Cody General Discussion

Cody always had a bad defense. Until now I see many Codys online… and over 90% are really really bad. They don’t know what to do on wakeup and always mash random buttons. Just block guys… just block! :wink:

Thank god I always played Cody in SSF4 :smiley:

@Doc: You can also try to forward dash under a jump in, if it is not a very meaty jumpin. Oh yeah, and block :smiley: You need to see (and take!) your chance (cr.LK. What do I tell, zukuu already said that :slight_smile:
And if they random jump in… ALWAYS punish their asses with your fist! :smiley:

Tanks for the advice!

Match videos anyone? Who plays on PSN?

If someone is constantly crossing you up, c.mk slide as soon as you see them jump. They’ll whiff and you’ll be able to start some pressure.

Ah right, forgot about that one :slight_smile:

There is no freaking way c.lk is going to stay un-nerfed, no way in hell.

Meeeh, I don’t know. Kazuya has nearly the same cr.LK and I don’t think that this will be nerfed. In SSF4AE2k12 (rofl) Cody also has his 3f cr.short. Let’s hope it will stay. It’s pretty good ^^

c.lk is barely comboable, has little to no blockstun and can not be really linked into huge damage. he also doesn’t have a reliable reversal option or good backdash.

doubt it’ll be nerfed as it’s not that strong if you see the character as a whole.

Yeah but it’s a safe, low, 3f hit-confirm with great range. It doesn’t need any blockstun.

Sooo, has anyone else seen the glitch where Cody’s alpha counter kills people? You can literally end a round sometimes by using his alpha counter.

Also, Cody has the same kind of anti-roll option selects Zangief does. On hard knockdowns, he has setups will keep him in front of the opponent regardless of whether the opponent rolls. Try this:

–Lk ruffian (knockdown): dash, wait a tick, lk ruffian
-----Opponent stands: lk ruffian stays in front of opponent, meaty lk ruffian, -2 on block
-----Opponent rolls: lk ruffian follows opponent, meaty lk ruffian, 0 on block

–Lk ruffian (knockdown): dash, wait a tick, mk ruffian
-----Opponent stands: mk ruffian stays in front of opponent, mk ruffian whiffs before opponent gets up
-----Opponent rolls: mk ruffian follows opponent, mk ruffian whiffs before opponent gets up

I’m sure there are similar setups after throws and whatever.

Also, no counter hit setups? Close mp to cr mp xx criminal upper? How about close fierce to cr lk xx criminal upper? Close mp/hp xx bad stone link whatever? He has better setups than lots of other characters do. CU may be -5, but like in AE, punishing it is just as much about distance as frame data. If you don’t have anything at least as good as Ryu cr mk (aka really good), you’re not punishing it.

That back+mp is better than SF4. That’s crazy. And cr lk xx st mk = probably the best boost chain hit confirm in the game.

nice stuff.

any video footage of the glitch? never heard of it and can’t fathom what you mean by your description.

he has no mention worthy ch links I’m aware off in the time I spent with him in the lab as all links are possible anyway. as for frame traps - imo they don’t play a big role anyway, but I think it can be worthwhile to catch a c.lp/c.lk-mash friendly player (who plays cody, kazuya etc and abuses them c.lk if you find a short enough gap. I think many characters can punish LP cu tho, as most have some kind of far reaching jab or kick that can be chained into something - at least a good portion of the cast.

and yeah b.mp is godlike. easily his best tool along with c.lk.

is c.lk~s,mk safish?

Really want to see this glitch! Instant KO??

Counter-hit B+MP is godlike… You can combo from it, which gives it a whole new dimension of usefulness as an anti-air. Also, CH Far St. HK is the same… I usually just sweep. Happens pretty regularly.

Ex zonk knuckle doesn’t add to the juggle count. It doesn’t have too much application, but if you just happen to combo into pandora in the corner with a decent amount of meter to start with, you can loop it for a lot of damage.

well in the corner you get the most possible damage with it.

What’s Cody’s optimised combo on tag-in?

Need to do some labbing, but it depends on your screen position.

Midscreen, best I’ve found is: Close HP, Cr. MP xx Zonk Knuckle or MK Ruffian Kick.* Contrary to popular belief, it works on a lot of characters, every character I’ve tried it on anyway (which means all the characters I’ve run into randomly on Ranked). *
Corner, you’ll want: Close HP, Cr. HP xx Zonk Knuckle or MK Ruffian Kick.

I’ll experiment soon and see whether there’s anything better.

Cheers for that, I’m surprised Cody can’t get more on tag-in, every move he has seems to combo when the opponent is grounded. :confused:

you could have looked into the combo thread ya know? :3

I could have, but I’m used to combo threads being a bit of a mess with everyone discussing different combos, and thought it might be easier to just ask the question and hope for a quick answer. After having looked at it now though, I can see that it would’ve been very easy to find. Great work listing all those combos! Very nicely laid out.

Uses for the knife, anybody? Or is it the same as in AE? At the moment, the main benefit I can see people deriving from it is the fact that it chips. In that I guess it’s one of the few moves that chips AND gives you +f (at least st. LP and st. MP do). Has anyone found anything to do with it in terms of game strategy? Zuku’s exhaustive combo guide shows that there’s not much to do with it in terms of raw combos, but maybe there’s a subtler approach…

Knife is useless.