I’d say your cody shows promise. There were a few things in that replay that impressed me. i liked how you play an offensive game, i noticed the hop kick cross-up and your good at crouch cancels.
There’s one small problem with that set-up for your VC, it needs to be started off a counter hit. in most cases an air-to-air counter. probably the easiest way to get this is to play good mind games after a jab tornado.
basically you need to jump after the tornado with either a j.jab or j.short or VC1 j.jab. the first 2 are the safest option because if either land you have free CC combo without wasting meter. The VC1 j.jab is more of a risk but if you are certain your opponent will counter attack, the invincibility and double j.jab will likely win.
you need to set this combo up against a human opponent because if you try CC VC after every jab tornado they’ll block or not attack so you don’t get a counter hit. Some variations are try and air-throw after jab tornado, you might get hit but it’s just a bait for next time. you’re trying to look vulernable after tornado, tempting attack which you can VC through.
Also walk forward and c.strong xx roundhouse ruffian, hop kick, s.roundhouse, s.fierce to mix up your post tornado options.
And learn the unflippable infinite set-up too. i’ve recorded a replay of me playing, same settings, i’ve just try to show the strengths of counters and the set-ups.
I’d recommend not jumping in at all, even though i know i jump too much too. it’s asking for trouble against a good player. try and stick to the ground as much as possible and play a solid poke, counter game. Save your VC for counter VCs or if your opponent has no meter.
thanks a bunch Sub wasnt expecting such a lond detailed reply but thank you, as far as jumping CH jab i have trouble winning those battles either i stick the j. jab out a lil too late but for the life of me i usually lose it so but thank you for the kind words and strats
btw what freq. is your replay…i desynch when u play your 2nd opponent which is dan
Thinking about it, your replay probably de-synced too. because i saw you lose to dhalsim second fight. Is this what happened? more i think about it, less likely it seems.
I recorded my replay at 11.8 mhz on kawaks 1.47b. I complete the game on expert continuing once on honda.
hmm, let us know what version your running and stuff.
hmm it seems to be my bad. I re-installed kawaks to a clean directory and your replay worked fine. I tried mine and it messed up in the second fight.
its not the cpu frequency, maybe some weird video blitter i have running. or maybe i recorded it without auto-frameskip, no idea why its not working looks like i’ll have to it again.
anyways here’s another replay of me vs. expert mode. Let us know what you think.
apologies for double post, can’t seem to attach files while i’m editing.
i do the set-up for the infinite a lot but i don’t bother with the crouch cancels after, bit boring watching lots of j.shorts, but hope you get the idea.
i think leaving tornados on screen for people to have to wake up to is effective. be wary a reversal super or something, but mostly you can use them to keep your opponent in block stun.
Can somebody tell me how you can deal with hurricane kick abusers ? They can get
really annoying, especially with akuma since his hurricane kick comes out in 2 frames. I still haven’t found an easy way to counter it (btw I play V-ryu).
The counters i know of are crouching mp cancelled by a mk hurricane kick (but the hurricane kick must be in its ending frames
in order for the mp to hit) and crouching hp but it’s hard to time it well.
Dunno why you are posting your play for criticism, it seems to be coming along fine, just experiment and practice more.
For fun I decided to do a little Kawaks play of my own with A-Cody, on Expert mode. I don’t usually use Kawaks so the controls detect differently so I messed up combos a bit.
If you want to practice then change the Difficulty settings to “Hard 6 or 7” or something, I find Expert mode does more damage but is stupider.
Oh yeah its 11.8 frequency, no round losses, expert mode 5 round matches.
