A faster walk speed would make his throwing game more of a threat there are plenty of characters that can just walk back out of range, backdash wouldn’t solve that obviously but would help him in other ways. I’d say faster walk speed and a better backdash would be my favoured changes because his core gameplay is fine, if Capcom did something about the absurdly huge reversal window (not expecting this) that would also be really good for Cody.
The whole point of Cody is that he is supposed to have an inherent weakness in his defence, having a great walk speed as well as a good backdash would eradicate that weakness almost entirely. I would imagine Cody would have some straight up loop-sided match ups since Cody may actually be able to play footsies but i guess that depends on how much the speed is increased. If Cody’s walk speed is increased only marginally it would not even make a difference like with juri, where as if it is increased a significant amount then it could easily make him too effective with controling space(Chun Li on steroids).
In the end I think a back dash imrovement alone would suffice since it would improve his defense slightly, but not to the point where he would escape offence too frequently.
I agree. backdash > walkspeed if I’d have to decide. I don’t have too many problems with his walkspeed tbh, he has a great forward dash to make up for that, kinda like makoto. tho while she has an even better forward dash, she is also way slower, but she has a good backdash aswell =/
cody’s bad defense is a given due to his nearly non existent reversal, therefore I don’t think a mediocre backdash buff would hurt that much in terms of tier placement. It’s just annoying that you can’t even dash out of throw range lol.
I don’t know why people think Cody isn’t a footsie based character when that’s actually what he’s almost entirely based around. Zoning and footsies character is what I’d call Cody and if you think otherwise please speak up. Also I’ll post what changes I think Cody should get in a few minutes.
SSF4 AE Damage Test from any light crouching normal, no meter allowed, must be midscreen, must work on crouching Ryu (common character) and must be hit confirmable.
Ryu: c.LP-> c.LP-> c.HP-> HP SRK = 237
Ken: c.LP-> c.LP-> c.HP-> HP SRK = 238
E.Honda: c.LP-> HHS-> s.HK = 225
Ibuki: c.LP-> c.LP-> s.MK-> HK Kazegiri = 208
Makoto: c.LP-> s.LP-> s.MP-> LP Hayate = 161
Dudley: c.LP-> c.LP-> s.HK-> HP Jet Upper = 216
Seth: c.LP-> c.LP-> c.HP-> HK Lightining Legs = 220
Gouken: c.LP-> c.LP-> s.LK-> s.LK-> s.LK = 124
Akuma: c.LP-> c.LP-> s.HP-> HP SRK = 245
Gen: c.LP-> c.LP-> s.HP/s.MK Target combo-> LK Gekiro = 200
Dan: c.LP-> s.LK-> c.MP-> HP SRK = 204
Sakura: c.LP-> s.LP-> c.HP-> HP SRK = 228
Oni: c.LP-> f.LP-> c.HP-> HP SRK = 239
Yang: c.LP-> c.LP-> s.MP-> c.MK-> Mantis Slash x3 = 210
Hakan: (oiled) c.LK-> c.LK-> c.LK-> c.LK = 105
Guy: c.LP-> c.LP-> s.HP-> MK Tatsu = 225
Cody: c.LP-> s.MP-> c.HP-> HP Criminal Upper = 282
DeeJay: c.LP-> c.LP-> c.MP-> HP Machinegun Upper = 230
Cammy: c.LP-> c.HP-> s.MP-> HK Spiral Arrow = 222
M.Bison: c.LP-> s.LP-> s.LK-> c.MK-> HP Psycho Crusher = 214
C.Viper: c.LP -> s.LK-> c.MP-> c.MP-> MP Thunder Knuckle = 202
Abel: c.LP-> c.LP-> s.MP-> MP Change Of Direction = 199
Chun Li: c.LK-> c.LP-> c.LP-> c.MP = 126
Juri: c.LP-> s.LK-> c.MP-> HK Pinwheel = 214
Yun: c.LP-> s.LP-> c.MP-> s.MP-> HK Upkicks = 217
E.Ryu: c.LP-> c.LP-> s.MP -> HP SRK = 229
Guile: c.LP-> c.LP-> c.MP-> HK Flash Kick = 207
Blanka: c.LK-> c.LK-> c.LK-> s.LK-> HP Blanka Ball = 177
Zangief: c.LK-> c.LK-> s.MP-> c.LK-> s.LK = 182
Rufus: c.LP-> c.LP-> c.LP-> s.LP-> s.MP = 152
El Fuerte: c.LP-> c.LP-> c.LP-> c.LP = 105
Vega: c.LP-> c.LP-> c.LP-> s.HK = 161
Balrog: c.LP-> c.LP-> c.MP-> HP Dash Punch = 180
Fei Long: c.LK-> c.LK-> c.LP-> Rekka x3 = 164
T.Hawk: c.LP-> s.LP-> s.LP-> LP Tomahawk Buster = 193
Adon: c.LK-> c.LK-> c.LK-> HK Rising Jaguar = 217
Rose: c.LK-> c.LK-> c.MP-> LP Soul Spiral = 178
Cody does the most damage with his bnb (not forgetting his strong punishes as well), which is essential if you wanna play Cody at a higher level (and it’s what I’ve learned to hit confirm into) so his damage is fine. Also, HK Ruffian does not need to hit crouchers, I land it almost every round of a match you just need to learn his more advanced bnb combos.
