Level 2 is +3
Walk speed and dash comparison for Super Street Fighter 4 : EventHubs.com
If you don’t want to believe Eventhubs, I can calculate it for you. All character’s FA’s give the same amount of block stun, the only thing that affects whether you are + or - on block is your character’s dash speed. Level 1 FA gives 15 frame block stun and Level 2 gives 21 frame block stun. Dash canceling out of FA makes your dash 1 frame faster, and Dudley’s dash is 19 frames. If you put that all together:
Dudley Level 1 FA: 15-19+1 = -3
Dudley Level 2 FA: 21-19+1 = +3
I say that because Eventhubs seems to have the wrong frame data for how much block stun FA’s do.
Event hubs doesn’t take into account the dash forward/back. It just the frame data for if you just let it go.
Eventhubs lists level 1 Focus Attack, a move with 35 frame recovery, as -21 on block, which indicates that it gives 14 frames of block stun as opposed to 15. Their data is 1 frame slow.
hayoo,
For most matches vs people I don’t play so often my throw setups work nicely, however couple of friends who I play with are really starting to pick up my patterns and I need YOUR help! This is especially frustrating vs Dhalsim where I constantly get pushed out of range due my dumb throw attempts.
a) How to blow up teching? They mostly catch my duck in throws and kindneyshot (+x amout of c.lp) -> throws, tried to test these in training but it’s so hard to get the cpu to tech at the right time. Should smth like f.mk -> c.lp ->(pause?) c.lp->(c.lp->? too far?) s.hk work? seems that always pushes them out too far or hard/impossible to confirm in any level.
b) after mp or lp MGB on block I usually just go for the throw, which gets reaaaally predictable really fast, what are my other options? Is c.lk fast enough to kill opponents throws on these situations?
I guess both of the questions are logically possible to solve through raw frame data studies, but I still wanted to ask you in case I’ve missed smth.
a) Do your normal procedure, but when you’re about throw pause slightly and throw out standing roundhouse or standing fierce depending on distance. If they crouch tech you get counter-hit.
b) Your friends should be punishing your ass for doing that. Jab mgb is -2 on block so if they know that and stick out a fast move, you’re going to eat a combo.
Also, can we get a reset section going?
No dash cancelling just removes 1 frame from your dash. All of this stuff is up on the srk wiki guys. Look it up.
@ciry
a) yes use pauses during blockstrings and perfect frametrapping, this BLOWS up techers, so you can set them up by doing tick throw setups, then when you feel that they are going to start teching, impose those frametraps, generates alot of counthits to big dmg. Then when they feel the have to block alot from frame traps, mostly they’ll crouch block, you can start slipping in overheads which leads into big dmg. This is teaching your opponent and that mindfucks them up soo bad. Always mixup ur strategies
What you’re saying should make the on block numbers 1 frame faster when Eventhubs is making it 1 frame slower. That’s the difference. If Eventhubs was doing what you said, level 1 FA with no dash cancel on block would be listed on as -19 on their frame data page as opposed to -21. It’s actually -20. Do the math with the Eventhubs data, and it doesn’t make sense given the formula on the Shoryuken wiki. A move with 35 recovery that is -21 on block indicates 14 frame blockstun. Given that, Dudley’s level 1 FADC given the Eventhubs data is 14-19+1 = -4 when it actually is -3. If Eventhubs is doing what you said it’s 19-14= -5 which is even more wrong. Are you really trusting the site that has Strong MGB listed as -2 on hit?
SRK Wiki has MP MGB at -1 on hit.
anyone experiencing update system error (error 71)?
where can i find a list of good frame traps and blockstrings?
pay attention to frame data
Dudley has 3 normals that are +3 on block
LP (standing, crouching) and f.MK
work your way up from there
LP = 3 frame start up
LP > LP = 0 frame gap true block string +3 on block
LP > c.LK = ???
Go to training mode
Experiment
Know other character’s options on block and start up frames with jab/c.short
Being a Dudley main isnt easy.
Look around the threads dude. This question has been asked and replied to at least 3 times.
crLP is listed as +2 on block and I’m fairly sure that’s right.
stMP is listed as +3 on block though.
Both standing normals tend to whiff sadly.
a couple of questions:
@mapplemaniac
first of all i’m still a dud newbie. so i guess i cant answer ur first and 2nd question.
for 3, his safe jumps are normally done after a forward throw follow by a MK duck and then delay the forward jump.
2 scenario will happen in this jump.
sometimes due to timing problem u may jump too early and land before even the opponent wakes up.
in this case if they try to mash reversal on u ur still safe blocking ( only srubs will mash out the reversal )
experience player will try to tech u just in case u grab them.
best option here is land and do DB, CLP+CLK,CLP, ST HK to whatever combo u like. u can catch them teching u this way.
@mapple
i think u should disregard my reply on safe jumping. because its char specific only…just tested it out and found this thread.
u can refer here http://shoryuken.com/f333/dudleys-safe-jump-option-select-234508/
i was testing with ryu n was quite frustrated how come i can reversal DP the safe jump…
it seems like DP with 3F can beat safe jumps.
Still very much a Dudley newbie myself, but have been spending some time drinking tea with the chap, and I feel like I’m getting a better handle on him.
To answer your question, I think a lot of his excellent OS’s stem from cancelling his pokes into MGB. Outside of its range, OS cr. mp into MGB whenever you can. If your opponent sticks out a limb, they’ll get tagged by the medium punch and then hit with the cancelled MGB. If not, your punch whiffs and you’re safe. Likewise, OS MGB from standing hard kick when outside of its range. I’ve found this especially useful after tagging an opponent with f+hp. Usually this pushes them just outside of the range of st. hk, and most people try to counter-attack after getting hit with this punch (I’m guessing because it has so much momentum behind it, it doesn’t look like Dudley would recover as quickly as he does. In short, their intuition leads them astray of the actual game mechanics).
Veterans: Please correct me if I’m wrong here - I believe that OS refers to any set of inputs where the system will choose the most appropriate way to treat them. As such, buffering in and executing a cancel is a true OS, since on whiff nothing happens, and on hit, you get the MGB.