CODY MATCHUPS: Gathering info from the other thread

NOTE: THIS IS NOT A THREAD FOR DISCUSSING MATCHUPS! THIS IS FOR GATHERING THE INFORMATION FROM THE OTHER MATCHUP THREAD IN ONE PLACE. DO NOT ASK QUESTIONS ABOUT THE MATCHUP HERE, BUT KEEP THAT TO THE OTHER, STICKIED THREAD.


DONE AS OF JULY 29th 2012:

C.VIPER
KEN
SETH
ONI
EVIL RYU
YUN
CHUN-LI


I’ve been frustrated with the Cody matchup thread for a while now, in that the WIP post at the front of it (where one was supposed to gather all the info posted further on in the thread) hasn’t been updated since 2010. So I figured I’d try to get the ball rolling on gathering the info in that thread.

My method’s simple: Find the matchup info for each character in the other matchup thread here, and sort it by date. Then someone with better knowledge of Cody might be able to get something more consise and useful out of it.

I’ll likely pop in now and then to do more characters, but in the meantime, do feel free to keep at it with characters that haven’t been done so far. And if you see info I’ve missed, do poke me with it.

Timeline guide:
AE was released on June 7th 2011 for the Xbox, and on June 28th for the PS3, so anything in July 2011 and onwards would count as post-AE info. There’s a little info from the arcade version of AE scattered before that, but for the most part, it’s best to treat anything before post #884 on page 18 as pre-AE info.
The 2012 patch was released on December 13th 2011 for consoles, so we’re going to assume that anything after that is post-2012 patch info. The first post on that date is post #1154 on page 24.


C. VIPER:

PRE-AE:

[LIST]
[]ZodiacLucien says: “B.strong and RH ruffian beats out vipers flame kicks consistently.”
[/LIST]
[LIST]
[
]S0viet says: “also i’ve used cMK to slide and stuff them kicks as well.”
[/LIST]
[LIST]
[]dallencore says: “i find that cmk messes with her spacing pretty well when she’s burn kicking, but a good viper applies so much pressure from so many directions i eventually forget which way to block and how to tech a throw and not to throw my controller”
[/LIST]
[LIST]
[
]ice_rei says: “I find the c.viper matchup is 5/5 . Reasons why are Cody has the tools to mess up vipers pressure. I use f.hk and ex rk to get around her seismo. Crack kick actually hops over her seismo allowing for a punish. There’s no real way to defend against her burning kick other than blocking the right way. However if you anticipate one a hk rk will beat it clean. I also find it’s useful to safe jump os ex zone viper. She has no option that can beat that os other than block. You can set it up oft a back throw but he timing is A bit different from usual so hop into training mode and get that down. But I honestly don’t have trouble with viper at all.”
[/LIST]
[LIST]
[]Pieguy says: “U2: OS jump-in ultra beats backdash+ex seismo, OS s.lk beats backdash + seismo, eats counter-hits often unless she suicidally throws out hp thunder knuckles, ex burning kick -12, U1 ain?t a bad choice though considering how often she?s airborne”
[/LIST]
[LIST]
[
]Dukefleed says that it’s possible to safejump HP TK after ending a combo with L.Ruffian, by immediately hitting LP and then neutral jump HP.
[/LIST]
POST-AE (PRE-2012):

[LIST]
[*]Otori says: "Crouch tech with cr.mp+cr.lp+cr.lk. Beats burn kicks and overheads. Careful with frame traps. Always OS cr.hp. It beats backdash, EX seismo, burn kicks, covers everyone of her options on wakeup. Stuff like meaty cr.lp, cr.lp+hp is really strong. In theory, Viper is really free to frame traps and stuff, but unfortunately all Viper players are extremely button happy and will always Thunder Knuckle, EX Seismo and burn kick every gap you leave, so my initial approach versus any Viper is to bait and punish. I also recommend you end your combos in this matchup with LK Ruffian, since she’s so easy to safe jump and option select.
[/LIST]
Oh and cr.mk xx Thunder Knuckle is not a true blockstring. If the viper player is too happy with that, charge bingos to interrupt it. Unfortunately, the low TK will beat regular bingo, so you have to use EX. After blocking a TK don’t press anything, she has frame advantage. I’m surprised at the amount of pro players that still eat Wolfkrone’s “random” fierce TKs after a blocked TK.

Most of fighting Viper is fighting her regularly, so you start to recognize the mixups. If you want to dive into the matchup, go to the viper forums and check some of her setups. Unfortunately, I don’t have much experience against her myself so the best advice I can give is that, after a forward throw, her super jump HK will cross Cody up (dash forward) and DO NOT stay close to her when she’s backed in the corner. Statistics show that 11 out of 10 vipers will do the burn kick shenanigan that crosses you up and Ultra you.

cr.mk has mild usefulness for going under burn kicks. Toy with it."

[LIST]
[*]Dukefreed agrees with the “cornered Vipers will try to crossup TK into Ultra” thing.
[/LIST]
POST-2012 PATCH:

[LIST]
[]Canadian_Sk8tr says: “the OS EX CU off of back throw found by Packz is really helpful.”
[/LIST]
[LIST]
[
]Solifidesoulja says: “Crmk goes under her flame kicks and crack kick F.HK goes over her seismos… those are some good things to know in that matchup. regardless the best way to get better at the viper matchup is to find a decent viper player and just continue playing against them… its just one of those matchups u gotta keep playing so u can start feeling a little more confident in your play. but of course be ready to get frustrated and beat up a little in the beginning. =)”
[/LIST]
[LIST]
[]melovegames says: “Frankly I don’t have a problem vs viper. I feel like Cody handles her very well since having a DP vs viper doesn’t really help. Just recognize the ranges where she can go for a tick throw and recognize that her ground game is very weak and capitalize.”
[/LIST]
[LIST]
[
]HeavensCloud tested the EX Ruffian J.HP corner crossup thing, and says it works on Viper.
[/LIST]
And that’s it so far for Viper.

