Best combo advice ever.
I use that punish a lot, and to have a backup plan if the ex-rocks create airbone state sounds sexy, even if it consumes one more ex.
If I do meaty a criminal upper I usually do it in the corner with the cr.lk xx lp criminal, if it misses or hits you can do an ex criminal for either added damage or chip damage to safety. Plus at times you have people try to poke after your lp criminal which the ex criminal gets em anyways.
Quick question about frame traps. I’ll do a cr jab into standing forward mp hoping for a counterhit combo. What combo should I use?
Also, I played someone today that was throwing me out of my trap; how does that happen? I also get jabbed or shorted out of cr jab into standing forward mp
if you get a f.mp to connect usually I’d go into a cr.mp into whatever. To be safe you want to do cr.lp, cr.lp and then a f.mp. I find its more consistent then just the 1 cr.lp. Because from what I remember cr.lp to f.mp is like a 6 frame gap. They can either mash out throw or lp/lk and it’ll come out before you connect a f.mp. If you get a second cr.lp to put them in stun it pushes you back enough to let f.mp hit anything mashed.
Ok cool, thanks a lot. Does this work if my opponent stand techs or will I be thrown out of forward mp?
well if he’s standing I don’t think going for a f.mp is the best option. He’s asking for a nice little cr.lk xx (whatever) or a nice little cr.hk. Yeah the gaps big enough up close that you’ll get thrown out hence why you want to add another lp to push you back from any of the lp/lk/grab range so you can go for the f.mp.
Another nub question haha; which of codys moves make good meaty attacks to use on opponents wakeup and what do you set them up into?
f,hp, f.mp and s.hp. also I like to use c.lk sometimes
a simple setup is after a crimminal upper instantly a whiff f.hk followed from a f.mp - if they tech the CU, f.mp will hit meaty
:tup:
This are the kind of “little things” that, in hands of players at my level, make a huge difference.
Knowing this gives me an easy setup and an upper hand vs any other player with the same low skill as me, and i don’t need extra execution practice to do it
What is a good pressure string to use. I’m having trouble identifying good ones from videos of say, Ryan Hunter.
For your suggestions:
- Assume it’s on wake up (and they don’t wake up shoryu).
- Assume they block and this is purely for pressure until something good happens.
What do you do? I’m not looking for true block strings, just good a good solid series of moves (that probably will utilize f.mp if Ryan has shown me anything)
- crossup into c.lp or cl.mp or clp.hp for further frame traps depending of hit or block, tick throw
- frontal jump in / same - can be safe jumped after back throw
- empty jump => block / throw - bait the srk!
- neutral jump => empty, j.hp (beats alot stuff if used meaty)
- meaty normal: c.lk xx special,c.hk, f.mp, cl.hp, cl,mp, overhead, crackkick (can lead into throw setup if they duck)
- meaty special: lp rock for instance
- option select vs backdashers e.g s.lk buffer into mk ruffian
there seems to be endless options. the most important is that you mix em up. if you get predictable you’ll get punishable!
- after cl,mp, cl,hp, f.mp, c.lp, c.lp etc
- c.lk xx special (lp cu for instance)
- pause a little and throw another c.lp
- tick throw
- f.mp
- crack kick => throw
- overhead
- crossup
- neutral jump
- dash => throw
- back dash, lk ruffian
- lp rocks
- s.mk
- c.mk
- s.hk / far s.hp [anti jump]
- you can also fake a tick throw attemp and use ex cu.
for instance: blocked j.mk jump in, into c.lp, c.lp on block followed from a blocked f.mp, c.lp, crack kick, throw
etc etc etc
Hey guys I was just wondering does bk mp work against players who neutral jump alot? Ryu for example.
ya, b+mp beats almost every jumping normal
Fellow Cody players. I am starting a blog just for Cody and it will have all the info you need about Cody. Since I play at tournaments in the UK I thought I could help. I’ve already completed a beginners guide so check it out. Also in the near future expect an advanced guide and matchup guides for each character, as well as little gimmicks and tricks that I’ve thought of myself.
Packz93.
Part 1 of the advanced Cody guide is complete so if anyone wants to take a look just visit the page The REAL Street Fighter…! All About Cody . It goes through Safe Jumps, Option Selects and The knife so far. The next Part will include Frame Traps, Counterhit setups, Preserving meter.
I will be creating a matchup chart soon as well going through each Codys matchups with each of the cast in depth and what I think the ratings are e.g 5/5 matchup.
Thanks in advance.
Part 1 of the advanced Cody guide is complete so if anyone wants to take a look just visit the page The REAL Street Fighter…! All About Cody . It goes through Safe Jumps, Option Selects and The knife so far. The next Part will include Frame Traps, Counterhit setups, Preserving meter.
I will be creating a matchup chart soon as well going through each Codys matchups with each of the cast in depth and what I think the ratings are e.g 5/5 matchup.
Thanks in advance.
Trials question!
How are you linking EX Zonk Knuckle from st. MP? Thanks!
One thing that I never see mentioned in Cody’s begginer guides is building ex meter.
Cody really needs ex meter for FADC comboes, or EX Stones/RK/Zonk.
What I usually see people doing when fighting Ruy or some other fireball heavy character is getting into fireball war or FADCing fireballs.
I think that Zonk is much better option to deal with this than stones, because it fills ex meter 4 times faster than bad stone.
It may not sound important, but I really noticed the difference when I started using Zonk to go through fireballs instead of using stones.
I know that this is probably common knowledge, I just wanted to point this out as I never see any info about this in guides ;).
You should hold LP and HP, press MP and release both LP and HP.
Just be sure to release both buttons at the same time.
you can get be punished for whiffing zonk. in particular against characters with fast fireballs.
I’d only use zonk to punsih their fireball.
FA DC the first, release zonk = dodge + punish the second. works almost fullscreen.
Ok, that is why I am using if I am close to the opponent.
I was talking about full screen fireball duel.