switch off between the s.fierce and f+rh after each ruffian wiff once opponent gets far
heres some CC setup vids…
copy/paste:
Yeah there’s two options you can do really, go for a cr. FP every second hit instead of standing FP, or start with cr.SK/SP >> RK Ruffian Kick, to knock them closer to you at the start.
Alternatively, if you like to keep your opponent in the mid screen combo, or you’d like to trick someone into getting stuck into V-Cody’s infinite, you can try VC3: cr.SK, RK Ruffian Kick, st.SP, (RK Ruffian Kick, cr.SP) repeat. just remember not to wait too long to hit the cr.SP otherwise the opponent might get hit with the Ruffian Kick, the cr. SP hits a bit higher than you think.
Also, anytime you like you can just do a st.SP where you put a cr.SP and then start the infinite. I haven’t fully tested this VC yet, but it seems to work ok, but there is a point where the opponent can flip before you jump to start the infinite.
but the trick is that you wanna take the opponent to the corner as fast as possible so you can combo into the infinite. using the rh ruffian dont do that well at all. plus starting a vc with whatever normal attack into the rh ruffian kick is a terrible idea unless its an AA VC. that rh ruffian will miss so much unless are as close as possible on the opponent. chances of it missing is greatly increased if the character is small, and even greater if the opponent was crouching. always start off a ground vc starter with normal xx medium ruffian. or just start with ruffian if you are looking to blow through or start at a distance. thats the only way a ground vc should start with him…
Yeah your prolly right about the distance thing, but you can still start the infinite mid-screen as long as the opponent doesnt flip during the jump startup.
see now you are relying on what the opponent will do. all the opponent has to do to avoid the mess is neutral flip. you wont get a good player with that after they see the situation. atleast when you get to the corner, you have hella options to land it. like doing corner juglle into s.jab, j.short,infinite. that works well and is easier since no true setup is required, but its relying on what the opponent does. atleast in the corner, you can setup with guarunteed stuff like a true combo into a cc series or you can do guarunteed resets into cc’s for fast kills. plus, in case you mess up, the opponent is now stuck in the corner where cody completely dominates. no need to try for a midscreen vc into a midscreen infinite when you can travel to the corner with a better and more damaging vc and get more options, and options that are far more reliable…
Thanks for the corrections Sabre, I’m not really used to V-Cody yet
Was Playing more X-Cody today, he does pretty good damage, Classic Cody takes obscene amounts of damage from the CPU players, it takes like 4 hits to do 50% damage.
Anyhoo X-Cody can use the super as anti air, by activating the super as they are jumping in, and then simply meet them in the air with the Final Destruction Kick. Land, then jump kick again or standing jab, jump kick, to juggle them into the corner and then you can start his 80% corner juggle, which can also be started on a corner cr.SK, JP Criminal upper. The super can also be used to pressure in the corner, you can just get the opponent in the corner then activate, or use the super invincibility to go through an attack and perform his x3 punch +throw combo to get them into the corner. Then simply mix up the jump kick and standing and crouching attacks, it does quite a bit of damage if you can confuse the opponent.
I was playing against a guy I play all the time today, played against his Charlie, and won, but then he chose chun-li and I was throughly creamed, he told me most of the girls beat Cody up :lol:
Anyways if you dont play Cody in V-ism then you’ve got two options against the female characters strong poking abilties.
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Go for the knife: Not only does the Knife give extra range and speed to your punches it also give a slight boost to hit priority. Cody is actually able to be on even poking terms with some characters when he has this. Not to mention the block damage
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X-Final destruction: X-Codys super jumping kick has got huge priority and nothing bar a super or DP will beat it as long as you get a good angle, just dont get predictable, otherwise players try to hit you underneath or over the top of the hit area.
Question: If I do a crouching SK >>> JP Criminal Upper, then jump up after them and get a counter hit Jumping JP, I should be able to go into Cody’s crouch cancel infinite right???
ya i believe its possible…
technically you can after the j.jab. but for the most part, no. the only way you can go into an infinite is from a vc or inflection. this is the case for any cc infinite with any character(not counting the semi dizzy infinite with chun on 1p side). reason why infinites dont work if you arent in a vc or inflection is because for the infinites to work, every hit has to put the opponent in major counter animation. In a normal cc combo situation like the one you just gave, you landed the j.jab, then follow up with a cc j.short. The j.short wont inflict major counter animation so the opponent will fall fast and you wont connect another one. If you want to infinite from that setup, land the j.jab, then cc back up and acticate vc then continue then you can go into the infinite loop.
just remember only vc/inflection will cause major counter on every hit that is landed, even in the middle of a combo, thats how infinites work
X-ism:
If you get a counterhit while using the Final destruction super against a jumping opponent, all subsequent hits will have the stored counter hit property just like a VC, making it easier to juggle, and also during a juggle with the Final Destruction super, the opponent is unable to flip out.
Cody vs. Chun-Li CPU:
Found out an easy AI hole to exploit chun-li, just get at crouching SK range, then do: cr. SK, SK Ruffian Kick.
