Dudley Changes in Arcade Release(updated1stpost)

No but we get more damage for less meter with ex mgb duck straight ex duck upper.
lp jet upper ex duck upper most likely works though.

I don’t think that is a good use of an EX bar tbh.

I’ll stick with the duck straight and let them drop in front of me outside the corner (oki > 120 scaled damage to me) and continue to use LP MGB when they are in the corner unless it will end the round.

I confirmed LP Jet Upper to EX Ducking Upper earlier. Timing is strict/specific though.

There’s set ups for LP MGB and HP Jet Upper finishers.

got a chance to play ae with dudley, rare noticeable differences if any, not incl. air-air hk knockdown, or exduck/str8

Greetings from down under, gentlemen. Played my first taste of AE today and discovered two little things:

st.hk to hk duck upper doesn’t connect anymore unless on counterhit

ex duck upper/straight goes through T.Hawk’s condor spire. Beats it clean.

Any word on whether we can ex duck to avoid and punoish Bison’s psycho crusher cross up?

Really? Did s.HK lose some hitstun? I rarely if ever use s.HK xx HK duck upper (usually stick to LK or MK duck), but I would hate to see s.HK lose hitstun :frowning:

I only got to play twice but f.mp seemed really good

is u2 even worth it anymore? just go for EX ducking for more dmg/stun now and replace it with u2… I wonder what dudleys most dmging/stun combo will do now with that new EX ducking juggle added in.

Wow 3 frames of hitstun off sHK did all that?

CH sHK xx LK Duck sHK link is gone
sHK xx LK Empty Duck might be -1 on hit in AE if my math is right. Bunch of hits into sHK xx LK Empty Duck into throw/overhead/low was my favorite reset :[
sHK xx HK Duck anything is gone

Does sHK xx MK Duck Straight still hit?

With the inevitable patch, I hope they make duck faster or at least LK Empty Duck cover 2-3 frames faster.

im pretty mad

That means blocked st.hk xx duck is even more balls.What the f? Jeesh, just made a huge rant about how dudley’s jumpin hard attacks have the least hitstun in the game, now he also has the hard attack with the least hitstun in the game.Who cares if it’s now 0 on block.Revert that shit back to it’s ssf4 state.
Basically i don’t even know why are we calling st.hk hard kick anymore.Has the startup of a medium, the damage of a medium, and it seems it also has the hitstun of a medium, and the stun just above a medium.I’ll call it st.Mk2, or st.red kick .Only characteristic resembling a hard normal is the recovery, aka the negative aspect.Thanks capcom.
Dudley is too afected by mashing jabs, and people already realised it.This stupid change only makes it worse.They sould’ve just tweaked it on block, and let it how it was on hit.I love it how Capcom wanted to buff the move, and stated so in the dev blog, but they actually nerf it without maybe not even even realising.
I just hope, REALLY hope, that late cancellling the st.mk2 into EX MGB still combos.I hope the hitstun on st.mk2 isn’t exactly the same as EX MGB startup, because that would mean that you’d sometimes, like gief players know, cancel the normal into it, and it wouldn’t combo.If canceling the st.mk2 in it’s second active frame into EX MGB doesn’t work…Gah…Something must be done!

They gave you f+MK instead. As I said, use that it is safer and actually way easier to combo on counter hit for big damage now that it is either a 2 or 3 frame link instead of one frame.

One framer into what?Into st.hk it is curently a 2 frame link.Or do you mean Counter hit f.mk into another f.mk?I really hope it’s faster.That would save/renew our pressure game.
CH st.hk xx duck ~ stuff was soo classy though. I’m pissed because this problem of making st.hk safer on block while not giving extra frame advantage on hit was SOOOOO easy to solve by just making it do 3 more frames of blockstun. Instead, they change his pressure game, and we have yet to see if st.mk2 even combos into EX MGB if late canceled.

s.hk is now safer to use as a poke because it has less recovery.

As long as s.hk xx EX MGB still combos it’s all good.

guys, wht is this? [media=youtube]TIIzyfhnlzQ&feature=player_detailpage#t=462s[/media]
It looks like like f.mk > f.mk???

f.mk s.hk.

aww, damnit. I really thought it was f.mk > f.mk =(

don’t worry ST.HK will stay the same, yea it loses hit stun but we can still do our important combos and hitting LIMBS like dhalsim from a distance AKA “standing roundhouse into EX machine gunblow full screen”. that still works just gonna be harder doing standing heavy kick on hit into a reset ect. that’s pretty much it. I’m looking at the new F.mp atm, that will prolly save our ass if we are good at countering pokes that usually beat us out. once we get great with the new F.mp then we can have our opponent afraid of throwing anything out. n if that’s the case we can go in easier.

Something i’m looking foward to is that we can F.MP then if it’s a counerhit then we can EX duck into straight. The better footsy work we have the better tbh. I could careless about Standing heavy kick as long as it still does it’s jobs and hits limbs to follow up ect. but i’m guessing standing heavy kick into low ducking on hit will be easier to get poked out of =( so no fancy resets. BUT I’LL TAKE THAT NEW LOVELY F.MK ANY FRIGGIN DAY. I’LL TAKE THAT NERF FOR THE F.MK thankyou very much!!! bah bai!

oh yeah before i jet what is the frames on f.mk>f.mk on block? -3?

yea the new dudley is looking Fire right now, more range on f.HK? lol it’s going to be harder to block now, cause ur opponent thinking you’ll be at a distance so in their mind the only thing they have to block is low and then BAM! “Timber style”. i’m iffy on the CR.mk atm, isn’t it supposed to connect? but we are playing AE and it WON’T connect. Da fook?

please stop posting here