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

deejay wouldn’t want to end his block string in cr.mk though, and if he did they rarely do it. They’d rather go for a tick throw and if they think you’ll back dash then that’s where they do a risky cr.mk close up

EDIT

they’d rather do that rolling sabat move that’s -5 on block that covers more range for chip or just do that jumping knee thing they always do.

I see where your coming from also you want something that’s consistent and something to fall back on that works 100% of the time if you think about doing it. He’ll have much of those in ae 2012 though as long as anything isn’t perfect spaced.

This Dudley is gdlk

Lol at trolling T. Hawk with Rose FADC

I facepalmed when he missed fMK sHK and got sat on for the loss.

That’s the thing with grapplers, one miss link from dudley can have you eating a nice 720 real quick.

cr. MK looks so much more useful in that footage, I want to shed a tear. That lower hitbox change on mk and hk SSB looked like it was really quite good against Sakura’s cr. LK. Rose FADC looks fun. And HP Jet Upper looks amazing for big damage trades.

Lately, I have been more frustrated with Dudley than usual due to his shortcomings, and these buffs actual give me hope for 2012.

shortcomings like wut

(not countin vs OP offense like gief twins n fei)

Short comings like twins and Fei. As well as other characters that can pressure him for free.

if they don’t decide to buff cr.mp i’m hardly rarely ever going to use it again.

all about cr.mk/f.mp/st.hk now…

EDIT::::

man out of all dudleys long range pokes, cr.mp is his worst. f.hp, st.hp, cr.mk, f.mp, St.hk are all better anti pokes then cr.mp in AE 2012. You don’t even want to consider st.mp unless it’s used for a combo, same goes for cr.mp but when the nerves hit, it gets kinda hard landing that 1frame link.

Crouch strong is ass.

How does the reach statistic for hitbox data work? Which number is the horizontal reach and which number is the vertical reach?

besides the unbalanced characters from hong kong

Basically his lack of reach is what gets me to lose my cool from time to time. Which is highly punctuated with the hong kong top tier. But other characters can be similarly as rough without being so completely dominant. Dictator for one. These things particularly bother me when the frame data adds up to punish correctly, but the distance doesn’t.

I’ve been messing around with Cammy the last few weeks just to gain some perspective, and in so many ways she can defend herself better from farther or when up close. Not to say I’ll be dropping Dudley, but when I run up against people who really know what they are doing, they can simply stand outside Dudley’s max range and whiff punish. A lot of characters pretty much do not need to go in on Dudley and those characters don’t need to be afraid of his advances either. Stand RH counter poking only works when people throw you what you need, if they never give it to you, then they can stop you before you can threaten their space. That is pretty much his core flaw, and it is an enormous one. And against a number of characters, he can’t stop them from entering his space at all. cr. MK and cr.HK have so much start up with such bad range that most characters can do crouching shorts to stop them while going under stand FP. And a few characters can actually shut down his low options with their standing jabs, like Ibuki and Yang. So as long as they stay outside of cr lk range they don’t need to worry about blocking low to pressure Dudley. (Something Dudley always has to be mindful of to pressure anyone)

So yeah. I know you are of the mind that Dudley is not as flawed as a lot of people think he is, but if I had to boil down what I thought legitimately made him low tier, that would be it. He is still playable, he can still win bad match ups, but he has to work enormously hard to do it.

The only side note is also that once he knocks people down, his mix up potential is worse than others due to the design of the engine. High/Low mix ups are simply worse than ambiguous crossup mix ups. This is something that has felt very noticeable to me since I started picking up Cammy. But it has also been pretty evident in tournament results as well.

I have been saying the high-low thing for at least 4 months to people who think that Dudley is some kind of crazy powerhouse once he gets in. It’s much easier to make opponents do what you want them to do when you can cross them up since cross-ups by themselves take away many more options than a high-low 50/50. If 50/50s were very hard to get out of, Dudley would be fine as is. Unfortunately they’re not in this game, they’re actually extremely easy to get out of and then best option for the opponent is to try to get out of them until you make them do otherwise. Confounding this issue is that stages are big and there is a lot of space so it takes a while to push them into the corner where they have to respect your 50/50s. Then they just switch to shoryu mixed with some blocking from time to time.

