Dude,my only complain will be if they do nerf the damage or the stun of EX Criminal upper because i always use it as a ender for that little damage. I believe it will never be a realible reversal, Cody will never have something like that. And this talking about Cody being semi-complete and doesnt need much i dont get it because characters like Balrog are getting stuff beyond completion and needs.
As previously said, they are still balancing the game, and are far from done. They asked for user input, and that is exactly what we should do: gather a list with critical viewpoints on the current suggested changes of cody, and the current suggested buffs and their potential impact on cody.
F+HK is now airborne on 8F not 1F (still doesn’t hit crouching.)
Knife hits now have juggle potential apparently and you can use it to air reset after a criminal upper.
Overall Cody was basically the same as 2012. Few better areas (Backdash, super, badstone charge) and worse in many others (EX Criminal Upper, B+MP now counterhitabble (fine with this, should have been this way always but its still a nerf.), Ultra 2 damage nerfed.)
I didn’t see Combofiend but I wasn’t there very long due to being ill, but I did discuss some stuff with a capcom rep and filled a survey form. Most notable things I mentioned:
F+HK hit crouchers (DEF should now that it’s not airborne 1F)
10% better walk speed
Ultra 2 not punishable on air hit
Better chip damage on knife (forgot to write it on survey)
a low hit confirm
Vism dodge (yes I mentioned it and I mentioned why I wanted it)
Eternal i dont know if you have said it before, but can you explain how this V ISM would impact Cody gameplay, it would work like thouse dodges of hakan, blanka and Dhalsin?
I dont remember this thing in alpha, even though i hardly think they would implement such a thing at this rate.
I talked to the Capcom rep and even though I specifically said “I doubt it’d get put in but I’d really like to see this” more than once he actually specifically mentioned nothing is off the table and that I should suggest it.
You notice one occasionally moves just seem to pass through Cody? That is the dodge. Instead of blocking the attack Cody simply avoids it. Simply by holding back or down back any mid body attack will be completely avoided unless it was a true block string from a low or high blocked attack or was comboed into. (E.G. if the opponent does crMK - Fireball and there is no gap between the crMK and the fireball (Ryu/Evil Ryu) then Cody will block the fireball. If they is any gap between the two (Akuma/Ken) then Cody just dodges the fireball.
However it doesn’t work against lows or jumping attacks.
The easiest way to think of it is with Cody’s Zonk knuckle. Imagine if you could use the invincibility part of zonk knuckle all by itself, no attack, no recovery portion. But on top of that, it was done automatically for you any time it was possible without you having to release a button or input a move or anything just keep holding down back or back. That would be dodge.
What makes that good (besides the obvious factors) is that it forces the opponent to fight Cody in a unique way similar to how opponents have to fight grapplers in a different way to keep away from their SPD. It forces opponents to do a lot of low attacks (crLK / crMK / sweeps) a lot of true block strings (as Cody would simply dodge a frame trap and could then punish you depending on the speed of the move used to frame trap.) or do a lot of jumping attacks. These play to Cody’s strengths at anti airing jump ins and his ability to whiff punish lows or hop over them with F+HK.
Wait, f.HK 8 frame startup? So that means that you can still mash safely throw while Cody is next to you? Brilliant. Capcom, what in god’s name are you doing? The most annoying thing I’ve had playing Cody is that there is literally no way for Cody to get the opponent to respect his frametraps, as you have no low hitconfirmable. So the point of this being airborne on say, 3rd frame, is to use it after a blocked close light to force the stand techers to stop. So what the fuck is the point of having this move being airborne on the 8th frame. I understand it will air reset him in footsies, but honestly, fuck that.
Bloody hell. Whoever is making these ‘balance’ decisions clearly has no concept of how Cody functions in this game. I feel a lengthy, salty video coming on…
Capcom is seriously going to make this character atrocious. They aren’t giving the character a damn thing he needs and giving other characters shit that makes them so much stronger. The one tool they gave us, that we desperately asked for because it was needed, is now lackluster at best. How do you go from frame 1 to frame 8? What happened to frames 2-7?
No walkspeed buff. A garbage back dash buff. Basically the same crack kick. Knife buffs that aren’t needed. Yes, thank god we have the ability to break focus with knife throw. Cody is looking greeeeat for USFIV.
inb4 damage and stun nerfs. Then frame advantage nerfs.