KEN:

PRE-AE:

[LIST]
[]Zlatko says (about both Ryu and Ken): “If they do a hurricane kick down + medium kick slide will punish or go under neath. Zonk timed right can go through fireballs. Back + medium punch should prevent most jump in attempts. Ex Rocks go through ex/normal fireballs. Ex Ruffian Kick goes through Ryus Ultra 1. If Ken does Ultra 2 and you follow with Ultra 2, Ken wins out due to the sand not touching him as he’s off the ground.”
[/LIST]
[LIST]
[
]Soledge says: “Ryu’s LP DP is pretty easily countered with cr. HP xx HP Upper for higher damage, but against Ken’s I’d go with c.lk xx MK Ruff just for the relatively higher safety of it.”
[/LIST]
[LIST]
[*]Sanchez says: “I found a neat trick vs DP mashers–Cross up MK, Zonk. You both whiff but you get to shove your Adidas in his ass.”
[/LIST]

[LIST]
[*]Kep1 says Cody’s backthrow-J.HP safejump gets beat out by Ken’s DP.
[/LIST]

[LIST]
[*]Ice_Rei says: "Ken isn’t like the other shotos, his game doesn’t revolve around fireballs. Cody’s bad stone can match Ken’s fireballs. He deals most of his damage from close range so…
[/LIST]
Objective is zone Ken and keep him out.

-Zonk, EX RK and slide are your moves of choice to get around fireballs
-A well timed Crack kick over a sweep from Ken offers you a free combo, use cr/st.hp to force stand
-Punish badly spaced cr.mk > hadoken with all Zonks and ultra 1 or 2
-Use Bad stone to zone Ken and use fake bad stone to create attacking opportunities
-Ken’s f.mk extends his hitbox to the edge of his foot allowing Cody to combo him from nearly 3/4’s of the screen
-If he starts abusing lp SRK stick to quick, deadly moves the recovery is quicker than you think
-Holding down EX Zonk while Ken EX hurricane kicks Cody can be useful to escape throws or SRK after the hurricane kick (it can be baited however so don’t abuse it)
-Be cautious when throwing Bad stone out at midscreen if he’s using Ultra 2"

[LIST]
[*]Caim says: “Depends on what kind of SRK it is. Or really, where you are after you block it. If it’s a typical online fuckup that leaves you right next to him, go for the full cl.mp, cr.fp, fp.CU/lk.RK punish. If it’s a mp SRK, go for cr.mp into whatever. If it’s lp SRK, take ice-rei’s advice about those recovering a lot quicker than it looks like.”
[/LIST]

[LIST]
[*]Zukuu’s general advice on beating fireballs: “try this little “trick”. if you both are standing fullscreen away and he starts fireball spam, charge zonk, FA…DC the first fireball and release zonk righ after the dash. this way you’ll dodge 2 fireballs and hit him with zonk in most cases. knockdown+fullscreen distance bridged.”
[/LIST]

[LIST]
[]Solid7x2 asks: “Anyways I am having trouble against very aggressive kens. Other than the obvious bingo the hadukens I did notice lots of kens do the towards mk, then crouching mk, and you can sneak u2 in between there. My main problem is dealing with heavy pressure and those crazy jumping lp cross-ups. Any suggestions?”
[/LIST]
[LIST]
[
]Zukuu answers: “block and be ready to tech. simple yet hard as that. shotos j.lk crossups are a pain in the ass, if they get too obvious ex zonk their throw attemp.”
[/LIST]
[LIST]
[]Sonofabitch shoots in: “Would it be better that in the case if they were too obvious with their throws to ex cu a throw attempt since you can get thrown out of ex zonk? Sometimes after a forward throw I empty jump or throw out a jumping roundhouse right after to bait out an srk or if they expect the bait I mix up a throw and if they are expecting a throw Ill throw out an ex cu. Sorta like the the back throw setups.” (Seems kinda off… EX Zonk is unthrowable, right?)
[/LIST]
[LIST]
[
]Still, Zukuu replies: “ofc also ex cu. just sayin’ if you can predict something, react to it with the tools you have. ^^”
[/LIST]

[LIST]
[]Solid7x2 asks: “Vs. Ken it seems like he recovers lightning fast from his blocked (or even hit) tatsu. I feel like the ONLY option is to Crouch tech afterwords. Any thoughts?”
[/LIST]
[LIST]
[
]Zukuu answers: “depends on the used tatsu. they’ve different recoverys.”
[/LIST]
[LIST]
[]Solid7x2 asks: “how about ex, its the fastest recovery. And say you can’t read the opponent yet; Just crouch tech?”
[/LIST]
[LIST]
[
]Soledge answers: “Get good reactions; delay the crouch-tech and punish the shoryu or tech the throw.”
[/LIST]

[LIST]
[]Hanlokyman says: “Against chars that poke or footsie more than fireball game or the like. ex- Vega, Ken, Chun, Rog: I feel that requires Knife. For the balrog jab and chip damage pokes. Thats whta i gathered after playing a great vega and needing to keep out those Ken kara throws.”
[/LIST]
[LIST]
[
]Ice_Rei comments: “I’ve played good players of all those characters and each of those matchups are 5-5. (…) Dealing with Ken’s kara throws is not really a matchup specific thing because every character has to deal with them. But he can be zoned with pretty easily because Bad Stone can win a fireball war against him and you can poke his f.mk if he does it from max range. (…) The knife is more useful against grappler characters and Honda or Abel.”
[/LIST]
[LIST]
[*]Zukuu says to use U2.
[/LIST]

POST-AE:

[LIST]
[]I ask for help with Ken, and Aaron G answers: “hey yeah ken can be pretty troublesome for cody cause of his pokes. Key is to be patient, get a knock down, go for safe jump set ups and bait him to jump with fake rocks. But if you try to play too much of a footsie game or really aggressive game against him it probably won’t work.”
[/LIST]
[LIST]
[
]Mordio says: “This match up is even more agonizing than Ryu cause of his step kick. Midscreen, do lots of cr.lk to out poke him and the occasional f.mp. Like all shotos, bingo through the cr.mk x fireball blockstring, which is even easier than Ryu’s since Kens fireball sucks. If the Ken neutral jumps a lot, get used to using b.mp and HK Ruffian to shut him down. Once you get in, uh, don’t get DP’ed.”
[/LIST]
[LIST]
[*]melovegames says: "You need to outfootsie Ken and get him to jump. Even decent players get the urge to jump when you’ve got a good ground game. When he’s got you in the guessing game(post-tatsu mixup), it’s (like someone else said about Bison) rock-paper-scissors. Here’s what beats what.
[/LIST]
Cody Ken
backdash > throw
delayed cr. tech > throw and shoryu
EX criminal upper > throw/tick throw
EX Bingo > shoryu, throw, and tick throw (don’t do this often or ken will just block and punish)
Backdash < shoryu
cr. tech < shoryu or delayed shoryu (delayed shoryu beats late cr. tech)
blocking > shoryu
blocking < throw/tick throw

keep in mind when ken has 2 bars, he’s probably going to srk > FADC, so don’t press buttons. HOWEVER, if you do EX bingo, it will cause the shoryu to whiff which leaves him at a disadvantage beacause he can’t FADC."

[LIST]
[]ReturnofSanta asks for general Shoto help. Zukuu answers: “don’t chase them. just throw rocks and build meter. wiggling forward, focus dashing trough a hadoken and punishing them, jump over a hadoken, ex ruffian trhough. focus dash through a hadoken, zonking the second does also gives you the ability to deal with hadoken spammer. but, no one forces you to be the aggressor. if they want to sit it out, you can do aswell. in particular when you’ve a life lead. patience is a bless.”
[/LIST]
[LIST]
[
]Mordio answers: “It’s important to condition the opponent when you’re dealing with a shoto. Frametraps get shutdown by DP, so stick to tick throws and pokes until you feel you’re in control of the pace. Them DPing your cross ups shouldn’t be a problem most of the time as jumping repeatedly in pressure is a bad idea to begin with, particularly for Cody who lacks ambiguous jump-ins. Summarily, don’t feel the need to rush down against shotos if you’re at an advantage already. One mashed DP into ultra can ruin the match.”
[/LIST]
[LIST]
[]FinalFighter87 says: “In a shoto match, I find the keys are throwing rocks to open opporunity for a jump in or forward dash/bingo. Zone against the shoto, and wait for openings. ex focus/cancel dash forward to bingo usually mean you can absorb one hado, and bingo past the next, either connecting to your opponent or setting you up for another attack.
[/LIST]
so you have several options against fireballs, which are your bingo/zonk nuckles, ex ruffian kick which can get you across the screen and right into a hado spammers face. And ex/dash.
Typically I find its never safe to jump in against a shoto because youll be eating shoryuken sandwiches.
Youll find cody has alot of mix ups and this is really the key to keeping pressure on shotos. Your lp outbeat ryus lp, and keeping him in the mix is key to your victory.
Also try Ex bad stone to catch you opponent off guard and that is usually the only safe move I use for jump in’s.”
[LIST]
[
]GameTC says: “Is it all shotos you have trouble with or particular ones? I find I never want to be right next to a shoto anyway after knockdown - I want to be at the tip of my st-HK range if possible all the time i.e. out of dragon punch range but within range to EX Bingo / EX RK especially if i’m sitting on a life lead. I’ll try to close out the match by staying max fwd-MP range and get that counter hit as well - its great to beat the startup of the hadoken.”
[/LIST]

[LIST]
[]STANG says: “focus attack his step kick. block lots when being pressured. punish blocked srk with ultra 2.”
[/LIST]
[LIST]
[
]Otori corrects: “I don’t recommend focusing step kicks, because good Ken’s will react with fierce shoryuken. Doesn’t help that his BACKSTEP won’t prevent you from being tagged either.
[/LIST]
To me, it’s all about playing lame and either staying just outside of f.mk range (like Momochi did, and Daigo did masterfully in that ft10 set vs Momochi in GODSGARDEN) or contesting that space with cr.lp buffered MK Ruffian. 4 active frames is godlike against it.
And like any other shoto, always have bingo charged.”

[LIST]
[*]Zonk says: “After a lk Ruffian, forward dash, nj.hp beats Ken’s reversal fierce dp.”
[/LIST]

POST-2012:

[LIST]
[]CrimsonBlue asks: “How do i stop f.mk? I thought about staying out of its range and mk ruffian but idk if that would work very well.”
[/LIST]
[LIST]
[
]Shinbojan answers: “Focus or Bingo.”
[/LIST]
[LIST]
[*]Otori answers: “Both of your problems can be solved if you learn to buffer cr.lp xx mk ruffian. The hitbox will stuff Ken’s f.mk. You can also do cr.mp which is a lot easier and also stuffs f.mk, but prefer cr.lp because mp is easier to wiff punish. After you block it the step kick, ken is -1 so it’s safe for you to contest space, specialy with cr.lk.
[/LIST]
Don’t focus step kicks, good Kens buffer fierce dp in case they get a counter hit from the step kick or people focus it.”

[LIST]
[*]HeavensCloud says the EX Ruffian into J.HP corner crossup works on Ken.
[/LIST]

A more efficient way to read this thread would to take the info and display it as bullet points. Nevermind credits or whatever, only the raw data is important here.

This is long and tedious endeavour but thanks for taking your time on it T20thoughts.

Not necessarily… Some know more than others, and someone who’s more into the know might also know who to trust more, so it matters who gave what advice.

SETH:

PRE-AE:

[LIST]
[]Eldruz theorizes that you might be able to punish Seth teleports on his wakeup with U2 OS.
[/LIST]
[LIST]
[
]RellMane says: “Jumping FK beats out seths jumping HP ALLLLLLLLL DAY test it and spam it…he cant even hit u out the air on a fully extended foot.
[/LIST]
this completely changed the matchup for me…
once u get in its all about that zonk / counter hit game”
[LIST]
[*]RellMane says: "on another note… after playing the seth matchup quite a bit with more then 3 good seths im willing to say its 6-4 in codys favor
[/LIST]

  • Jumping Heavy Kick beats out his jumping heavy punch
  • You can slide easily under his booms just like you can goukens…
  • cr. mk slide stuffs his wall jump bullshit easily
  • Ex zonk tears thru everything he has and most of all his block string combos for major damage…he cant really reset you all day because of ex zonk also. he cant dash and throw you as long as your holding it cause it could blast right thru his piledriver. the damage alone will cause him to never try again
  • you have rocks to keep him away and or close the distance. Forward HK jumps over his low sim HP
  • One wrong dp on wakeup with a fake rocks = ultra 2
    he has to turtle…and you can match his turtleing with rocks…its pretty much a done deal for seth versus cody if they take his jumping HP away"
    [LIST]
    []Hanlokyman says: “I just need more exp vs Seth. I like using knife in the matchup. Great stun, damage, and chip damage is too pretty.”
    [
    ]Shinbojan says: “I must be doing something wrong, because I manage to beat j.HP with j.HK every 3rd or 4th time.”
    []Pieguy prefers U1 against Seth, presumably for antiairing walljumps and similar.
    [
    ]Saiferoth says: “against Seth, i get ready to hk.ruffian his wall jumps because they often start his vicious mix ups. two or three well executed combos can finish seth in a couple of seconds, especially if he gets stunned. its kind of who can get the other stunned first. rmbr that ex.ruffian can go under his ex.booms; the timing isnt that hard but the range to do it can be fatal if he recovers in time to do the vacuum move. im also guessing you get hit by his srk when he is on wake up, so safe jump and/or bait by backdashing etc.”
    [*]Zukuu prefers using U2 against most everyone, including Seth.
    [/LIST]
    POST-AE:

[LIST]
[]Melovegames asks: “Do you AE guys feel that the matchup has changed much vs. Seth?
The thing that made this match so easy was the ability to stun with 1-2 big combos. Do you think his health/stun buff made it any more difficult to play this match?”
[
]Carbocation says: “Yes, yes it did. The mixups and resets are still there; The seths I played were either really really aggressive or really really turtle which sucks. I play fubarduck a lot who plays Seth/Yun in AE. It’s definitely harder to get that stun, but other than that the matchup is still the same.”
[]Zukuu says: “while seth is annoying you can take quite a beating. I like to take a high risk / high reward style against seth, like most seth play against me. ex zonk is a really matchwinner in this matchup. charge it when you’re in stepkicks and depending what their followup is delay it or let it go right away. not only does it huge damage on seth, but will also give you some breathing room. I even like to trade with his divekick with hk ruffian - every damage is mostly in your favor due to his health.
if you play the sonic boom, walljump online seth. just c.mk under his projectile and hk ruffians their jumpins.”
[
]Shinbojan says: “I was loosing a lot against Seth until I started using FP as AA :).”
[]Melovegames says: “versus Seth, you want to keep him at footsie range and annoy him with your superior pokes. If he tries to OS you, EX bingo him unless he’s familiar with the matchup. Seth DP has 5 frame startup, but don’t try to safe jump it unless Seth has no meter, because he can just EX SPD you out of the safe jump. EX bingo DESTROYS Seth’s offense. Literally every mixup he can do except block is beaten by it. If you make a read on SPD, do a neutral jump combo and you basically win the match.”
[
]Melovegames says: “In my experience, cr. mk only works vs twin dive kicks. Rufus, Seth, and Akuma dive kicks are a no no”
[/LIST]
POST-2012:
[LIST]
[]Zukuu says: “seth feels a little like fuerte and sim. you can’t avoid ALL mixup and hits. you’ll get hit sooner or later. it’s important to keep a cool head and to don’t fall into pressure traps. you can literally end the match with one or two combos; be patience and wait for an opening. seth does not that much damage, and has not that 50/50 akuma oki.
you can also slide under his sonic boom to avoid chip on a distance. he can’t really jump in if you don’t press anybutton since you can ruffian him out of the sky quite easily. any tandem he does has a GREAT risk involved for him aswell.”
[
]ceCh asks: “any answer to Seth players? after they do their dumb combo in the air, he would command throw me right after i land on the ground. It is getting really annoying now as i am entering in a skill level where there are more Seths”
[]Otori answers: “It’s really a gamble. At least under most circunstances the risk/reward is in your favor. I’m not gonna mention the obvious stuff like neutral jump if you think he’s gonna spd, block if you feel a meaty/srk, etc, but some tidbits you should consider are that ex criminal upper is throw invulnerable, can get past some lights (depends on timing) and is somewhat hard to punish.
Also, in most circunstances i’d rather eat his bnb into legs than get spd’d and have to deal with a post spd situation. After legs you can quick rise or not, dust, dust fadc, etc, whereas blocking after a spd is very, very hard. A lot of players just focus backdash out of that mixups, but unfortunately cody can’t do that due to having no backdash.”
[
]The Breaker answers: “Keep Seth out, Cody is good at this. Seth cannot get in on Cody easily without meter if you have some solid reactions. If Seth gets in, don’t be too scared of SPD. Block when you can, jump out if you think you see a Tanden coming (or better yet, can react to it.) EX Zonk guessing is OK through strings as long as you’re not under 50% (don’t try to EX Zonk on wake up though.) Don’t be afraid to jump every now and then after Seth does a block string. A large part of beating Seth is psychological, you need to make the Seth player second guess themselves when they want to Tanden. Plus one whiffed Tanden is practically the game for you.
Do not recommend eating Hyakuretsukyaku. The corner is the last place you want to be against Seth. He also gets to put you in an extremely good guessing game if you don’t quick rise and he can safely get back in your face if you do. Once you’re caught trying to jump out of another SPD, you’ll likely eat cr.LP, cst.HP (combo) for big damage and likely end up in the corner with Seth in your face.
Basically just keep this stuff in mind:
Seth has to grab you six or seven times to kill you.
One bad SPD/Tanden will take him down 40-60%.
SPD -> dash forward: walks forward, will cross up. doesn’t / only slightly, will not cross up.
Dive kick will almost never cross up and it usually won’t lead into anything in the off chance it does unless you’re in the corner.
also focus -> backdash gets blown up by a lot of Seth’s options (unless you’re Chun)”
[*]The Breaker then revises some of that: "
Cody

SPD ~ dash forward ~ walk forward a bit ~ jump over opponent, late j.LK
Unblockable - if Cody guards normally, it’ll cross him up. If he guards for the cross up, it won’t. Should safe jump whatever as well.
Timing is a little tight. If you mess up the walking forward bit, it’ll just be a cross up j.LK. Easy enough to get down.
Changing my advice about the MU, avoid SPD like the plague if Seth isn’t cornered"
[*]According to HeavensCloud, EX Ruffian into J.HP crossup works in the corner against Seth.
[/LIST]

big ups to op on this thread

Bullet points would make things more readable.
However, I really think that Google Docs would be a better solution (same matchup template, separate page for every matchup, similar to Let the Spirits Guide You - The AE v.2012 Rose Matchup Guide).

That’s a good idea, but better for when someone makes the actual matchup guide. Right now I figured it’d be best to just gather the data first, both the good stuff and the not so useful stuff. That’s something anyone can do, regardless of matchup knowledge. You just need a search function and a spare 10-20 minutes per character to go through the pages with ctrl-F.

ONI:

PRE-AE:

(He got added in AE, soooo…)

POST-AE:

[LIST]
[]I note: “In my relatively scrubby matches against Oni, I’ve found that C.MK has proven effective at killing random slash attempts. I beat out both regular and EX versions with it, so I’ve started throwing’em out occasionally when approaching. Of course, doing’em up close runs a HIGH risk of being counterhit, but it feels like it’s a good idea to do’em outside of Oni’s normal range. Anyone have thoughts about that?”
[/LIST]
[LIST]
[
]Zukuu says: “I like c.lk more vs oni. you can even Buffer-OS into criminal/ruffian the whole time to catch him, if he trys any badly spaced random slashes.”
[/LIST]

POST-2012 PATCH:

[LIST]
[*]HeavensCloud says that the EX Ruffian Kick into J.HP crossup in the corner doesn’t work on Oni. This is because EX Ruff slides under Oni, putting Cody in the corner instead of Oni being positioned for the crossup.
[/LIST]

EVIL RYU

AE:

Nothiiiing.

2012 PATCH:

[LIST]
[]Canadian_Sk8tr says: “lol ya everyone and their grandmother knows the j.hp non cross up on ryu now. I’m trying to thing who else this works on. Isn’t it guile, ken, e.ryu? and i think it works as a normal cross up on cody”
[/LIST]
[LIST]
[
]ADN answers: “It works on all the shotos (except Dan) and against Dictator if you use HK.”
[*]HeavensCloud says the ex.ruffian kick j.hp cross-up corner set up works on Evil Ryu.
[/LIST]

YUN:

AE:

[LIST]
[*]Binkley asks: "So is it too early to ask…but what are Cody’s options against Yun/Yang’s dive kicks? (Do they share the same properties or are there differences? I only seem to play Yun right now.)

It seems in my very limited playing of AE that a cr. mk or b+mp done EARLY will stop/avoid dash kicks? I remember stuffing two of them but I’m not sure which version Marn was doing (or maybe he was starting them at different heights, I have no idea how Yun’s divekick works). I guess I should’ve asked him but I didn’t think about it at the time. I’m sure HK Ruffian is another option too?"
[]Zukuu answers: “c.mp should work to an extant. also I heard s.lp can be utilized. range dependend s.hk. however this is merely my “imagination” as I didn’t touched AE yet, as have 99% of the ppl posting on cody board. ^^”
[
]Carbocation says: “st.lp is the fucking anti-yun-divekick pressure. OMFG you have to see it to believe it. Just mash it when they try to get in with dive kicks. Though good players, like Hsien Chang, will see it and try to whiff punish. But that’s the thing! st.lp recovers too fast. TOO GODLIKE.”
[]Solid7x2 says: “I had some good success last night against dive kick pressure with the usual OS-tech-mp. Ill have to try mashing lp too heh.”
[
]Zukuu says: "EVERYTHING stuffs yun/yang dive kicks. the hit box of their move is verry deeply within a HUGE hurtbox. you just don’t want to get counter hit. I usually go for c.mp tech or c.hp tech vs rufius, this should work on the twins evern better. s.lp is your favorite stuffing tool tho.

[]Smyers152 says: “Against Yun 3/4 screen is your sweet spot for zoning. Throw rocks mixed with fake rocks to make them think twice about using shoulder to go through them. If they try to dive kick over them, the new range on your mk. ruffian will punish all day on reaction.”
[
]Kman says: "The OS seems to work nicely, I still have the habit of throwing out b. MP when a Yun or Yang jumps and then I get eaten by a dive kick.

Also while zoning with the rocks against the twins, st. LK seems to work wonders shut down medium range dive kicks."
[*]Otori asks: "Does anyone have anti twins technology to share? Particularly Yun. What’s the best normals you guys use to AA? Crouch fierce is unfortunately too slow, and I tried crouch teching with it for a while, but I was too open for counterhits and any half decent Yun will capitalize on it when they see me doing it. cr.mp is okay, but now it’s two frames more than cr.lk =(. For far dive kicks s.lp works well and also b.mp, though that one trade more often than I’d like (which is weird, since for normal jumpins it’s so godlike it almost never trades).

Also, does Cody have any response for HK Upkicks? Any way to option select that? Nothing makes me more angry than seeing a Yun fly away unpunished…"
[]Sluga says: “i try to use only hk ruffian since i’ve sort of trained myself to react to all jumpins/divekicks with it for max damage. i tried using st lp today on a few good twin players and it worked great, beating it clean almost always, so i’d go with that also.
no idea on HK upkicks, i’m having enough trouble with the lk version since it recovers so quickly and i cant punish it for max damage. i’d say try to bait it out with a fake f mp on their wake up and go for a lk ruffian, thats what i do. take what you can get you know?”
[
]Zukuu says: “delay stone can put yun in some serious timing issues with ex lunge. hold it for a bit and then THROW IT RIGHT INTO THEIR FACE FOR REAL SOVIET DAMAGE! kinda works if you get to know their habit of throwing them out, when u mix them with normal rocks and fake ones.”
[]Thedrizzle says: “IMO cody does pretty well against the twins…its honestly a matter of who knocks who down first…the twins Dive kicks arent as good as rufus…stand jab works amazing against their dive kicks…just block smart and it helps to know what the twins are capable of…(safety of moves and such)…in the case of yun…if you can bait a DP out of him…its free U2. Yang is a reset machine so just be careful and look smart opprotunities to Zonk…”
[
]Zukuu says: “I have to disagree. in fact, I think twin’s divekick (while being worse in terms of hitbox etc) is way more dangerous due to their command grab. you can sit against rufus, blocking and teching all day long - but you are FORCED to to something against the twins. this makes them way more dangerous,”
[]Thedrizzle says: “Oh don’t get me mistaken…its in no way shape of form an EASY match…you just have to know what the twins can do…and command grab can get ya…you just have to be mindful of it…and I’m sure you know as a cody player knowing the match ups is so key to being successful with him…but I stand by what I say when I feel he does well against the twins…he can bully them just as much as they can bully him…its about playing smart…but that can be said about anyone…but cody isn’t a brainless character like some people think…knowing what he can and can’t to in EVERY situation is critical”
[
]Little IVlac says: “Does anyone know of a goo way to deal with twin combos into a hop-> divekick? So far the only think i have been doing against a twin rushdown is crouch-teching with c.Hp, so it hits them when they jump. But it is unreliable, and will miss or trade sometimes. Any ideas?”
[]KingVaroon says: “s.LPs and c.MKs stop Yun and Yang’s dive kicks pretty well. I’ve also been able to counter them with Zonks and s.HPs on several occasions. I personally feel this match up is all about who gains momentum first. The fact that you can safe jump them all day also helps. Patience and awareness are key here really.”
[
]Zukuu says: “s.lp > divekick. also true for yun/yang.”
[]Melovegames says: “In my experience, cr. mk only works vs twin dive kicks. Rufus, Seth, and Akuma dive kicks are a no no”
[
]Zukuu says: “far s.mp is pretty sweet vs divekicks tho.”
[]Missing Person says: “Really? I had been using slide in Korea vs. Yun’s divekicks with a pretty decent degree of success.”
[
]Zukuu says: “well it’s situational (far s.mp that is) but it has its uses against low angled dive kicks and empty dive kicks.
c.mk trades alot for me =/ or gets beaten “from above”. s.lp will remain to be the best tool tho.”
[/LIST]
2012:

[LIST]
[*]ex.ruffian kick j.hp cross-up corner set up works on Yun.
[/LIST]

CHUN-LI:

PRE-AE:

[LIST]
[](From original post:)
[/LIST]
[LIST]
[
][INDENT=1]Seems this matchup could go either way depending on the player.

  • c.MK beats her s.HP and s.HK clean since they hit high and it slides under.
  • Bad Stone vs Fireballs
  • Hasan Shu has a hard time going over Bad Stone in most cases beats it out.

Basically it seems like this match-up comes down to the zoning game. For the simple fact Cody cant pressure Chun too hard when she has meter. Seems in some cases your pokes out prioritize hers , and your projectile seems to have the advantage here.[/INDENT]
[INDENT=1]I know some people were saying they were having problems with the Chun matchup, and I was at first also. Played a set with a good Chun on live to try to figure some stuff out, and here’s what I came up with.

As everyone was saying (and was fairly obvious), c.MK beats her s.HP and s.HK clean since they hit high and it slides under. I used this liberally from mid range to get him to stop hitting those buttons.

When he was trying to run away with fireballs, I found it effective to just out-run-away with Bad Stone. Her fireball can’t really keep up, and you can gain positioning by dashing once after a Stone. A few times of seeing that sequence made him weary to try to keep up, and he started trying to do other things.

One thing that’s worth noting is that Chun can’t just Hasan Shu over Bad Stones for free. This was his go-to reaction after he started getting beat in the fireball war, but the Hasan Shu has to be timed a certain way or she will simply run into the Stone. She has to Hasan Shu after the rock is somewhat close, so it’s lower to the ground so she can get over it. Therefore, you predict the Hasan Shu is coming, you can Bad Stone and hold the stone slightly to delay it. If she Hasan Shus on reaction to the pick up, that delay will cause her to run right into it, and as a bonus, each time he tosses the rock to himself, the stun goes up by 10 on the Stone :bgrin:

So after that stuff got understood, we found ourselves at mid range a lot, just kinda playing footsies, and without his s.HP and s.HK feeling strong, he was using a lot of s.MP which beats Cody’s c.MK, and is his last super long range poke (but basically the best one). I quickly found that t.MP beats her s.MP clean every time. As a bonus, you hit her CH and I was able to link sweep on reaction multiple times.

Probably the biggest problem I has was maintaining pressure on her wakeup. I haven’t looked at frame data for Chun, but EX SBK seems significantly faster in this game. It was used to be braindead easy to safejump, and now in training mode, I was unable to safe jump it period, which makes me think it’s now 3f start up :wasted:

So between EX SBK and her ridiculous backdash, I was kind of having trouble maintaining pressure. I’m going to mess around with some option selects to see if I can get something against her backdash, but even then, if my prediction on EX SBK bring 3f now is true, then any OS designed to beat backdash will be vulnerable to EX SBK[/INDENT]
[*]Ganex says: "Chun is one of cody’s hardest matchups imo. You’re basically forced to play a grounded zoning game against her but she has more options with her fireball and better pokes. Good chuns will keep you out easily with her many post fireball anti air options. U2 is the ultra of choice imo to punish unsafe fireballs/focuses.

cr.mk beats out her s.rh and s.fp, but chuns s.mp beats codys slide
cr.mp is also good as a counter poke, and remember at any time if chun starts pressing too many buttons either bingo or backdash/walkback ex ruffian
fishing for focus works well on chun too since cody’s focus is fast
use it to punish obvious hazan shus"
[]Crono_x says: “find a way to get in and watch out for her wake-up Ex spinning bird kick. stay one character length and watch out for her pokes. when you see an opening, F.mp and continue the combo anyway you see fit.”
[
]Sanchez says: "Whoever said “Throw Rocks at Chun”–THAT SHIT IS BRILLIANT! You don’t walk to her. You make her come to you! Cody’s pokes are better at stopping Chun from coming in than trying to beat her out defensive pokes. B.MP shuts down jump fierce and roundhouse. Slide is a great counterpoke to her MP. If she doesn’t have meter and you find yourself inside be sure to STAY IN HER ASS.