I’ve been playing A3 off and on because I haven’t gotten alot of comp to play against except from out of town tournaments(Thank my location for that:bluu: ), but my best character is A-Rose and I have no idea how is she supposed to fight the V-ism characters ( V-Nash, V-Akuma, V-Sakura, etc. I got destroyed by a V-Akuma recently at a tournament).
alrighty where to begin illwork backwards i guess,
boh your codys were great, intresting things done in a ism but no offense but ill stick to v-ism that auto gaurd is too good
sub:
very nice cody as far as what to tell you on your gameplay.
its nearly flawless, you hardly make mistakes,althyough i can see what u mean when u say u jump alot…i saw jumping for no reason at all lol, i guess for us its just a habit…
well i know its probly not too important but like me you also like to use Towards+rh
well to add on a few more hits and a few dizzy points try following it up with Crouching mp, Ruffiankick with rh it just might put u over the top for that dizzy u need and it hits about 80% of the time as long as there in range
oh im loving that VCu did against rose (the Crouching rh) lol although i never use it since the damage isnt great but very fun to watch…and i dont blame you for losing to guy…i hate him too
anyways to both of you good show…
heres my aim and msn hopefully u can get in touch with me since i wont be here for awhile im eager to show u what else i can do with him and maybe ask for some more advice…its priceless:eek:
aim:a90445656
msn:Blank
muskau: not bad but granted its cpu play, a lot of stuff you do won’t work well against human opponents. especially whoring out the f+rh. after a while, people get used to that move and it becomes useless often. your other problem is you use j.forward way too much. its not that good of a jump attack. its decent for a very distant jump kinda like how people use sakuras j.short. but it really isnt necessary. alot of characters can actually just crouch and its literally impossible for j.forward to hit. not exaggerating that at all. i dunno if you have a shitty pad, or play on keyboard or what, but i noticed you rarely ever cancel you c.fierce poke. i was thinking at first that whatever you play on is ass. but it was like almost everytime within the first few matches where you didnt cancel it. your other problem was consistency in following up a combo after connecting a successful jumpin. you always followed up with something like c.short xx criminal uppercut. you would miss that a lot mainly just because you are using j.forward as your primary jump in which requires you to attack with it fairly early, making it harder to follow up with a combo.
also while it is fine to end combos with jab criminal, since it gives for plenty of setup options. ending with a short ruffian is safer(not counting corner, its always best to end with jab criminal if blocked since you dnot lose momentum of your offense). cuz there are certain situations(and you had quite a few) to where you will mess the combo up and the criminal will wiff after the first hit, giving the opponent a large opportunity to counter attack. besides, if you combo a low ruffian, you can do ground crossup games with f+rh. land a knockdown, then f+rh during wakeup to go to the other side and do c.short xx jab criminal and stuff like that. develop some mixups from there.
your other issue is you dont capitalize off of air to air counter hits. i m guessing you dont recognize the situations very well yet i assume? i saw so many instances where you land a ch and never followed it up with a cc. only time you recognized cc openings is after the obvious stuff in the corner after a connected jab criminal. its really important for cody to capitalize off every counter hit opportunity you get. youll definitely need it, especially when you lose momentum and the opponent is allover you killing your guard til you die. you need all the damage you can get.
its really hard to judge a player by playing the cpu. people play the cpu entirely different, its like playing a scrub, gotta play it totally different. i die to the cpu all day, but ive only played the cpu like 10 times my whole life heh. and i definitely play em totally different than a live opponent.
hey sabre i’d love to know your thoughts on my cody. i’m open to criticism, interested in any habit spotting. I know its only cpu but it’s just a bit of fun, similar to online.
here’s a new replay for anyone that’s interested. same deal as before kawaks 147b, 11.8 I think this replays better than last one i posted. but you get to see how i try and counter everything.
I will try to post mine one day, but I am hell busy.
I am probably the opposite of you guys… I can played the computer a few hundred times, but so few times a human opponent. Sabre is right about something: Even if I do, I can’t play people the same way as I play the computer. Being overaggressive doesn’t work very well against humans. However I always have to slow down because of the joystick.
Nice Cody.
maxximus play his cody almost like me, expect I can do only one custom: the guard break (cause it is the easiest).
I am trying non stop to do the other ones but I keep on missing my opponent.
As I said before, I don’t use kawaks usually and the detection for movements is different to the arcade and final burn, so I missed simple crouching SK and crouching FP cancels that I usually always get.
