Dudley Changes in Arcade Release(updated1stpost)

Joining SRK and Starting fighting games are two different things.

Capcom basically saved the fighting game scene, and as much as I want AE right now, i bet all you complainers aren’t even all that great at SSFIV right now. Get good at that game first

The thing about getting good at SSF4 first is that Dudley is probably STILL better in AE than he is right now. Why get good with the worse version of the character when you can abuse the scrubbier tactics that can be utilized with his improvements? I just hope a hidden change was jab jet uppercut = Ryu jab shoryu. Mash shoryu and fierce all day baby.

cause he’ll still have the same stuff he has now, can you do all his one framers easily? do that first, worry about AE when it gets here. Until there are more dudley players than just Marn up there, none of you all should be worrying about AE. AE also has the same fundamentals, how are those? prolly still need work, not because you’re a bad player, but because they always need work. too many people worry about AE, there’s still a street fighter game in front of us

I said that sarcastically. Damn intarwebz. I agree with you. There’s only more incentive to be good with the character now, as you will be much better with the improvements later.

stRH lost hitstun, I have to find a new way to play Dudley.

inb4 s.HK empty duck on block being your main source of pressure.
take note on how cody and balrog pressure.

Our standing jab whiffs on crouch block and cr jab is only +2 on block, can’t walk cr jab like rog

stRH was my rod for counter hit fishing, it was just sooooo good to spam in block strings without canceling into duck because people didn’t catch on that it was -3.

I guess if you use it to blow up delayed crouch techs you could cr.jab ~ cr.jab ~ walk a bit forward st.hk ,and confirm if it was CH.If it is, if think you are at a range where you can combo into another one, but ducking was so much fun, and gave amazing positioning, especially considering dudley’s gameplan.They should’ve made lk duck 2 frames faster, so it would’ve been a 2 frame link into a jab, or heck, even one frame frame faster, so it would’ve been a one framer into jab.At least it would’ve been SOMETHING.

You don’t have much if any time to walk forward if you’re going to frame trap with st. roundhouse. Walking uses up the frame advantage at least in my experience.

This is also taking into consideration that your opponent does that crouch tech os with fairly good timing.

Making duck faster would’ve made stHK xx LK duck safe on block and Capcom is a bunch of haters.

Basically, Capcom said stHK wasn’t meant to be used like that and gave it the shaft, which seems to be the theme of some of the AE changes (Cammy IDK, Rog far st jab, escape tatsu, EX rainbow ball).

That’s funny because the dev team should have watched any 3s or SI footage to see that st. Roundhouse is basically the move that makes Dudley. It needs to be amazing because most of his other moves, barring dartshot, aren’t so special.

Dudley’s staying power is in the fact he can get ridiculous damage off almost anything. CH stHK should at least remain unchanged, let Dudley keep that at least.

It’s a damn shame that the button isn’t really gdlk. It’s very good, but not as good as it should be given that it is the lynchpin of Dudley’s game. 3s stand roundhouse was beast and everyone knew it. You didn’t want to get hit with that button ever, since that meant about 50-60% of your life gone ANNND you could SGGK with it. One of the nastiest normals in the game. Sadly, Chun’s close st.roundhouse crapped on everything in terms of how ridiculously good it was.

Well, I can tell you that Dudley is, in my opinion, greatly improved. However, none of the changes made gave him any “scrubby tactics that can be abused.” If you are not good at using Dudley in the console version, his improvements will not help you. But if you can do well with him in the console version already, then you will definitely notice and appreciate what his changes bring to his arsenal.

Nothing about his changes make him play like some completely new character. He is more finely tuned, but the general weaknesses that the design team intended for him to have (i.e. Getting close) are still there. Although, I did play some online over the weekend, for the first time since going to the arcade, and it definitely was not as enjoyable an experience.

His uppercut is the same btw. No secret change on that one. But comboing off of dart shot with standing roundhouse from farther away definitely seems like it was an unmentioned change to me.

Also, pressuring with S. RH xx lk ducking on block feels exactly the same to me in terms of its use as a mix up. Being unable to fish for counterhit RH has not really felt like a problem to me at all. St. RH is still amazing for buffered FP/EX MGB counterpoking to close the gap.

If you want to fish for counterhits up close then F. MK feels like the move to go to now. It is definitely quicker, easier to pressure with, and easy to combo off of. F. MP has also become a great move to fish for counterhit combos as well.

st HK xx LK Duck on block is exactly the same, it’s on hit that changed. Lower hitstun, stHK xx LK Empty Duck on hit is -1 instead of +2 and there’s no more CH stHK xx LK Empty Duck combos. They pretty much said “stHK is for comboing into and counter poking, don’t you dare use it up close like a jab”, which you could already do in SSF4.

