Cody USF4 General Discussion

Yeah, I wish they would change that. Suddenly U1 would be a much more attractive proposition :wink:

IMO the biggest problem with HK Ruffian is the fact it’s easily jumped over entirely by most of the cast if they empty jump from the position you’re supposed to be using it.

The position it is best at is either: they did a really really dumb forward jump. Basically jumping at a position no characters are supposed to be jumping in vs any other character. Or you had a really good read and anti aired early (and usually in this case it results in a counterhit)

If the move had a 1-2F faster startup and smaller hurtbox (it doesn’t need invincibility just reduce the hurtbox on upper body so it’s not LARGER than Cody’s normal hurtbox) then you could use it more consistently at timings to prevent opponents from jumping over it.

The other thing to remember is that because you need to do it so much earlier it’s much easier to make it whiff for many characters. Example: Zangief does FJ HP you need to do HK Ruffian from a different position than if he did D+LK. With Cody’s B+MP or with a DP you have enough time to react to the actual move itself and properly choose your anti air. With HK Ruffian you are trying to pre-emptively do a move to beat a move you aren’t sure is even going to be there.

There is a good reason you rarely see HK Ruffian used by the best Cody players outside of VERY specific matchups (and even then it’s used sparingly)

A lot of characters with dive kicks that cause them to stall for a moment before dropping (Akuma/Gouken/Seth/Evil Ryu) can make it whiff entirely.

It’d be ok if the move didn’t also have recovery comparable to an SRK. At 27F recovery HK Ruffian has more recovery than Ryu/Dan/Ken/Oni’s LP SRK or Yun’s LK Up Kicks.

Anything you guys want me to test this weekend?

Going to a location test?

Just the obvious i suppose.

  • Zonk FADC having followups such as U1, f.hk, ex CU etc, or if it is still useless.
  • U2 still being punishable when hitting airborne opponents?
  • EX CU getting throw invincibility back?
  • EX Ruffian faster projectile invincibility?
  • Walkspeed improved?
  • Does he have a low hitconfirm(does st.lk hit low or can cr.lk chain/link into cr.lp?)
  • Can Cody backdash from zangief spd range from point blank or stilll in range to get grabbed?
  • Knife still drop when performing a focus, throwing or teching a throw, any knife normals special cancelable, can Cody use f.mp or b.mp?
  • Is f.hk faster airborne, try this test: - cl.mp(block), f.hk, can he be throw out of this? if yes then it’s atleast 7 frames before airborne

Hope you’ll enjoy your time there :slight_smile:

That’s my guesses. I’m betting there will be something like “Cody’s knife now returns faster after being thrown off stage.” or “closeLK is now special cancelable” or “crHK now has 1F less recovery” or “Badstone now gains 15stun per level instead of 10”

You know. “Buffs.”

We already talked in Harrison’s chat Techtun, but just what Zonk FADC is on block and how EX CU can handle stuff like Dive Kicks, if it can anymore…

Zonk FADC is the same as EX Zonk FADC or CU FADC. I can tell you that one right now. Unless they changed it’s blockstun (which would in turn change it’s value when NOT fadced) it will be -1F fadc forward -9F fadc backward.

EX CU will likely trade with dive kicks at best, get stuffed at worst. The hitbox is pretty pathetic on the first hit and there is a gap between the strike hitbox and the tornado where there is no hitbox at all (plus of course the whole it’s only invincible until 1F BEFORE active). EX CU will really only be viable for a reversal vs opponents pressuring on the ground with mids / heavies and risky but viable to mash out during staggered lights.

http://i.imgur.com/jetyMdu.png

Did not know that from point blank doing a backdash most of the cast could still be SPD’d

Such a perverse approach to balancing… besides, with the reduction of pushback we’re giving up two things!

I like how Peter’s like “gotta give up something” yet half the cast are either getting direct buffs with no changes or flat out nothing. (Poor Dee Jay)

I’m pretty sure at this point they really aren’t doing jack for half the cast. Just a typical sugar coating on some characters and trying to do the usual pass off as a new update. Same ole SF4 with 2 new mechanics to basically say “now vortexs aren’t as strong and Focus Attacks are kinda useful again!”

meanwhile they still won’t address the knife not actually working with the mechanics of SF4 aka Focus Attacking.

Though i’m a bit confused on that. Because EX upper isn’t safe on block and the pushback being less makes it even more unsafe on block. I don’t mind strike invul but i’m really just confused what else is supposed to be nerfed in return there. (at least on EX Upper.) Can they take Zonk>FADC back? no one wants that and people have been saying how useless that addition is since it was said before loc tests were being pushed out.

more editing: Cody’s backdash buff should be enough to bait out DPs without getting hit. That’s pretty much the only thing it got. (i’m somewhat fine with this as it’s annoying to see me read the DP and still get hit near the end of the backdash.)

What is more wonky (to me) is the concept of having to give up something to get something on characters who already have a lot of intentionally weak areas but not doing it on characters who are already all around solid. Yang gives up nothing. Oni gives up a small damage amount and has his DP go from “fully invincible startup and majority of active frames” to “Fully invincible startup and early active frames.” woo. Cody / Deejay / Blanka they get buffs to something only to also have that thing nerfed in a way that negates the whole point of the buff. Like, I get making EX CU MORE punishable (though everyone can already punish it pretty heavily if they took the time to experiment in training mode, many for 150-200+ on block) I’d understand lowering the damage too. But when the buff request was aimed to make the move a more consistently usable reversal you don’t take the compensation nerf from that exact thing.

That’s like taking Oni’s SRK and making it FADCable but in exchange now it can’t be performed as a reversal. Or making Evil Ryu’s crMK 6F startup so he can use it better in footsies but in exchange it’s now no longer special cancelable.

I don’t mind the pushback nerf, but I DO mind the throw invincibility nerf.

@Zukuu Yeah, looking forward to the USF4 Cody Gief match-up…

Were you under the impression at some point that Combofiend (and co.) has any idea what he’s doing and is qualified to be doing what he’s doing?

Cody isn’t the only character they are doing an atrocious job with.

Ex criminal feels really bad now.

oh i’m well aware Cody isn’t the only one getting that treatment. Like I said, look at Dee Jay. Getting useless or pointless buffs but not paying attention to the things the character needs. I should be happy Rose even got what she did (and she got more than she needed) but switching to Cody from Rose after her crappy AE version, it’s sad to see she got all she needed (and some) and Cody’s still playing catchup trying to get a silly mechanic to work with the general game mechanic. They want people to use the knife more. Ok i’m down with that. But i’m not sure what they’re paying attention to because the 2 knife changes are things I don’t see anyone asking for.

Spent alot of today testing stuff and had a little chat with Dawgtanian, there are more changes to be added and he confirmed that walk speed is the number one change requested for Cody and that he’s pretty confident it will be in the next build!

Tested stuff that we previously talked about, meaty slide can combo into cr.lk but it’s a very hard link. Ex CU trade into u2 works (didn’t test other normals than jab though so I guess that wouldn’t work?)
Crack kick corpse hops, and I tried to get some delayed wake up setups going but gave up pretty quickly lol.

>EDIT< By meaty slide I mean meaty on a characters wake up, not spaced so it hits on later frames as the cr.lk doesn’t reach.

@Techtun That literally made my day, thanks. Very nice to hear!

Sweet stuff.
Got any idea on the airborne frames on crack kick got set to like 4th or 5th, or are they still too late to really be useful?