I’d rather have throw invl back than airborn frames adjusted. Combo also said theres more stuff for abel on its way so this is heavily needed
The build that was there was the same build which they released the change list for. I agree I’d rather have ex crim return to it’s 2012 state.
I agree. I’m fine with just blocking and waiting for an opening. I’d rather have some other tools. But if capcoms set on making EX CU stronger/more viable just make it strike and throw invl and make it very punishable on block
I just wish they made it more viable to FADC, other characters can FADC thier reversals into ultra and what can we do?
FADC cr.lk xx criminal upper? FADC one frame link into jab? Not to mention the first hit only does 60 damage… Just seems like some really crappy options.
You can red focus cancel it and if it hits get a crumple, but thats a huge risk that costs 4 bars so why would anyone do that?
I wish it was an easier link and more reliable to use. It would open a lot of new possibilities. Use 2 bars to open up stand techers more
nah, EX CU needs the strike invincibility. It just needs it ON TOP and not INSTEAD of the throw invincibility. It’s unsafe like hell (and now even more), cost a meter and is easily baited / avoidable, trades and is still one of the slower reversals. The move doesn’t need any trade offs, it needs flat out buffs.
Btw, if you use LP CU for FADC, the first hit does 80 damage.
Yeah I know, but are they likely to give it that back after taking it away?
Probably not. The way the move works right now, I don’t really agree with it being super unsafe since it was already unsafe to begin with. If they’re adding less pushback, I expect it to be an actual reversal with strike/throw invul. (let’s not forget you can still Neutral Jump it.)
Is the walkspeed buff going to be for his forward or backwards (or both) techtun? What do you think will be the case?
I have a feeling it will be both but not substantial. Still a very very good / important buff that I HOPE sticks.
I also suspect we wont see a new build until final round which will likely have the 5th character playable (which sadly will mean no one else gets played lol.) if the walk speed buff makes it past internal testing to that point it’s got a pretty good chance of making final build I believe.
The backwards walkspeed buff definately needs to happen(together with a slight buff in forward movement), otherwise he still has the problem of not being able to position himself as easily for his normals to shine. EX Criminal Upper…i don’t understand why it would be such a big deal for it to also have throw invincibility, others have already mentioned the flaws in this move, how easily it is beaten or avoided, but whatever.
No idea, hopefully both, but backwards definitely needs the most attention.
Another thing I neglected to mention was that the rock charge fix feels really good! Also tried to anti air hk super and they kept falling out… then I tried anti airing with mk super and they didn’t?
As I said earlier, the forward walkspeed would make him way better than the back speed. Imagine how you could frametrap if could easily position yourself to close mp range? The forward walkspeed would address the key element that makes the character, while the back walkspeed would improve on his weakness. I definitely prefer the forward walkspeed and have high hopes for it
Well either way any improvement is welcome.
that’d be weird if AA HK super they still fall out considering they fixed the issue with them dropping out in the corner. O-o
I’m welcomed to both forward/back walkspeed buff. I guess i’d prefer the latter so I can easily back out of normal range to whiff punish. Not hating on a faster forward walkspeed for easier cl.MP/cl.HP stuff though.
Either direction is good but I tend to disagree with the idea that forward would make him better than back. Backwards walk speed is almost as important for frame trapping as forward.
Backwards allows Cody to get out of the way of normals/reversals easier. It also allows him to weave in and out of throw ranges easier making opponents more likely to try and do early techs rather than delayed techs or stand throws because they have less time to be sure of the positioning. Also Cody’s poor defensive tools means that he wants to avoid having to block an opponent whenever possible during frame traps it’s better to completely avoid the attack because blocking puts Cody in a situation where now he is being pressured instead of the opponent.
Also backwards allows Cody to play footsies better which means he get the opponent into the position easier to start frame trapping.
Lastly, backwards walk speed allows him to position himself for F+MP to startup outside of most crLK/crLP ranges making it a better frame trap / positioning tool.
@Eternal “It allows him to weave in and out of throw ranges” An in and out movement requires both forward and walkspeed buffs, doesn’t it? I would prefer to have them both, but if I had to choose, I’d go for the forward. It would be pretty crazy if you could really bait out stand throws and punish them using forward and backwards walkspeed, wouldn’t it
I think that a good backdash and a good forward walkspeed are tools enough to play footsies. And lastly, the pushback on his blocked normals plus the forward walkspeed would suffice for me to properly distance myself for the f.mp and the likes.
Yes, but his forwards is only slightly below average. His backwards mobility is the issue here, that is the one that is significantly below average. Also his poor backwards mobility makes it easy to dive kick him and as I said easier to throw him.
@Eternal I really don’t care about the average, I don’t see why that’s something that should be considered. What I think is of importance is how the walkspeed works with the character and his tools. And I think Cody is a character that is built around pressure, and is lacking on purpose (albeit too much) on the defensive part of his game. That’s why I’d like to see an improvement more on the forward walkspeed than the backward one. If you focus too much on average, I think it’s feasible to assume that character variance will suffer.
Well because of delayed wakeup, the majority of the game will revolve around the neutral game, which Cody struggles alot in because of he can’t position himself to use his normals properly.