Maybe. I’m guessing CH st.HK xx EX Duck > cr.HP > st.HK xx would also work if that’s the case. st.HK xx LK Duck on CH is +4, EX Duck would be +8? cr.HP is is 8 frame startup…thats actually a couple of CH setups you can do there, the st.HK xx EX Duck, cr.HP, I still wish he had his hitstun back, there was still no need to nerf his st.HK, his best poke. I guess Ryu wasn’t alone, fuck you, Capcom.
EDIT: No, it won’t. st.HK xx LK Duck is +4 on CH, if this is the same properties and frames that Dudley was given back from super, CH st.HK xx LK Duck > st.HK is 1 frame, and with EX Duck It’ll be +7 with CH st.HK xx EX Duck. LK Duck is 20 frames of recovery while EX Duck has 17 frames of recovery, you’ll only have an extra 3 frames after EX Duck, so I guess no Ultra, cr.HP. Still, fuck you, Capcom
yea what would we do with the extra +7 on hit? all it would do is make linking anything easier which isn’t worth the meter.
Also another thing Mellow, what about if you just did ST.hk on Counterhit and not follow up with anything? how much frame adv on hit would you think you’d have without canceling into anything?
[LIST]
[]add Armor Break Properties on Short Swing Blow.
[]reduce start up of cr.MK by 3frames (make it 7 frame startup), in exchange for 10~15 damage nerf.
[]average hitstun and blockstun on jumping hard normals.
[]increased forward movement and active frames of f+MK (kidney blow).
[*]Increase the horizontal distance/hitbox in which f.HP (Step Straight) travels.
[/LIST]
Send this out, send it out today, before the armour break SSB request gets lost in the mist.
I made it easier for you guys to just copy paste the whole thing and send it to whoever you want, but it would be great if you can take 1 min of your time and send it to everyone mentioned above.
If you already sent it not long time ago, well then send it again since the thread you linked probably wasn’t as complete as the current one.
Capcom does listen (sometimes) if the community is vocal enough, something that the Dudley community lacks.
Do it now, RIGHT NOW.
PS: I made a twitter account for the first time in my life just to send the balance requests to Ono and Capcom, I feel so dirty.
Dudley buffs! Dudley Buffs! DuDLEY BUFFS! DUDLEY BUFFS!! “that chant”, come on buffs. lol give me something useful like st.hk to work with on ground. Give us somethingggggg! tommorow might be the day… might be the day
[Jet Upper]: Startup of light and medium versions changed from 6F to 5F, heavy version changed from 4F to 3F.
[Short Swing Blow]: On hit, medium and heavy versions do additional 2F of hit stun, giving Dudley +2F total.
[Ducking Upper]: Startup changed back to what it is in existing SSFIV AE.
[cr.MK]: Startup changed from 10F->8F and active frames lengthened from 5F->6F, making it a better poking tool.
[Rolling Thunder]: First hit will not connect against airborne opponents, but from 2nd hit onwards there is additional hit detection against airborne opponents.
cool I guess… good and bad in here. Still kinda meh : /
Edit: if HP Uppercut trades… ass whippings will be handed out on wake-up.
right now the frame data for mgbs on hit are
lp: +2 mp: +1 hp: 0
make it
lp: +2 mp: +2 hp: +2
[S]right now the frame data for ssb on hit are[/S]
[S] lp: +2 mp:0 hp:0[/S]
[S] make mp and hp ssb +2 on hit like the lp[/S]
right now the frame data for ssb on block are
lk:-2 mk: -4 hk: -4 ex: -2
make it
lk: -1 mk:-2 hk:-3 ex:-2
requested buff:
Move hit hurtboxes back on his overhead so that a correctly spaced overhead can beat/trade with reversals
so if i have to guess, you want the dart shot to either beat or trade other NON EX reversals when it’s correctly spaced and perfectly timed as a meaty? and about the “can” part, does it restrict to only certain characters NON EX reversals or does it work on everyone including seth’s regular dp and odd ones like zangief’s lariat?
if the overhead manages to beat the reversal, how does it go? does it slam down the opponent on the ground (untechable) like when the opponents are in crumple state almost falling over and dudley does the overhead kind of effect resetting dudley’s oki? last time you mentionned it you wanted to work like makoto’s well spaced that overhead move thing.
or does it stuff the reversals and dudley can continue to combo off of it? if this is the case then it’s overpowered.
if it trades, how does it go? assuming the opponents are slammed on the ground while we’re floating in the air because of that dreadful reversal, do we have enough time to quick rise and continue with our oki just in time?
if this is the case then every character will at least need to spend 1 meter to beat dudley’s overhead which would make them respect dudley’s wake up much more than before.
The most obvious interpretation of that is exactly what 34 said. If the hurtbox is moved back, then it doesn’t matter what kind of reversal the move is. Keep the dartshot properties the same, slam down against aerial reversals that can be hit, trade if the reversal hitbox touches the hurtbox after the invincibility frames wear out. The only thing that makes EX moves any different is the amount of invincibility on them and sometimes their range.
To combo into sHK you have to be pretty much on top of them when you do f. HK and anything further out than that is useless (thank you crouching reelback).
Very few invincible reversals lose their invincibility on the first active frame like Ryu’s LP SRK so dartshot would have to be invincible ie no hurtbox.
Look at the picture, the hurtbox is around his arm and his leg and remember how close you need to be to combo off it. It’s purposely designed to get stuffed so you’re not throwing it out all willy nilly.
In 3S, if it wasn’t a Super, invincibility wore off before the the first active frame in most cases and a meaty rose toss stuffed that.