@Zukuu and the agreed list
He doesn’t need EX Ruffian buffed either imo because, EX Neckbreaker and EX Oil Slide both have to be used in anticipation to a fireball, they can’t just react to the startup (unless it’s someone like Ken or Dhalsim, in which case Cody could do the same) and that’s the same thing we have to do with EX Ruffian AND it’s an untechable knockdown from 3/4s of the screen with projectile invincibility. If it had full invincibility then zoning Cody would be near impossible. The only character that can truly zone Cody with fireballs is Sagat and that’s only because Zonk can only be used from quite a close range which is difficult to get to due to him chucking plasma. From 3/4s of the screen your opponent is weary of EX Ruffian and from just outside footsie range they’re weary of Zonk AND you have Bad Stone which can keep up with some fireball characters for a while (Ryu, Guile, Sagat, E.Ryu, Oni, Akuma) and actually win against other characters (Chun Li, Rose, Sakura, Dan, Ken, Juri). Why does Cody need a fully invincible EX Ruffian?
f.HK buff to be truly airborne and would be nice but then it would give Cody a free way to get in unless the opponent makes an amazing guess, it would also make his already strong throw/frametrap mixup even stronger and would change some matchups considerably (the Sagat matchup for example). Guile can use his hop kick to hop over Sagats low Tigers, if Cody got the f.HK buff then he’d also be able to hop over low Tigers making this matchup a guaranteed 6-4 (right now it’s even), it would also change a lot of other things. The hitbox on it is fine, an airborne trade with the improved f.HK from Super to AE is well worth it, so the hitbox doesn’t need to be changed imo.
I agree with a better backdash, it wouldn’t make him THAT much better to the point he’s overpowered it would just give Cody a decent option when he has no meter.
I honestly think Cody doesn’t need any changes to the knife, players just haven’t explored it enough yet. I’ve personally found a use for it in the Zangief matchup, makes Zangiefs pokes much easier to deal with and if you completely trap him in the corner if you get him there with it (not to mention how dangerous the knife is with a full Super bar). I do agree with not dropping it when going for or teching throws however, I think that was stupid of Capcom it completely limits the use of it.
Bad Spray should DEFINATELY be an armor breaker, no way should the opponent be able to focus on your wakeup and dominate THAT aspect as well when he’s already dominated on wakeup. You can already whiff normals to ‘meaty’ the Bad Spray if it’s being abused AND it’s -20 on block, it shouldn’t be focus-able.
A FADCable LK Ruffian would be a very strong tool since it has a lot of blockstun and would allow for a throw/frametrap mixup if you FADC forward but I think it would be too much as he already has good ways to get in and LK Ruffian is safe from a certain distance, which lets you get in anyway so I think that buff shouldn’t happen.
I like the sound of the 1050 health buff though, he deserves it. Cody LOOKS like he should have more than average health and he has really bad defence so if not the better backdash or improvements to his wakeup game, give him an extra 50 health.
Buffs I think Cody should get:
Instead of buffing his walk speed I think Cody should get buffs to his forward moving pokes (excluding f.HK which I think is fine). Which are f.MP, c.MK.
-
c.MK should be -3 on block and to achieve this they should reduce the recovery frames by 3 and doing so would make it a good crossup escape, a decent way to get in or stay on the opponent and possibly produce new combos with c.LK or s.LP.
-
f.MP should increased range and/or active frames. If the range on this was increased by just a little bit it would be that much better and increased active frames would make it a better for stuffing pokes on startup. In the UK (specifically in London) my friends call it a “mini-rekka” because of how I use it (just outside poke range and whiff punish into c.HK or c.HP etc.
-
Bad Spray should armor break
-
Backdash should be improved (range not recovery)
That’s it for now lol, oh yeah! I’m going to heavily update my blog with some new posts, Cody technology and matchup guides. Tune in
I’m in for c.mk buff. 50 extra health should be fine aswell (capcom does stupid stuff with their health values, they design it after the “body size” of the character rather then if it makes sense. which is a kinda realisct way, but leads to imbalance. considering THIS, cody definitely should have 1050, comparable with abel).
I like your reason to bad spray, that actually convinced me. I thought it’s allready fine since it’s an “extra tool”, but you’re right with it.
Lol, packs has basically said everything i’ve mentioned throughout the whole thread
You going to the Capcom fight clubs ?