Lets’s just make a list with all the changes we agree upon and send it via mail to combofiend or some other rep.
Because otherwise they won’t start listening apparantely…
@Eternal
So you can now use, say s.mp knife to combo after a full tornado? Or after a single tornado anti air hit? Can you use it after anti air hk ruffian for instance? Or was that a change to CU?
How did you come up with 8 F airborne? How did you test it? Did the start up change as well?
Regardless of all the changes buffs and nerfs, i had an idea about the bad stone feint.
Wouldn’t it be great to be able to cancel the feint into normals and specials after a certain frame? Faster feint is cool but this would really make this move usefull.
It was on the patch notes that the Capcom rep was holding (Crack Kick airborne on 8F) no change to startup.
The knife thing I didn’t find out about till after I got a chance to play. The place was packed. ~5-8 people in line PER CABINET and there was 8 cabs setup and people were playing 3 out of 5s. No real opportunity to test anything, just play a match.
The knife thing is that they added juggle potential to knife hits from what I understand, I think it might be jumping knife hits only but I can’t remember. The Capcom guy did specifically mention to someone else that you could do criminal upper and then hit them with the knife and they’d flip out. I literally went to the event straight from the emergency room and still had my bracelet on and a pad on my arm from where they IV was.
I’m a little annoyed I forgot to mention badstone feint in my survey.
@eternal that sucks but thanks for attending. This is what I hate that we get all excited about the location test and they show a list of buffs for Cody and then they take them away. My only logic is that I guess people hate to lose to Cody. They should just literally make everyone happy and try to give reasonable Buffs to characters… And did I read this correctly? Cammy now her dive kick is +8 on block? WTF. That’s what it says on Eventhubs
That is most definately her ex divekick.
Do we need to make a new thread for our collaborated suggestions to mail to combofiend or just keep it in this thread, though that might become a bit difficult to supervise.
10% better walk speed in both directions (Make him 0.042 forward 0.027 backward. This makes his overall walk speed still slower than Ken pre-buff and he doesn’t have a kara throw like Ken or ability to alter jump arc.)
F+HK (Crack Kick) airborne on 5F, able to hit crouching opponents. Damage nerfed from 110 to 90 stun from 200 to 150. I think that is completely fair.
Knife - Keep when throwing opponent, teching a throw, or charging a focus attack. Lose when releasing a focus attack, doing a super, getting hit, doing an ultra, doing a taunt, knife throw. This would allow him to do FADC combos and keep the knife as well as go through fireballs safer.
Badstone - Reduce startup by 3F (29-26F) and reduce Badstone feint from 32F to 27F
Ultra 2 - Not punishable on air hit, give partial wrench hit juggles on air hit. Maybe reduce damage 10 more if needed. (506 - 456 instead of 466)
A low hit confirm of SOME kind. Either allow canceling crLK into a LP (Like how they nerfed Fei/Cammy’s crLK) or make Close LK hit low so he has to be close up to utilize it and can’t confirm from a crouch tech.
LP Criminal Upper recovery reduced by 2F. (Making it -3F on block) damage nerfed from 140 damage 160 stun to 120 damage 140stun.
Things I would like to see but I think are less likely to be 100% agreed upon.
crMP/sMP/crHP with knife special cancelable at least 2 of these 3. Perhaps only crMP and first hit of sMP
Knife chip damage increased from 8-12% to 20-25%
F+MP and B+MP usable with knife
B+MP allows combo on air counterhit (like in SFxT)
HK Ruffian hurtbox height reduced to about his waist similar to Makoto’s Fukiage but a little bit bigger hurtbox than Fukiage.
EX Criminal Upper all changes reverted to AE2012 status
EX Ruffian Projectile Invincible starting on 7F instead of 11F. This means it’s still not able to beat meaty fireballs and has to be used pre-emptively but has the same startup for projectile invincibility as a shoto’s tatsu.
Vism Dodge from Alpha 3 (No I wont stop mentioning it lol. I know you guys don’t care but I really want this.)
MK Ruffian Active frames increased to allow Cody to space it to be 0F on block like LK Ruffian.