Alpha 3 : XAV-Cody

OK, I went to the chinatown fair Arcade(CTF) to compete with my Cody. And yeah I did better, I almost beat Dhalsim!!! Then the guy came out with Sakura and it was pretty much over for 1.50 worth of Quarters… I had been experimenting with Xism cody and his infinite. but I kept getting guard crushed like crazy and he takes damage like a bitch so I switched to Aism. Also, it seemed every other second Sakura was DIZZYING CODY!!! So frustraing. Also, the crack kick seems to just go over Sakura!!! WTF:mad:

On the brighter side i was using the bad stone pretty well and mixing it up. And I got Sakura’s energy down to like zero while I had 20% of my bar left, but I’m not used to playing against others so I got nervous and lost:( . I’ve also realized that Jumping FP has nothing over jumping jp, NOTHING!!! My corner game was alright. Muskau’s faq has helped alot. I was reading it on the train! but I kept fluking and losing great oppurtunites to juggle. Also I kept using S.jp as a anti air which kept getting snuffed by sakuras jumping FP, even in the AIR!!! WTF:wtf: I’ve decided to stick to the Aism, especially since I don’t think I’m ready to handle VCs.

Also, what do you think of this corner trap pressure technique when the opponent is blacking. i think it’s good but that’s my opinion.
It’s crack kick, cr.jp into jp criminal upper then (again) crack kick, cr.jp criminal upper (then mix up). But sakura’s sprite is to small for me to use it. if my execution was better I definitely would of won more and beat that good ken player that beat the Sakura player. thanks for helping me out again!

Also what player plays those avi files??!?!?

Where did the name crack kick come from? i know i’ve seen it on a few faqs, but damn i hate that name. anyways, F+roundhouse hopping a crouching sakura is normal. learn to use it to your advantage, i use it to cross-up an opponent that is standing up from a knockdown.

Sakura is a little easy to use bitch. if you do both jump, j.jab is a good option. its all about predicting what your opponent can do, will do, and having the knowledge to counter. learn the animations, the prioity of a move will change depending on execution.

standing jab is not a good anti-air counter. S.fierce will beat her j.fierce but it’s all about timing and distance. Also mix in s.strong, c.strong, s.roundhouse as good AA’s too. one move will not just beat another move for free (unless you count chun’s j.short)

Cody’s cornertrap is the best in the game imo. Did you read Nibor’s Cody note’s? here’s the cornertrap info from those notes:

On cornered opponent:

  1. c. short -> jab criminal upper (qcb +jab)
    i.Walk forward a bit and do another c. short -> jab criminal upper but at the right distance so only the tornado part off the criminal upper hits and not the uppercut part.
    a.Repeat i until guardbreak or opponent gets hit

  2. Walk forward a bit and do c. fierce -> qcf + jab
    a.f + roundhouse (go back to i)
    b.Walk forward and repeat 2 etc
    c.Walk forward and go back to 1 etc

  3. Walk up and throw (go back to 1 when they get up)

4.Jump in with j. roundhouse then start again with 1

5.Walk forward a bit and do c. fierce -> qcf + short [if you see a sweep or something coming only]
a.Do s. roundhouse [if you think they are going to try to jump]
b.Activate custom [if you think they are going to try to attack] and do:
qcf + forward -> [s. fierce -> whiffed qcb + jab] repeat brackets etc.

that video file was in divx, go to www.divx.com and download the latest driver.

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thanks subliminal Your the man!!! I"m not gonna stop playing SFA3 even though I think they’ve stopped tournaments for it(but there’s always comp at ctf. I hope cody’s in CvS3(probably since Capcom likes to put in obscure characters,I hope).

Sakura is a real problem in skilled players hands, which is why shes top tier pretty much. She can use standing RK and FP Shou kens to punish lag and her ground and air attacks usually have more priority and do more damge.

You’ll find against good players a jump-forward JP after a criminal upper will often be out-prioritized because players will flip during Cody’s best window to hit and counter air-poke. If this starts happening try to mix it up with ground juggle follow ups or throw a bad stone and time it so they will be hit or so that they will have to block when they hit the ground, then followup with shallow jump-ins and start poking.

People will usually start poking back when you start to use the Crack Kick, learn not to rely on it. Start using regular pokes, the ruffian kick, and the bad stone more often, otherwise players will predict it.

man those sfchina vids are damn good, its so nice to see some good footage of some top playing. Some of those players were just crazy :lol:

Figure I might as well res’ this topic instead of making a new one. Lot of good informaton in here anyway.

I’m having problems with Sakura’s jumping LK. It stuffs his RH/FP/c. MP/c. FP.

