaguar kick can be punished sure but what bout the fake instant ones at mid screen… well any wiffed/meter building jaguar kick at more than half screen almost near full screen = punished by ultra 1

Also i can punish any jaguar tooth with HP and any fake baited Jaguar tooth(when the stick to the wall) i can Ultra I on reaction near a little more than half screens again…

Vs Adon i prefer to space with HP and when i have Ultra I any missed Jaguar Kick at almost anywhere on screen = Ultra 1… Adon will always have to hit to not be punished which is why i keep him spaced.

Adon has to come to me…and i wont let him because HP and ULTA 1 is all i need…and when he finally gets inside i’m probably at a life lead and when he finally falls down to a bad guess or punish i’m where i want him… inside waiting for the wakeup game…

fixing his wakeup for AE makes it even better.

Also, maybe the active frames for c.mk is for better OS…or is range too small?

Corkscrew Cross is just more versatile in just about any match. Fuck rolling thunder.

I’ve been falling in love with U1 recently. Reaction ultra 1 > whiffed normals

On topic: I have nothing to complain about change-wise but what I love most is the extended hitbox on Dart Shot. Can’t wait for that.

Any news on the victory rose?

As I said in the other changes thread, don’t get too excited about the dartshot change. Just because it has a better hitbox doesn’t mean the moves you link off of it also do. I whiff dartshot>standing roudhouse due to being too far out as is.

Re: EX Ducking, I just had two thoughts. One, I wonder if something like s.jab, s.rh xx EX Duck, s.jab, s.rh xx EX Duck… would be possible? Two, if Straight/Upper can be done on the 3rd frame, plus upper body invincibility…EX Duck Upper as a new anti-air option?

It only said when you can cancel EX Duck into a follow up, didn’t mention the entire duration of EX Duck. If the loketest reports are true and that it is LK Duck speed with HK Duck distance, that would be 20 frames.

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This is how you guys play sf4