just a short reminder. you can c.mk under his booms. helpful at times. usually seth wants to be in your face with dem shenanigans tho.
Been watching Sasaki replays and noticed after a CU he does a jumping lp. Do you know what the purpose of this is? cause I’ve been seeing this a lot. [media=youtube]c7fOnjhjl4E[/media]
j.lp has little to no blockstun, meaning you can go for a tick throw right after it, or bait a reversal if the opponent thinsk you go for a throw.
I’m having the hardest time landing U2 to beat a fireball in a match. I know the range and I can do it in practice mode but when it comes to ingame I can’t ever do it. If I’m in the range to throw the fireball I can’t react to it in time, I just get hit as I’m executing the move. If I look for the fireball specifically its blatently obvious that’s what im doing and they won’t throw one. I’ve lost too many matches in a row today and they all came down to me having to U2 a fireball
focus dash through a projectile, buffer u2, if you see another one hit PPP if in range. this way you’ve plenty of time and can grasp the situation.
I’d like to point out to Packz Cody blog
After LK Ruffian, do…
…1. an instant MK Ruffian for a meaty setup or
…2. take Cody the smallest step forward and do a crack kickfor a meaty setup
Here the original text ^^
I consider myself a decent Cody player though i have real trouble keeping pressure on opponents.
Somehow good Cody Players can Frametrap and rush me to death no matter what i would press - I could mash srks, they wouldnt get hit.
If i try any frametraping i allways get mashed out with jabs,grabs and reversals.
Im forced to play defensively and let them do stupid things i can punish.
j.mk crossup into s.mp as an example never works for me, they grab/mash before i can c.hp.
So im basically disadvantaged in thoose situations.
Playing Cody defensively gets easy wins against bad-decent players, is boring though.
I started using Cody a few days ago, and I see him in a different light than I used to.
I used to hate fighting Cody, but since I started using Cody I can see why.
I had no idea you could do that. Thanks!
I’m a bit new to cody, and i was wondering what can be done to characters with a 3frame DP on their wakeup? I’m only aware of one safe jump, which works on Akuma. But against the rest I’m almost always too scared to apply any pressure, any tips?
Technically, you can’t safe jump a dp because the game has 4 frames landing recovery, so only through very specific setups can you achieve that, so I’d say your question isn’t really related to Cody, but more general game against dp characters.
I always test them and go for a meaty on their wakeup. If they reversal dp, ok, I traded some health for data. I’ll meaty them AGAIN and if they wakeup DP this time I’ll start baiting. Best way to bait them is to just stay near them (as if you’d meaty) and do a delayed throw or crouch tech (ideally you do it on frame 2 after they wake up), so you’ll block the DP and punish, while still teching the throw if they go for it.
Also, imo which version of the dp they use also tells a lot. LP dps means they’re pussies who think it’s a free get out of jail card and are more likely to toss it whenever pressure, because they think it’s “safer” than a hp dp, which really isn’t, they’re just used to bad players not punishing it properly. Better players will use the stronger versions because they have more invincibility and do way more damage (ryu’s hp shoryu on CH does like 200 damage and that’s why daigo mashes the shit out of it).
Finally, if you have the life lead, there’s no shame in just doing a meaty rock for the chip, pressing the life lead and letting them hang themselves in their mistakes.
you can only safe jump 3f reversals when they hit you with their 2nd or onward active frame [making them 4f+ reversals] that’s the the case when you’re too far away and they therefore don’t hit with their 1st active frame. if you look up “3f safe jumps” you’ll see that they are done somewhat distanced.
that’s also the reason they’re not really good to begin with, since you can’t really do anything afterwards if they block or get hit. without even knowing them no semi good player would try to reversal from that distance anyway.
Thanks for the writeup, just what i needed.
Best uses of meter?
forgive my laziness but I don’t want to search all 12 pgs
I’ve having problems doing f.mp frame trap after c.lps, a lot of times i’m doing it too fast and a mp rock comes out :C If it do it slower, i’m afraid of extending that frame gap. Anyone ideas? D:
That’s a 6 frame gap frame trap, it’s really bad. If you’re going for wide gaps, cl.hp is much better because you get a much higher reward.
you use f.mp from a bit further away, to close distance. that it’s technically a frame trap is just a bonus. as mentioned by otori, it makes not much sense from point blank with the exception if you do it after cl.mp on block.
I am really sorry as this must be one of the most basic questions, and one you’d assume you could find anywhere.
I recently picked up Cody, and my basic pressure/frame traps (opponent blocking) are c.lp into cl.hp or f.mp or c.mp. But neither of these seem especially good and often get beaten by the crouch tech so
What is cody’s go to frame trap?
Is Cody safe after his Ruffian kick if he spaces it ? Frame advantage on each? Quote this post please.
if spaced right you can make it up to +1 on block.
I finally got to 2000 pp !!11!!!eleven! (XBL)
You might say: Qago, that is not actually very many points, and they’re meaningless anyway.
To which I would reply: YEP.
BUT IT FEELS SO GOOOOOOD