lol I love doing heavy duck into corkscrew blow such a free knock down if they fire ball/jump
meh, i’ve been playing 3rd strike for 3 years now my true main is yang.
lol I love doing heavy duck into corkscrew blow such a free knock down if they fire ball/jump
meh, i’ve been playing 3rd strike for 3 years now my true main is yang.
Only thing about jumping is that people are smart and will catch on, empty-jump, and then parry at least the first hit which does basically all the damage. Then you gotta do something more sexy like standing strong xx forward duck xx Corkscrew Blow.
Also, ain’t nothing wrong with The One Combo Wonder. The fact that EX Tourou Zan is crap in SF4 is head scratching.
SAY WHHHHHHHHHHHHHHHHHHHHHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAATTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT???///// :eek:
Sounds awesome, but lots of supers are 2 or 1 frame startup. Hell, some special moves are 2-frame startup.
Akuma 1 frame HP SRK
All these 3rd Strike Dudley things you guys are talking about I wouldn’t know what to do with myself if Dudley had all that in SSF4:AE. I’m just waiting on the final patch notes for 2012 to decide whether or not I’m going to stick with Dudley or not. If they don’t give him anything to help him close range then I’m switching to a character with a fireball. I’m tired of having to chase people all around the stage. So annoying when the opponent prefers to play smart and turtle you out vs trying to get in your face.
We’re soldiers of the same struggle.
It sounds rosy and all that, but Dudley is still similar to his SF4 version in how the character plays. He still gets out-footsied a lot, has some difficulty counter-poking low normals, and has terrible defense. The thing that really make the character different in SF3 and SF4 is the game engine. Parrying, the way dp’s work, the juggle system, resets, stage size, etc. are really what make him better in SF3.
Okay i’ve been playing 3rd strike dudley since 3rdstrike online came out and theres one thing that’s pissing me off that would help him so much in closing distance.
Dudley needs his forward movement back on his f.mp cause it helps so much in 3rd strike to get in on opponents while in ssf4 AE it’s just used as a poke. Lol, dats some bullshit ask for the f.mp to move forward like 3s.
f.mp move forward for it to be +2 on hit? or would you just take it how it is now and it not moving forward but being +3 on hit?
hell if it did give +2 on hit and forward movement it’d be dudleys ultimate Counterhit trap hands down to close the gap. We wouldn’t even need for the F.mk to have it’s range back cause we’d have the f.mp back just like codys slide punch.
only thing pissing me off that would help dudley out sooo much if they gave it to him in this version.
Hell I think honestly that would fix dudleys problem for trying to get in and stay in if his f.mp returned to moving forward.
Only reason I say f.mp to have +2 on hit is cause i’m not sure if +3 on hit moving forward would break him and make alot of mu’s like dhalsim just instantly die over.
Funny you mention that, because I honestly find that move pretty much useless in 3s whereas it would be great in SF4. In 3s, Kidney blow has a better hitbox, is linkable into super, moves you forward and is +2 on block. No real reason to use stomach blow in 3s. Seriously.
oh? usually when ken/ryu/akuma mains whiff their low forward I tend to catch them with f.mp right after.
Everything is subjective. It could be that there are good uses for the move and I just haven’t used it enough. I have always used kidney blow to move forward though and on the whole it just seems like a much better move than stomach blow.
f.mk is good for moving forward building meter while being safe. I find it decent at block strings but I think f.mp is a better pressure tool in 3s. I usually only do f.mk to do the following “build meter while moving in safely and sometimes ending combos with it.” Other then that I prefer f.mp for block strings.
Also f.mp has more range then f.mk what ya mean? =D
Oops, i apparently ran over the 3rd strike forums.
what does the decrease in frames mean towards jet upper being used as a reversal?
I don’t imagine it will mean anything since they don’t have invulnerable frames like EX JU.
On reversal, it can punish anything -3 if you’re in range for HP JU to hit instead of trying to hit a jab in a 1 frame window.
No invincibility still so don’t go using it like a shoryuken on wakeup.
HP Jet Upper can be used as a 3 frame punish now, and will be easier to use in existing link combos.
I was thinking he meant wake-up reversal. Derp.
Welp, hype died, reality kicking in.
These changes still aren’t enough to bring Dudley out of Rose tier.
He still has trouble staying in and backdash/fa backdash still are get out of jail free cards against him. cr MK change still won’t be enough to not die during midrange.
-Faster walkspeed
-Reduce hurtbox on a lot of moves like s. HK, s.HP, f. MK, cr. HK, f. HK,
-More reach on crHK, crMK, f. MK, cr. MP, s. MP
-Make f.HK s.HK link work more reliably
-Normal hitstun and block stun on all 4 jumping hard attacks, feels like I’m jumping in with jMK
-Less pushback on block on lights, less pushback on jumping hards on hit and block
-Make SSB better, all versions = same damage, 0 on block, +2 on hit, armor break, MK and HK dip further back while retaining same speed, +4/+5 on CH instead of techable knockdown, EX SSB same speed as LK SSB with MK SSB dip
-EX Jet Upper 3 frame start up like HP JU
-Remove 1-2 frames of recovery from crHK so crHK juggles are easier and more reliable
-Make Rose Toss (down+HP+HK) more like it was in 3rd Strike
-Neutral jHK 110 like diagonal jHK instead of 90