Cody General Discussion

Found something with Cody today, most of you probably know about it already but I’ll share anyway;

If you juggle with Cody’s EX Criminal Upper, it doesn’t add to the juggle points, similar to EX Zonk knuckle. This didn’t really matter before since EX Zonk Knuckle did 160 damage; however, with the damage nerf to EX Zonk, I think you can get a tad more damage in the corner if you use EX Criminal upper instead (does 120 if you juggle with it).

Also, what do you guys think of a Cody/Nina team? They seem to work pretty well…I just need to get used to Nina.

yeah but in the corner there is almost no point in using ex Zonk now as it isn’t nearly as awesome in the corner as it used to be . I think Cody X Nina can be really good .

Cody X Nina sounds good on paper/in my head. :stuck_out_tongue: Cody’s a solid point character who can lead into big damage from Nina. I don’t know what kind of cool combos you can do from a CU tag cancel, but you should at least be able to land a jumping attack into juggle combo. If the CU is blocked, you get a free mix up by tag canceling, which is great due to Nina’s useful normals and ridiculously good overhead. Your spacing will have to be on point with this team, but I think it’s definitely a viable pairing.

Yeah, I still don’t see why they nerfed EX Zonk Knuckle. The ability to use it to combo mid-screen is nice, but losing 60 damage hurts. :frowning:

Hence why I posted about EX Criminal Upper, since it does a tad more damage in the corner (120 with EX Criminal Upper as opposed to 100 with EX Zonk Knuckle, and EX Criminal Upper doesn’t add to the juggle points allowing you to squeeze out some extra damage in the corner).

Yeah, seemed like a good team to me as well. I guess I’ll get going on training with Nina. Man, her overhead is so annoying on pad…:stuck_out_tongue:

Question though…I heard that counter-hit standing HP xx EX Bad Stone works now. Did they stealth nerf it though? I heard something about increased pushback on EX Bad Stone…

counter-hit HP XX EX Bad Stone works now on counter hit , but unless you are in the corner , you are only apple to do s.MK or c.mk after it . none of the mp variations would work and you would be out of range for cl.HP . so really unless you are in the corner you can do
HP XX EX Bad Stone XX s.MK XX s.HK XX Launcher

In the corner however you could combo into cl.HP for a really damaging followup combo .

Only from a raw EX Bad Stone. if you do (CH) c.hp xx Ex Bad Stone you’re too far away for a cl.hp afair. you can combo into c.hp tho.
As stated, only in the corner, so it’s quite useless for the most part.

<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>I don’t know if it’s been posted, but if you get a counter hit zonk you can neutral jump fierce for the groundbounce and pandora.  That’s really the only comboable pandora I found, but footsieing with zonk is super risky, not to mention banking on a counter hit zonk.  Just plain old neutral jump fierce seems like the best option for pandora.  <br><br>Has anyone found any interesting Pandora stuff with Cody on point?   </span></font>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/43712/CJxxx">CJxxx</a> said:</div>
<div class=“QuoteText”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>I don’t know if it’s been posted, but if you get a counter hit zonk you can neutral jump fierce for the groundbounce and pandora.  That’s really the only comboable pandora I found, but footsieing with zonk is super risky, not to mention banking on a counter hit zonk.  Just plain old neutral jump fierce seems like the best option for pandora.  <br><br>Has anyone found any interesting Pandora stuff with Cody on point?   </span></font></div>
</blockquote>

I combo into criminal upper, switch cancel to Julia and groundbounce with her f.HP then pandora back to Cody

damn cant seem to beat or answer back some top tier characters frame advantage shenanigans… they (law,lili,kazuya,jin,guy,chunli,paul,hwoarang,alisa,dudley,cammy,elena,vega,juri,etc) just bully pressure cody all day, if the other player knows the matchup and knockdown game on cody its definitely over, plus and also can predict your counter ex.zonk then you will be eating a big punish, i think the best way use of meter for cody is alpha counter just to get out, if the opponent doesnt have a meter to alpha counter then u can crimupper tag out, his bad spray barely even help out on his wakeup game

im still winning against rank A+ and higher players who are tier whores online, but when they start to play cheap-auto-safe-pilot-scrub-mode with their tier whores frame advantage then its a different story, then their gonna get mad and start calling me that too when i use my kazuya and just spam the shit out of them with ewgf

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/65493/techisoba">techisoba</a> said:</div>
<div class=“QuoteText”>damn cant seem to beat or answer back some top tier characters frame advantage shenanigans… they (law,lili,kazuya,jin,guy,chunli,paul,hwoarang,alisa,dudley,cammy,elena,vega,juri,etc) just bully pressure cody all day, if the other player knows the matchup and knockdown game on cody its definitely over, plus and also can predict your counter ex.zonk then you will be eating a big punish, i think the best way use of meter for cody is alpha counter just to get out, if the opponent doesnt have a meter to alpha counter then u can crimupper tag out, his bad spray barely even help out on his wakeup game<br />
<br />
im still winning against rank A+ and higher players who are tier whores online, but when they start to play cheap-auto-safe-pilot-scrub-mode with their tier whores frame advantage then its a different story, then their gonna get mad and start calling me that too when i use my kazuya and just spam the shit out of them with ewgf<br />
</div>
</blockquote>

This is why I try to pick a partner for Cody that can overcome those weaknesses. Since Cody has a pretty nice Alpha Counter that you can safe tag off of without using any extra meter, if you’re being bullied just do that and swap to your partner who can deal with that stuff better. Alpha counter is your best friend.

