it’s just a list with the most wanted changes, doesn’t mean we need/want ALL of them.
but as stated above, give capcom ideas and they might consider a few.
Well, I’d prefer to have a concise list with reasonable requests, because then people would be more inclined to accept it. Considering Cody’s weak point is mostly his defense, ideally this “official” list would focus on the defensive requests. Out of those, the ones I’d like is walk speed and/or backdash, though I’d be fine with EX CU invincibility request and Bad Spray improvement (even though I don’t think they’re necessary).
Too bad I’m alone on a decent kara throw =(.
PS.: Don’t forget safe on hit overhead.
I think the main focus of any changes to Cody at this point are subtle and minor improvements to things unquestionably crappy and actually need improvement instead of making something already usable even better; that’s what causes characters to become OP. Cody isn’t a trash tier character at all, he only needs buffs on the unreasonably or illogically horrible – something like his back dash, for example. Anything that’s a viable tool on the list is questionable as far as needing improvements go.
Faster walk speed is all I want, really.
I think many people are asking for way too much… but really why not it’s not as if Capcom will make all those changes anyway. We should ask for a command throw for Cody lol :clapdos:.
On a serious note though, the changes I would like to see would be some of what others have said already:
- Better back dash/Slightly faster walk speed!
- EX Ruffian fully fireball invincible. While I understand some of you who are saying that Cody has many ways to counter fireballs, but I still don’t see why something like this requires timing. All other characters (or most…) can just mash their fireball invincible special and it would just go through, so why not want this one fixed?
- EX CU invincibility (Even though I’m a bit scared this would make him a little bit too strong)
- Knife improvements. I really love using the knife, and always thought that if I end up playing Cody (Which I did!), I would always use the knife. But looking at how it is right now, it’s very hard to use it as a real tool.
I think f+HK being airborne will make Cody very strong. How about making it more viable as anti-air?.. I know it works like that sometimes, but usually it would get stuffed or trade hits (Unless I’m doing it wrong).
1.We collect THE MOST NOTED changes in a alpha list. (I posted the current one above, will change over time ofc).
2. We discuss that list and excerpt the main points. [maybe even a poll where every one can vote for 2 changes that one thinks are needed the most or somthing].
3. We post the new beta list on unity. Maybe dev will help aswell and post it further, so sven gets attention and will hopefully forward it.
that would require a move to change its animation. I REEEEEEEEEEEEEEEEEEEEEEEEEEEALY doubt capcom would pull anything like that off for a balance tweak. I would appreciate one tho, but wouln’t go so far to request one. I think that will not solve any of his real problems. Also he has a few (rather bad) ones allready.
Really? I think they just mess with the window for kara cancelling, like how they easened (is that a word?) Makoto’s kara from lk. But I guess you’re right, this would only make it easier to kara and for it to be better, they’d have to do something like speed the forward momentum of f.hk or something.
Guess if I’m to ask for something impossible, I might as well ask for V-Ism dodge.
I really want that faster walk speed over backdash. If Cody can keep the pressure without having to push them in the corner after certain knockdowns, the backdash IMO won’t matter since you’ll be on that offense.
I’d be happy if they made the CU safe on block. I hate that I can’t cause chip damage without the fear of being poked and ultimately have that lead into a big damage combo. I’d also like the super safe on block similar to the way supers are in ST but I may be dreaming on that one. I think if Cody could apply pressure and cause chip damage with at least one of his specials he’d be a lot better off. My other request would be to give him a “get the fuck off me” (invincible start up on EX Criminal upper would be nice) move or something that lets him escape so when he’s knocked down he’s not so screwed =\
His cr.LP only does 20 damage where as most other characters do 30. For example, cr.LP x2, cr.LK>HP CU does 168 damage, where as ryus cr.jabx2>shoryuken does 188. While Cody does have some high damage combos, I feel like his BnB’s need just a wee bit more damage for him to considered an overall high damaging character. He deserves it really, considering his horrible defense and walkspeed. Damage buff on cr.LP would solve this. I personally don’t find his damage output to be that extraordinarily high as some people make it out to be. I play about a third of the cast and I can do higher damaging combos with a lot of them. But then again this is just my opinion, you don’t have to agree with it.
the cr.MP buff would give him the ability to link his cr.MP’s together. He doesn’t need it, I know, but I use cr.MPx2 often as a frame trap. Just thought it would be cool if they combo’d into each other.
@zukuu: Id appreciate it if you added the cr.LP and cr.MP buffs to your list please.
I do want crack kick to beat throws if only for simplicities sake, seeing how every other hop kick in SF history beats throws. If crack kick could “corpse hop” (jump over characters in a knockdown state) like it did in Alpha 3 that would be nice but not necessary, I just want it to beat throws mostly.
That’s all I want, crack kick to beat throws, a back dash as good as his forward and to not touch his damage or stun. But I’ve got a feeling that last one really isn’t gonna happen and that makes me sad, I love being able to do more damage with 3 bars then most people’s Ultras.
