Could you try to do a meaty grab on Adon’s wake-up, input nj HK with Adon, and do HK Ruffian after the whiffed throw recovers? Don’t have my xbox with me now, but I’m pretty sure that that would’nt work for Cody as is.
Well on the upside, there was recently a new tool released by Dantarion to compare the character files for each version of the game. I went through and compiled all of the unlisted changes for Cody from Super - AE2012. Hopefully USF4 treats Cody a bit better…
Also hopefully as a whole there are less unlisted changes in USF4. I hope that they do a good job releasing all of the info or at least almost all of it.
Super to AE
Forward/Back Jump Heavy Kick hitbox reduced in width by 20% (0.5 -> 0.4) hitbox repositioned forward. (This change strictly made it harder to do crossup FJ HK and made it a little easier to anti air. The reach on FJ HK remained the same for doing jump ins.)
AE to AE2012
Forward dash pushbox reduced on upper body (leaves Cody closer to opponent after a forward dash up close.)
Forward/Backward jump Medium Punch hurtbox was increased NOT decreased. However the hurtbox was moved up slightly in position so it’s only larger upwards not downwards or to the side.
Neutral Jump Medium Punch active frames were increased from 4F to 7F (this has since been documented and added to the SRK wiki.)
far LP with knife: small hitbox added closer to Cody (Likely to prevent the move from whiffing vs some skinny opponents.)
MK Ruffian Kick hurtbox on leg was moved back slightly in addition to known change of the hitbox being moved forward slightly.
HK Ruffian Kick multiple hurtboxes added to make it easier to hit Cody from behind the hitbox if you jump over him (E.G. easier to land a crossup on him while he is moving forward during the HK Ruffian.)
HK Dead End Irony (super) speeds and hitboxes adjusted slightly after the first hit. Also pushbox added after the first hit to make it hit more consistently (LOL. didn’t work.)
Badstone pushback on counterhit vs airborne opponents was drastically reduced as to match the pushback on a normal hit vs airborne opponents.
I hope they tweak HK ruffian at least so it works consistently vs every character with sHP - crMP… or at least crMP - HK Ruffian works vs everyone every time if they are standing instead of randomly working based on what reeling animation you got for the crMP.
The build at Final Round was the Capcom cup build. So there’s really nothing to report overall.
I goofed around with the knife reset after criminal upper a bit (or when I actually got CU off with the knife) and it’s useless outside the corner. The pushback after a st.LP with the knife after CU was a lot so you don’t even get a gimmicky mixup afterwards. Maybe in the corner but Cody isn’t a rest character to begin with. (I’d attempt to say meaty setups but there aren’t really true meaties in this game to begin with outside of twin’s palms.) It’s just a useless buff that isn’t warranting anything.
he can get the knife reset off any CU but you get the most off a LP CU since less hits and pushback. But doesn’t really matter since the knife hit after CU just throws them backwards more.
Plus as I said, you need to hit specific combos to even get that shitty reset outside of the corner you aren’t ever going to be able to land crHP - crLK - HP Criminal Upper - any knife attack.
Even in the corner the reset sucks, you don’t have enough time to do anything. It’s a gimmicky buff that doesn’t address anything.
Why is it so hard for Capcom to give the super cast some good tools? Why do they insist on ignoring the suggestions to make a character more consistent and instead add gimmicky buffs? Can’t give Deejay a better anti air normal or make EX MGB work as a reversal or make him actually + after his ultra 2, but hey, now you can launch people with far HP easier on counterhit and his U1 travels a little farther after it’s become active!
meanwhile… decapre getting every tool in the game. Teleports, reversals, feints, + on block normals, low hit confirm from chainable LK, crossups, dive kicks, target combos, a launcher, an air throw, a projectile, a 3F ultra for reversals or linking to ultra, high damage combos, good corner carry, a viable super, and more.
I recently picked up Dee Jay for the same reason. They aren’t going to fix him. They are too scared to/don’t know how to buff him correctly. Even when everyone in this thread has given them suggestions, its just in one ear and out the other.
Lol, that ain’t exactly moving up in the world to pick up deejay in USF4.
To be fair, we ourselves had had plenty of arguments in here as to what he does or does not need but there has been a few things almost everyone agreed on (Walk speed buff of SOME sort. Faster fake badstone. Ultra 2 not punishable on air hit. 1-2F safer LP criminal.)
None of those made it in. That is before getting into the more debatable changes like the knife, or HK Ruffian, or a low hit confirm or invincible EX Criminal Upper.
I dunno how many times we told them we don’t care about Zonk FADC yet they insist on giving it.
not only did they give it to us. they gave it to us in increments. here now you can fadc ex zonk. oh thats not enough? now you can fadc normal zonk. this will make him competitive right? right?
The problem with the regular Zonk FADCable buff is that you can’t combo into nothing after that and probablye you’ll be in frame disvantage if you front dash.
And all we know Cody have some problems, but I don’t see most of these buffs suggestions make him be that better. I only really want the U2 juggle thing, I can live without the other buffs.
Well, about the knife atks juggling after a CU. You can juggle after any version of CU or only after LP CU? And can hit atleast a cr.HP or only an LP?
Forgot to say I’m happy with the backdash and crack kick buffs.
Speaking of reeling animations. Is what animation you get random? and do all characters have more than one? This is something I don’t understand at all. I know it creates for some combos that are normally not possible against certain MU’s but that’s all I really know.
you get 1 knife hit after any CU. Just outside the corner you get any ground knife normal on the ground. (all standing and crouching). I didn’t check MP CU but i’m sure it’s about the same as LP CU in what you get (maybe not cr.HP)
midscreen HP CU all you’re getting is s.LP, 1 hit of s.MP. But the pushback on the knife hit throws them back so far you don’t get anything off it besides a useless reset that leads to nothing and some extra damage. Corner you can get whatever you want. (including jump knife normals.) But again. Cody’s not a reset character. He doesn’t get much of a mixup off even in the corner and ideally you don’t want to put yourself in the corner for a mixup that’s more than likely not leading to anything.
Also you only get 1 knife hit regardless of which CU or knife hit you do. There might be some meaty setups in the corner but I didn’t try anything since I hardly had them in the corner. When they were in the corner, the knife’s nowhere near me lol.
Tested some red focus cancel combos at Hypespotting, my conclusion is that it’s not really worth the bar for anyone except for grapplers, maybe sakura, fuerte and viper are an exception but I didn’t test them.
Can’t remember specific numbers but it was a little less than the standard cr.hp xx hk ruffian etc. Could be useful in a situation where you want to get big damage off a raw cr.lk xx lp criminal RFADC without the risk of dropping the 1f link from jab.
No walk speed buff for Cody in arcade build. Didn’t fix airborne hits on U2 but it did get a 40 damage nerf. F+HK got nerfed from 14F to 15F startup. No low hit confirm. Criminal Upper not any safer. All gimmicky knife changes stuck. Zonk FADC stuck.
Finally he will not remain dominant in all and every match up. Good changes. He deserved a nerf to dethrone him from the top of the tier list. Good stuff.
Spoiler
that was sarcasm with a bit of cynicism mixed into it.