I’ve never trolled about these things.
2012 match ups will be mostly 5.5 - 4.5 due to jet upper links, punishes and ultra 1 speed buff.
Dudley’s match ups that were annoying due to the amount of BLOCKING you had to do got better for Dudley (Fei Yun Yang)
Dudley’s jet upper will be easier to LINK into now.
f.HK > HP jet upper will be a 2 frame link.
c.LK, c.LP, LP Jet upper is a possibility now
EX SSB > HP Jet upper will be easier in the corner now
Ultra 1 will probably catch more and require different timing for max damage punishing.
Ultra 1 will now hit people that fireball FADC backdash from certain ranges.
Ultra 1 will now be a real focus destroyer vs all characters, no more focus > ultra 1 > absorb backdash into free punish for some since it should catch some out the air now.
EX SSB > Ultra 1 midscreen seems like a possibility (of course not full ultra)
Stronger anti airs all around with jet upper
All hit confirms will add knockdown with the 3f jet upper
Ultra 1 will OS vs all backdashes now
I’ve tested this way back '10 but the “Low” hit confirm c.LK c.LP, HP Jet upper hits vs everyone.
It’s the best meterless “low” hti confirm because it adds knockdown and does over 200 damage.
works on everyone including balrog.
Dudley’s going to play like Super Ken when it comes to hit confirming into HP DP lolololol
Why cant I hold all these knockdowns.
EX ssb into HP jet upper, OS ultra 1 working and the fireball fadc still getting torn up made me smile.
Watch dudley get more buffs during part 3 like rose toss startup halved.
Watch dudley rise in the “hate” list
Watch thirtyfour not give a shit at what I just said
Watch him respond with nothing
Watch…
I was just wanting to make sure I wasn’t about to get excited to be let down with a “jk”. That all sounds GREAT when you elaborate on it. I’m getting really excited now.
Why would u link into jet upper off overhead? Also all these changes are great it still doesnt help dudley where he struggles most which is footsie range. All the characters that r top tier now that rape him will still rape him in 2012. All these buffs are great but the one thing I would ask for is increased range on cr mp and make it 4 frames. All that aside though I have been playing him alot lately just might switch
his cr.mp is decent not all that great tbh if it were to be buffed i’d say just make it recover a lil bit faster after whiffing it cause if you buff his cr.mp in that way i’m tearing ass through half the cast.
I say buff st.mp range and hitbox, speed up f.mp by 1-2 more frames. all versions of machine gun blows come out quicker.
Same hitstun and slight speed alterations but I think the real buff he needs is a little bit less recovery on whiffed moves and specials.
EDIT
his cr.mp needs that st.mp type of recovery and maybe 1 more active frame? and st.mp needs a better hitbox over all holy shit. If that was adjusted he’d be my favorite character ever.
His st.mp should be used in combos and his cr.mp should be used as a better poking tool. So his st.mp should hit crouching opponents and his cr.mp should work better as a anti poking tool. His st.mk needs a hurtbox reduction a little more range horizontally and come out 1 frame quicker and have more active frames to beat the impossible pokes such as zangiefs st.mp.
So yea i’d make the st.mk the end all and be all of the anti airs that hardly ever trades for the amount of dmg it does and make it a gimmicky way to beat footsies without trading and being a more reliable anti air, and making it a sneaky way to use against pokes.
Zangief st.mp
Bison st.hk, st.mk
Long range pokes etc etc.
Only thing it would lose against is crouching lows of course but you see where i’m going with it. If you do end up landing it that way being +3 on hit means you’d might be able to pull off a cr.lp into light mgb that might get tipped cause of max range. Plus it being faster would be a nice way to keep block strings on.
Capcom buffing our cr.mk making it much faster I might not even use cr.mp at all anymore, since f.mp has better range and cr.mk knocks down. cr.mp does buffer into mgb and duck upper ect, but we are talking about the same old cr.mp praying to land without it whiffing cause of recovery frames gone to ass, not in range, hardly any active frame, even if it lands you might fuck up your buffer cause everyone makes mistakes amirite? While cr.mk doesn’t require buffering just sweet ol’ spacing and reading which dudley does while covering lows better and has better range. F.mp which also doesn’t buffer but if it hits at max range you can combo into it with cr.lp into lp.mgb to get closer.
