Dudley Changes in Arcade Release(updated1stpost)

Regarding that specific move, not at all. They improved the hitboxes on some of his moves, but st.roundhouse being 0 instead of -3 on block is silly considering how they changed it. St. roundhouse being -3 was annoying, but it was avoidable and it wasn’t a factor of Dudley’s game that was really hindering him. As a Dudley player, I almost never end a string with just st.roundhouse unless it was a mistake. You could always cancel st.roundhouse to jab mgb to make it “safe”, keep your spacing, and do some chip. Given that, it doesn’t make much sense to me. It’s not like st.roundhouse has a better hitbox either. Capcom just took some combos away for no reason.

They reduced offensive pressure with any sort of pushblock increase, which one of the AE players keeps coming back asking if “did [combo] work on [character] in SSF4?” which it did. If JU is whiffing in combos, that’s hurting too. JU is the only way Dudley can combo into knockdown without meter.

Improving f. MP and cr. MK (unnoticeable change apparently) is a pretty terrible trade off. Those are 2 things Dudley should have had without trading anything for it. It’s not like f. MP is cancelable or cr. MK can be comboed into, they are just moves that should’ve been better so he isn’t overly dependent on sHP when he’s at the range sHK can’t counterpoke.

Well Dudley, we had a good run. L8erz

…I guess I just really don’t see how those moves not working is really going to hurt you unless you LOVED using SSB in a combo.

The counterhit combo is very very good and easily hit confirmable. If you’re not doing it off of frame traps, you’re missing out on easy damage. St.roundhouse xx roundhouse duck upper/straight puts you very close to the opponent if you happen to catch a limb, which is also very useful.

I use it, definitely, I’m just saying it’s not like it’s utterly unuseable. I think Pipe was mentioning a few pages baack that it’s still a little mindfuck that was already unsafe to begin with, so now it’s more risk.

pick one of the less important things mentioned
make sarcastic response using less important thing

Please explain how a combo turned now into a non-combo was unsafe to begin with.

I’m saying on block, if that’s what you use it for (I do)

If you hit s.hk why not just go to MGB or EX?

Because I didn’t combo into sHK.

And I think you missed my point:

sHK x LK Duck was risky. If it CH, it comboed into sHK/sLP/crLP/etc for potential big damage.
AE changes. sHK xx LK duck same risk. If it CH, there’s NOTHING.

Please explain how it got more risk if it’s the exactly same disadvantage? There is absolutely no reason to fish for CH with sHK xx LK Duck in AE because there is no combos if it lands anymore.

OH. I did misunderstand you. I thought on block, the move was more minus on block, but I think you said it wasn’t? My bad.

But, for me personally, I don’t fish for that counterhit, so all I was saying is it’s no big loss to me. S.rh to MGB (EX) all day, baby.

Just it throwing out there, but getting that counterhit combo is easy mode on any character that doesn’t have a mashable 3 frame DP. You landed jab mgb? Stick out st. roundhouse xx empty duck and look for the counterhit sign. Your opponent techs your tick throws? Do st. roundhouse xx empty duck.

I disagree. Those two moves and the new air to air roundhouse are simply enormous improvements. I cannot stress enough how much they help Dudley’s overall gameplay.

I just got back from playing some AE not long ago and feel like Super Dudley is dead to me. Everyone that seems to think Capcom has fucked this character up entirely look, to me, like they have yet to play the new game. He is much better and a number of characters that were bad match ups got nerfed. Overall, he is a much more viable character.

The only match ups that actually intimidate me now are Gief and T Hawk.

*also forgot to mention that Ex ducking’s upper body invincibility has proved interesting so far. I haven’t had many chances to really see its limits, but I’ve landed it through a few character’s high pokes in footsies. So I assume it can be used against just about everyone in that fashion in some form or another.

Lemme ask, Pipe, do you think if you had the reactions, one could go through, say, a Balrog dash punch and punish reliably with EX duck?

Does Ex Duck go through mid moves?

I am completely unsure, it sounds like it is worth testing. The next time that I play a Rog I will try it. In console super, you can already duck through a number of high normals on reaction (T Hawk’s st. RH for example). So with ex Ducking’s speed it sounds like it can be quite possible. The use that has me most interested, that I haven’t fully tested, is against turtle based fireball characters. Say if Guile throws a boom up close and then immediately does that backhand to prevent a normal duck. I think you might be able to go through both the boom and the backhand in that scenario. I noticed something similar against a DeeJay player tonight.

EX ducking in general seems like it has a ways to go to really know what it is and isn’t capable of. I really wish it went farther along the screen than it does.

@Darkyellow
I don’t have a definite answer for that. I’ll try to pay specific attention to that the next time that I go play. I was trying to do it against a lot of things, but a good amount of time I’d throw it out at the wrong time and get hit by a low poke instead. It is hard to test in the midst of wanting to not get booted off the machine.

Ah, good. Would it also go through a scissors kick, or am I just dreaming?

the arc would probably go through your upper body too quickly. I am almost certain it would go through Fei’s rekkas since ducking already did that on console.

I’m not arguing Dudley didn’t get better, I’m annoyed with the stealth nerfs. A lot of characters got nerfed, some much harder than others, which helped move Dudley up relative to those characters. I’m just not understanding anything being taken from a character that was meh at best.

I don’t doubt the new f. MP and cr. MK are helpful, but I do doubt they were worth losing meterless knockdown and a easy 300 damage CH combo for.

I for the life of me cannot understand how the crouch forward buff is helpful. I need that to be explained. I never had problems landing the move, I had problems with it getting beat by just about every other good low poke in the game because it is so slow.