I’d be surprised if they buffed stHK’s hitbox at all, doesn’t look like it was better at counter poking. If it doesn’t whiff on Rog anymore after a meaty crLK cr LP, I’d be a happy camper (they really need fix the pushback on Rog standing up after a knockdown).

As I said in the social thread, Rog is bs. They also need to buff Dudley’s st. roundhouse hitbox for Rog specifically. Max range dartshot > st. roundhouse whiffs on him in SSF4, which means that new max range dartshot > st.roundhouse is going to mega whiff in AE.

Honestly, I think that pushback is the hardest aspect of fighting Rog. It takes so much work to get into a good position and doing a normal blockstring or hitconfirm foils it all.

I haven’t had a chance to play against many Rogs at the arcade yet, so I can’t really comment on the match up changes. But it feels mostly the same with things like F.MP helping out a bit more now.

The pushback makes it such that I actually don’t use crouch short when Rog wakes up. I’d rather do make range crouch roundhouse instead of potentially whiffing a combo.

finally played some AE.

thoughts:

Normals
f.rh range has def extended
you can’t even do f.rh, s.rh when you hit f.rh at max range, at least not on the chars i did it against (rose, ken).
f.mp is so much faster, love it.
f.mk is abit faster, but overall haven’t noticed much of a diff
sweep hasn’t noticed a difference (both c.rh, c.mk)
whoever said you can combo into a sweep is a liar.
i guess s.rh is abit faster, not that noticable though.
s.rh xx duck seems to be pretty much the same, it could be people not knowing about the extra recovery though.
i managed to get f.mk x 2 on counterhit pretty easy.

**Specials
**ex duck recovers really fast.
ex duck straight literally goes nowhere.
ex duck upper seems to place you in a better position
not sure if it’s cause people aren’t use to it and not teching, but you have so much more time after a2a’in with j.rh when they’re knocked down.

**Combos
**BnB is the same, haven’t noticed a difference
push back for moves seems to have changed. I got f.rh, c.lp, s.rh xx lp dp whiff on ibuki and rose, which i was fairly certain worked in Super, it’s not even close. to hitting anymore.
ex mgb, duck straight, ex duck upper puts you in a better position than if you did lp mgb, and adds quite abit of stun. It was easier to keep the stun meter up and get the op dizzy. Can’t wait to try this on rufus.
I managed to hit lk duck straight after ex mgb on bison. I have never been able to land it on him before (that could be cause i suck)
i could not get duck staight, ex duck straight to combo.
i could not get lp upper, ex duck straight to combo.
ex mgb, duck straight, ex duck upper in the corner is not bad. you can whiff a lp dp for meter before they even land, and still get to set up your wake up game.

Match ups

overall it seems the same so far.

I don’t have to worry about rose wake up anymore, so that match up got alot easier.

i suppose you have a slightly better time getting in on Dict now, since his s.rh doesn’t hurt as much. however the new pushback from lk scissors seems to be a headache. c.lp completely whiffs after blocking it, so you can’t do a poke check at all anymore to try and stop the pressure. I’ll have to test pushing other buttons as i’m use to pressing c.lp xx lp mgb if they block after scissors to get some space back.

vs ryu/ken is essentially the same. i did not see a reason to change the existing game plan, except maybe f.mp abit more as it seemed more effective vs c.mk than before.

vs akuma felt the same. Though i did not try ex duck vs air fireballs. you will noticed the extra stun you put on akuma with ex duck upper after your bnb -> ex mgb, duck straight, ex duck upper. You still crouch under s.rh.

vs abel, praise the lord! u2 is ass, roll recovery is significant now, it’s easy to throw him at the end of the roll now. I cannot see a reason why abel players would pick u2 vs dudley anymore. TT does no damage. Otherwise the match up is the same

vs yun i picked the wrong ultra by accident (u1), but s.fp seems to trade more easily than say vs rufus’s dive kick. I suspect with good reactions s.mp has a good chance of stuffing the dive kick. you can c.lp xx lp mgb after blocked shoulder (any version), the stronger versions you can prob s.rh xx ex mgb. His uppercut is fast! I would guess it’s a 4 frame dp. You can’t meaty c.lk it. His FA SUCKS. zero range. at least it’s not as slow as vipers.

vs gat the match is the same. i did not try to ex duck under his stand rh, kinda hard to react to.

I did not try to ex duck a jump in. Thought that could help vs Dict’s j.fp, but I haven’t put the ex duck in my game yet.

Other notes (from matches i watched)
Mak’s uppercut is much better. it’s something you have to watch out for now.
her ex axe kick supposedly can be tiger kneed, and it floats in place as it comes out. Not sure if that’s how it was in Super. It looked kinda odd as it didn’t travel anywhere during the active frames.

Yang’s ex rekka can be blocked in between if the guy isn’t mashing it out fast enough.

Adon players have to play defense now when they wake up. safe jumps all day on them now. No longer will you need Adon specific set ups.