Cody USF4 General Discussion

Well, to be fair, frame 1 airborne moves sound stupid good. I think they got removed across the board(as far as I know) for a reason.
That doesn’t change the fact that they gave Ken the billion buffs he got, thought “well, buffing step kick is probably a bit too much” and proceeded to buff his c.mk for the heck of it. And after that they turn to Cody and think “DIS GUY TOO STRONK” after seeing frame 1 airborne crack kick. x_x

Lol fuck this shit im out here

I say just delete this board and replace it with a big link to the ken subforum lol

on a more serious note has anybody played ultra at all much? How big is the delayed wakeup change does it really effect the game that much? I have a feeling most non crosups will be punishable now but if you do a standard safe jump wont it be a case of just waitin and pressing more buttons for meaty pressue instead?

From what I’ve seen delayed wake up destroys a lot of oki and meaty setups. It’s now a lot more based on footsie and optimizing damage of every opening.

My question is: Can you alter the timing of the delayed wake up, or is it a fix amount of frames? e.g. 4 frames in all cases, or can you time 1-4 frames?

Viper’s ground version of burn kick didn’t get nerfed it’s still airborne starting on 1F. (unless it’s an unlisted change.)

Hope it is a fixed amount of frames regardless of when you press the buttons, don’t need more randomness when trying to apply pressure on wakeup. The fact the agressor already needs to make a decision if the opponent wil perform a DWU or not when trying to go for a certain safejump/ambiguous setup is troublesome enough. I don’t think Capcom is dumb enough to allow the defender to alter their timing of the dwu.

Can’t say if it stuck or not, but I do hope so

Yeah I know about that. However later reports it wasn’t in any later builds. It’s possible though highly unlikely at this point.

can’t alter the timing. At least when I played I could never alter it. It was always set.

that means there will be safe jumps again. you just have to guess right.

Why would you take the risk of setting up the safe jump for a delayed wakeup though? If you guess wrong, surely the ‘safe’ jump becomes unsafe! I suppose it all depends on how early you see the warning notice that the opponent has activated delayed wakeup…

There are 50/50 mix ups at the moment as well, which, if guessed right, can be punished. It’s nothing else here. Also, I’m sure there will be cases where you safe jump delayed mix ups and can avoid reversals if they don’t delay wake up. We’ll see, but I’m sure lab monsters come up with something,

Take a risk.

I think thats where the 11 frames kick in so that if you try to do normal hard knockdown safe jumps, the odd number makes it so you don’t have enough time for another safe jump.

though people are just going to find meaty normal setups on no DP characters when delayed wakeup happens. (and they see it.)

what’s one more, less than effective gimmick? i nominate a downed pursiut property to be given to hammer hook at 30-40 points of damage to any opponent in a delayed wake up state.

then we’d be still ignoring the things Cody really needs.

dang, forgot to disclose my sarcasm, like how capcom forgot to give him relevant changes

I saw the sarcasm. just didn’t think it was all that great.

I haven’t posted for a while, but I’ve been eyeing the Cody changes hoping they would form into something that makes me want to come back and play my favorite character from this game…doesn’t seem to be the case.

I honestly can’t believe people asked for 1f airborne crack kick and are upset that it got removed. I’m surprised they put it in in the first place: that shit is broken. With how strong Cody’s up-close game is, 1f airborne crack kick would be a NIGHTMARE to deal with because if Cody closed the gap and knocked you down, you would have to guess.

Cody knocks you down? Throw? Hope he doesn’t crack kick. Block? Hope he doesn’t throw. I don’t mind that not being in because it’s too strong, but what they should have done is massively adjusted the hurtbox so that it actually GOES OVER MOST LOWS IN THE GAME so you can use it for it’s intended purpose of low baits/gap closing. A better crack kick would make up for his walk speed and serve the exact same purpose. It would get him in, but it would fit in line with what they want for the character: high risk, high reward. Crack kick would get you in (way in) IF you could bait the low.

I think his walk speed is fine now if they gave him a better backdash. Look at Makoto. Yes, make him risky, but give him a reward for the risk. Backdashes can be baited and option-selected. It’s not a catch all, especially if it’s his only real escape.

Most of the buffs he got are pretty useless, in my opinion, but I haven’t played in a while. He really just needed some slight changes. Give him a SLIGHTLY better defensive option and a tiny bit more offense and he’d be fine.

I play both Makoto and Cody. Totally different beasts. First off, Makoto has the ability to alter jump arc (this is huge). Second off she has a command throw (also huge) this means she is much more of a threat up close. Thirdly her forward dash is WAY better. It is 16F and goes farther than Cody’s 18F forward dash. This means that even a level 1 focus - blocked - dash is 0F on block. She is +6F on block after a level 2 focus dash. Her backdash also goes quite literally (no exaggeration) twice as far as Cody’s.

Lastly, Makoto has much better corner carry and the ability to get in easier with crMP - EX Hayate which in addition to reaching farther than Cody’s farthest cancelable pokes, and being a true block string, is also only -4F if blocked (safer than any option Cody has) and can lead to a full combo.

Unless they give Cody a command throw or ability to alter jump arc then he needs better walk speed. Every character his speed or slower has that option except Sagat who is a zoner AND has a EX Tiger Knee which is s -1F (or in some situations advantageous) on block as well as a DP and F+LK karas to cover distance.

Abel - Command Throw (and overall faster walk speed AND has rolls)
Zangief - Command throw (and overall faster walk speed)
Seth - Command Throw, Dive Kick, teleport, and wall jump as well as Tanden engine to draw opponents closer.
Makoto - Command throw, axe kick.
Juri - dive kick and faster dashes (and overall faster walk speed) and better fireball.
THawk - Condor Dive and command throw
Hakan - command throw and dash normal cancels as well as 2x farther back dash.
Dhalsim - Divekicks and teleports (as well as the fact he is a zoner not rushdown)
Cody - none of the above.

It’s over they won’t give any character anymore changes, it’s done, final. Unless there is some bug of some kind to be found they won’t even bother.
I was made aware by someone that Cody his bad spray doesn’t show technical when used…and it will fuck people up who are on the lookout for that message. Honestly i never watch the technical message, just look if the character is going to wakeup or not.