Cody Beginner's Guide

it’s a particular timing with c.lp u2 not to get out ex cu. you don’t want to cancel it, but buffer it and input the PPP in the recovery frames.

I’dn’t recoment this setup tho.

Fuck, for some reason I get an error when I try to post on the discoveries thread wtf.

So after watching these two Momochi matches from Shadowloo Showdown, I tried to steal some of his technology.

[media=youtube]_tLr0vEPJpY[/media]

[media=youtube]ZiKkycp5x6g[/media]

In the first video, at about 3:45 he does EX Slide, dash twice, jump HP. I’ve been reproducing this setup in the training room for a while and the result I’m consistently getting is that it looks as a cross up, Cody does land on the other side, but the jumpin must be blocked as a non cross-up.

In the second one, around 3:00 he agains lands an EX slide (which interestingly slides under Sagat), backdashes, wiff cr.lp, jump in fierce. Timing on this one seems very strict and it could possibly be an unblockable…good thing is that even if you fuck up it’s pretty much safe against all of his reversals, any TU will wiff on such a wonky air attack.

Am I wrong is something here? Also, if anyone could share more matches he played as Cody I’d be very grateful…I missed SS2k11 on the stream unfortunately. Wish Momochi had played Cody throughout the whole tournament lol.

sadly didn’t catched any of his cody while watching the stream (didn’t watched everything), but I’ve found the ex ruffian, dash, s.lp, j.hp aswell. and also discovered ex ruffian, f.hk, j.hp a few days ago on my own. damn u momochi!^^ didn’t tested to twice dash yet tho. that’s new to me.

Wait, can you elaborate on the EX Ruffian, f.hk, j.hp? Is it a corner crossup shenanigan or do you mean neutral jump for something? If it’s a crossup in the corner, I’d say it’s the same as he’s using, except you time it with f.hk whereas Momochi uses double dash.
Think I’ll try to test the whole cast later, but I know the EX Ruffian, double dash, j.hp in the corner works on the twins.

neutral jump^^ while it’s easier to do it’s a 5f+ safe jump. dash + s.lp is a 4f+ save jump setup. [if my tests were accurate, someone needs to confirm that one - it bothers me].

Good stuff man! :thumbs up:

I am struggling with the lk.ruffian (wait a split second) NJ HP safe jump. The “wait a split second” is obviously what throws me off. I’ve also tried “walk forward for a split second” as well lol

Have you discovered a reliable safe jump off lk.ruffian?

You have to time it manually =(. I stopped trying that against Yuns.

Is there another way to do that with a PS3 controller for battle?

if you don’t rearange your button config… nope I don’t think so.

Oh well nevermind.^^
In blockstrings against a character with a DP like move or command grab and I don’t use safe block strings like lp, lk, lp but more strict links [st.mp, cr. mp, f+mp, cr. FP ect] during block strings. Will they be able to mash out of my combos even though I don’t mess the combos up?

Cody has no “real” block string combos that go further then chained c.lp or cl.mp into c.lp. you’ve to read your opponent and the situation aswell as the fact of meter and life difference to get to the conclusion what to apply when as it it’s never “safe”. however, that doesnt mean you’re free to srk all the time. if they mash into block stun, bait it and let them whiff their reversal. also, cody gains a huge damage advantage if they stick out their moves and you get a counter hit, since cody is about those frame trap play, it happens quite often and you’ll see on higher levels of play that most opponents rather don’t press any button then going for anything, until they can escape or see an opening.

Thanks for the info!

I use cr.lp, cr.lk as a blockstring. I feel the pushback on cr.lk is slightly less so I’m in good range for a karathrow. Not the best habit though since cr.lp leaves you at +2 and cr.lk at -1 so you’re kind of giving away a bit of momentum, still good to see how they react to it though, tells a lot of the player.

Be very mindful with your strings when they have 2 bars. I’d say 70% of players will reversal FADC since there’s nearly no risk on their part. Specially someone like Fei Long, who can get maybe 300 damage off his FK FADC CW (U1 possibly), it’s not worth the risk to pressure him in this situation.

So let me get this straight…You guys are telling me during a block string, I bust out combos/links that are clean [timing on point] against characters with a shoryuken like move and a command grab [T. Hawk, Gief] They can STILL mash out of them and beat my well-timed links?

yes, for the most part. but then again, you can bait it and simply school them not to do so.

Thanks man I will do that.
Also didn’t this section on Cody have a mixup compendium guide?

Maybe I was not paying attention and that is why this is new to me, but it seems that Cody has safe jump after forward throw which works in all situations where safe jump after back throw works.
Throw an opponent, wait a bit and jump forward FP. I was able to safe jump Cammy, Adon, Viper, Boxer … but it did not work against Akuma or Ken.

Like I said, this could be really old, so please, don’t crucify me :).

after a forward throw, walk A TARD (a seriously small step) as soon as he moves jump forward. this will result in an ambigious crossup with j.hk, means it CROSSES the opponent. even better, they’ll miss any reversal like a srk since you’ll be on the other side.

Yes, that is what I usually (try to) do.

How do I consistantly link cr.lp to cr.mp. I always drop it and eat a mashed out DP

EDIT: nevermind, plinking is a pretty swell concept