Though what exactly are you struggling against? If it’s just the being bullied on wake-up, there isn’t much you can do about it outside of Alpha counter, but if it’s their get in tools I feel Cody can deal with them nicely. Cody’s st.mp has a nice hitbox, stuffs most of those moves from those characters even if it can’t lead into anything on it’s own (anything safe anyway, obviously you can boost from it). F.hk is great against those characters who rely on low pokes, cr.mk seems to stuff a lot of standing pokes like Hwoarang’s st.mp (I think it goes under some jabs too like Cammy’s).

I also see that you have Guy on that list; just block patiently and wait for an opening. If they’re using a lot of bushin flips, just b.mp all day; beats it clean pretty much no matter how they time the elbow. I even did it on wake-up once and I ended up beating it.

Cody/Kazuya sounds like it could be pretty nasty. Cody can put on the pressure and set-up tags for Kazuya quite well, and Kazuya can continue the pressure and bully the opponent to death once Cody gets him in, and Kazuya actually has some defense (his EX moves still have invincibility, right? They just removed it from the ground bounce one?).

what cody is struggling against with is characters with safe normals on block string bcuz of frame advantage… cammy far standing jab/lp can do this all day bullying cody, if cody has a 3frame cr.lk he can mostly punish that abuse, in the end u will be receiving a pressure abuse of high low mixups, crossups, or throw, same as the other characters who has safe normal strings you can punish in-between or after if the cr.lk has 3frame startup, all that safe frame advantage shenanigans of (alisa, hwoarang, jin, law, nina, vega, etc) can be punished, characters who have frame advantage on a footsie game (kazuya, lili, chunli, elena, juri, etc) will be worried on their own game and will be kept honest on their own feet

cant even option select crouch tech grab with cr.lk, its mostly losing to other normals which end cody in a big punish, and mostly get thrown/grab out of it, wake-up crouch tech cr.lk+lp WAS a good option select on a wakeup game from either a quick stand recovery or normal recovery, it mostly punish anyones pressure game or knockdown game and even throw/grab WHEN it was a 3frame startup, but mostly now your on a big pinch on knockdown and wakeup game!

i highly suggest now for a wakeup and knockdown game… if the opponent is jumping in for neither a (crossup,neutral,overhead) and u can do a quick stand recovery, do the oldschool ssf4 forward dash under then punish with cr.lk, but be wary sometime of safe jump setups on some certain characters, also… u can use this too against on some certain characters who have ambiguous jump-ins/arc (jin,law,guy,julia,kaz,etc), dont always depend on cody’s jaw crusher (B+MP) anti-air

cody has still some good frame traps setups (back from ssf4) than can be used, i suggest for cody players to use lk.ruffian kick or hp.bad stone as an option select for opponents who abuse characters safe backdash, back/toward jumping LP as an air-to-air counter, frame traps pressure setups using bad stone and followups from it, use throw/grab more

it may sound as a scumbag move to use paid gems, but best gem setup so far for cody is… Resolution#261, Motivation#272, Motivation#273, cody alone can activate this 3 gems easily and you will be having 3 full meter bars in no time per round, meter is a big part in this game and a must essential arsenal use for cody, with the fortitude gems getting badly nerfed as cody the best way to go for is meter gems (resolution & motivation)

cody’s close standing MP cant be used as an anti-pressure, startup is 6f and hurtbox is right in front, even if it hits on trade it will lose to most other normals for followups even it has a +8f on hit, same as cr.MK it will hit trade on some but mostly will lose on followups and no it cant beat cammy’s far standing jab/lp, Crack Kick F+HK is a good tool for characters who use low pokes but some certain characters are immune to it (wont hit them on crouch bcuz of of the low poke animation one good example is Juri) so on whiff i think its +0 to +3f on recovery, and if the opponent player knows the cody matchup they can easily predict the F+HK and punish it on recovery since u dont have any tool to followup it up on recovery

cody/kaz sounds a good team but i dont use that team, i use cody/dudley or cody/guy team, i tried using cody/kazuya team before but i dont feel the chemistry in that team

Anything/Kaz is a good team. Cody just happens to fill the role of being “anything”

There is only ONE strength Cody has: his meterless corner damage is through the roof, top 5 in the game. However his midscreen damage with meter or without meter is bottom 3 in the game his approaches are safe but slow. His dash is average (his CADC is below average) his reach is good but leads to nothing but ABC launch. His frame advantage is good but only on his close range normals which thanks to how Capcom changed pushboxes and ranges he only gets 1 close range normal before he is in “far” normals which is bad for him since he can’t cancel any far normal but s.LP and his c.HP/c.LK are both -4F on block and his c.MK can’t be canceled or linked out of (unless it’s meaty. Counterhit c.MK still can’t be linked out of because you are only +3F and he has no 3F normal anymore.)

If someone can find a character that is able to push people into the corner and then has good tools to keep the opponent there and not let them roll out. And is good at building meter. THAT is Cody’s ideal partner because then you can take advantage of Cody’s corner damage being so good.

Well the team I feel most comfortable with is Cody X Bryan. Cody pretty good up-close and Bryan really good from a midscreen distance so I guess they compliment each other well,not to mention Criminal upper into Bryan jp Hp etc does really good damage and mach breaker pushes them into the corner so that’s good for Cody.

btw which is relatively safer, a criminal upper blocked up close or far away? or does it not matter either way?

LP Criminal Upper is the only remotely safe one (-6F) you want to try and hit with the very edge of the tornado whenever possible because the farther away you are the harder it is to punish. That said, they are ALL punishable with proper timing by a large number of the cast. And everyone can Alpha counter them.

Ah I see thanks, it sure feels a lot safer than what it actually appears to be doesn’t it? I wonder if Capcom has a plans for some small balance changes like they did for 2012, iam kinda praying not just for Cody, but also for some of the Hugo guys too, an EX command grab should be faster than his normal one lol.

You kinda missed “v2013” patch didn’t you? :stuck_out_tongue:

Also, Hugo’s EX Grab has full body invulnerability and has 6F start up. Not that slow if you ask me. Speed doesn’t always matter.

Well, after playing some more games, I think I’m gonna be putting Cody on a new team, probably as anchor. In 2012, I felt that I could use Cody on point since his cr.lk was a great footsie tool and punished a lot of stuff, which was great against characters with amazing footsie normals like Chun-li. Now, it feels like I just really struggle against those characters, cr.lk being 5 frames now and the hitbox nerf hurts a lot more than I thought. I didn’t really realize how much I relied on cr.lk; not so much in the sense of “abusing” it, but I didn’t realize just how much I used it as a punishing tool vs certain boost chains or special moves that are normally hard to punish, which are now almost or just flat-out impossible for Cody to punish now at all. I guess it’s for the best, since 2012 cr.lk was pretty ridiculous overall, but I still think they went overboard with the nerf on that move…

Anyways, I think I’m gonna be running Cody on anchor now, and give him a partner who can play the neutral game better. I’m thinking of Bryan or Lars; Bryan has very long ranged pokes that are quite safe, pretty good anti-airs, and being able to end most combos with Mach Punch it seems like he has good corner carry. Plus, his qcf + p allows for a good tag-in combo with Cody, not the most damaging but it doesn’t scale much either, and hit-confirming with Bryan’s st.hp, st.lp chain can lead into very good damage if I tag Cody in, since the scaling would only be at 70% once Cody starts his combo. Only issue would be defense, unless I’m mistaken Bryan’s defense isn’t that good, which can be a problem since Cody has crap defense as well. Does Bryan even have an invincible reversal? EX Mach Punch has armor but the start-up is pretty slow and it loses to throws…

Lars seems like another decent choice, very long ranged pokes and can get through fireballs very easily. Decent defense with his DP and has some good anti-airs, though his alpha counter seems to have a tendency of whiffing. Main downside is that the tag damage between the two isn’t that great.

Anyone have any other suggestions?

If you don’t play Cody on point character FOR his neutral game, you’re better off without him. He is probably one of the worst anchors in existence. I mean, he can’t convert damage and has no use for EX Meter except to tag into the other character again. I don’t see Cody working as anchor - not effectively at least. You can play point x point, but that means an eternal struggle to maintain life lead, round for round.

If you want to play Cody for the sake of playing Cody, I’d play him still on point and add a good mix up-anchor that is viable on his own to the mix.

Hmm, I suppose you’re right. Either way, I still think I need a new partner for Cody, Cody/Heihachi seems to struggle against the likes of Chun-li, and I guess Nina to an extent. It might just be me but that match-up just feels hard. On the one-hand, if I get in she dies, but it’s getting in in the first place that’s the problem. Heihachi may have good poking normals, but considering her walkspeed it’s so easy for her to hover just outside of his poking range and whiff punish accordingly, and Cody just seems to have problems in general. It’s not like he can EX slide through projectiles, most of the time it won’t even reach, and he can’t even cr.mk under them. At least there’s raw launcher if they get cr.lk happy when she starts getting aggressive.

Eh, I guess it’s just lack of experience. I’ve NEVER fought a good Chun-li until yesterday. But even with that short experience the match-up doesn’t feel even at all.

Also, what’s up with Chun-li’s lightning legs? I swear it feels impossible to alpha counter it, I was at one point even mashing back forward HP+HK and I still wasn’t getting an alpha counter. Is it just a really tight timing or is there something else up with that?