It is more noticeable than you would think. I can’t quite tell if the hitstun means you can now combo off of it from farther away. I would almost swear that you can combo from farther away, but I don’t want to get anyone’s hopes up without being sure. But now you can sneak an overhead in during a block string that normally would have pushed you too far away from the opponent. Which I found especially noticeable against certain smaller hitbox characters. Also, you can sneak a meaty overhead in from ranges that people would not quite expect it from.
I’ll say it again. All of the little changes that the dev blog talked about are subtle but very good improvements. I still need to try testing out comboing into cr.MK, but some people have said that is actually not possible still. If anyone can confirm this for me, that would be cool. Otherwise I’ll give it a try the next time I get to play.
I guess I am just jaded because Dudley has a linkable overhead. Also, I really did want a better st. roundhouse hitbox, which makes me more bitter about the overhead getting one.
Had a good 26 game win streak at Mesa Golfland today with Dudley. The more that I use him, the more I think he is truly solid mid tier now. I would almost say that he could potentially be on the low end of high tier, but I don’t want to speculate too much this early into playing this version. The improvements to F. MP and F. MK really do improve his footsie and pressure game respectively. F. MP has quickly become one of my favorite moves.
And just to clarify for anyone else inquiring, The new air to air roundhouse’s knockdown is definitely techable, but definitely gives you enough time to go for a meaty, high/low/throw mix up, and is awesome.
I still have not experimented much with EX ducking. Partly because I tend to forget that I have it at my disposal in the middle of a round.
I continue to think that Dudley has a very good match up with both twins. They need to get in pretty close, and their low health and stun means they have to be cautious in this match up. I was stunning them in two BnB combos with a good amount of frequency today. But their combos can definitely give Dudley pause as well.
The one moment of note that I had today was regarding the new hitbox on Dart Shot. I landed an overhead on a crouching Yun player from much farther away than I thought would connect, and then I hit a stand roundhouse. I am uncertain if it actually did combo, but he said that he did not press a button, it wasn’t a counter hit, and he was still crouching. So maybe he was crouching and not blocking, but the distance definitely looked like that RH would have normally whiffed. it was a 10 hit combo (overhead into RH xx EX MGB) but I don’t recall if I ended with duck upper or with a single cr. RH in the corner.
I definitely am not looking to get peoples hopes up on this, but I intend to try and replicate it the next time I go play.
As far as dudley is concerned he is definitely better in AE. How much remains to be seen.
He can still be lamed out like he could in Super but he now has more options to deal with it.
Standing hk scoops up missed pokes easier, ex duck straight is a legit punish, jet upper fadc fwd is safe for the most part now, and overhead can hit from further away which makes crouch techs harder for opponents.
I think linking dart shot into hk will be key for top level players. This will make cr hk a true 50/50 from the edge of dart shot range. But this is my opinion and they’re like asses.
I am having serious problems believing that you can link anything from the new improved Dartshot’s range. I tried linking st.roundhouse off of the max range of SSF4 Dartshot against a crouching opponent and consistently whiffed.
Probably works vs Abel (if those links work period)
And i mean dudleys that do f.HK, c.LP on block
There’s too many Dudleys that hitconfirm off of c.LP and not f.HK
(not a true block string after f.HK so why do it unless they cant reversal? (ssb works after blocked f.HK