Dudley Changes in Arcade Release(updated1stpost)

srsy tho your the one that should stop posting… your the one that took drama over here towards me before anything went down. learn to back track, btw i’ve seen by some topics and posts that some people here don’t even like you. so what does that tell me about you? lol your the one trolling. learn your definitions before throwing them out

Guys, you should cut it off.It’s not classy at all.

Off topic: SmileyMike, are you same one whose name is in a lot of combo videos I’ve seen?

I see. okay then, if the C.lp and Standing roundhouse will whiff depending on if you take full adv of range of the new OH if your afraid it will whiff then go for the C.mp into medium Machinegunblow.

cause i’ll be using max range on that new OH if it allows me to not to get hit by a shoryu into FADC. it’d be nice if i could just cut their FADC off and just either lose or trade rather then lose then getting hit by FADC into ultra.

Yes.I only pretty recently (about 3 months ago) started actually playing the game alongside combo making.Before this, especially vanila, that is all i did.Had like 0 gameplay knowledge lol.But Dudley is SOOO much fun to actually play matches as.

That’s awesome. Knowing Dudley stHK is getting worse, you plan on making SSF4 Dudley tribute now? lol

Tribute for what?Lol, he’s not dead.Isn’t he better overall?And, well, I kinda ran out of ideeas for Dudley.I mean, pretty much all of the combos have been seen until now.He is, truly, the most freestyle character of them all, equal to seth, but the freestyle basically consists of a ton of original links.But i don’t have the execution to pull of everything i want.For the SSF4 Dudley combo from the S3 combo exhibition, i told Maj what combo i had in mind and had to ask him to record it.I have some Juri material though.Oh, and can’t wait to experiment with EX Duck.
I know i was VERY negative about the st.hk nerf and ranted about it ,but the game is finished, what we see is what we get, and there is nothing we can do to change that ,so we’d better concentrate on what’s good about the change, the fact that st.hk is now a better poke to just throw out.Sure it’s a bad change for his pressure, but i think we established that already :smiley: .We gotta see what new stuff we can do with it.

I’m looking forward to practicing CH stHK stMP stHK in SSF4 to prepare for SSF4 AE when I get to a PS3 or 360. Here’s hoping it hits on everyone.

I’m 100% it doesn’t work on almost nobody except the big hitbox guys like rufus, abel, sagat (don’t know if it even works on them, just mentioned them because they are known for big hitboxes).From anything but the closest possible distance, not even CH st.hk ~st.hk connects so i wouldn’t get my hopes up for CH st.HK link into hk.I think the best confirm out of that would be CH st.hk ~ st.mp xx lk duckk upper FADC stuff.
CH st.hk ~ HP Jet Upper can be hitconfirmed.

sadface

Sadly, there is no replace for st.HK xx lk duck ~cr.jab~ stuff .We can just hope they reduced lk duck’s recovery by at least 2 frames, so it would at least work (very hard, but it would work).Doubt it, becuase that would have other implications and bla bla bla all kinds of bullshit.I like how Capcom are so precautios but overlooked the implications and consequences of decreasing st.hk hitstun to the point where it does hitstun like a medium normal attack.

I was under the assumption stHK was +4 on CH, but since it’s +5, CH stHK xx LK Empty Duck is a 1 frame link into stLP/crLP in AE then, I think.

CH st.HK in ae has the same hitstun as regular st.HK now in SSF4, so because now st.HK xx lk duck ~ cr.jab doesn’t work, it means it wouln’t work in AE with CH st.HK either, unless lk duck changed.

So we lost a CH combo…big whoop.

Damn.

Well, I don’t see any nasty extras showing up if all versions of SSB started up 3 frames sooner and adjusting ducks to work with new stHK.

Brb blowing up Ono’s twitter.

Eh, why bother yourself with what could have been?

St.HK xx LP SSB still works but spacing dependant as to whether you can hit super… I had El Fuerte fall out, it was safe but yeah… fail.

St.HK xx LP SSB doesn’t appear character specific. I didn’t fail to combo.

St.HK xx MP SSB no longer works. :frowning:

Sorry guys.

No surprise here.I had faith in Capcom that they’ll ruin something they are trying to actually buff, and they didn’t disappoint.

Oh noes, can’t combo into super from SSB. The horror.

What do you mean?

I don’t know about anyone else, but my blockstrings focused on getting stHK to hit so I could empty duck with an advantage.
f.MK st.HK
cr.LP st. HK
cr.LK st.HK
cr. MP st.HK

Those were how my blockstrings ended.

My whole game when they were blocking was to get stHK to hit. I was cancelling into LK duck on block or hit, because, even though stHK xx LK duck was -3, no one was prepared to punish it takes to the little gaps left in the hits before the stHK. The whole blockstring I had setup was to catch any mashing in between hits so they weren’t mashing after the stHK xx LK duck out of fear (unless I did it too often or they were Balrog).

If the stHK hit, CH or normal, I was pretty much in and had them guessing in a blockstring or finishing a combo thanks to CH stHK. With that gone, it’s going to be harder to do anything on regular hit (-1 after LK duck) and on CH, I’ll be doing what I did on regular hit now.

stHK was a huge part of the pressure game I liked doing. I loved landing crLK crLP stHK xx LK Duck THROW to put them in corners, now with stHK LK Duck -1 on hit, I’ll run the risk of getting thrown instead of being +2 and having them at my mercy. crLK was a 2 frame gap, now it will be 5, f.HK has now more room to get poked out of.

stHK at -3, you could cancel it into LP MGB if you were scared of it being punished. They should’ve just buffed blockstun 3 frames.

Now there’s a lot of emphasis in landing the overhead or crLK before the stHK due to the hitstun lost. Overhead is so slow, it was safer doing stHK xx LK duck than running the risk of getting poked out a 15 frame move.