Yeah most likely, i’ll be coming from work so I’ll have to be in a suit T_T lol.
I don’t think Cody is a heavy footsies character because of his walkspeed. To me, the definition of footsies is moving in and out of the opponents range, baiting a normal and wiff punishing, which Cody can’t do. I’d say he’s a character with good zoning and normals/pokes, but definetly not in the league of Chun/Akuma/Ryu when it comes to playing footsies.
I also don’t think Cody has a fast enough walk speed and fast enough start up on his poking normal’s to be able to truly be considered a real footsie based character.Cody may controls space with the use of his normal’s and also use them zone, but I think if that was enough to call someone a footsie character than even character like makoto’s and viper could be even be considered a footise characters.
I think the majority of the cast have the ability to play footises at a basic level, although for a character to be labelled a footsie character I think they need to excel in that area which I don't think cody really does.
now that i think about it, all the changes i want would make him top 10. i like a better cr.mk and i want a just BETTER f.hp (overhead). like, isnt it -8 or something on hit? what kind of garbage is that? also, i think health nerf would be nice but im fine with what it is right now
I think Cody is more footsies than half the cast IMO. Considering you get most of your big damage and setups off whiff punished normals and look for CH setups with normals (cr.HP,f.MP, s.MK) But this is just me talking. 3 frame cr.LK hit confirm makes me feel like i’m playing CvS2 when I punish someone for doing something unsafe or for pushing a button.
speaking of far s.MK, anyone think the vulnerable hitbox should be his actual extended leg? Could just be the way the normal starts up but there are times a shoto low forward cleanly beats it or some other low attack that looks like it shouldn’t hit does so. Kinda expected this normal to get the same treatment Rose’s s.MK gets with going over lows in that area of her legs.
Compare the difficulty/complexity level of the Cody combo you listed versus all the other characters. c.LPx2>c.MP>HP CU would be a lot less biased comparison don’t you think?
Besides, you missed the point. The comparison was to show that his c.LP needs a buff.
Really? Everyone in the tier list thread has him as mid to high-mid.
yea, he’s definetely high mid. This is where I rate him on my tier list.
S tier: Yun, Fei Long
Top: Yang, Akuma, C.Viper, Ken , Sagat, Makoto
High: Zangief, Honda, Seth, Bison, Balrog, Chun LI, Sakura
High mid: Cody, Rufus, Ibuki, Adon, Ryu, Abel, Deejay, Guy, Dhalsim, Cammy, Gen
Lower mid: Blanka, T.hawk, Vega, Rose, Guile, Juri, Dudley, Oni, Gouken, E.ryu
Low tier: El Fuerte, Hakan, Dan
Soooo, I’ve read EVERY post again and made an excel chart containing the name and the associated ideas. If someone added anything in a later post, I added it under his name aswell to prevent duplicate entries.
Also I put the wish for any sort of improvement of a move together. (e.g. f.hk airborn / f.hk better hitbox = f.hk improvement - otherwise it gets too distinctive). We can discuss what exactly should change before submitting it. While I collected them aswell, I’m going to ignoring buffs that were only mentioned once or twice for the list below.
In total I collected the ideas of 30 players:
17 - Better Backdash
16 - F.HK improvement (mostly airborn)
13 - EX Ruffian improvement (mostly full projectile invincibility from the beginning)
10 - Faster Walkspeed
9 - EX CU improvement (mostly stretched invincibility till the first active frame)
9 - Knife improvement (mostly about the droping properties. Teching Throws or till Knockdown)
6 - Bad Spray improvement (mostly armor break)
5 - F.HP (Overhead) safe on hit
5 - C.MK improvement (cutting off some)
5 - LP CU safer
4 - Health Buff (all were for 1050)
4 - Fake Stone improvement (cancel abillity or recovery)
We can discuss the changes further, stating what exactly should be tweaked per move and/or do a vote where everyone can vote for what they would like to see and submit that result (or the top 5 etc)
I can live with most of them except:
[LIST]
[][LEFT]F.HK should not be improved unless it is to make it go over low attacks better.[/LEFT]
[][LEFT]Ex ruffian, walk speed, EX CU, LP CU have no reason to be improved.[/LEFT]
[/LIST]
Give Cody a Sonic Boom and air grab. He’s still so free for Bison in this game wtf I though the new frame 3 short would help him. It’s so bad, I hear from other Bison players some Codys just disconnect on ranked when they see him pop up, I even get hate mail after fighting Cody with my Bison lol.
I’m not sure if this is serious or trolling…
bison is not easy to play against but handleable imo.
I also don’t think lp cu and his walkspeed needs to be improved, but everyone has a different opinion. These are also merely “ideas” for capcom, I doubt they’ll include them blindly, if they consider any at all.
But it’s a nice way of feedback imo^^
btw, voting or what should we do now?