Question…with the nerf to Cody’s boost chains, did they nerf the blockstun on boosted cr.hp/st.hp, or did they just add a bunch of recovery frames? From the change notes, it looks like they just added frames of recovery. If they left the blockstun alone then you’d still be able to do cr.lk xx cr.mk xx cr.hp xx launcher (on hit) or cr.lk xx cr.mk xx cr.hp xx EX CADC (on block) and remain safe (-ish, Cody’s cr.hp or st.hp xx CADC [or EX CADC] is -4 on block, same with the boosted versions in 2012, but it’s pretty hard to punish unless you know it’s coming, even harder on reaction). Not sure if it’s worth the meter though to do that, but since his cr.lk still seems to have “decent” range in 2013, seems like a decent footsie option.
Also, anyone have any partner suggestions for Cody? Cody/Heihachi still seems like one of the best teams I have, but defense is a bit of an issue…and I really like experimenting with teams.
Just discovered something that is MOSTLY a negative but has one or two positive instances.
All of Cody’s crouching knife attacks are considered STANDING during the entire duration of the attack. c.LP - c.MP - c.HP all 3 are STANDING attacks once they are over it is considered crouching again. While this is 90% of the time a bad thing (there are a lot of moves that are tagged “don’t hit crouching”) there are a couple of moves that are tagged “don’t hit standing” at the very least you can throw King players for a loop because they can counter knife attacks with his standing only throw but not his crouching throw but when you AREN’T attacking he has to use his crouching throw not standing. Of course that is all negated if he just hits you.
wow really fckn great done by capcom for nerfing the fck out of cody!
no footsies, no low hit confirms, no punish, no frame traps, mostly getting utterly destroyed by the most popular overpowered high-top tier in the game… chunli, guy, jin, kazuya, nina, jin, xioayu, kuma, law, paul, hwoarang, alisa, bob, lili, asuka, dictator, elena, cammy, akuma, all of them just can bully pressure him by normals and once they got a knockdown on cody its mostly gameover!
all i want from capcom is give cody all the frame data he has from ssf4ae (frame startup, hit adv, block adv, etc) all from his normals and specials, and lets see if he’s not gonna wreck all that high-top tier characters!
Well the advantage of having crouching knife attacks is that they cannot launch punish you.
Sheesh so Cody’s gameplan is to hit with a few close attacks to generate naughty frame traps, and here he cannot even hit with two of them? Depression.
I don’t think there will be a patch at least not for a few months. Shame because this Cody stuff sounds more than just “buff him to be like the better characters,” it sounds like “they totally stripped this character of his purpose.”
So realistically do you see him as bottom 5? 3? 1?
I can see him bottom 5. Tho, I don’t really think he is “bad” per se, he’s just not as rewarding as other characters, or abusive, or good at meter building, or having strong mix up… or damage… or…
Even his anti air game is nothing impressive compared to other characters, and that’s usually one of the area’s he’s outstanding.
Yeah, he’s got pretty good normals, good frame-traps, good anti-air, okay mix-ups…his damage isn’t the great though.
The main problem is that a lot of the other characters do what Cody does but better. If they just returned Cody to his vanilla self (minus the safe boost chains of course, and maybe a slight recovery increase/range reduction on cr.lk but keep it 3 frames) he would have been fine imo, considering the buffs a lot of the other characters got. But they basically nerfed EVERYTHING about Cody, which was completely unnecessary.
Just found something interesting: You can charge zonk even while tagged out. No matter who the point character is, as long as you hold down a punch button it starts charging zonk. Turns out this also works for Balrogs TAP and Juri’s fuhajin (if you store a fireball, then keep the kick button held down the entire time Juri is tagged out, when she is tagged back in she still has the fireball stored.)
The most useful application is probably with Balrogs TAP you could keep the 3K button held down and try and play your character just with punches and then do a boost chain to tag balrog in for a high damage TAP combo.
Found something with Cody. On moves that cause high float (e.g. Heihachi’s Hell Axle), it’s possible to do jumping HK, cr.hp xx CADC, st.mk (or st.hk) xx Zonk for a bit extra damage. Annoying to land consistently though, you basically need to hit with the cr.hp at the max height it reaches and right around the end of the active frames.