Alpha 3 : XAV-Cody

Got to love that guard crush if anything for the noise it makes when it breaks.

Think there is a glitch were if opponent blocks 32 hits or more it doubles guard damage, possibly tick damage.

Don’t try a guard crush if they have meter, especially A characters. Even though most V players know that counter VCs are better alpha counters i’ve seen people sacrifice half their bar if you show you can crush consistently.

As for the combo, VC3 Fierce Tornado x2, D+forward works better. (although single tornado is equally as valid, i find it slower and easier to lose range with. that could be me not the game though)

As my old teacher tiger bones used to say, no point in a guard crush unless you can follow it up. this is where the DC version comes into it’s own, good for making cpu block, crush them, then work on follow up vcs. i found it’s fairly easy to go into s.fierce, whiff tornado pattern, with the right timing and anticipation of the crush.

in case anyone likes the kawaks replays, this is the double tornado crush in action, crushing X-gief btw, just watch guard bar disappear after he blocks so many hits, see ya later block. (btw i had to map player 2 walking back to my select button, that added fun to doing the combo.

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Oh during my research for the Cody FAQ I came across something interesting. X-Codys CPS Chain:

st. JP, cr. SK + cr. FP

or

cr. JP, cr. SK + cr. FP

So basically with X-Cody you can do combos like:

Jump-in rk, cr. JP, cr. JP, cr. FP, FK Ruffian Kick

Not too shabby. :slight_smile:

I already have that one in there, except i think i put vc2 start instead

yeah cps chains are cool, Sakura’s c.jab X 3, b+fierce, xx, super is too good.

lol at the idea of starting a combo with J.roundhouse. Jumping at the wrong times in alpha 3 = death. Expect anti-air normal move counter-hit combo’ed into super for joke damage. or most V players love for someone to jump in. for example if some muppet jumped in on my cody:

VC3: c.strong AA, roundhouse ruffian kick, fierce tornado, [forward ruffian kick, whiff c.forward] corner: s.fierce, whiff jab tornado, s.roundhouse, whiff c.fierce, j.short, cc, j.short

free round, if you have meter and they have no counter VC planned of course.

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guard crush: [VC3 fierce tornado, fierce tornado, c.forward] , once crushed, [s.fierce, whiff jab tornado], 20% meter left = s.roundhouse, whiff c.fierce, j.short, cc, j.fierce, cc, j.fierce, cc. air throw.

(for infinite set-up to be unflippable the shadow of the jab tornado must hit as the c.fierce ends) (all in nibor’s notes)

I’m not crazy enough to try and jump-in with a CPS chain, what’s the point with X-Cody? Maybe if they were dizzy to show off, it might have been useful if he had a comboable super in X-ism, but since he doesn’t, the chain isn’t really useful.

I need help with Cody versus Dhalsim.

Dhalsim keeps keeping me away with fierce and roundhouse and his yoga flame.
I do his punching super right after his Yoga flame(which actually has enough reach to hit him if you stand next to the flame, suprised the F outta me and my opponent when I do it). But I can’t seem to get into an attack and combo range. help. Jumping in just seems to get me pimped and his crack kick never works. I do the bad stone when he yoga flames and get a nice lil hit. and sometimes his crouching medium kick works on me getting me close to him…

A good Dhalsim is a tough fight, he’s top tier for a reason, high-priority anti-air+long limbs+teleport=pain in the ass. What you have to try and do is try and find normals that stuff Dhalsims long range pokes, like cr. SP. And try to go for a knock down, Cody’s SK Ruffian kick works well this way, but you have to learn to use it at its maximum range. Opponents often don’t see it coming, since they think are out of range of all of Cody’s pokes.

Once you get the knock down, just pressure like crazy and don’t let Dhalsim get away from you. That’s all I can tell you really.

Dhalsim is uber tier, everyone struggles against a good ‘sim’ player. problem is Sim wins everything, close range, long range, air, ground. Combine his godly prioity with timing, prediction, and zoning.

I can offer a few tips though:

  1. i’d say V-cody is the best choice of ism’s for fighting 'sim. The dodge is useful for avoiding the zoning traps. And if you predict the low fierce guard damage attempts, you can jump and free combo. Only if you know sim will be caught in animation and won’t be able to counter.

  2. Attack his limbs, not his body. This is actually good practice for your poking, counter game. You don’t have to get close to hurt Sim. you need to predict what move your opponent can do, and will probably do and then plan a surprise. say i expect s.stong poke, i could try something like c.fierce > bad stone as a counter from 2/3rds of the screen distance. prediction is an esstential skill

  3. Sim’s offense let’s him down, if you get a damage advantage in the round, chill. let him come to you. it will be easier to pick off his rushdown’, than to chase him and play his game. A sim player will try and pull you out of game, frustrate, force errors. don’t succumb, make him come to you or fireball fight.

  4. keepaway + throws. Sim’s fireball attempt is poor, and i’d favour Cody even in a fireball fight against anyone. his trajectory and dodge are a bonus. beware the walk forward Sim’s low fierce. Sim’s air-throw is godly, you try any jumping attacks and he can pull you out of them. If you always go for an air-throw too, you will either get it, or tech his throw. good psychology, if you show yourself to be physic, ph33r.

  5. since Dhalsim can escape VCs, it is important to learn where he can go, and how you can carry your combo on. If you show you can continue your combo regardless, a sim player will fear escaping VCs in case of the possible damage reset.