Jumping straight up works if I see it coming, but if I mess up and they get in, there doesn’t seem to be much I can do to get them away again. Chicken blocking doesn’t work against good players, because they’ll either keep chipping at me, or if I roll, I get combo’d.

They’ll poke me so they’re just out of range of his c. FP/LK, and then jump-in again, and nothing I have seems to be able to stop it. Especially if I’m in the corner.

Lots of trouble with people who have higher jump arcs or high jump attacks as well.
Rose, Bison, Blanka, Vega, Rolento, Adon etc.
Basically anyone who I can’t reliably RH/FP/c.MP/c.FP out of the air really throws me off (Rose I find I can FP if I time it right, but her c. MP is a pain in the ass).
People have said that it’s best to stay relatively grounded with Cody, but I find myself being forced to jump a lot during certain match-ups if my ground AA’s don’t work.

Could also use some help with punishing Gen’s wall kick.

Having a lot of trouble with getting constantly guard crushed as well. Especially against aggressive Akuma/Sakura players. Usually I can just defend and then push them away, but with Cody I can’t afford to be blocking very long.
Seems like if I get GC’ed once, I’m screwed for the rest of the round.
I counted. After my bar shrinks again, it only takes 4 hits to break my guard, which is not fucking good.
I see why people tell you to jump a lot with him now, because I have to keep doing that to avoid blocking.

hey can anybody send me nibor’s notes on cody?

Sak’s jumping short? At what range?

V-Cody’s standing and crouching jab both beat it. It’ll trade trade if you time it late. But a trade is better than putting yourself in a bad spot.

An early Strong (neutral/back Strong) or an early c.Strong also beats it cleanly, you just need to make sure it’s stuck out there before she gets in range. If it’s stuffing c.MP then you’re timing it too late.

[Edit]: neutral/back Strong has a really far vertical reach, so it’s OK to time it early. I would recommend experimenting with it in situations where you were already crouching at first. Meaning, you’re crouching and you see them jump, then you go immediately into back+SP. If you’re worried about VC activations, try experimenting with jabs/c.jabs.

^ Try timing it so that she “lands” on your hitframes, rather than trying to “hit” her out of the air.

And FYI, if you counter her out of the j.SK, you can hit with qcf+FP if it was at close range (far range whiffs). But if you want a knockdown you can intentionally whiff qcf+K so you can rush her.
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Also, chicken blocking is mostly useful for when you know the opponent is going to time their attack really early. The idea is to jump block really low to the ground while they are still kinda high in the air – that way you can actually land before they do, and can punish them.

Rose’s c.MP is indeed a pain in the ass. But the poor girl’s gotta have something going for her. :B

I’m guessing the jab is best for stuff that comes out more horizontally? Because shoto RH and some other stuff seem to beat it clean. Or is that just me timing it too late again?
And when is c. MP better than c. FP? In all the videos I’ve seen, all they ever use is c. FP, and in my experience, the only time you’d use c. MP is if they jumped and you didn’t react quickly enough to use c. FP.

Any advice for fighting Chun’? She gives me the hardest time next to V-Akuma. Her jumping FP and MK seem to go through everything, and then there’s flip kick crap.

Right. Jab isn’t exactly a solid anti-air (c.JP is actually a little better). But since you specifically mentioned Sakura’s j.SK I just thought it might help since JP’s are really quick.

Also right. I dunno what your experiance with CvS2 is, but CvS2 Mai comes to mind (3S Ibuki also). There’s really no reason to anti-air with her far Short when you can use far Fierce. But, there are situations when the opponent has the drop on you and far Fierce is simply too slow, thus you can’t use it. Again, most anti-airs work best when you have the hitbox extended and force your opponent to land on them. And if the opponent is already too close or too deep, then you’re not going to have time to put the hitbox out there before they’re already in range to stuff it which is where Mai’s far Short comes in handy. Since it’s quick, you can get the hitbox out there a lot sooner than you can with Fierce. I like to think of Mortal Kombat uppercuts for some reason…

You might want to ask some one with the Good Book for some information about V-Cody’s hitboxes. I don’t know which attacks has the best vertical area with the lowest vertical hittable box. I assume it’s c.FP too, but I dunno.

Still having way more trouble with jumpers than I should, but I think I’ve pretty much exhausted that topic.

Any tips for fighting Blanka? I fought one guy who would jumping FP, FP, then super and guard crush me. From there, he could GC me in 2 hits, and I was basically screwed for the rest of the match. Next round, he would just repeat the same thing.

Vega’s giving me problems too. He has a huge range advantage that’s making it difficult for me to punish anything.

Ah,Blanka,the guard crush king.
IMHO,from what i observed,Blanka players usually use these two methods to attack/guard crush.
1)Jump in FP - Standing RK should work fine most of the time.But using Cody i usually treat this as my best chance to deal damage by using anti-air VC.

