Dudley Changes in Arcade Release(updated1stpost)

It really is. Now I can get another st.RH out 3 frames faster than before. How is that not a good thing?

Because it doesn’t do anything you couldn’t do in SSF4.

Losing CH sHK combos is really shitty. You can’t hit confirm from a lone sHK into anything. It’s pointless to do sHK upclose now since there’s no more CH sHK empty duck LP/HK link. They took away from it’s utility.

If your doing buffered sHK in footsies in SSF4, you already know that you’re not getting punished for whiffed sHK. You get hit because they anticipated something and pressed a button AFTER you, they didn’t react to a 20 frame move.

I never noticed how easy it was to neg edge HK into HK duck before. Sucks that HK xx HK duck upper/straight no longer combos in AE.

If you think Dudley is nerfed in AE…

Whatever you say brah, we’ll both be using the reduced recovery whether you like it or not. Every time you press st.RH and it whiffs, you’ll be using it.

I don’t even give a shit about losing CH st.RH xx empty duck combos because they were pretty uncommon to land anyway. Just use safe combos instead.

Exactly. Dudley is looking so much better in so many ways that it’s pointless to complain over the loss of one situational combo set-up that doesn’t stop you from using other, safer combos anyway.

I used to think the counterhit combo was gimmicky, but it really isn’t. It is probably one of the easiest things to condition your opponent into doing. Tick throw until they tech and then frametrap them. The only problem is if they block and have a three frame move to mash. I’ll take mash jab or a shoryu for about 400 damage anyday.

As I said, come up against a Boxer player who is option select crouch teching with Jab and you will see how shitty losing CH st.HK xx Empty Duck > st.HK xx Death is.

Getting st.HKs out quickly one after the other is for 3rd Strike. Not SSF4. It serves no use whatsoever. You should be doing st.HK on reaction to whiffed normals poorly spaced, not throwing them out for no reason as fast as possible.

Correction, Dudley is for 3rd Strike.

/thread jack over

The last thing to think about for that combo is that you sacrifice almost nothing (not being robotic and doing the same thing every time) and gain a lot for it.

Decreased recovery is such a pointless gain. You weren’t getting whiffed punished for it. Recovering faster is only help if you do it upclose and it gets blocked, which is now pointless to do now since landing a sHK outside of combos doesn’t lead to anything.

In AE, you’re -1 on sHK Empty Duck on hit instead of +2, +2 on counterhit instead of +4/5. Doing combo sHK empty duck resets is riskier now, they just mash throw and avoid guessing the crLK, LP, fHK or throw after an empty duck.

Don’t apply what you do (or don’t do) to everyone. You’re in the minority of people who didn’t fish for counter hits with sHK.

CH sHK is VERY frequent for me. I used sHK like it was jab, which is probably what they wanted to stop people from doing.

No one arguing if Dudley got buffed or nerfed, he was obviously buffed because a lot of characters got nerfed and a good number of them gave Dudley a hard time in SSF4.

sHK was definitely nerfed though. You can’t argue that sHK being 0 block by reducing recovery is a buff when you lost:

-sHK empty LK duck being +2 on hit, now -1 in AE
-CH sHK empty LK duck sHK/sLP/crLP links
-sHK xx HK Duck Upper/Straight
-sHK xx MK SSB
-CH sHK xx EX SSB

when they reduced the hitstun to compensate for the new recovery.

Seems like we’re going to have this argument every month by the frequency of it.

As long as people keeping thinking sHK having less hitstun is a buff.

Counter Hit st.HK xx Empty Duck > st.HK xx EX MGB was easy as shit to hit confirm

25 frames to figure out you landed a hit? If only all of his combos were like that.

These 2 things hurt the most, man.

I know the first one you still can do but it was risky already and it got more risky since everyone has a 3 frame throw, not to mention 3 frame moves like Rog’s crLP, Bison’s crLK, Chun crLK will just get mashed on to stuff anything you think about doing after.

CH sHK combos will be dearly missed. They’ve been so good to me.

If you break down your options now for pressure you have your cr.LK > cr.LP taps. On block this puts you at +2 meaning you have 5 frames to throw out a move that will beat your opponents non-invincible options.

On block you are still in range to land st.HK so you can theoretically still do delay st.HK xx LP MGB to discourage button mashers, however the damage is not significant enough to pull out a huge punish, which was the way Dudley got wins in Super. Conditioning and then capitalizing on correctly predicting a reaction.

You can do a perfectly timed f+HP kara throw but this will lose to 3 frame jabs. If you are playing against characters who can be hit crouching with st.LP then kara throw works due to the extra frame advantage on block.

These are the only real ways you can discourage characters with fast jabs not to mash during block strings. Burning 3 meters to do EX JU FADC is just stupid and Cross Counter after a block string is suicidal for little to no gain as it loses to stand throw, LK crouch tech OS and doing nothing.

f+MK is now 7 frames start up, so it still loses to jabs. Overhead and cr.HK are only any use when meaty or if you have put the fear of god into your opponent and for some reason they allow you the 13 frames to actually land either.

Now of course if you did st.HK xx Empty Duck in Super and they blocked, it was guaranteed -3 for them, but the risk/reward ratio was huge unless you were playing Ryu with 2 bars and full Ultra.

Changing the recovery of st.HK has really made it much more difficult to keep pressure on up close. Admittedly everything is safe now. But you sacrifice a lot of damage potential.

Oh and I forgot to say… knockdown j.HK? the ONLY benefit you get from it is no trade Ultra from Sagat. That’s it. It’s another nonsensical change which benefits you negligibly. You cant set up anything off it because the wake up timing is so utterly random

The other known buffs were faster f. MP and cr. MK getting extra active frames somewhere.

cr LK got more push back didn’t it? That also hurts Dudley.

How? You can still link to s.hk.

And j.hk knocking down is pretty sweet, mainly because you’re IN, which is what everyone wants, right? And (I think) you can tag backdashes with it for the same effect.

You still can, but you obviously can’t link at the same range as before. That’s a problem against characters that push you back when they wake-up as you try to meaty.

cr. lk pushback pretty much only effects comboing into jet upper. cr. LK, cr.LP, RH xx JU now whiffs on everyone I’ve tried it on. It doesn’t effect canceling into other moves though, MGB and duck straight.

But the air to air RH is great because of the reason you gave. There is no more backdash or random uppercut when you land on the ground now. instead, they are flat on the ground and you are right in on them. You also do have time for a crouch jab, short or throw mix up. and if they don’t tech, it is obvious as you are landing, so you can go for an overhead. I really do love that new air to air. And it does give that knockdown on backdashes.

The crouching short nerf feels much more noticeable and detrimental than the RH nerf. Since RH is also slightly buffed in other regards.

Either way. I personally still think that the changes made to him improve his overall game play dramatically, despite the few nerfs that he got. Not to mention other characters nerfs help him greatly. pretty much everyone but grapplers feel pretty 5/5 or favorable to me with only a few exceptions.

Also, yesterday I stunned evil Ryu with one jump in bnb and a throw. Just letting you guys know.

Damn. JU is the only way Dudley can get a knockdown without meter. Why would they ADD pushback to crLK, it needed less not more.

Did they do anything to Rog pushing you off him when he wakes up?