  6. Don’t try and beat his moves close range, people seem to think if they get next to sim its better. he has massive prioity combined with bufferable normals. c.strong counter, fireball, s.roundhouse etc.

i might go work some counters cody can do to stop Sim’s pokes, see how busy i am today.

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rule number one of street fighter: always put your foot where your opponent wants to be!! to beat sim’s pokes, have your counter fully extended and in the space that he is poking to before he gets there.

Sim’s poking with:

S.strong,

use c.strong, s.forward, c.fierce, c.jab, f+strong, d.forward
don’t use: s.jab, s.strong, s.fierce. s.short, s.roundhouse, f+roundhouse

S.fierce (important to know what part of animation you can stuff)

use: c.roundhouse, c.jab, c.strong, c.firece, f+ strong, s.forward c.forward (jab and forward are the more risky options) f+roundhouse can hop over it, useful.
don’t use: s.jab, c.short, s.strong, s.fierce, s.short, s.roundhouse

S.short ( this is hard to counter poke is sim has right range for full extension, use c.short, c.fierce at this range. if you are slight closer you have more options.

use: c.short, s.short c.fierce as your main counter pokes, (c.jab, c.strong if your close range) , F+roundhouse hops it and hits. c.roundhouse seems to trade more often than win, but trading in this case is ok.
don’t use: pokes i that i didn’t mention ^^

S.roundhouse
use: s.fierce, s.strong, c.fierce, s.roundhouse, f+ roundhouse, c.forward, c.jab (likely to whiff) , c.stong

don’t use: s.jab, f+strong, s.forward. c.short, c.roundhouse, s.short etc.

I made a small kawaks replay of me trying counters on sim, it shows how many options you have if you can correctly predict the move, in this case sim was trying s.roundhouse. Forewarned i can choose my counter and distance. it’s important to mix up your counters, and not to be be predictable in your attack timing. In the replay you can see how Cody wins everything if he guesses the move correctly.

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(waits for middlekick to correct) ^^

YOU GUYS ARE THE BOMB!!! thanks!! :smiley: :smiley: :smiley: I didn’t expect such good reponses(especially you subliminal!). Now I can stop wasting quarters…

np :slight_smile: happy to talk about cody.

yeah cody has a great counter game + a good cornertrap, V-cody needs to watch his guard bar, but has the damaging VCs and infinite.

this is a good tip, try to use the just defend method of blocking if you can. if you tap block at the exact moment you are attacked, you will flash blue and the guard damage will be halved. theorically doubles V-codys guard bar.

yeah all the counter info i posted, one top tip. we all know counters are high damage moves, so where possible you should try to follow counters with specials, 2 in 1 style. Like say if V-akuma trys his usual dive kick, s.fierce will beat it clean and you can cancel that early into a fierce bad stone. notice the damage that stone does with counter hit proerties.

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I would hate to fight ure Cody subliminal:D

What do you good Cody players use as ure normal jump-in combo. I’m not new to SF games by any means but I’m new to this huigh level of play. I never knew it was taken so seriously but I’m glad. Competition is great! So I’m a noob.

My jump-in is usually. Jumping MK. crouching jab into mp criminal upper and than I do I a jumping FP(sometimes HK ruffian kick or ruffian kick) for about eight hits. I’m usually able to get some more hits on the juggle by repeatedly doing jumping FPs. Sometimes they wake up and hit me though, that sucks…

I just wanna know what is the best jump-in combos u guys use. That leads for the safest and most efficient outcome…

excuse my noobness

My jump-ins with Cody are usually jump FK/RK, cr. SK, JP criminal upper.

Then i follow up with either jumping JP/air throw, or walk forward Crack Kick/st. RK/cr. SP > Bad stone.

If they are in the air in the corner then you can follow with another juggle.

Thanks I read your FAQ and it’s the bomb, man! One of the best character FAQs I’ve ever reada. And I’ve read alot!

After reading ti I won’t have anymore noob questions:D

i would advise starting no combo with jump in attacks, unless your are certain your opponent will be caught up in their in animation. Which is rare so don’t do it.

If you do want to jump in, i’d recommend only doing so after knockdowns and making sure you stuff any wake-up moves. But if i get a knock-down i prefer to go for my F+roundhouse ground cross-up game.

The jumping attacks i favour most are j.strong, and j.roundhouse.

For example you try jumping on Dhalsim, he does his standing b.strong, which comes out fast, high, and early. he counters your jump in attack clean and cancels into his level 3 kick super. That counter hit into super combo is 80% damage easy. You jump in on V-akuma, VC2 dragon punch waiting for you, again round over.

One thing i learned from playing people like V-ryu, middlekick, tiger, saeed et al was it was best to hug the ground. i pass this advice on.

put little needles near upback and upforward, so that every time you try to jump you get spiked. jk

jumping vertical on the other hand, i recommend. You can use vertical jumping attacks as counter pokes. j.,roundhouse works well like this if you do it late.

Zoning is important, control the space. don’t jump in and give away any advantage.

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So Cody’s feet ALWAYS stay firmly planted on the ground??

this is me messing around online with cody.

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http://www.subliminal69.pwp.blueyonder.co.uk/subvspsi.avi

Heh, nice work man, I was hoping to see someone do a VC ground start with Cody.

I’ve seen Nibor and you both play against people and it seems everyone who plays Cody has their own technique, its quite interesting to watch how other Cody users deal with situations.
I supposed the different offensive/defensive approaches are dictated by the types of players you go up against.

i always use ground start vc’s with Cody, its easy.