id like to know the range on his sMK as well, compared to Dictators. I know it has a few more startup frames, but has more active frames.
Amazing guide buddy. Very useful tweaks for people who plain to main cody.
I have a problem with using Cody. When I p[lay with Ryu I have a 90% success rate with FADC Shoryuken->Ultra, but when I play with Cody 95% of the time I end up throwing EX stones instead of Final Destruction, even in training mode. I don’t know if this is attributed to HK Ruffian not launching the other person as high as shoryuken does(resulting in less time for input) or if Ruffian has a higher recovery or if Cody’s dash takes longer to recover from. In any case I can get off Ryu’s FADC ultra almost every time but with Cody almost never. Any tips or insight?
Perhaps I’m trying to activate the Ultra at the high of the launch and it doesn’t come out? I know with ryu you can activate ultra at the height of the launch resulting in only the tail end of the ultra hitting, but for Cody if you activate ultra when they’re too high up, does it not come out?
i did not know mp comboed into ultra 2…that changes my game dramaticly
can someone tell me what is BnB
it seems that i 've missed something…
thank you
BnB stands for ‘bread and butter’ alluding to the fact that the same way bread and butter are a staple in your nutritional diet, a character’s bnb combo should be a staple in their game play.
On start up?
Yes. Technically, it’s not invincible to throws. However, their is a brief point during startup where Cody’s considered airborne - you’ve probably been hit out of it sometimes and seen Cody flip back like an air reset for exactly that reason. It would be impossible to use a regular ground throw on Cody at that moment, but he’s actually still vulnerable to air throws. I’m not sure exactly how to read airborne frames like that with the hitbox videos, though.
Fishing for CH?
Hi guys,
With Ryu (e.g.), if he does Tatsu into DP, and you try to option a throw-escape, it’ll hit you.
Is it possible to work this out in theory? I ask as I’m trying to figure out how to do this with Cody…
Like, is there a blockstring you can start up, but then stick an attack in there somewhere which will automatically hit their throw-escape attempt / attack option?
Oh - and I see CH combos - how do you detect / react to a CH in-game?
i tested it vs giefs c.lp tick into spd and it beats it 100% of the time.
bare in mind, i only tested that on giefs spd ticks when i made that post.
however, when i tried it vs akumas u1, it gets beaten 100% of the time, so i think hes either airborne like yeb says. either that or theres a few frames of throw invincibility.
To those in the know -
Why is j.HK better than j.MK (even when you kinda know it’s going to be blocked)?
j.hk causes significantly more block stun
I’m trying to learn Cody (and Super, and stick play), and I’ve got a few questions/concerns.
Now, I’ve read that Cody is fairly link-intensive and as such plinking is very important. I’ve read about plinking, and I think I understand it, but I’m not quite sure I’m doing it correctly.
I’ve noticed that many of Cody’s combos involve links such as c.lp, c.lp, c.mp. I have troubles with c.lp to c.mp. Is this a 1 frame link? Is this a place where I should be plinking? I try this link over and over in training mode, and I can only get it to happen occasionally. The timing is just so sensitive that it always feels random. Is there a trick to nailing this? At the moment, it’s completely unreliable in a real match.
I suck at combo execution, and I can do the c.lp to c.mp link pretty consistently. It’s far from a one-frame link. It IS a link, and it IS missable, but it’s not the hardest one out there. Just get the muscle-memory down… You don’t need to plink it.
I’ve actually found that finding the right rhythm works better. Instead of quickly tapping LP, then doing the slight pause before you hit the MP, simply find the rhythm that allows you to do the whole combo. Since LP comes out faster than MP, you don’t NEED to hit the two LPs as quickly as possible. You can pause between the two LPs much like you have to pause to hit the MP link.
Tossing out Ruffians against grapplers who tick throw you is risky, though. I played a good Gief who’d start a blockstring, and mix up between ticking and frametrapping. So when I’d try to jump away, expecting an SPD, he’d instead go into a combo that took away as much life as an SPD.
Thanks. I’m not sure why I thought that was a 1 frame link, really–it’s pretty obviously longer than that. I just can’t seem to get it down. I will try to work out a rhythm.
What are some of the more common Cody 1 frame links that do require plinking?
Cl. st. mp link to cr. hp is a one frame link, I believe. Good punisher, I prefer cl. hp -> cr. st, since it’s less tight, but depends on the situation. Faster, tougher timing, vs slower, easier timing.
Is there any frame data available that tells you all the blockstun for jumping moves?
That, and FA block, dash cancel frame data?
I can’t find frame data for jumping attacks. On eventhubs and sfframedata.com they are all blank. FA advantage on block can be found at either of those sites (at EH just click “Frame Data” on each character’s page), and the FA dash data can be found here…http://www.eventhubs.com/guides/2010/may/02/walk-speed-comparison-super-street-fighter-4/
Hey all,
I saw that the Cody match up thread was unstickied so I figured maybe it was lacking. I checked the CViper tab and saw no info so I figured I’d post here.
I’m having huge trouble against Viper. It seems like she can just fly all over the place and I can’t do anything about it. Also, does burning kick have frame advantage? Any advice would help.