Cody USF4 General Discussion

Ok so fellas you guys are a little better at this than me… In other words if I start a block string with jab and then attempt a crack kick in order to beat a tech or frame trap I basically will get thrown…correct? Cr. jab 4 frames and the frame adv is? And airborne on frame 8… Thanks on advance. And if any of you can calculate at what point will crack kick “can” beat out a tech throw or frame trap in this new version

I’d like knife buffs but these aren’t buffs. They are situational gimmicks. Air reset after LP Criminal Upper, woo. Knife breaks armor, yay we can use it to stop Guy running away but that’s it.

Seriously since day 1 people have requested letting Cody keep the knife when throwing an opponent and charging a focus and let him use F+MP. Back in Alpha 3 Cody could special cancel his light and mid knife attacks. These are things that could be consistently useful. Zonk FADC? Useless. F+HK airborne on 8F? Fine, if they make it hit crouching (and nerf damage) that could be useful for footsies. Otherwise it’s just a bug fix not a buff. Badstone releases when button is let go? Good now it works like EVERY charge move in the game. Still not worth charging beyond holding it a few extra frames to throw off jumps. U2 now doesn’t hit then get punished as often but lost 10% damage. Backdash is now about as good as Gouken’s shitty backdash. EX Criminal Upper is likely still got it’s throw invincibility removed so it’s a nerf.

He got basically 2 ok changes and that’s it.

Yeah, I really don’t see how he could be tournament viable in Ultra. But, maybe the changes will have some kind of impact on his overall gameplay, who knows. I really don’t want to drop him, I just learned to consistently link U2 from cl.mp. Wonder how many hours of practice went into that. Would never have practiced if I’d known how Capcom will change him in Ultra to be honest :slight_smile:

Maybe his zoning will really take a boost from the charge change, I’m interested in testing it out for myself. I’m hoping that the delayed wake-up, the improved backdash, and the bad stone charge change will be enough to make him viable. I’m really not seeing it now, but it has turned out in the past that some characters are really more viable than people think.

By the way, Cody cannot perform red focus at the same time as he is charging EX Zonk.

Red Focus = LP+MP+MK.

Notice something? Requires 2 punch inputs.

@Eternal Yeah, I figured as much when they announced it. Could it be fixed so that if you hold lp+mp, and then press mk, red focus will out-prioritize the charging?

Not likely.

Red Focus should be HP+HK and Taunt be moved to another button combination. It’s ridiculous that we have to use such weird combination and left a useless command like taunt in the H buttons.

Y’know if they did that then you couldn’t do Fake Badstone without getting Red Focus. Or you’d have to use a new input for fake badstone.

Positive note: With the change to Cody’s knife being able to cause an air reset after a LP Criminal Upper that means Cody should be able to do F+HK - Any knife attack, EX Zonk - Any Knife attack, Or HK Ruffian - Any knife attack for air resets as well.

You’re right Eternal, it’ll make things worse for us…

Cody’s EX Criminal Upper confirmed to no longer have throw invincibility.

I’m hoping delayed wake up will go a long way in Cody’s game…but the reality is everyone gets to use delayed wake up…it’s a universal buff. It does help his wake up game. But I wasn’t looking for wake up improvement. I’ve always been looking for mid range game and footsie improvement.

I’m not dropping Cody. I have no problem working for my wins. That said, Cody is getting jack. Every character was supposed to get something that we’d look forward to. And nothing he is getting has me excited. I welcome cr. MKs changes…that’s about as enthusiastic as I get.

Delayed wake up is a blessing for Cody tho. All of his harder match ups have sick Vortex games, which can now almost be nullified (at least when it comes to setups).

He himself, barely has anything worthwhile outside the corner.

He loses backthrow setups. His throw game becomes MUCH less threatening.

eternal what were the restrictions to cody when holding the knife again?
i think i may have a solution that may work w/the current list of changes

Not like it was so obvious that no one ever fall for it. Ever. :stuck_out_tongue:

Cannot throw, focus, EX focus, super, or ultra without dropping knife. Cannot perform F+MP / B+MP while holding knife. Cannot special cancel any punch attacks. Lose badstone when holding knife. Lose knife when hit by any attack. Lose knife when teching throws or having a throw teched.

well what i would purpose would require some tweaking of how the knife mechanic, and special moves are currently effected by the knife to be more than just a one time gimmicky novelty act and instead flesh it out as a more viable gimmicky function with in his play style at the risk of turning him into a technical character mind you

compensation buffs to go along w/ the current changes?
these are meant promote the knife pick up. flesh out the knife mechanic into something akin to an alternate mode

new buffs/changes to compliment the current ones

knife will remain held during a focus attack input/successful throw tech input

manual pick up command of knife accessible when c.mk is used in proximity of the knife by sliding over top of it (cody picks up knife, foregoing the recovery animation of regular knife pick up, able to do knife attacks only until AFTER c.mk animation has completed)

input of knife pickup command during lk/ex ruffian kick in proximity of the knife sliding over the knife, moves/propels knife forward into the air

knife catch property: perform knife pick up command to grab knife out of the air after successfully propelling the knife

knife mode: useable special moves when holding knife - ruffian kick, criminal upper

knife mode: special moves not useable - zonk knuckle, bad stone/fake bad stone

a new move from an old/returning mechanic

dodge - only available when holding the knife and MUST be performed manually - dodge command = 3P : (dodges high/mid level attacks but cannot dodge jumping/low attacks, vulnerable to throws)

to avoid making this a braindead option
performing a mis timed dodge will have a failed dodge recovery period of a small number of frames and have counter hit damage property on these frames

2mp = special/super cancellable
5hp = super cancel-able

while these changes don’t directly address some of cody’s issues, they would provide more context to what we are seeing now

The ones EVERYONE agrees on:

Make knife kept when teching throws, performing throws, charging but not releasing focus attacks, ex focus attacks. Make knife fall faster when lost so it’s quicker to pick up again. Increase Cody’s walk speed so he can actually get TO the knife without having to give up a ton of real estate during footsies.

Those are the big ones. Without a threat of a throw and the fact Cody can’t hit confirm his crLK or combo out of overhead his knife leaves very little threat outside of pokes which have a high tendency to trade due to large hurtboxes + hitboxes.

The ones I want:

Make F+MP able to be performed while holding knife. Allow crMP/sMP to be special canceled on hit/block. Increase chip damage from 8% to around 18-20% (HP would do 21-24 chip instead of 10 chip)
Make sLP +7F on hit so he can hit confirm into crHP/MP/sweep

That is it IMO.

If they added an EX Knife throw it’d be nice if it had the ability to just ignore projectiles and couldn’t be smacked away by strikes. It wouldn’t REMOVE projectiles just pass through them. This would make it so that Cody could use it to cause knockdowns vs zoning characters to gain ground.

check my previous edit
just throwing in some way to implement his old dodge mechanic w/o making it dumb/or abuse able and attempting to include knife play taking into account his walk speed