This will work 90% of the time; Chun-Li will usually try and reversal the cr. SK, and will get countered and knocked down with the SK Ruffian Kick.
I’ve been playing X and A Cody at the arcades for the past few months against a few different players, and I came to the conclusion that X-Cody is probably better than A-Cody, because once a good player knows how Cody works, A-Cody’s supers become useless unless you can combo into super on reaction to a crouching LK.
A-Cody’s only redeeming features are his roll and possibly his AC.
Only Amateur players get caught with the Dead End Irony more than twice.
Only Amateur players get juggled with the Dead End Irony in the Corner.
Only Amateur players let Cody roll past them after a knockdown.
Only Amateur players will get caught by a rock throw into Final destruction.
Only Amateur players actually get dizzied so you have a chance to perform a lvl 3 super on them.
X-Cody on the other hand, does take more damage and block damage, but does more health/guard/stun damage, has the longest guardbar out of all his isms and possibly can perform CPS chain LK>FP>JP Criminal Upper. X-Codys damage is huge even on regular LK>JP Criminal Upper + Follow up combos, and he can do around 40% on a cornered opponent, not to mention if he launches the opponent near the corner, he can activate super and juggle for up to 90% damage. the super can also juggle to the corner on an air-to-air counterhit and then juggle in the corner for big damage too.
X-Cody is tougher to use however, and getting the timing for the Final Destruction can be tough and possibly the CPS chain.
V-Cody takes the least damage of all his isms, but also does the least damage, and has the shortest guardbar out of any character in the game. He can AC, recovery roll, and can dodge most mid section attacks except when its a combo started with a jumping or low hit, as well as certain super combos. Most of V-Cody’s best VC’s begin with an Anti-air hit, and then proceed to the corner to start his corner infinite. I think V-Cody seems to be a good character, but I think if a player has experience dealing with V-Cody, he dies very fast. Most of the time V-Cody will depend on a jump-in to activate VC, if the opponent doesn’t do a VC-able jump-in then V-Cody will probably try to force a jump-in by being aggressive, or try a point blank blowthrough VC. And thats only if V-Cody can get through the opponents ground pokes. If the opponent knows that V-Cody cant dodge low hits, then I think Cody is in trouble. I just think V-Cody’s success rate really depends on if the opponent deals with V-Cody’s regularly.
Anyways I just think X-Cody and V-Cody are possibly as good as each other, the reason for using one over the other is purely based on the opponents choice. If the opponent uses a V-ism character very well then you’d prolly go for V-Cody just for the VC defense. If it was an average V, A or X character then I’d prolly go with X-Cody.
It is just my imagination or it is impossible to crossover with Cody V-ISM?
what do you mean?
Most of the time, when you want to crossover your opponent, you use j.MK and maybe even j.HK. However with Cody, I was not able to find one move that allow such thing. Somehow I keep on missing my opponent.
yea only works on tall characters like sagat, zangief
Speaking of Zangief he has a weird hitbox because when I start my VC on him with Foward Ruffian, FP the FP completly doesnt connect even when im standing right next to him but if you wait 1 second after the ruffian then it connects. I guess because he’s a tall sprite or something. Weird.
Cody’s jumping FK works against gief, birdie, sagat, vega, bison i think, basically any tall people.
One weird thing that has happened is that ive got a jumping RK to work as a crossup sometimes, its happened once or twice against crouching characters, I think it was Adon and Birdie. shrugs not sure
cody’s weakness is definitely lack of reliable crossup which only works on large characters. and even then, it dont work well on some of them cuz they can crouch it. i usually dont bother to crossup any character, not really worth it.
and as for vc vs gief. yeah its a bitch to vc him cuz his hitbox in the air is the size of servbot. it takes unorthodox timing as opposed to everyone else to get it to work right midscreen. or you switch it up to get closer to him faster. like after the first medium ruffian on vc startup, juggle with the f+roundhouse first rather than s.fierce. then alternate from then on. the f+roundhouse will always hit, and it gets you close to the juggled body early on in the combo so the fierces will hit later on in the combo.
hope that helps
i need help against chun-li
imo i’m starting to think that V-chun is broken. What can cody do to stop her?
Ok i’ll list my problem areas:
her J.short, J.forward , I’ve found that S.strong, B+strong are good anti-air chun kick normals, and obviously anti-air VC. what works well against j.fierce or j.strong ?
my problem is that even after i get a chance to land a 70% damage VC i’m vulernable to her unblockable crap (vc1 j.short cross-up, c.jab, c.short, c.roundhouse, repeat becuse of distance, then 3rd time go into infinite) this unblockable reset, infinite stuff is too much.
She has too many options, C.roundhouse anti-air, unblockable katobbi stomp (possible cross-up), c.jab, short rising kick, whiff s.short, VC1 cross-up. And when it comes to playing the prioity, counter game she comes out top too.
Problem is once someone has her infinite down it rebuilds meter like crazy, 12 stomp kicks = 50% VC.
So any anti-chun ideas? strats would be great.
thanks for your time,
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