Cody Changes for Rebalanced Arcade Edition

There’s only one momochi and he doesn’t even use him in many tournaments.

I wish his st.mp into cr.hp was a 2 frame link.

faster lp rocks so they can combo off a c.hp would also be great :stuck_out_tongue: helps with fireballs and poking game aswell.

Guys lets make sure we tweet all this to Ono san as well. Simply posting here wont help the cause. His twitter account is @Yoshi_OnoChin . Get at him!

rather collect the ideas over a few weeks here and over at capcom unity, then post the thread in the FAQ and hope sven will forward them.

EX Ruffi is very unsafe on block, too :wink:

@Lilshell43: WORD! ^^ Would be very nice.

im not gonna expect anything from ono. infact i expect no changes if not nerfs. idk why but i dont want to get my hopes up.
my choices:

  1. better backdash (not asking for huge increase)
  2. f.hk is airborne (goes over low attacks and cannot be grabbed)
  3. ex.ruffian has less startup frames/more invincibility/ dodges fireballs better (something to that effect)

and the notion of being able to cancel fake stone like viper makes me grin :slight_smile:

yea I still take this update very lightly going by Capcom’s track records. I’ll be surprised if the complete cast gets a “fair” tweak.

1.>cr.LP +10 damage
2.>cr.MP 4 frame startup
3.>EX CU invincible til first active frame
4.>EX Ruffian Fireball invincible from first frame
5.>Better backdash
6.>Crack kick considered airborne
7.>Zonk knuckle input changed to DP motion

I think we’ve already gathered ideas. I’m not a member at capcom unity, would you mind posting these wherever sven will notice them?

IMO I don’t like Zonk Knuckle a DP motion if EX ruffian gets the fireball invincibility buff. That’s just too much easy execution options at mid rage.

They’re not gonna give us everything we ask for, so its best to just throw everything at them and let them decide…

That’s exactly why I think it would be better to figure out what’s most important and them bombard them with that change(s).

Come on guys… zonk changed to DP motion? Cody’s such a fun, unique character, why do this?

I also agree with otori and Mallrat that EX ruffian should stay how it is. If you want to beat fireballs, either have better timing, or try one of his many other methods. A character like Cody does not need a super free, brilliantly easy way around every fireball in the game. He needs to work a bit to get in.

I also don’t like damage increases on cr.LP (Cody needs more damage… why exactly?) and faster cr.MP (Cody can counterpoke pretty well from this range already, and combos involving cr.MP are easy). EX criminal upper invincible until the first hitting frame seems too good as well. Cody should feel the heat when you get close and don’t have EX bingo charged.

Personally, I think Cody is pretty much perfect the way he is. Maybe crack kick over more lows is okay (keep it grounded imo), and a slightly better backdash. Maybe a 5% increase in walk speed, but I think that’s pushing it.

With some nerfs to some top tiers, Cody will be in the high-mid category for the rest of SSF4’s life, IMO. No need to make him braindead, he’s one of the most well-built characters in the game.

I say let Ultra 2 finish juggling mid air opponents and not just knock down after dust ,better walk speed, back dash, plus crack kick to beat throws and lows.

Yes, another reasonable person.

Infil About sums up my feelings for AE Cody. Zonk is unique and should not be dumbed down, EX Ruffian is fine as it is considering Cody has other tools, and his normals are fantastic as it is. Asides from an improved crack kick and backdash, I wanna see more improvements to Cody’s knife. I hate looking at that thing every match knowing it’s nearly useless. Really the only thing I want improved for it is:

-Forcibly dropping the knife on hit only when knocked down (both soft and hard). Gives it a little more chance to be utilized knowing getting hit by one poke isn’t going to end your fun, especially since knife normals are pretty good footsie-wise

I’ll forward the changes to unity next week. so post away what your heart desires.

currently most noted are:
-ex ruffian instant fireball invincible
-f.hk airborn / better hitbox
-better back dash
-ex upper invin improve
-knife doesn’t drop when teching throws
-bad spray improvement

I’d like to throw this into the round :
-make overhead save on hit! Ò_Ó
-let u2 stop after the first pipe hit. this would lessen the chip damage (tho the between the hits you can be reversaled anyway, and the chip isn’t that great from the last hits), but would make it save to use as anti air. the 1st pipe hit would trigger a animation on hit (like dudley’s ultra) and would stop if it doesnt hit. the recovery could stay the same.

I don’t really know what to do with the knife. I think it might be too good if you had to knock him down to get rid of it. Maybe… keep it until you’re knocked down or until you take 120 damage? You can eat a few jabs or one counter-poke this way, but no more.

Don’t you guys see how good Cody would be if crack kick beats throws? He already has like a zillion ways to beat throws. People are already terrified of Cody up close, they don’t need to worry about a basically invincible crack kick going over both OS low throw techs AND standing throw techs. How are you going to stop Cody from crack kicking liberally from max range if it beats virtually all low attacks and throws? Stand strong? lol

I was pretty annoyed at me doing airborne combos into U2 and then whiffing the hits after the dust at first… but now I kind of like it. Means you have to know exactly what you’re doing with Cody and you can’t use U2 as a makeshift U1 (pick U1 if you want to juggle into it!). But, you can take off that extra 100 damage with U2 dust if you absolutely need it. I love situational tools like this in fighting games. It really rewards game knowledge, especially if, when you’re wrong, you eat a fat combo.

This seems like way too much. He doesn’t NEED all this stuff, IMO. I could deal with crack kick not being airborne if it had a better hitbox and went over way more lows, and ex CU invincibility improved.

I don’t want to replace Yun with Cody, just give him some tools he’s lacking.

I like dropping knife on soft and hard knockdown only. Or something to that sort. life bar ala Streets of Rage 3 weapons?. Or yea certain amounts of hits or damage within a hold or a round. I hate getting it smacked out my hand in certain matches I use with a simple jab.

If we were to agree with a list, I think the only consensus is better backdash. Although “make overhead safe on hit” is a really good point and mandatory, imo. I’ve been punished by Chun-Li’s super and there’s no worse feeling than that.