So yeah, cr.mp is playing that risk ass game while cr.mk/f.mp isn’t as bad. Cr.mp needs a SLIGHT buff though in recovery and it does need to be 1frame faster and 1 more active frame so when I do whiff it, it won’t be as bad and having 1 more active frame would make it a better anti poking tool. Fuck we have st.hk! let’s delete cr.mp now while we still can.
EDIT:
Make st.mp for combos and make cr.mp for poking… I’m done now
maybe not unblockable, but it sure as hell looks difficult to deal with.
I mean the focus was almost level 3 and I have to wonder what characters without ultra/armor breakers from that range can do? I mean if you release like in the video it will hit if he tries to jump out of it and if he doesn’t you could just hit a lvl3, feels like a high reward mixup?
Or am I missing something obvious?
That was a level 3 focus.But they do not guard break when used in a blockstring to avoid stuff like dhalsim ultra 1 blocked into fa lvl3 or rose orb ultra into level 3, and now this.
Capcom REALLY doesn’t want unblockables in this game.
His reign of terror ended with that T.Hawk player. Rose FADC looks like it’ll be pretty good. I saw the T.Hawk player kept jumping when he saw the Rose FADC. If I was that Dudley player I would have crossed under him and did a meaty overhead on his landing. There are definitely a lot of mixups that can come from it.
Not that I have ever encountered this, but they probably have it set such that the FA won’t be unblockable until a couple frames after blockstun has ended so that your opponent has sufficient time to do something before the FA guard-breaks.
Btw Renegade, I went into training mode to check how easy it would be to stuff Dee Jay’s crouch forward after blocking it with the new Jet Uppercut buff since you said it would be easy. I reached the verdict that it’s going to be impossible unless the crouch forward is extremely poorly spaced. If you block Dee Jay’s cross-up forward > cr. jab X2 > cr. forward blockstring, you can’t even punish the crouch forward with E.Ryu’s ex shoryuken. How is Dudley’s fierce jet uppercut going to do better?
pretty much anything safe is not being punished except for a few moves in the game. if deejay hits you with cr.mk at the end of his foot your not punishing it with anything. Since my reaction timing is retarded I guess i’m the only one that would probably do something like that to tell deejay to get the fuck outta here.
Dudley from POINT BLANK cannot link s.HK after a meaty f.HK on.
Boxer Gen Rose Elf and Chun
He can however link Jet upper and of course c.MP since it’s meaty.
the problem with c.MP is that it cant link into s.HK after-wards even in the corner. It will barely combo into MP jet upper.
Linking into HP jet upper adds knockdown
Besides the current Gief Yun, Yang, and Fei, in 2012 there will only be Gief and that currently “rape” Dudley.
As far as buffed 2012 characters go Dudley’s going a force having a new 3F and 4F punisher
it’s fine.
either dont do meaties or go for safe jump oki (i call it oki 2 in tut)
its how other characters do oki.
high = safe jump
grab = safe jump feint grab
low = empty jump short that looks like it’s grabbable but it’s not
bait = empty jump block crouchtech/stand grab if they dont reversal
Dudley can still f.HK, s.HK on them as long as it’s not +5 or +6.
Those are the only characters from meaty f.HK you link a jet upper on (it’s a 2 or 3 frame link when meaty so free)
Do Yang Mantis Slash x2 EX Level 3 FADC in training mode and try to block it. You get guard-crushed right? Also, the thing I was talking about earlier was whether or not Capcom gives the guy blocking any leeway when it comes to Level 3 FAing right after an opponent comes out of blockstun from a move that makes them block for a long time like Yoga Catastrophe. You can set it up by getting in the corner and then recording Dhalsim doing forward throw > Meaty U1 and then fiddling around with the Level 3 FA timing until it hits basically as soon as you get out of blockstun. The timing for the Level 3 FA is weird, but if they do it right you basically can’t do anything but invincible reversal or get hit by the FA
@Renegade
I understand what you mean dude, but what I’m saying is that what Dee Jay player is going to throw out the sweep that close to you? He has to be very close and most of his blockstrings push him out far enough that you can’t punish the sweep and if he’s just throwing it out he’s going to make sure that he doesn’t do it basically point blank.