Cross Counter is still very situational and let’s admit it, the only time us Dudley players use CC is when we know the opponent mistimed their crossups or we’re sure that they’re going to throw out a jumping attack.
I really have no idea why Gouken gets the better treatment with his parries that has a relatively short recovery, good damage/stun and sends the opponent across the screen in favor for his zoning game AND gets to recover his health. Juri too, that bitch doesn’t take any damage at all and escapes for free if the other guy doesn’t know her shenanigans. DID I MENTION THEIR EX COUNTER PART? HOREY SHIT.
While Dudley here takes full damage, has the shittiest recovery ever (like 5 years and he’s still recovering) and gets blown up by low attacks and armor breaks. Not to mention that the other guy could just charge his focus attack and don’t even have to worry about which cross counter we used and let it rip or just wait for it and attack on it’s recovery frame.
Let’s make CC GOOD, we anticipated the opponent’s next move with our limited so called “cross counter” so let’s get rewarded for it.
Dudley does the “come at me” Muhammad Ali stance fully expecting to get hit. I don’t know if real life applies here but if someone is expecting to get hit and is getting ready for it while tightening their asshole I think they would take less pain than a guy getting a sucker punch on the back of his head.
So like chaotix said, we shouldn’t be taking full damage for making a correct read, at least make it grey damage or only 50% of the initial strike (I like this one more than grey damage).
About the knockdown on CH SSB, I think it’s actually pretty good since we can follow up with ex duck straight/upper or ultra in the corner, it also sets Dudley’s oki.
"in the corner"
I’d rather a 1 frame link to sHK xx pain
Lol no it doesn’t setup oki midscreen. If you dash and he techs, you’re pretty much in his face at neutral, duck is slower than dash and walking isn’t fast enough.
Cross counter is fine. It is a situational move, just learn when to use it and when not to. Juri gets an escape with hers, we get to juggle into ultra with ours. I’d rather focus on any number of moves than CC.
It was much worse in 3S even since there was basically no reason to use it when you could parry instead. Now there are at least scenarios where it is a perfectly functional move.
Then get to begging on Ono’s twitter, or just have patience enough to know when it is good to use. Sadly, that is about all that is available. The only change I would really like to see made to it is that when it activates, it should hit. I hate when you read a crossup correctly and have them land safely behind while we go into our animation.
I know when to use CC, all I’m asking is CC should have less damage penalty and the whiff bug should be fixed. Gouken’s counter hits both sides and has a big hitbox so it never misses.
While I do wish Cross Counter did not take permanent damage for making a correct read, I think the MAIN concern is that you should not be able to make a correct read, counter, and then fall over and die after the animation. It’s ridiculous. No character in Street Fighter should get the last hit in on the opponent and then fall over and die.
Other than that, I LOVE this whole thread. Can we please get a copy of this on Capcom-Unity? I’ve posted some of these things in the AE 2012 Rebalance Thread already, but this is so concise I would like to believe someone would at least look at it.
I get that. I’m not an idiot. What I’m saying is I don’t want to see that animation where one character hits the other and then falls over and dies anywhere in Street Fighter. It looks ridiculous. That’s why I feel it needs to be changed. I know how to “correctly” use Cross Counter, thanks. Hell, I’d even be satisfied if Dudley just takes the hit and gets KO’d immediately w/o triggering the animation.
Now can we try and not tear each other down over here and focus on our efforts to make Dudley better. Or is the idea of an improved Cross Counter where Dudley doesn’t fall over with a heart attack after punching Yun three times a horrible thing that would somehow make Dudley worse?
Gotta agree with Mr.X on that unless you thought you would have the gift pixel or something like that when you did it. I would never throw out Cross-Counter for anything if money is on the line because that move has a tendency to fail even when it shouldn’t. I also think Cross-Counter activates immediately if it gets triggered without getting stuffed. lawl at a counter move having 3-frame start-up and being susceptible to meaties.
Better Cross Counter is nice, but it’s definitely not near the top of the list of things I want to be changed. Dudley needs better offensive tools, not defensive ones. If he had a stronger offense, his laughably pathetic defense wouldn’t matter.
It would help a lot if the startup on crosscounter is 1 frame like Gouken’s Kongo. I’m not trying to make Dudley like Gouken but it would be a tremendous asset in Dudley’s poor wake up defense if the opponent always goes for the well timed cross up in which Dudley has no answer to. The move is called CROSS counter right? So it would be nice to counter cross ups like it was designed to be and let people know Dudley’s isn’t cross up free.
By the way can you guys rank the buffs Dudley needs to be at least decent section and wishful buffs section in order of importance(?)
I think we’re pretty much done here given there isn’t any new suggestion so I’ll wrap it up and try to finalize the thread.
Why would you want the 3s rose when the rose he has in SF4 is SOOO much better? YOU CAN’T FADC THE 3S ROSE!!!
The reason why it’s called cross counter is because Dudley is an homage to characters from Japanese boxing manga and cross counter is the move that Joe Yabuki in Ashita no Joe uses. The cross part comes from that fact that a straight in boxing is also called a cross and Joe uses it the same way by throwing a straight at the opponent as they throw his so the opponent gets the full impact of Joe’s straight plus the opponent’s momentum from throwing the straight.