Dudley's v.2012 balance changes. (BETA)

Beeing 3 frames while getting more range would be op, now that mpju is 5 frames you will see how rogs for example, will have to respect your space much much more, you probably gonna catch all but perfectly spaced smashes, an uppercut that goes further than a shoryuken and is a 3 frames move would make “safe pressure” players rage, -3 frames stuff is supposed to be save from a range. (adon, balrog, rose).

I have Sagat on standby for Dhalism, 'gief, T. Hawk, Dee Jay, and Rose. :wink:

I noticed something different about Dudley’s U1 when I watched the alpha loktest footage, specifically the first 5 hits before the lock-in ultra animation (increased speed in each swing). But someone (forgot who) told me the video was sped up during the ultra, so I decided to wait for further videos.

Now that I have carefully observed most of matches featuring Dudley in the beta loktest, I’m convinced that there was indeed a speed increase on his first 5 swings.

AE Rolling Thunder: http://www.youtube.com/watch?v=RT5WOcBfaa4&feature=iv&annotation_id=annotation_292344&src_vid=0klFKe65wgU#t=4m40s

2012 Rolling Thunder: http://www.twitch.tv/nsbtv/b/295743019
Skip to 0:35:25

If I’m not mistaken on this, then coupled with the new changes Dudley received in 2012, he might be able get more out of his U1 than now.

-No more whiffs on some of the first 5 hits when landing the ultra at max range against certain characters.
-A pretty much guaranteed backdash punish on all casts including Chun-Li and Rose (The speed increase would probably catch it even if the active frames stays the same).
-Some other technologies yet to be discovered.

That feel when the whole forum was against the idea of having a better jet upper in the request thread.
I’m glad that guys got what you wanted and are happy about it. This buff is actually better than the previously mentioned jet upper suggestion.

I have no idea why they couldn’t just make it 7F startup instead beating around the bush and using that 1 extra frame on the active frames. cr.MK has enough of active frames as it is, well it’ll be still kind of slow but I’ll take it.

The reason why I was against Jet Uppercut buffs in favor of other things is because I didn’t believe Capcom would actually change the startup of it. The way they buffed it actually takes care of some the footsie problems, which is surprisingly competent of the dev team.

Not that this hasn’t happened already due to the crouch forward buff, but making crouch forward 7f start up makes it such that the stomach blow buff means nothing since what would you rather have? 7frame counterhit that is very hard to combo off of because the range or a 7 frame counterhit that is a hard knockdown and gets you in?

People asked for invincibility

I had no idea Capcom was willing to give non-shotos a 3 frame DP

And U1 is definitely sped up in the loctest vids. Pretty sure it didn’t whiff vs Rose/Chun backdashes now, hopefully the speed up doesn’t result in a negative I’m not considering like “now it doesn’t hit meaty, first hit so fast it just whiffs”

3 frame chainable short please!

naw, if f.mp was faster then we might have something vs zangief, if cr.mk was 7 frames faster it’d be even better then it is now in the current update

What I meant to say, but apparently failed to do properly, is that stomach blow is now 7frames startup and a counter-poke that’s supposed to beat lows. Crouch forward actually does beat lows as a counter-poke but was slow. If it got the same start-up time as stomach blow (7f), which would you pick? For me, it’s pretty obvious that I would go for crouch forward.

yea but if you get predictable they can basically focus it and dash in for free for a free combo/grab where they can’t do that with f.mp.

EDIT:

Damn capcom needs to give dudley something to deal with focus attacks better. Anything and i’d be able to not counterpick people

Just use light or medium MGB. But I agree it would be nice to have something better. Like rose lunge spiral blow it breaks armor and pushes back to safety on block. I don’t understand this.

While I’m cool with the buffs he got for 2012 (the Beta buffs especially) I’m really hoping Capcom gives him what he needs to help him excel at what’s supposed to be his optimal range, CLOSE RANGE. Mid range he’s fine. He has all the counter poke tools he needs. Cr.mk is much more usable now. He now has a 3f dp that’ll be good for punishing opponents who drop their links without burning meter to do it. Now he just needs buffs to his close range game. Right now the only things scary about him being close range is his damage if he hits you and his CH s.hk->duck->s.hk combo. I am really hoping they give him more frame advantage (especially on block) on his close normals. Cr.jab needs to be +3 on block I mean wtf? His only true block string is s.jab but that wiffs a lot on crouchers. It needs a bigger hit box so it doesn’t do that anymore if cr.jab isn’t going to be +3 on block. A bigger hit box on his fwd.mk would be great. Cr.lk should be chain able like in 3s and 3f start up. The target combos that don’t push him back far should be better on block. They should be at least -1 so we can get a counter hit. I think 0 or +1 on block would be optimal though. A 3s like Rose Taunt would be a great help to his corner mixup game. They look like they are trying with it being FADCable. So we’ll see what can come out of that. Because if you can FADC it as soon as you throw the rose then it may be pretty good. 2 bars for high damage high/low mixup. Sure why not? It’ll just be another option to try out. s.mk being 0 on block doesn’t seem like much, but it would be pretty significant. That would set up for some great counter hit opportunities, which it already does. They would just be even better. SSB could definitely use some work. It was a pretty good move in 3s right? If so why not make it good in this one? I don’t see why Medium SSB and Heavy SSB are -4 on block. They’re already slow. So why not reward make the return on them actually worth something? For Light SSB would it be too much for it to be 0 on block? Or would that be end up being a free pressure tool like Dictator Scissor Kicks? These are just a list of changes I feel would help Dudley out a lot with his close range game. I’m sure none of these changes will make it in the final build but hey it’s all wishful thinking. If nothing else I at least want better normals for close range. What do you guys think? Sound reasonable? Or would they make Dudley a derp character?

2 hit crouching roundhouse.

  1. Bolded part made me lol
  2. Fix your enter key
  3. I’d rather be herp derp than ass but I feel like I’m in the minority around these parts “I hope Dudley doesn’t become too good otherwise people will pick him and I won’t be a unique snowflake anymore Q.Q”

All SSB should be same damage and 0 on block. Only difference should be how far he falls back.
EX SSB should be as fast as LK SSB with the fall back of MK or HK.
Fuck the game’s balance, give back meaty rose setups.

Why is SSB unsafe on block? Hazanshu ring any bells?

dud has a million and 1 ways to deal with focus. i’ll be updating the op with any stealth buffs you guys find. GOOD FIND REEWIND!

edit- given the speed boost, it makes sense why they only made the second hit onwards hit airborne. still i wanna know if this damn thing is juggle-able or not. i swear to if it’s juggle-able every fireball character just became FREE. i still get combos into ultra AND i can shut down your fireball game. HOLD DAT ROSE YOU GYPSY WITCH! …if it’s juggle-able.

Idk I guess I don’t struggle as much mid range as I used to. I’m alot better at spotting the ranges where characters’ most effective pokes are so it’s made it much easier for me to counter poke. Sorry about not spacing out that big ass block of text. Once I get on a roll with stuff I find it difficult for me to find a stopping point. My English teachers always told me the same thing. lol I wouldn’t mind Dudley being ridiculously good at close range. Him getting in will still be a challenge but once he gets in it should be rape time. I don’t care about being unique either so we share something in common with that. If you’ve always been a Dudley player you’ll get buffed while those who don’t play/never played will have to play catch up.

I actually think you have it wrong. Dudley’s major problem is that he is not so hot mid range and then having pretty poor okizeme exacerbates that. If the whole point of a character is to be patient getting in and then raping as your reward, you better make it so that he can actually be rewarded. It’s like having Zangief not have a cross-up or vortex.

because people can bait hazanshu with focus attacks

If only SSB didn’t armor break

give dudley a new target combo! f.mp into st.hp target combo!!!

It’d look like EX short swing blows last 2 hits.

Exactly, that’s why I was saying they should buff all of his close range normals and target combos that don’t push him back far and that are cancellable into specials. Then the payoff for working so hard to get in will not only be big damage but overwhelming offensive pressure through frame traps and constant counter hit set ups.

If they did that he’d be what he should be: A 1 man wrecking machine that has a big payoff once he get’s in your face from his high damage combos, high/low mixups, and overwhelming normals and frame traps at close range. Dudley should not lose in that regard given he’s supposed to excel when it comes to close range. But he doesn’t because his normals and frame traps are not feared. People aren’t afraid to just push buttons against Dudley, which is pretty sad considering that’s what people are supposed to be afraid of doing against a rushdown character. If they did that Dudley really would be “Zangief with combos”. Right now he’s more like “T.Hawk with combos.” You’re not really afraid of T.Hawk because he doesn’t really have a scary offense that’s hard to deal with up close, but you don’t want him to hit you either because it still does kind of hurt. I don’t want that. XP