Bah…stuck in Trials, i was doing fine until i got to 21… its supposed to be fairly easy. Jump HP, Stand HP, H RK , FADC > Final Destruction. i have a problem getting the stupid RK to come out after the Stand HP. normally i dont have a problem getting it if i just do HP into H RK, but when i do the jump HP before, then the timing of the RK is off… am i missing something here? =|
A bit more info from me messing around in training:
Bad Spray negates projectiles, not sure on multihit. Useful for non-crossup pressure or someone trying to start a FB trap.
Regular Zonk passes through Mestu Hadou
Not really surprising, it goes through all fireballs.
I’ve gone into training and just had Ryu SRK me trying to get bad spray to work. It happens, but unreliably. Are you supposed to input it just as you hit the ground like you would a quick rise, wait for Cody to get back up like normal, or what? Maybe I’m retarded but I couldn’t figure out the rhyme or reason to it.
Hi everybody ive been a srk member as a balrog player from long time ago now that the new ssf4 is out i decided to use cody as a secondary, the thing is that i have some defensive issues.
I think most of you guys feel the same on wake up cross-ups, i think is cody bigest weakness, the other thing are fireballs specially guile sonic boom, the match between guile-cody can be really frustrating
For the wake up cross-up i use cr.mk and try to slide and then grab or sometimes cr.mk slide and then some cr.lp also block the first cross-up hit then focus backdash but none of them are safe against a good shoto cross-up follow by a nasty combo, so when they see cody weakness they start to cross-up over and over and thats a nightmare. I read a post about the cross-up and said something about the zonk but i dont think its a good idea since it not always efective so what do you guys ussualy do? By the way nice to meet you all and i hope to be usefull some day.
Hit it like a quick rise.
just thought I’d mention that it seems like you can only cancel HK Ruffian Kick into HK Super, and have all hits happen (it also just plain looks cool)
Yeah. I was just checking to see id the ultra has any different properties or something. Though I should’ve figured it possible as I’m a boxer player and TAP>Metsu and stuff.
I know what you mean. what I do is hold up while falling and hit punch as I hit the ground, instead of doing up+ punch when I fall. Try it in practice again. Hell if you’re having a ton of trouble, you should be able to hold up, wait to hit the ground and mash punch.
Guile can’t really FB zone Cody if you have meter because you can space EX zonk to be safe, he can’t really stuff it on reaction and it goes through fireballs. The guile fight you want to be up in his grill the entire time.
cody’s slide is pretty garbage and I’d recommend you not use it very often.
you can forward dash out of most cross up attempts.
I got a question on mix ups:
Most of the time, my opponents know that I am going to jump in , low MK, CU etc. and therefore block low, is there any Mix up I can bring in?
Blocking low after a jump in is probably just instinct as it is for many of us. As we all know, a low attack can combo into something very dangerous. You should use this to your advantage and throw in an overhead (t.fierce) after he blocks your jump in. Cody hits hard so he won’t keep on blocking low, he’ll have to guess next time. What I also like to do sometimes is jump in, throw a few jabs and them jump in on him again. Often enough they won’t have time to react with a block let alone an anti air. Just don’t do this too often. Because he will get wise to this.
Just a little thing for those who get tired of missing the c.LP c.LP c.MP link and get interrupted each time by the opponent’s special move: just do c.MP xx light CU.
It does 200 damage, exactly the same as the c.LP c.LP c.MP xx hard CU link, and you can throw it whenever you like because the light CU is safe on block.
UPDATE: well, it isn’t as safe as I first thought, Guy’s EX hurricane kick punishes it, god damnit… Cody really starts to disappoint me… =/
i’ve noticed a few attacks that can punish lp CU on block. Meh
def not safe. practice the link till you dont miss it. HP CU. FADC if you screw it up and have meter
c.LP, c.MP really is not a very difficult link to do. It is a fundamental part of SFIV because every character of the roster has a similar link. The c.LP can cancel into each other, so you don’t have to worry about timing. Just press jab twice as fast as you can. And if you want to link into the c.MP you have to pause, if only a split second, and press strong. There isn’t any easier link than that.
In short: jab, jab slight pause, strong xx special move
After you land either U1 or U2, during the hit animation you can hold any punch button and release Bingo once you’re free from to do so to build free meter.
i see a lot of combo’s using f+MP…i’d like to incorporate this into my game more, and was wondering when you should possibly use it in a matchup, and should you usually try to follow up a successful f+MP with cMP, or does it depend on the distance I hit him from, etc???
Yeah. It’s crazy. Against some match ups I have no issue with Cody and others I get wasted…especially Guile. Cody’s wake up game is weak. Don’t get knocked down I guess. Haha.
Is EX CU a viable wake up move, or too much start up still?
No, its not a good wake up move. EX Zonk works better as a reversal. Other than that you are stuck working the basics.
Just a headsup but f+mp > c.mp > CU does less dmg and stun than just c.hp or st.hp > CU
You can use f+mp pretty effectively against characters with no reversal on their wakeup and go into frame trapping or throw mixups with it. But yeah, if you do connect with f.mp connect with st.mp > CU. It does more dmg/stun than connecting with c.mp but doesn’t have as much range so if you’re too far after f.mp use c.mp instead.