I had a similar experience trying to punish Bison U1 after I blocked. The duck went under the pschyo crusher part after I blocked it. I still have the replay saved to remind why not to use it vs Bison. I don’t care if I can OS all his teleports, RT isn’t reliable in my experience vs Bison.
Rolling Thunder VERY RARELY punishes anything you can’t punish with Ducking. FADC Flash Kick. Honda headbutts.
You lose the fact that CC is REALLY FUCKING GOOD as an anti air, and the fact that you can combo it from literally anything.
I do like RT against Ryu though.
^This. As long as you do it early enough CC eats almost everything they throw out from a jump. Beautiful if for some reason you catch someone doing something dumb like neutral jump, since they’re really screwed then.
RT is not as bad as a lot of you say. Its just Cork has 100 times more use.
That being said, this thread is getting off track talking about which ultra to use haha.
Its all about the rose now. I think it will be SCARY.
RT is an amazing ultra guys, one of the best punishers in the game really.
Dudley got out of development with 2 great Ultras, doesn’t change the fact CC is better. CC is like Metsu Hadouken in terms of usefulness.
I just had a thought. EX Ducking may actually give Dudley an additional wakeup option vs some characters. At the moment Ryu and Akuma are very good at locking you down with OS Safe Jump setups. It’s possible that an EX Duck could get you far enough away when an opponent tries this on you, and that you would recover fast enough to block a Hurricane / Raging Demon that might be OS’d with the setup.
Food for thought!
You can beat Raging Demon OS free by doing an empty LK Ducking, but shhh don’t let the Akuma’s know that! Reversal HK Ducking evades the palm/HK Tatsu OS leaving you to do cr.HP, EX SRK or Ultra 2 (Super whiffs after the first hit though). AND if Akuma does the HP SRK OS, doing a reversal HK Ducking means he only gets one hit and flies into the air leaving you a free f+MK > st.HK xx EX MGB punish on landing as well. So you can mix him up as much as he can you!
The only problem is, if he does o/s palm > far.HK then that catches HK Ducking for 2 hits into st.LP > sweep for another mix up.
So it is really about judging what your opponent is doing.
/
Edit: Let me put this in a list
Palm / HK Tatsu OS
LK Ducking - loses
MK Ducking - evades (free EX JU, Ultra 2, cr.HP)
HK Ducking - evades (free EX JU, Ultra 2, cr.HP)
Palm / HP SRK OS
LK Ducking - loses
MK Ducking - loses
HK Ducking - SRK only scores 1 hit, free punish for dudley after whiffed 2nd and 3rd hits
Palm / far.HK OS
LK Ducking - recovers for free Ultra, Super, EX JU punish
MK Ducking - recovers for free Ultra, Super, EX JU punish
HK ducking - loses. 2 hits into st.LP > sweep for another mix up
Palm / Raging Demon OS
LK Ducking - recovers for free Ultra, Super, EX JU punish
MK Ducking - loses
HK Ducking - loses
So while it is literally a 50/50 when Akuma has Ultra, your rewards can be great for guessing right as you can easily land a 500dmg punish
But what I’m saying is that EX Duck might give you an all purpose way of getting out of the okizeme at the cost of an EX stock, rather than having to guess / judge.
It’s all speculation mind.
If it has the range of HK with the recovery of LK it could feasibly beat all options. I think Demon would still catch it though unless they made EX Duck a fast moving animation, but from what I’ve read it seemed to still be slow, just have very few recovery frames.
Basically, if it is 20 frames then we can call the Akuma match up 7-3 Dudley
You going to be about again this evening GGM?
Yes. I don’t think I’ll be there for 6.30 though… deadlines!
Well let me know nearer the time, please
it would be awesome if they made cr.mk safer
It would be awesome if they made it 8 frames! -6 on block is pretty safe for a sweep.
tr0 dat logan sama
without actually breaking dudley, i think some of the things that id like to see changed is,
-SSB someone said the lower hitbox should be either moved or harder to hit, which i think is a great idea. i dont know if they should add invincibility on the start of it, but even when using it as a bait, its still hard to be made useful.
- ex cross counter to come out a few frames faster? then again maybe its not that bad and its my poor execution. Only bc there are countless times someone gets counterhit on me a SPLIT SECOND i activate it.
-cr. mk as well like other have been saying.
-
a SLIGHT increase in cr. lk range would be nice. it doesnt have to go far as cr. lp, but it doesnt even hit with the full fist of his glove. would really help with his poor low pokes.
-
thunderbolt, atleast give it ducking properties going up. if not, ex version only. i mean its horrific on block anyway lol
-ducking straight’s hitbox should be alittle bigger. i can never get mk ducking straight to land after ex mgb. heck, maybe ducking at all after ex mgb should be alittle more lenient. even though ive done it a million times, sometimes i just end up doing a cr. lk after ex mgb bc im doing it too fast or it whiff bc i did it too slow. (i notice marn presses all sorts of crazy buttons during ex mgb just to get the timing right when its time to duck)
-do something to RT… i dont know lol make it armor break? nah… maybe not necessary… actually goes under fireball and armor break… nevermind no… lol ONLY time i use RT is against honda and t hawk. (rt after condor dive). That’s it. (i actually have yet to study up on the match up with chun and i dont see why people pick it over CC.)
other notes,
so i also read somewhere (please discard if im wrong) that st.rh is a bit faster. now looking at the frame rate, it is one frame slower than a st.lp. unless the recovery time is shortened, which is great also! lowering the hitbox would be cool too. but maybe that’ll affect it as an anti-air. (then again we have st.mk for that)
inviniciblity in jet upper would be ridiculous… even i dont think that’ll happen lol
im excited about the rose. but… from the way i see it making the opponent “flinch”, im not too sure how it can keep them pinned when done as a meaty. im just looking at the glass half empty. actually, making them reset in the air more often would be sweet lol
armor on ex mgb would be another overkill. it would make dudley a monster.
EX Cross Counter is 3 frame start up (like a DP). It just has no invincibility so you can get hit during the 3 frames of start up.
I noticed that not only does cr. LK have a hitbox smalelr than his glove, it pushes back quite a bit on hit. st. RH sometimes misses if you don’t do the cr. LK deep enough making the cr. LK cr. LP st. RH link drop. I was saying to extend the hit box to the full glove, but I’d rather reduced pushback on hit (maybe on block too).
I still think RT is fine as is. I’ve seen RT get hit by projectiles if done too early but never experienced it myself yet so I think that should get looked at. It’s a great move in and of itself, just CC is much better.
and it was cr. RH that they said was sped up, not st. RH.
this is what should be talked about in this thread…
what abut having RT juggle like Fei Long U1/ Balrog U1
makes sense to me to let it do that so at least there’s a mid screen viable combo we can do.
JU FADC U1.