And yes I know my play is stupid and would never work against a human opponent, but have you tried playing against the CPU as if it was a human? Most of the time it doesn’t work, you have to find weaknesses in the CPU’s AI and then captialise on that. CPU play has only one goal: score, so I try to get the computer in the corner and dizzied as fast as possible.
The reason jumping forward is used is because at closer ranges, the CPU always has the perfect anti-air. Often at maximum distance the computer can’t anti-air you in time.
The CPU is particularly vunerable to the crack kick, and I use it against the computer to push it into the corner.
I just guess I’m lazy about the crouch cancelling. People around here get real angry with the controls if your juggling them from one side of the screen to the other.
Master J- Akuma has the option to just throw red fireballs for block damage/guard damage, and he can do this outside of Dhalsim’s AC range.
Eishi- DP or sweep. I don’t know what you mean by abuse.
ShinkuuR- VS Charlie abuse crouching Strong a lot and vs V-ISm you want to bait the VC as much as you can. Best ant-airs are crouching Strong, standing far Strong or standing jab, and I think you need c.FP to beat his jumping Roundhoue, IIRC. You really don’t even have to go after him if you want to… A lot of his stuff loses to Rose’s the exception being his stepkick (the Roundhouse one). Jump Short when he has no meter. Beats both his C.FP and Short Flash Kick if timed right.
VS Sak Crouching Strong the hell out of her, since it beats every move she has but 2. Standing Forwad beats those. Gross oversimplifcication. C.FP as anti-air, though the slide is useful vs stuff like her jumping RK which is hard to beat, since you’ll just dodge it. Jump JP is prety good, but it doesn’t always beat some of Sak’s beter normals, it’s good if you crouch cancel a lot. Jump Short beats her crouching Fierce if she has no meter.
VS Akuma, don’t get hit by anything, or block, or be swept or otherwise knocked down, ever. Good luck with that. Uuuhh jump Jab beats divekick, so do a lot of damage with that. Standing Fierce and IIRC Forward and Strong beat the hopkick, though it may have to be a far standing Strong/Forward…I play V, makes thing easier.
Ok people, I need some answers for a V-Cody inquiry:
This is probably noted somewhere in this thread, but I really really can’t be bothered to look for it (please forgive me).
Can someone please tell me how to set up into infinite with him. I remember Subliminal UK told me this setup on mIRC long ago and clamied it was unescapable (which I find it isn’t but maybe my timing is wrong):
After any midscreen with VC3, when you reach corner do [st.fierce, whiff jab criminal uppercut] then when about 10% left of bar, do st.roundhouse then whiff cr.fierce and start CC jumping vertically with j.short.
Now for the problem: I can do this and when I start the CC its all good because I set the cpu on air recovery and he still does not flip out after my first j.short (cc’ing is not the problem). BUT when I do my second j.short (atm the combo meter is still present so I know I should be able to still cc and land hits) it does not connect and the opponent just drops. combo ended:( .
Now then, I am getting quit annoyed at this and have tried many other setup’s but still fail, so where am I going wrong? Is it possibly my timing for the j.shorts? Are there any easier more reliable setups? Is it because I am doing it on the DC version? Is it only possible on certain chars? WHERE AM I GOING WRONG? SOMEONE PLEASE RECTIFY THIS AND HELP!!!
whoops, sorry about the outburst but help would be much appreciated. I know I can rely on you fantastic SRK a3 players:lol:
Thanks in advance.
im really having alot of trouble with v ryu the coner vc it kick me out the coner i do c.mk fireball,c.mk fireball hop kick i keep getting pushed back buy the second fireball? anyhelp with this
raju: are you actually doing a crouch cancel? if you hit with the first j.short and they dont flip, you are in the correct loop to do it again. you cant just jump back up and hit em over and over again. you literally gotta land, go to crouch(do not go to full crouch)then jump back up, you have to keep doing that after the first successful jumpin…
muskau: like i said, its hard to judge a persons play against the cpu. its almost pointless. hell after watching and all that, i decided to play the cpu and it was nothing but ugly fights. since real shit dont work on em and the fact i got an ass sidewinder pad that i really suck with. im just pointing out what i saw. my play was probably even worse in comparison. shows how much i play the cpu heh.