2)Rolling Attack - This one is tough.What i usually do is maintain my distance my distance with Blanka while doing random jp,mashed jp or c.mp,or s.lk when he’s near.Basically stuffs which can stuff the rolling attack while waiting for a chance to jump in mp.
Another thing i like to do is jump block.Now iirc,depending on the timing and choice of the blanka player’s roll,there’s a chance that you will air-block the roll,land and still have time to start a VC with FK Ruffian Kick and hit Blanka while he’s recovering.Worked for me sometimes.Someone correct me if i’m wrong.

Its also nice to know how to do the crossup anti-air with round 50% when you have your back against the corner.Quite useful to me as i find myself cornered every now and then when fighting Blanka or Akuma.There’s always a high chance that Blanka players will jump in on you eventually when you’re cornered.

Of course air to air counter would also be nice,which with meter can deal big damage to Blanka since Blanka jumps a lot.

Once you have demonstrated that you can anti-air VC consistently,then you will have one less worry as Blanka with be more hesitant to jump in anymore.Allowing more room to play your game.

Well,whenever i meet Blanka,Sakura or Akuma,i always pray i don’t fuck up anywhere.As one small mistake like getting sweeped or dive kicked might mean eating a link of normals that could very well guard crush Cody or leave him on the brink of being so.

It’s just ridiculous because 2 hits puts me in to danger.
At some point, I’ll be forced to block, and when that happens I end up fucked for the rest of the round. It’s starting to sound like the only consistent way to beat him is to run away and build meter.

Compiled a list of who Cody’s cross-up works on since people seemed confused about it (including myself for a while).
You might be surprised at some of the people it’s useful for. Generally you have to do it earlier on the taller characters, but it should be combo-able for all these people. For characters like Sodom and Rolento, aim for where their shoulder is. I’m sure you’d see more people using it if you saw match videos of Cody fighting someone other than the top 4 sometime. Honestly, everytime I see a Cody player, he’s fighting Akuma.

Works on (Standing)

Zangief
Blanka
Birdie
Boxer
Dhalsim :smiley:
Claw
Rolento
Gen (Have to do it really late, but it works from almost anywhere)
R. Mika (Have to do it really late, but it works from almost anywhere)
Sodom (Easier from farther away)
Sagat (Easier close-up)
Honda
Cody (Too spacing dependant to be useful)
Guy (Too spacing dependant to be useful)

Works on (Crouching) (Gotta do it really late and from farther away. Not as practical for most, but at least you know it works.)

Zangief
Birdie
Claw
Dhalsim
Dictator
Honda
Cody
Sagat
Blanka (Max distance only)
Gen (Only from a very specific distance)
Sodom (Not practical at all. He’s really tiny crouching it seems)

Works on (On wake-up) (Gotta be deep in, so it’s only semi-practical. Might be useful after a hopkick hit that knocks them too far away for hopkick shenanigans) (Would’ve been more useful if everyone got up at the same speed, although I have seen people use this against shotos)

(All characters listed in the first category)
Rose
Charlie
Ryu
Ken
Akuma
Dan
Adon
Cammy
Juni
Juli
Dictator

Works on (If they block the wrong way/walk back when you do it) (Not practical)

Dictator
Dan
Ryu
Ken
Akuma
Cammy
Juli
Juni
Rose
Charlie
Adon

Characters it doesn’t work on at all

Chun-li
Karin
Sakura

Also, Cody’s hopkick misses on these people even when they’re standing:

Chun-li
Karin
Honda

Cody’s RH misses on these people even when they’re standing:

Chun-li
Karin
Sakura
Honda
Gen
R. Mika

It seems that Cammy and the dolls have a pretty big hitbox despite their small stature, and I was surprised that it didn’t really work on Cody and Adon the way he’s leaned back, but it did on Gen and Mika. Sagat’s is surprisingly more timing dependant than most as well. It’s a shame it doesn’t work on Chun’, Karin and Sakura since those are some of his tougher match-ups.

Also, as a side note. Cody’s hitbox in the air is pretty small. Certain moves will hit him a fewer number of times when you have VC1 on. Birdie and Zangief are the same way. I’m not sure if it’s that or the fact that they bounce differently when they’re knocked up in the air. Zangief and Cody react the same way, Birdie seems to bounce straight up. However, Cody will also bounce straight up if you hit him from exactly one space away.

For example, Cody’s :d::mp: :qcf::mk: only hits 3 times close-up on VC1 instead of 4, and if you do
:d::mp:, :qcf::mk: from exactly one space away with VC1 on, watch how Cody bounces.

Found this out when my usual VCs weren’t working on these characters.

Nibor’s Cody notes: