Dudley Changes in Arcade Release(updated1stpost)

Marn’s twitter says “Dudley f+MK is so fast now”.

AWESOME!

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f+MK looks 2-3 frames faster or my eyes playing tricks on me.

Oh and Thirtyfour said “idk if it was the video, but your Dudley looks a lot smarter” to Marn. So yeah, Thirtyfour stays trolling.

It looks like 6-7 frames start up? Currently it’s 8 if i’m not mistaken but its definitly a lot faster in AE. Tighter frametraps…yesss Maybe i’ll stick with dudley as my main:D

Yeah it’s probably 6 or 7. If it was 5, f+MK could loop into itself if hitstun remained the same. CH f+MK f+MK will be easier to land making this an even better blockstring to throw out.

Uhh is duck straight->ex duck straight juggle even confirmed?

Sounds like too many theory fighter combos.

So far all I have seen to work is: lp dp->ex duck straight/upper, xjuggle->duck straight->ex duck upper

Also to someone who said Dudley can punish -3 and less thats wrong.

You can cancel EX ducking on the 3rd frame and duck upper is a 3 frame. So he should be able to punish
-6 moves now with EX duck upper.

Also f+mp looks bitching good and fast.

Anyone also notice AE as a game seems to be…faster? Placebo effect probably.

Could someone test CH sHK xx LK Duck sHK combo to see if it still works.

I asked because if LP MGB can connect after a duck straight and it’s 9 frames, EX Duck Straight would be 8 frames and sounds like it could work.

Are there alternate outfits in the arcade version?Can they be selected somehow (by buying something on your card or something) ?

In game currency (Zeni) I think, but you need the arcade card things.

We in Nashville just got AE. I’m going to head up there in a few hrs.
I get to test it out for an hr all to myself. I’ll document and record what does and doesn’t work.
I’ll do 30 mins combos and 30mins character punishes.

So if his 6-7 start up that means it’s 3-4 frame gap for block strings… not including any unknown changes to blockstun of coarse, which is probably the same.

Also in the vid ryu throwing out a jab and traded with f-mk twice in a row… ryu’s jab is 3 frame right?

Also in the beginning of the marn video it looked like marn was experimenting with the speed of c.mk and c.hk.

did they look the same for people?

nice block strings by Marn in that video. I really like the f.mk right now, because it’s my favorite move in Dudley’s arsenal. (avatar)

Ryu’s crouching jab does 13 frames of hitstun, and dudley’s f.mk does 15 frames of hitstun, so trading would mean that if done with reversal timing, f.mk would have ryu’s craouching jab startup( 3) +2, but that would be ridiculous, so we can just conlude that there is a chance that f.mk is faster.It can’t be that much faster though, sadly.I can only see it beinf 7 frames of startup.If it would have been 6 frames, f.mk ~ st.jab ~ f.mk etc. would’ve looped endlessly, much to our opponents dispair.

I will try this, I’m doubtful though because of how regular straight drops opponents lower. With my test for Lp Jet upper to EX ducking Straight/Upper the timing was super tight enough to even get ducking upper. It maybe more likely to do it in the corner.

IMO EX Duck in terms of combo isn’t going to impact high level Dudley play because it feels like a waste of meter most of the time, especially if you’re packing Ultra 2. However if you’re using Rolling Thunder in your matches you can substitute EX Ducking Straight/Upper in your combo for extra damage where Ultra 2 would have gone, but like I said the extra damage for an EX bar at the end of combos is so damn small that unless you’re going for Stun or the KO it’s not going to be worth it.

I’m sorry I failed to provide punishment notes though, sadly my community has only 2 Honda players and they don’t want to play AE because our Majors are SSFIV. Hopefully I can find a Ryu player and at least test the sweep punish. That should give us an indication of how fast EX Duck really is.

BTW the Hit stun animation from ST.HK recovers a lot faster (the side effect of making St.HK better I guess) and I could visually tell it was impossible to combo anything after wards. Development team definitely made me think it was possible. Damn trolls.

Does anyone now know the juggle properties based on what I posted for EX Ducking Straight/Upper? Straight to U2 does 7 hits, Upper to U2 does 5 hits.

Juggled off a straight in the corner, U2 does 6 hits I thought.

I’ll double check today, corner and mid-screen. I tested Scoop to EX Ducking straight and it was an 8 hit combo mid screen.

I’m sure U2 is 6 hits max when juggled.
sHK EX MGB Duck Straight is 9 hits, add U2 and it’s a 15 hit combo at most.
Duck Upper instead of Straight and U2 hits 5 times but still a 15 hit combo.

If you’re at home and have the console version, check it out there. I’m pretty sure LP JU U2 in the corner is a 7 hit combo.

I’m suggesting the moves off EX Duck may have different juggle properties from Jet Upper, for EG, you can scoop, scoop, Ultra 2/EX Ducking Upper but you cannot scoop, scoop, LP Jet Upper.

If f+MK is 6 frames then who needs st.HK into Empty Duck? That’s a perfect 4f Frame Trap to catch crouch techers. And if it is 6 frames start up then you won’t even be able to get jabbed out of f+MK > f+MK fishing for that HUGE counter hit combo.

And it is plus frames on block, not a guaranteed 3f jab/Shoryu/Super like st.HK xx Empty Duck was

f+mk looks almost the same to me

f+mp definitely looks hella faster

what I what to know is it there are any frame changes to s.hk->empty lk duck on block
I want it to be -2 and not -3

okay let’s say F+mk>>>F+mk is -3 on block and something only a 3 frame could beat. So that means Abels only option is to either TT or back dash to where we can option the select the faster F+MK into something more dangerous? does that mean grabs will still beat our F.MK loop?

double post cause i just thought of something mind blowing…

Let’s say EX ducking cancel is 3 frames… that means we can link F.MP on hit into EX ducking cancel straight or upper? “ORGASM”… since F+MP on hit is +3