Her sweep is one of the few lows that Zonk beats clean.

Fun note-If she tries to get in by focusing rocks she’s absorbing the stun damage from them. Which is pretty huge for a projectile. If she ain’t careful the next combo will stun her. I seen it!"
[]MinhHoang says you safejump Chun by holding up-forward after ending a combo in fierce Criminal Upper.
[
]MixupMaster says: vs chun(a few tidbits,i hope they are useful)
-b.mp and h.rk beats her jumpins
-if she likes to walk up and grab use cr.lk(cast 4 ron will grab the shit out of you @.@)
-rocks are very useful in spacing in this match up but be careful of ultra 1
-if you bait EX sbk you can ultra 2 on reaction but honestly i recommend ultra 1 to make the thought of jumping unbearable
[]Pat-tlick15 says: Are you sure ex CU beats low jabs free? I tried messing around with it vs Chun’s cr.lk, cr.lp and I get stuffed at times, other times I straight beat it.
[
]Ice_rei says: Against Chun it’s more about counterpoking and using the right poke against hers. Jumping in against chun is not smart at all, especially when she has Ultra 2.
[*]Binkley says: Also for Chun I have this basic notepad that I’m using:

rocks >> hazanshu
cr. mk >> st. HP/HK
f + mp >> st. MP
f + HK >> cr. HK

focus a lot if she is in love with poking you (thought not on the jump in because they usually jump in with FPx2)

don’t whiff moves / do ANY unsafe moves if Chun have full super you’re gonna eat a super in the face. Don’t throw rocks if she has U1.
[*]HunterSFL replies: The list was looking perfect until the last line. I’m not home so I don’t have my Xbox to test right now, but I’m 99% sure that t.HK will never beat Chun’s c.HK. I’m pretty sure it can’t go over it, because c.HK hits too high up. If someone can verify this, that would be great.

Binkley said:
[INDENT=1]focus a lot if she is in love with poking you (thought not on the jump in because they usually jump in with FPx2)[/INDENT]
This is true, basically, but you can’t try to abuse focus, because Chun does have good ways of dealing with it. But yeah, overall, she’s fairly vulnerable to focus.

[INDENT=1]don’t whiff moves / do ANY unsafe moves if Chun have full super you’re gonna eat a super in the face. Don’t throw rocks if she has U1.[/INDENT]
Correct. s.MP, link Super is a strong whiff punish. And if the player has good reflexes, even Fake Bad Stones will get hit by U1, so it’s pretty risky if you’re not sure if they have the reflexes or not.
[*]Binkley replies: I think you might be right, I’ll try to test later. I do think I’ve had it work but what happens is you each whiff…which really isn’t ideal but you do end up closer to Chun which I think is a win for Cody.

Also fair warning if you play a Chun a lot (like I do) they can eventually use hazanshu against your rocks correctly, they just have to adjust the timing…which means you can just hold the rock (ooh mindgames!).
[]HunterSFL replies:
[INDENT=1]I think you might be right, I’ll try to test later. I do think I’ve had it work but what happens is you each whiff…which really isn’t ideal but you do end up closer to Chun which I think is a win for Cody.[/INDENT]
If t.HK whiffed over c.HK, it would definitely be a “win” for Cody, because he would recover before Chun, and you’d get a punish. What I was saying is that I’m pretty sure this can’t happen. I’m pretty sure that her sweep hits too high off the ground for Cody to go over it with t.HK, but again, I’m not 100% on this, and I can’t test it right now.
[
]Ice_rei shoots in:
[INDENT=1]If t.HK whiffed over c.HK, it would definitely be a “win” for Cody, because he would recover before Chun, and you’d get a punish. What I was saying is that I’m pretty sure this can’t happen. I’m pretty sure that her sweep hits too high off the ground for Cody to go over it with t.HK, but again, I’m not 100% on this, and I can’t test it right now.[/INDENT]
You can’t use crack kick over her sweep it hits too high.
[]Cgmoulton says: Chun - You should be using Standing HK as your anti-air in this match. It seems to beat her jumpins pretty clean.
[
]A suspected troll post still gleans that Chun’s Super can punish a blocked LP Criminal Upper. Yep.
[]PieGuy thinks U2 is best for Chun: “I find her easy to counter-hit with certain setups and she is susceptible to eat big damage depending on her decision making (block a sbk, whiff an sbk), badly done cross-up command roundhouse (auto-correct U2), on reaction punish to flip kick, she is easily hit by FA level 2?s”
[
]Zukuu says U2 against pretty much everyone, doesn’t exclude Chun. He reasons for PieGuy’s U2 choice: “I think he is referring to her long range pokes. c.hp xx ex rocks can counterhit her far s.hk and far s.hp quite well. also, on reaction you can punish her pokes aswell as her kioken.”
[*]PieGuy shoots in: Chun li’s c.hk, s.hk, s.hp and s.mp can all be counterhit quite easily by c.hp and f+mp. C.lp x 3, c.hp; cl.mp, c.hp and f+mp, sweep all work particularly well. Also, u can u2 flipkick easily on reaction. Zukuu beat me to it.