Mmmmm… I agree that it would be greatly beneficial for Dudley to have SOME sort of cross up game. But I really don’t think stage size is an issue. Damn near every hit leads into EX MGB and they’re in the corner.

In regards to the 50/50 though I really don’t see it as a problem. Dudley has the best overhead in the game, an easy hit confirm off of crouching light, a good throw that leads right back into mind games, and when they do get baited into wake up shoryu they die for it.

They dash to get out of high/low? Punish the dash.
They wake up SRK? Bait and punish.
They just block? Throw em

I’m not saying it’s easy to win with Dudley like it can be some other characters, but I don’t think the 50/50 game is the problem. Just my opinion.

Slow walk speeds + long stages = shitty

What are you psychic? How do you know they’re going to backdash, block or reversal?

If you decide to bait and they backdash, enjoy getting in again with subpar midrange tools.

Go for high low and they decide to SRK you without having 2 bars? Enjoy eating damage, knockdown and having to deal with pressure on your wakeup.

Last I heard, Dudley had one of the better walk speeds in the game.

Character Walk Speed Comparison
Sorted by rank

Rank Character

  1. Akuma
  2. Chun-Li
  3. M. Bison (Dictator)
  4. Vega (Claw)
  5. Cammy
  6. Dee Jay
  7. Gen (Crane)
  8. Balrog (Boxer)
  9. C. Viper
  10. Dudley
  11. Guile
  12. Adon
  13. Blanka
  14. Sakura
  15. El Fuerte
  16. E. Honda
  17. Gen (Mantis)
  18. Gouken
  19. Rose
  20. Rufus
  21. Ryu
  22. Fei Long
  23. Guy
  24. Ibuki
  25. Dan
  26. Ken
  27. Abel
  28. Cody
  29. Zangief
  30. T. Hawk
  31. Hakan
  32. Juri
  33. Dhalsim
  34. Seth
  35. Sagat
  36. Makoto

If this is old data and I’m incorrect then I admit I’m wrong. But I don’t see his walk speed as a problem either.

Nobody is psychic, but conditioning is a huge part of the game. I may be a scrub, but by looking for tendencies it becomes a lot more clear what the opponent is likely to do the next time they are in that situation. If they dash out of high/low more than once, they’re gonna get punished for it. If they like to throw tech, they’re gonna get punished for it. Everything in this entire game is a guess. You are always, ALWAYS, guessing what your opponent is going to do. If anyone could play psychic they would never lose, right? I’m not saying Dudley couldn’t use some help… believe me, I’ve been crying for buffs more whiny than anyone. But I just don’t see the high/low game as the problem. That’s all I said. His pokes need some help. That’s what’s holding him back imo along with his ability to stay in, but the actual high/low mixup seems fine to me.

Respectfully.

I was saying slow walkspeeds in general, the walk speeds in this game are really slow compared to other games and the stages are longer as well.

High low game is a problem because high low in SF4 is terrible unless paired with a cross up game like Viper and Akuma.

Dudley doesn’t have free pressure divekicks like Rufus, Yun or Super Cammy.

I could have sworn i’ve seen dudleys use the cross up lk in AE 2012 part 1 and one instance in AE 12; part 2.

Unless they made the cross-up much easier to setup what good is it?

How does Makoto, Balrog, Bison, Gen or anyone without a projectile/divekick get in.
Someone has to be the aggressor. If you’re opponent’s aware of your strengths and weaknesses then let them be. That doesnt stop you from actually poking/moving around.
Look at Honda. He can anti scrub out anyone with just neutral jump HP, s.HK and headbutts if they’re unpunishable.
Dudley can play like a tank in his own way.

You should lemme see your Dudley btw I heard good things and am still soniamproud.jpg
I wanna see how you handle anti Dudley strategies and how you plan on D.

Also since EndlessMGB sessions are dead can I readd you on 34 pls.
ilu bby

Senior Duck, plz add me to 34 as well if you don’t mind. I need to learn.

(I don’t just walk back all the time anymore, btw. lol.)

Better normals.