Cody General Discussion

are there any tutorials (video’s?) on how to play as Cody.
I really suck with him and everybody keeps saying he’s top tier.

:frowning:

BTW has anyone noticed that Tokido’s Cody in Brazil’s qualifiers was boring, basic and mediocre? There were few frame traps, relatively little footsies, no crossups or setups, poor use of his overhead, and extremely sub-optimal combos. He was clearly relying on the character’s dominating normals, and little else. I was disappointed.

mash c.lk

Not anymore when the patch comes :P… :frowning:

Mash harder.

WOW that video showing Codys new cr short. Wow stuff looks so slow and horrible. I’m so sad.

^ Now that we have this new nerfed Cr. LK (and Cr. HP also), it will require some more frame-traps, good use of the overhead, and tick throws to really open people up, and we won’t have this boring style of play.

I still think Cr. LK buffered into Criminal Tag Cancel will be used, but now Cr. MP might be just as good of an option.

cr.lk pros
-Still a good reaching normal
-Now that rolls have been changed it can be a good tool to catch rolls
-Now its a nice tool to use during frame traps since people wont be looking for it too often.
-Still a decent low tool
-Still a decent tool to go into a crush rush just incase you think your combo wont hit.
-A nice way to use criminal upper to safely tag in your partner on block.

Cons
-Slow and punishable
-Basically like a mk
-Can be punished by normals and launchers now.

Other normals that can be used instead are his st.mk and cr.mk. We can still use his st.mk to annoy people and the system changes actually help out cody.

What bugs me is that, to my knowledge, it’s the only light normal unsafe enough to be punished. Just seems like overkill.

The Cr.HP was a bad nerf i have recently been trying that normal for CADC throws now that’s not going that useful due to the block stun nerf, I thought Cody was supposed to have good up close normals?

It’s not a block stun nerf, it’s a nerf to the recovery of the move, CADC Cr.HP would operate exactly the same.

omfg the nerfs are so bad with cody…

his cr.lk is a distater, no more footsies, frame traps, and low links confirms for him anymore, cant even be used for option select on tech throw, just fckin plain terrible, this is such an insult for cody players, yes lets make him more a dead character like his ssf4ae counterpart

cr.hp one of his best offensive tools for meaty combos, frame traps, and counter setups just been brain dead nerfed too, most of his normals are getting beaten by other plain normals, way to go capcom… listen to the community scrubs and noobs whines and cries!

this patch just make cody a dead beat character not even close from his ssf4ae counterpart and even an insult from his alpha3 counterpart! was still gonna rockin’ with him but lately everyone brainlessly winning against my undefeated cody team, i think i really need to drop him now, cuz its a shame this is the only game i will be dropping cody since i have been sticking with him since alpha3

tbh i don’t think Cody in himself is the problem , the problem is characters like Jin and Lili and Law that can pressure you while being completely safe , while you have to make frame traps and really good reads to get something with Cody now , my number 1 complaint with Cody is the nerfed damage output on his moves but i think he might still work on this and don’t forget with rolls being punishable Lk.Ruffian will actualy be usefull now ,

lk ruffian won’t do anything tho. Rolls perse are ONLY punishable by NORMAL THROWS. you can still block, but can’t reversal for 4frames or something.

seriously quit crying. You’re most likely the influx of cody players who just relied on c.lk for either boost chains or cancel it into a special. Sad really.

I have been messing around with him today and it appears that C.HP xxEx Badstone now combos on counter hit something that i believe wasn’t possible before . so i think now you can do (counter hit )C.HP > Ex Bad Stone > s.mk>s.Hk > launch (380 before launch ) which is pretty decent i think . Also the pushback after the Ex.Bad stone is large enough that i couldn’t follow up with f.mp or c.mp to keep going , s.mk was the best followup .

cr.hp–ex.stone is still a good counter hit setup specially u can follow it up with a combo on mid screen and corner, problem is meter is so important in this game plus meter gain also got nerfed so its not really a useful to use at all as u have other better option to use meter with cody ,unlike its counterpart u can use from ssf4ae

right now the only way u can play cody is a honest game when ur only getting right reads, or getting lucky from mistakes, whiffs, and punish, no more frame trap shenanigans but only hit confirms and execution… plain dead beat character!

a lot of characters can pressure now cody by mashing cr.lp and cr.lk (chunli,cammy,juri,etc) and cody cant even option select tech throw cuz he’s gonna get beaten out of it, u cant counter any kind of pressure anymore or punish some normals and specials on recovery, cr.mp or cr.hk or f.mp or f.hk or cr.mk wont even suffice or work on punish and footsies

@flyingcloud11
i can tell u never played cody at alpha3 and ssf4ae on a high level, players didnt complain about his 3frame cr.lk on those game, but now they so think its so broken in this game, cr.lk is part of his game which is all about frame traps and keeping people honest on their feet, his frametrap gameplay which was unique from him and lets take it out from him… its like taking out ryu’s zoning and footsies game out of him, taking out kazuya’s high low mixup and pressure game out of him, etc, and lets see if people are not gonna complain, did people complain on how momochi and haitani use cody’s cr.lk and frame traps on full potential early on ssf4ae? no one complain cuz they showed mostly on how u must to play him and its so similar to sfxt, but a lot of scrubs and noobs are so butthurt with cr.lk and they cry and whine to crapcom to nerf it instead they try to figure out against it and adapt, the only thing they should they nerf out of cody’s cr.lk is the range which is definitely gonna be broken bcuz of its frame startup and adv, they nerf the other broken cr.lk in the game (kazuya,julia,etc) but they didnt nerf their frame startup and adv on which i would say really fckd up and unfair

c.LK wasn’t broken. It WAS however a bit too good against certain characters.

What was broken was his safe on block chains off of c.LK

Here is what needed to happen to c.LK:

Increase hurtbox, reduce hitbox range down to about what it is in SF4 (SFxT it is noticable for being longer range) reduce frame advantage from +3F on hit 0F on block to +2F on hit -1F on block. Increase startup from 3F to 4F.

Allow Cody to special cancel his far MP or far MK.

Make all of his chains unsafe on block.

Make HK Ruffian have less recovery so he can combo after it mid screen. OR alternately, increase the damage from 70 to 120 since it is strictly an anti air / corner combo move.

///

Alternately they could have simply given Cody his classic final fight / alpha 3 X-ism chain combo complete with throw option.

And still the c.LK nerf should have been -2F at worst for hitstun. c.LK is the most unsafe light in the game now AFAIK.

So how are you supposed to deal with Steve ? i mean should i try to zone him or try to get in and rush him down .

u cant rush down steve cuz all his normals fully potentialy beat all cody’s normals