f.MK is fine as is.
c.HP juggle is fine as is he has ex duck straight for christs sake
c.HP is GODLY for frame traps. perfect as is. (it’s already freakn +4 on hit)
I pray to they never change mgb
Make him be able to link into his sweep like balrog? no thanks he doesnt need it
I hope they never give dudley an invincible DP, keep it like sf3
short swing blow was never invincibile, just grab invincible, if anything make it more safe on block or armor breaking
everything else he doesnt need
-f.mk 7f sounds nice. but wouldn’t 4 active ruin option selecting with it (make the OS slower)? 4 frames would make it a beast at counter hitting though…hm.
-i could get behind this tbh. 8f seems kinda unnecessary.
- i like the -3 on medium but i’d rather light be -1 or stay the same and heavy to stay the same. i sorta understand why you would want 0 though. dud has no way to pressure zangief without getting grabbed.
-c.mk in 6 frames is too much. then he can just do jab sweep like every other character. imo capcom fucked up with letting all these characters combo into sweep. before you had to work for a hard knockdown and that’s what made superior footsies so important. now you can just mash jab and hitconfirm -_-. fuck that. 7-8 frames seems perfect to me. it becomes a whole lot better in footsies and he can only combo off it from counter hits, hard jump ins and max range f.hp. the range is fine i think
-this buff would be HUGE for dud. 1- m.ju fadc U2 would make ex.ju fadc U2 obsolete because it saves 1 bar and does 40 points more damage. 2- would make people have to respect dud on wake up with or without meter. if they do this, i would say a balancing point would be to make it like viper’s h.tk and have a few vulnerable frames inbetween start up and active frames.
- hm. i would say they need to start the active frames half way through the reelback on all versions of the move and put the hitbox more forward than dudley’s hittable box. this way the move will work the way it’s intended to. though i wouldn’t mind seeing 2-4 frames of lower body invincibility on the back swing of the m/h/ex versions of the move. again, to keep the move working how it was intended to work.
i agree with the 4 frames on s.lk and c.mp. that would provide a huge improvement to his game. and lol 4f c.mp basically means c.lk, c.mp, s.hk would be a new working combo. we’d never have to press jab again!
I want that victory rose. I want it to actually work. I want it to chip.
i dont see the point.
On my good days when I’m feeling myself (no homo) I do combos like f.HK, c.LP (s.LK MK) s.HK xx ? or c.LK c.LP (s.LK MK) s.HK xx ??
all he needs is his victory rose (catches backdashes for free)
and armor breaking short swing blow
lol i wasn’t saying he needs that combo. i was saying it’d be possible if they did do that buff.
There is a character in this game who can link 5 mp into each other, has a move that rushes in and is +1, and links into Ultra, Builds meter like it’s nobody’s business, Has a command grab, Has a fast dive kick, and on top of that can deal ludicrous amounts of damage with the super bar that he has nothing else to spend it on. Nothing I suggested changes anything about Dudley’s weaknesses. Also before you say anything about the invincibility on SSB, people are going to crouch tech anyway, so this move gets blown up. DP being 4 frames of invincibility on a 6 frame start-up move means that if the timing isn’t perfect [they have to be basically inside your character’s hitbox recovering] means that it will trade, and Dudley is a juggle character… put the lego’s together MP Jet Upper also has no use as of now… Victory rose doesn’t actually count as a hit, so if you hit someone with the rose, they are reset and can do anything they want including backdash again… Yeah you sure blew up them getting away.
If those are the only changes you want, have fun playing a regular dude in a game of super powered people.
he said no homo, so he clearly is gay. Aso, I’m fine with SSB being armor breakable. I can’t stand people focusing that shit, it also looks like it should have armor breakable properties. Also MP Jet Upper is good. just like HP Jet Upper is good. LP Jet Upper is great because oh how much you can juggle off of it. They all have their uses. you can really make your opponent stop jumping if you Jet upper all their jump ings for 200+ damage each time. Better than EX DP? Maybe.
u should go to tournament
show them how do dud
Rose from 3rd strike.
/thread
donate me $50 and i swear I will go.
PS. my reactions are so bad i cant jet upper so I use my original normals to anti air for better damage, ie - cr.HK.
If I got the 3S rose I’d literally cum in my pants. That with the old st.HK back and cr.MK being like 8 frames would be a fucking godsend.
SSB being armour break and MP SSB being -2 would be icing on the cake.
SSB needs to have more active frames, SSB was practically designed to bait out wake-up srks and crouch tech. Right now, it starts up waaaaaaaaaaaaaay too slow. Grab invincibility would be enough for regular versions and complete invincibility for ex would be awesome.
Although, ex ssb is very crappy because of its recovery frames. If it could combo directly to ultra 2 without fadc, Dudley would be it complete… I mean other characters have a way to combo full ultra from and ex moves. Ryu, Sagat, Yun,Yang, Gouken, Evil ryu, Oni, Viper… list goes on.
wat
dudley needs a command grab
yun has command grab
yang has command grab
fei long has a command grab
makoto has command grab
everyone and their mom has command grabs except dudley
fuck u
give crMK and crHK a little bit more reach?
At least make LK SSB 0 on block? All SSB but EX SSB were 0 on block in 3rd Strike.
MK SSB and HK SSB should be at least +1 if not +2 on hit, not 0.
Bonus: CH SSB doesn’t cause a soft knockdown, instead +2 frame advantage so I can land beefy combos.
Fix EX Thunderbolt so they get hit by all hits and not fall out mid way.
If they don’t want to fix the dumb reelback, beef up sHK hitbox instead.
All versions of ssb has 3 active frames, and a lot of startup. I’m saying reduce the start up and move it to the active frames.
Would be really good if CH ssb was +4 on hit, or caused float…
s.HK is perfect
dont touch a thing
ssb has more than 3 active frames btw
just decrease the freaking knock back on a lot of his blocked normals
also decrease f.hk startup frames to at least make it harder to ultra on reaction on wakeup
I don’t like st.HK having so much push block after the f.MK, st.HK. that way it can be a good frame trap on ALL characters. Same for cr.MP, sometimes you do cr.MP and st.HK whiffs.
To punish focus backdashes during blockstrings and frame traps?
I’d rather have SSB get closer to being like it was in 3rd Strike where it was useful for chip damage and continue pressure. 0 on block and extra frame advantage on CH instead of a soft knockdown would be tremendous. It’s not like Bison scissor kick where it’s a perfect blockstring off of anything or fast and they can mash lights to interrupt it.
Looking at 3rd Strike frame data, SSB was the exact same everything but the start up. All versions (except EX) hit for 190, always +2 on hit, always 0 on block. Why they change it so much?
SSB has 3 active frames
http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Dudley