I see gtorinnguru use toward strong into sweep constantly. He can visually ch hit confirm it consistently which is what I’m working on currently.
[*]HunterSFL: I got myself into the habit of comboing CH t.MP into sweep on reaction (if I don’t have ultra available). Unfortunately, now I’m trying to unlearn that habit and relearn using c.HP xx HP CU on reaction to CH t.MPs. It’s way better than sweep.
[/LIST]

AE:

[LIST]
[]Zukuu: chun can be tough. tbh, I want her away instead of dealing with her close range. her floaty jump makes her easy to anti air, and rocks’ arc prevent an overhead kick over them for the most part. s.hk and s.hp of her are great poke where cody can’t do much. you can slider under s.hk tho. but she wouldnt do it at such a range usually. once you score a knock down, I’d go for a little pressure game, in particular without meter. most chun players will mash dat back dash (because it’s so goooood) so be aware of OS. I even bait it often when i simply press nothing after a f.mp etc and buffer u2 to catch them on reaction.
[
]Exploid: Good chuns: Stay away from the poking game. Hunt for a knockdown and safejump OS bingo against backdash/EX bird.
[]Cybeast: I can’t see how Chun Li can be 5-5 even when looking at things objectively. Chun Li can literally win by just pressing buttons and all her pokes beat yours completey, you also can’t frame trap her at all and she can punish pretty much everything Cody can do.The only possible way Cody can win the match up is through pressure on wake up or through the Chun Li player making stupid mistakes.
[
]Zukuu replies: which “unbeatable” pokes you’re talking about? c.hk can be focused easily. s.hk and s.hp can be undergone with c.mk and c.lk. her kiyoken is no threat to your stones, which you shoudl abuse in this matchup. her wakeup is whack. ex bird kick can be savejumped all day. only her backdash can give trouble where you should start to OS them. due to her floaty jump she can be easily anti aired, but is a real threat in air to air combat. if you see a opening, you can jump in for free. she has basically no quick anti air during footsie.
in AE I’d even call it slightly in cody’s favor. but I can understand your feeling, chun troubles me aswell personally :wink:
[]Cybeast replies: A lot of that sounds good in theory but c.mk can be easily punished by her shorts , using c.lk for the footsie battle is also playing with fire. The stones are also pointless when the Chun player gets within footsie range and has u1 stocked, although I do agree with the other stuff you wrote I still think this match is a 5.5-5 in chun’s favor especially if you’re facing a Chun player who knows how to rush down. In super this was a clear 6-4 match up but do to her slight nerfs and Cody’s slight buffs it has made it closer to even .
[
]Otori says: I personally struggle in this matchup as well, but that might be due to the fact that probably the best player I know mains Chun.

I think the optimal range in this matchup is just outside of s.mp range. In that range you can LP Bad Stone pretty much freely, since Hazan Shun won’t go trough it easily. She can’t jump in because her jump is really floaty which gives you plenty of time to AA with HK Ruffian (unless you’re me) and she can’t focus through the stone because you can just s.hk her dash.

A good Chun will only use s.mp (which beats slide) and sweep as poking tools (specially in an attempt to counter Bad Stone’s startup). Do not think you can play footsies with Cody. As a matter of fact, he can never play footsies because he has one of the slowest walk speeds in the game (unless you’re Momochi, in which case you are able to make normals wiff and wiff punish with cr.lk xx MK Ruffian, but I digress), I find it a common misconceptionthe thought that Cody has good footsies, when in fact he has good normals and pokes. That said, your best bets are LP Stone and cr.lp with buffered MK Ruffian. Other normals like s.mk and s.lk, f.hk are also important and should be used sparingly.

EX SBK has 7 (or 8, can’t remember correctly) startup frames, meaning it’s easily safe jumpable. An OS’d EX Bingo will beat both her backdash and EX SBK.

I played a long ass set against this Chun player I’m refering to (although we played lots of different characters most of the time) and after he bodied my Yang probably 12-1 I switched to Cody lol. I actually just recently got a crappy chinese capture device and was planning on uploading to matches for criticism and as a test for some helpful videos I wish to make in the future, but I’m having trouble with audio…hopefully I can work around it and post a few matches later.
[]Cybeast: Thanks, I’ll try to use this when I face Chun next, although i’ve noticed good Chuns start to use that annoying cross up kick thing if you start to do lp rocks which lands her right next to you or they just sweep you:(
[
]Stang: Punish EX SBK with ultra 2 for goodness.
[]Dukefleed asks: Guys, what OS do u use against backdashers? Not on jump ins but after a c.LP for example? Against characters with good backdashes like Chun/Rose/Makoto/Gen, I found out that s.HK is a really good tool. Against those with a poor backdash(Ryu etc.) a sweep is sufficient but also OS f+HK works!! I think this is really good :O.
[
]Otori answers: I always use s.lk xx MK/LK Ruffian. But I really like your idead of f.hk, since there’s more reward in it if the meaty lands (cr.lp). I’ll definetly implement that in my game. I can see I’ll get a lot of cr.lp xx HK Ruffians going from down to f+HK lol. Scrubby hands…scrubby hands.
[*]DukeFleed comments: I never liked s.LK OS LK/MK Ruffian since if they don’t backdash and you hit them with the s.LK, its hard to continue that combo ;(. And regarding the HK Ruffian… I got that by mistake as OS while trying to do s.LP OS f+HK today… that was too funny :stuck_out_tongue: I couldn’t do it again cause I have no idea how I did it in the first place.
[/LIST]

2012:

[LIST]
[*]HeavensCloud says the ex.ruffian kick j.hp cross-up corner set up works on Chun.
[/LIST]

i know im not helping you make it so i really shouldnt care how you do it but i should just be glad you’re doing it, but if it’s not too much trouble, i was wondering if you could do fei long sometime in the near future?

Here’s the gist of it: cr.lk punishes Rekka.

lol

even the first one?

NOTE: THIS IS NOT A THREAD FOR DISCUSSING MATCHUPS! THIS IS FOR GATHERING THE INFORMATION FROM THE OTHER MATCHUP THREAD IN ONE PLACE. DO NOT ASK QUESTIONS ABOUT THE MATCHUP HERE, BUT KEEP THAT TO THE OTHER, STICKIED THREAD.

i wasn’t asking a question about the fei long matchup, i was asking if he could be the next person you gathered information about from the other thread and compiled here