This is the type of thinking we should be avoiding, because it really doesn’t serve a purpose other than “I thought it’d be cool if this worked”. Making a move 4 frames is a pretty big deal, we should have a really good reason for it.
As for Cody’s damage… he has one of the most damaging no-meter BnBs in the game, not to mention the stun it does. Most of his combos lead to safe jump offense for higher “expected” value than other characters. On counter-hit he pretty much does the most damage/stun in the entire game. I think you have to look at the whole picture here instead of just picking out one basic BnB and saying it’s not damaging enough. I think 170 damage for an easy no-meter hit confirm off jabs is well above average?
As for other posters… walk speed increase is a good buff but I think it might make Cody too scary. I think a very slight walk speed increase is okay, though (10% at most). I’m fully against CU being safe on block or him having a get the hell off me move. Not only would it make him too good (probably), but it would make him more autopilot to play. Cody is a great example of how a SSF4 character can be well designed for creative, dynamic offense… I don’t want to see all his combos ending in safe on block specials and him mashing reversal when pressured.
I think they’ll leave his damage alone… Cody has enough holes in his game, he’s not winning majors, and nobody is really complaining about him for them to nerf him. Ono also said they’re likely to do more buffing overall than nerfing (for the non-top three).
Thank goodness someone else realises this, I thought I was the only one.
I like the suggestion to make his overhead safer on hit, but I think if we are going to make a list, we should be more specific about what we actually want changed about the moves.
So far the only reasonable suggestions are:
[LIST]
[]Better recovery and/or range on his backdash
[]Improvements on bad spray such as making it armor breaking and/or causing hard knockdowns
[]Holding the knife for longer e.g. only droping it from knockdown, crumple, being thrown and from Cody throwing the opponent(at the expense of stun reduction and possibly chip damage dealt by the knife)
[]Overhead being more safe on hit
[/LIST]
I don’t mind it not juggling, but if they did buff it so it can juggle, then it should get an invul nerf. Kinda like they did to seth’s U2. As of right now there isn’t much you can do once it starts. Save a few ex shoryus to faze out of it, but unless you shoryu at point blank range, you will still get hit by the tip if the sand and then juggled. Frankly, I expected it to get nerfed during the transition to AE.
I see where you are coming from on his crack kick though. Make it go over lows but still be throwable. Increase the frame advantage on block so you don’t get spd’d afterwards. That would help the grappler match up. And make it a viable anti air by changing his hittable hitbox.
And we need to tone down the chip and stun the knife does if we are going to keep it until a knockdown. Damage should stay the same.
EX ruffian needs to be projectile invincible though. Full invul for the price of one meter is fair. Most of the cast has moves like this that doesn’t require timing. Some don’t even require meter or strict timing.
If that’s to much to ask then make his c.mk go under fireballs without the strict timing he has now.
I’m not sure Cody really needs any more ways to get around fireballs than he already has.From what I have seen the only character who’s fireballs gives him any trouble is Sagat.
At most I think they should only slightly improve the invincibility on the EX rufiian kick, but they should not make it fully invincible.
sagat matchup is actually in cody’s favor.
I don’t understand why a few people deny that change. to me it’s more like a FIX then a buff. frankly, it doesn’t change anything about the move’s properties or the way it’s intended to use. it doesn’t gain anything new.
Look at blanka for instance, rainbow slide covers at least 1/2 of the screen for a knockdown, meterless, easy executionable and can be safe. yet he has also a FULLSCREEN anti projectile move coming in ex ball AND u2.
the fix simply doesn’t change any matchup nor does it make cody braindead, it simply makes it more consistent, in particular against fast ex projectiles like guiles or shield walking. IF anything, the move should lose its invincibility at the END of the move, not in the very beginning, because THAT makes timing it IMPOSSIBLE.
what do you think if cody could do his command normals (f.mp, b.mp, f.hp) while holding the knife? I think that would make it much more attractive.
I’m also confused on why people don’t want that fix for EX Ruffian. It’s exactly like you said, it will just make it more consistent to use.
I also like that idea!! If Cody can use his command normals while having the knife I would definitely use it more often~~
He’d be the only character with a projectile and a nearly fullscreen insta anti fireball move and my biggest problem is the untechable knockdown afterwards. Hurricane Kick, Gouken’s palm thrust thing, all need to go past their startup frames to gain projectile invincibility. It would be pretty stupid to have a character that can force a fireball clash and at the same time have such a strong way around projectiles. The only character who has a similar option is DJ, but he doesn’t get an untechable knockdown and doesn’t have meterless ways around it (Bingo).
The second reason, to me at least, is that I want projectiles to be a more viable option in the grand scheme of things. Super practically killed fireballs because everyone had a braindead way around it (plus focus attack).
And third, it would be overpowered. No character in the game has an option as fast, as far reaching and as advantageous (untechable knockdown into safe jump) as Cody’s would be.
“ex lunge punch” ; )