Smh
So this may just be personal preference but I actually don’t really care about throw invincibility. Maybe it’s just the way I use ex CU. I’ve never used ex CU as a way to get out of a throw. If someone trys to throw me and I tech it, that’s a big win for me. My biggest problem was people frame trapping me and I have to sit there and take it because of no good reversal.
I guess I’m just trying to convince myself that throw invincibilty isnt as important as all the other things this might give us. A good reversal against frame traps. I think someone said you can trade this into ultra 2? Maybe another decent anti air? I know the hitbox isn’t great, but the invincibility is really helpful. Maybe a decent answer to crossups if we can get our auto corrects timed.
The only time I can see the throw invincibility playing a big role is during grappler matchups (which is already pretty big IMO.). It’d help out a lot with the Gief match at least.
If you read a command throw, a neutral jump would be a bigger punish. If a grappler is in my face, im not thinking, “damn i better get this EX CU out or else i’m gonna eat a command throw”.
Not always. Against abel for instance his HP TT is only 39F recovery it can sometimes be hard to do a NJ Punish against that. Then you have the fact some characters can command throw you from outside of the range of Cody’s decent NJ punishes, Hakan and Gief can grab you from the distance where only NJ MK would hit and the followup after could be difficult. Hakan can also grab you out of the air when attempting to beat his SPD but EX CU beats both of those.
Then you also have the fact that EX CU currently has SOME strike invincibility. The advantage here is that EX CU becomes a decent gamble. There is a decent chance that EX CU will have enough invincibility to cover the active frames of a jab if they aren’t delaying them so if they go for something like crLP - SPD it’ll beat it and if they go for crLP - crLP it’ll often beat it as well however it’s not consistent at that.
Lastly there is the FADC factor. If you suspect a command throw and go for an EX CU and they block you can FADC it. If you smell a command throw and you neutral jump you can get ultra 2’d for your attempt since you can’t alter your jump whatsoever.
Just the threat of an EX CU can help make a grappler hesitate a bit, they have to keep an eye out for EX CU OR EX Zonk OR a neutral jump. Even if it’s not the greatest option it’s AN option and taking that away reduces the number of variables the opponent has to consider in any situation.
It’s not exactly cut and dry in regards to the issue.
right now though you still have to block against gief on wakeup. Not a bad option but I’d like to have some options that aren’t EX zonk (which I wouldn’t be doing against grapplers on wakeup to begin with.) You can try EX CU but you’re still going to be stuck blocking on wakeup most of the time.
EX CU would help the abel matchup a lot with the strike invul. (because I personally am tired of guessing throw/overhead/low mixup on this character.) But EX zonk is already a decent reversal on Abel.
EX RFA with the knife might be viable. far HP combos to Focus when EX FADC’d as does crHP with knife.
FJ HP - crHP - crHP - EX RFA - sHP - crMP - HK RUffian - MK Ruffian in the corner is like 560 damage 950stun :o
Obviously you’ll never land that combo but doing crHP - crHP - EX RFA could be legit by itself.
Also fjHP - crHP - crHP - EX RFA - F+HK - U1 = 648 damage!
I think the best use of Ex RFA is going to be getting more damage from Criminal Upper when you’re desperate, do you think the scaling would hurt it too much from a 2 hit confirm?
It comes down to whether or not EX RFA scales for 1 hit or 2 hits I think.
crLP - crLP - crMP - HP CU - FADC - crLP - sMP - crHP - HP CU = 265 damage 455 stun
crLP - crLP - crMP - HP CU - EX RFA - sHP - crMP - HP CU = 300damage / 534 stun
So you gain 35damage 79stun for 1 bar basically in that scenario.
I think that it’ll be worth it in scenarios were you are doing a hit confirm with sHP or a MP. Like F+MP - crMP - EX RFA would be worth it. Or sHP - crMP - HP CU - EX RFA - sHP - crMP - HP CU might be worth it.
Lets not forget that lp crim does the most damage on the first hit though, you’re slacking today Eternal!
I didn’t forget. sHP - crMP - LP CU doesn’t get the first hit on most characters
I don’t think anyone gets hit by crLP - crLP - crMP - LP CU with the first hit only the tornado
This is why I just do HP CU.
Go big or go home with Cody.
problem here is that the first hit isn’t normalized across the board…
Heading to Final Round. Anything you guys want me to test out at the loc test? I wanna see if they increased his walkspeed at all.
I’ll also be going so yea…post up stuff.
Pretty much the same shit we’ve been asking about for ages:
crLK chainable into OTHER lights or itself?
close LK hit low?
LP Criminal Upper any safer?
EX Criminal Upper throw invincibility still gone?
Zonk FADC combo into anything or is it strictly a "make this move safer even though it’s rarely used as a reversal or fishing move due to lack of low invincibility, short reach, and slow startup."
F+HK airborne earlier or any other tweaks?
Faster walk speed?
Badstone any faster? Fake badstone?
EX RUffian any more projectile invincible?
U2 hit airborne still punishable?
Knife kept when throwing opponent / charging focus?
Knife chip damage increased?
Any knife normals special cancelable?
HK Ruffian adjusted at all? (Faster startup / better hurtbox / hits crouching. Any one of those 3 would be great.)
I posted up a list before but might as wel do it again
Cody General:
-Walkspeed improvement!?
-How good is Cody his backdash?
-Can EX Criminal Upper still be thrown? Is EX CU a solid gtfo me move?
-Does he have a low hitconfimr? chainable cr.lk, or does st.lk hit low and chain into cl.lk
-Does zonk have any followups, this it otherwise useless!
-F.hk faster airborne?
-EX Ruffian fastr startup invincibility?
-U2 finally not being punishable when hitting airborne opponent?
-(Fake) badstone faster or still slow as a sin.
Knife:
-Cancellable knife normals?
-Still drops knife when throwing, teching or focus dashing/release?
-f.mp or b.mp command normals available?
System mechanics:
-How does DWu affect Cody and the overall game.
-What kewl combos done with EXRFA, good alternative to some standard FADC ombos?
-What other characters are interesting now/strong
-5th char playable??
Overall:
-How was your experience at FR
I can tell you just by playing the NEC build that Cody will benefit greatly from delayed wakeup. Problem though is that’s it’s not really fixing the overall weakup vortex. Maybe temporarily but once the game comes out and people find setups for delayed wakeup, that’s when we’re back to yomi level 1.
What about all of the back throw / EX Ruffian / LK Ruffian stuff cody lost? Back throw safe jump + OS or empty jump loss especially hurts him.
From what I played so far: F.Hk corpse hops
Hk Ruffian comes out faster.
Normal Zonk FADC doesn’t confirm into anything on hit.
Backdash is further by a little.
Ultra 2 still punishable airborne.
Fake Rock still same speed.
Is that based on visuals or the notes? Because it’s pretty easy to get tricked into thinking HK Ruffian is faster seeing as you can’t really see the difference between like 7F and 4F-5F visually. The only way to know for sure would be if a combo that didn’t work before works now like clsHP - crMP - HK Ruffian against Honda/Blanka/Akuma as those are always blocked.