I think mandatory is safe overhead on hit, they fixed Guy’s in AE so it doesn’t make sense not to fix his.
Want to have: armor breaker dust, better backdash.
My votes are still:
[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]
poll is finished.
Had to cut out 2 options tho, since the forum only allowes 10 options per poll. LP CU safer and Fake Stone improvement. Feel free to write them in the topic if you want to vote for them.
his back dash needs better recovery for the distance he back dashes. Make his close standing MK force stand maybe so its then we have some viable way to use HK RK on crouching opponents?
This is just wishful thinking, but I wish Cody’s EX Ruffian could come out as a mid or a high attack depending on what two buttons you press (kind of like Juri’s projectile) instead of just being a low hit all the time.
A wall bounce on a EX Mid Ruffian would be appreciated; but might make landing U1 too easy XD
I think listing and reporting to capcom of all the things Cody basically “could stand to improve” is pointless. Capcom knows the stuff he isn’t good at. A big list of all Cody’s faults seems like it would be more overlooked than 2 or 3 things that everyone is beating them over the brows with, saying “WE NEED THIS. TO SURVIVE.”
I’m not against putting all the ideas out there, but not narrowing it down to the few most critical things seems to defeat the purpose. Cody is already a character that Capcom has a vision for and that was made abundantly clear when they SAID SO and Cody got some of the fewest changes from his previous version.
That being said I think one of the most important for me is crack kick going over all or most lows. That thing really needs the hurt box adjusted. I’m constantly getting beat out by sweeps that looks well under where Cody’s body is. And better backdash. That would actually help mixups I think.
This is probably one of the biggest things that should be addressed and falls under Capcom’s vision for Cody. Right now, Cody’s f+HK isn’t as good as it should be for going over lows. His hurtbox should already be off the ground and be able to dodge most lows, with the exception of high-hitting ones like Chun’s, almost immediately after pressing the button. Making it throw invincible would be very helpful as well. It’s rare that Cody gets thrown out of f+HK, but it’s silly when he does. Being able to corpsehop with it would be a small change that would be pretty helpful with regards to mix-up. Sometimes Cody’s back throw can land him in the corner and unable to perform a safe jump because his opponent is too close. Being able to corpse hop back to the other side to maintain advantage after knockdown would be convenient.
Making LK Ruffian faster, shorter, and safer like it was in Alpha 3 is also a wish of mine, but fat chance of Capcom changing that.
Little late to the party, but i’d love to see his cr.LP>cl.MP become a 2-frame link. Hit confirm into big damage without plinking! Never gonna happen huh…
Also late to the party and already voted. Really intellegent discussion here. Personally I doubt the improved backdash will happen. Most/all of cody’s moves make him move forward…
Something not on the list that would be interesting is being able to fadc lk and mk ruffians. The main buff i’d like is the better ex ruffian.
Anyways fingers crossed as to not getting any nerfs. This re-balance may only effect the very top and very bottom tiered characters… who knows.
For me, a better backdash is of the utmost importance. I also wanted a DP motion for bingo before, but now I’m not too sure on it. Something that would be really cool, that will never happen, is a Zonk feint/cancel.
If you’re having problems against projectile characters other than guile and akuma with cody, you should quit playing cody. At full range he can keep up with most fireball wars with just his stones. At mid range it’s easy to punish most projectiles (except guiles) with ex ruffian as it is, not to mention you get a safe jump against 4f or more reversals after that. And at close range blow through with zonk or focus. Now we all know his biggest weakness is his defense option. I say make his zonk a dp motion so we can at least mash out ex zonk to get them the fuck off us. Making a zonk a motion will actually help those complaining about projectiles as well, since you don’t have to preemptively charge zonk in order to punish (like close/mid range neutral jump akuma air fireball - ex ruffian on reaction fails pretty much all of the time so having zonk a motion would solve this). Just bettering his defense is all we need. I doubt his walk speed is going to change because of his style/attitude capcom is trying to keep (chill, bored, complacent), and quite frankly i do just fine with his walk speed. It’s after you get knocked down the problem comes in. Instead of writing another paragraph i’ll just list what i think is reasonable changes for cody.
The way i see it capcom needs to either better his defense, or better his offense. But NOT BOTH.
Defense
-faster walkspeed with better back dash OR make zonk a motion with ex zonk being more viable as a decent reversal or at least some decent form of a get-the-fuck-off-me move.
Offense
-Let cody link off a low OR make his crack kick air-born/throw invinci (the fuckin twins’ OVERHEAD is airborn and throw invulnerable, so why not this?) These two changes would potentially solve players mashing grab against your frame traps so you can actually get them to start teching so you can start actually frame trapping. The only way to surely punish grab mashers as of now is just a crouch short into a special, which barely does any damage. The risk/reward is very good FOR the opponent, as when they mash grab and get hit by cr.lk x special they only lose a bit of their life while if their grab works, they avoid being frame trapped by Cody AND knocks him down to go NUTS on.
-make his cr.lp cr.lp cr.mp x criminal hit fully (the cr.mp x criminal part. At max distance the criminal doesnt hit full) <-- this should be a freebee
-More active frame and less recovery on crack kick to go through damn sweeps AND/OR the distance where he lands when crackkick gets blocked be shortened.
-Make his cr.forward better. The move is a piece of shit, even when spaced perfectly there’s nothing much you can do afterwards either on hit or block.
looking back i realize that best offensive is a good defense and vise versa. so i guess my wish would be a mix and match of many of the things i listed =/
TL;DR: Gimme either a get-the-fuck-off-me move, or better tools to get in on characters with disgustingly good pokes like balrog/chun/guile/bison/akuma/etc by bettering crackkick and/or slide.
if cody gets any nerfs i swear i’m done with this game.
I’m not good at this game (at all), so my opinions probably worth much. That being said, he’s what I’d like to see.
Slightly faster startup on hammer hook (that is, forward+heavy punch)
Complete invincibility to projectiles (starting from startup) when using EX Ruffian Kick
Faster invincibility startup on EX Criminal Upper
Invincibility to low attacks (including sweeps) when using Crack Kick (that is, forward+ heavy kick). Also, Crack kick hits crouching opponents (and can still be blocked. It’s also slightly unsafe if blocked).
Light Criminal Upper safe if blocked.
Faster back dash (they can keep the distance the same, however).
In exchange, they can lower the amount of damage and/or stun Cody’s attacks deal. (Not much, mind you.)
*As for Zonk Knuckle, I would prefer it stay the way, it is, execution-wise. I find it easier to hold down one button (while still having access to all my other buttons at the same time) compared to having to complete a motion.