Dudley Changes in Arcade Release(updated1stpost)

Nah, that’s just rude…

Anyways, from what I’ve seen and heard, I don’t think that Balrog gets pushed back less. But if you link straight to s.hk from c.lk, wouldn’t it still hit?

Pipe, lemme ask, do these nerfs (CH losses) seem to really hurt him?

They have just removed one of your options to capitalize on people’s bad habits.

I didn’t notice any difference in cr.LK push back at all.

That Dudley is better because everyone got worse?

Whoopie, I’d rather they just make the bad characters better instead of making the good characters worse. Instead of bring the bottom cast up, they take the top cast down.

But Dudley DID get better. Seriously.

Plus, I took that back ^^;

i tested out any benefit i could find from having a 0 on block s.hk

there are none.

honestly i haven’t played enough with him.

i don’t think i will be playing him at all in AE until DLC comes out.

losing CH ducking setups post jab mgb just drives me insane, and i’ll need time to actually adjust to it.

Have fun hit confirming off of one move. There is no point in doing that combo if you can’t hit confirm it as you will be taking a guess that will end up in you getting comboed.

I can do it.

crLK doesn’t have fHK hitstun, there’s no way you’re confirming the crLK hit and doing a sHK xx whatever.

Just looked at the frame data crLK has 4 active and 6 recovery frames. 10 frames + 4 start up frames of sHK, 14 frames, if crLK hits meaty it’s less. You’re not confirming.

Meh, I shoulda said I can handle it. Well aware it’s not nearly a hit confirm. Poor choice of words on my point.

It’s still for one matchup (maybe), I can deal with it. Which should really be phrase of the day…

I don’t think either of these nerfs actually hurt Dudley in the large scheme of things. His buffs, minor as they seem on paper, feel more noticeable than his nerfs.

You can still combo into jet upper, just seemingly not off of the standard cr. LK bnb. So comboing into a meterless knockdown is still possible, just not from as many angles. The removal of counterhit rh into ducking hit confirms has simply been a non issue for me.

There is also a slight chance that there isn’t more pushback from cr. LK and that canceling into JU is simply different for some other reason. But the fact that I can do it from a different combo into RH suggest that it is the cr. LK that is making the difference.

And Dudley getting better because of characters getting worse is just as good as Dudley getting better on his own IMO. Specific nerfs to many characters allows Dudley to do things that he simply could not do quite as well before. For example, Honda’s lp headbutt nerf makes Jumping in on Honda much more useful when he lacks meter.

The extra pushback on Bison’s LK scissors makes his corner pressure easier to react to properly.

Guile’s meter reduction from his booms means if you get in, he will generally not have the meter to fadc a flashkick unless he tries to come in at you to gain meter. So if he wants to risk a “get off me” move, he will be gambling with much higher stakes. His damage reduction has given Dudley less reason to fear him in general. Guile feels straight 5-5 to me in AE so far. Deejay on the other hand… is a bit more difficult.

All he seems to have lost is RH counterhit, and his old LK pushback distance. But he gained:

Improved footsies
An air to air move that keeps you in against your opponent on hit. (which is tacked onto our best jump in attack)
More consistent overhead mixups.
Extra frame traps
A new wake up option and combo ender with EX Ducking

And the game in general has removed or nerfed tons of moves that made turtling such a powerful tactic for some characters in console Super.

Elaborate on this.

The extra distance on the horizontal hitbox for Dart shot means you can do block strings that will push you out farther, and still be able to mix in an overhead without it whiffing. So you can do things like jab, jab, Dart shot, or jab, jab, sweep or launcher from farther out as a mix up.

Will the stHK hit after overhead from this range?

I am still uncertain, and think I will need to wait for DLC so it can be confirmed in the training room. But there have been times where I feel like I have landed Dart shot into RH from what would have looked to be too far away to do in console Super. Other times, the combo has whiffed like normal.

I think a lot of this has to do with character specific hitstun animations or hitboxes. Maybe some of these combos seem like they are working from farther away because the overhead would have never hit from that distance in the first place on some characters in super. Because some characters still seem to whiff when I try and connect the roundhouse after a far overhead and some seem to be able to connect against from shockingly far.

But just being able to tag a solitary overhead from a little farther away is still quite useful to me.

the biggest nerf is counter hit s.hk > light duck s.hk… im not sure what the changed as far as framedate on s.hk but it sucks then u cant follow up wit a combo after that counter hit anymore

Basically they reduced the number of recovery frames after it is active, and because those frames have been reduced, there arent enough frames to cancel into the 20f LK Empty Duck and still be at the same advantage as if it just hit on its own.

Its shit.

Increased range on overhead means very much.You guys always put the problem that tit can be too far to combo after, which is true.What no one mentioned, is that the overhead actually moves you closer that when you did it to the opponent on block, so kinda like a slower,overhead hitting,less frame advantage-ish f.mk.

another side effect of the extra pushback from s.rh, the last hit of lp mgb can whiff completely, leaving you at negative frames and open for punishment :frowning:

So it’s either crLK or sHK that has the added pushback?

Edit: It does this in SSF4 now against some characters, but it’s rare. It’s like when you catch a limb with stHK buffered LP MGB, all hits might not connect.

i definitely wasn’t catching limbs.

I was doing safe frame traps enders with that end in s.rh xx lp mgb, and they got tagged with the s.rh. I don’t remember if i hit c.lk, but this happened quite a few times (at least 2-3 times that i can remember). It looks similar to the meaty lp mgb setup that you do on rog for example, where the second hit whiffs, now the 3rd hit whiffs as well :frowning: