momochi usf4
Good post. I wasn’t saying that Cody is the same as Makoto, just that they share certain character design elements. I.e. they’re intended to be offensively-focused combo characters who deal a lot of pain if they close in on you, not that they’re on equal footing in terms of move-set and effectiveness.
Cody would be able to get in much easier if crack kick performed it’s intended purpose and hopped over lows. It doesn’t. The airborne after frame 8 will help some, but not nearly enough, in my opinion.
What would you change?
Better walk speed + -3F on block LP Criminal Upper + a low hit confirm of some sort would probably be enough (such as making crLK chain to LP or making close LK into a low). Walk speed around where Ken was in AE2012 would be more than enough they could even make it like 0.04 forward 0.027 backward instead of 0.04/0.03 like Ken was. This is the most reasonable option.
Alternate options:
If they really want to make Cody strong simply returning his Vism dodge would do the trick, forces opponents to do more lows or jump more and gives him a way to deal with pressure since he’ll dodge any non-true block string that doesn’t reach low enough.
Alternately they could just give him a command throw, even a mediocre one like 5F-7F startup 120-150 damage with range about equal to his normal throw. Something that makes his frame traps scarier because you can’t just delayed throw tech or stand tech those things. The combination of Fei’s overhead hop kick avoiding lows + hitting crouching and the fact he can open people up with his command throw if they get too defensive is one of the things that makes him strong. Giving Cody a command throw would make up for his lack of walk speed or a low hit confirm or decent wakeup.
Another scenario would be to buff his badstone up to a level where he could play a legit zoning game and use it for frame traps. ~23F-25F startup for all versions would mean he couldn’t combo into it without counterhit but he’d be able to use it for a 6F frame trap and it’d be fast enough to actually zone with. 25F for LP 24F for MP 23F for HP means you can’t combo to LP version and total frame counts would drop to a MUCH more viable 40-42F total.
Last scenario would be to make his knife easier to keep by adding a damage threshhold where he only drops the knife if he takes a hit higher than 50 damage and letting him keep the knife when throwing or teching. Then up the chip damage on knife from 8%-12% to 20-25%. This results in giving Cody’s frame traps and pokes a good level of chip damage (like Bison’s LK Scissor or Blanka electricity or Gouken/Guile’s fireballs) the opponent has to do something to get rid of the knife or take action to at least stop being in a position where he has to block the knife (E.G. go on the offense). This scenario allows Cody a win option without having to open a person up at all. It also makes it easier for him to get the life lead and maintain it via defensive play.
Any ONE of these 5 options would have resulted in Cody having options comparable in strength to those with his mobility / wakeup options.
I just want a damn walkspeed buff, fix s.MK hitbox to be like knife version of s.mk, and crack kick/s.mk hurtbox adjusted to avoid lows better. (seeing both of these get tagged by low it goes over is just silly.)
I just want a damn walkspeed buff, fix s.MK hitbox to be like knife version of s.mk, and crack kick/s.mk hurtbox adjusted to avoid lows better. (seeing both of these get tagged by low it goes over is just silly.)
Walk speed is the most reasonable of all of the buffs he needs TBH. It just lets him do stuff he can already do but be able to do it more effectively. Nobody wants him Akuma fast, just faster than f’n Grapplers would be nice.
nope I agree. Nothing super crazy. Just needs to actually be able to walk in and out of footsie range reliably to apply those good buttons effectively.
Experimenting with the knife change stuff. Even if Cody can reset after a HP or EX Criminal Upper I’m really finding no situations that the knife change is more than a gimmick. It really puts the opponent in a good position on the reset they are nearly full screen and way too far for even the threat of a jump in after the reset, plus it only works after 2-3 lights mid screen and only if you started with crLP and were literally point blank vs a standing opponent. If they are crouching or you started with sLP you can only do 2 lights (sLP - crLK) before the criminal upper otherwise nothing reaches. With 3 lights it allows only crMP frame perfect vs only some characters.
F+HK - sHP does less than F+HK - MK Ruffian, leaves the opponent in a better position and gives you less meter.
F+HK - EX Criminal Upper you can do sMP if you walk forward a little bit, however only if you did the F+HK point blank
F+HK - EX Ruffian - sHP leaves the opponent in a better position than if you either let them fall OR did EX Criminal Upper. However it does give you a meterless option to close out the round.
F+HK - EX Ruffian - EX Criminal Upper can’t followup unless opponent is in the corner.
EX Zonk - sHP - leaves opponent full screen distance and you can’t combo into EX Zonk unless you use close MK which you can’t combo into except off of ONE sLP and only with perfect spacing.
It’s pretty much useless. It leaves the opponent nearly full screen away and they recover almost at the same time as you when you do a reset mid screen with anything other than jabs since they fly so low to the ground. It’s a nice way to tack on a bit more damage in the corner but it doesn’t lead to a good position. You can’t ever do a dash under after a reset due to how low they are to the ground and jumping after is always massively unsafe due to how quickly they recover.
F+HK changes are almost exclusively useful for footsies and after EX Ruffian. Due to Cody’s terrible walk speed and the fact F+HK isn’t airborne till 8F he can’t do a corpse hop after a throw unless the opponent is in the corner. It only works after a LK or EX Ruffian. LK Ruffian allows a corpse hop but it’s really obvious for the most part. EX you can be a bit tricky with it though.
crMK as we’ve seen got hitstun adjustments rather than recovery adjustments. Impossible to combo out of even on counterhit due to pushback but it’s a good poke now at least.
Yeah. We already got 3f c.lk just give us the ability to walk in and out.
More stuff, Cody can do some corpse hop stuff with criminal upper. The catch is it only works if they are in the corner
F+HK - F+HK will still work if the first one hit a little later so that you recover sooner.
F+HK - FMP reset in the corner can let you go for a meaty crMK which if it hits you can combo to crLP or crMP after. On counterhit you can even combo to crHP but only if you hit on the last frame of the crMK.
Interesting, how hard is it to get crack kick x2 ex criminal on Cammy Balrog Sim and Viper?
Corpse hopping into the corner is pretty dumb though imo, I can’t think of a situation where I’d want to do that, unless it has some uses for baiting reversals when on chippable health or something.
Interesting, how hard is it to get crack kick x2 ex criminal on Cammy Balrog Sim and Viper?
Corpse hopping into the corner is pretty dumb though imo, I can’t think of a situation where I’d want to do that, unless it has some uses for baiting reversals when on chippable health or something.
Those ones are still really easy, but getting it on other chars like Chun is tough now.
I’ve yet to be able to find any setups that don’t simply cause the reversal to auto correct when you cross over. It’s not like Blanka’s hop which has no pushbox so you can cross over the person on the frame they can reversal. You have to do it earlier than that otherwise the get up animation prevents you from crossing over. The only real use is for fake outs to get people to not know which way to block which only work a couple of times.
[quote="Eternal;8784084"I’ve yet to be able to find any setups that don’t simply cause the reversal to auto correct when you cross over. It’s not like Blanka’s hop which has no pushbox so you can cross over the person on the frame they can reversal. You have to do it earlier than that otherwise the get up animation prevents you from crossing over. The only real use is for fake outs to get people to not know which way to block which only work a couple of times.
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So more another change that’s more gimmick than buff? I wish I could attribute some truth to the “there may be more changes before the console release” rumor that I heard. Having my favorite character not really viable is really disappointing.
[quote="Eternal;8784084"I’ve yet to be able to find any setups that don’t simply cause the reversal to auto correct when you cross over. It’s not like Blanka’s hop which has no pushbox so you can cross over the person on the frame they can reversal. You have to do it earlier than that otherwise the get up animation prevents you from crossing over. The only real use is for fake outs to get people to not know which way to block which only work a couple of times.
So more another change that’s more gimmick than buff? I wish I could attribute some truth to the “there may be more changes before the console release” rumor that I heard. Having my favorite character not really viable is really disappointing.
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It has the advantage of allowing a safe side switch if you’re back is getting too close to the corner. Currently if you do LK Ruffian you have to jump over the opponent which takes longer and leaves you right next to them the moment that they wakeup so you have to deal with whatever they do on wakeup or try and quickly jump away. F+HK means you can potentially cross over and get a bit of space before they wake up. Not much though. Also lets you switch sides after an FADC on many moves. regular zonk - FADC - F+HK will let you switch sides. HK Ruffian - FADC - F+HK - F+HK will let you switch sides with proper timing. And if you do the F+HK up close vs some lower profile moves you’ll hop over them which can confuse some opponents because they have to quickly switch direction they are blocking.
The only real help with F+HK is simply that it’s safer in footsies now since you get air reset if they hit you after 8F. This makes it so that you can potentially do F+HK and get air reset and punish an opponent if they were buffering something like crLP - EX GH from Zangief or crMK - Shooken from Sakura or crMK - Spiral Arrow from Cammy. This makes them hesitate a little bit more to do those buffers but not much.
Also it means that finally most slides will no longer freely beat F+HK because you’ll go over them. Only Bison’s will since his pushbox will prevent crossing over and he can’t be hit because he is considered crouching during his slide. But you’ll be able to F+HK over Hakan’s slide or Ibuki’s neck breaker or DF+MK for instance. Previously Cody’s F+HK would go nowhere and then get hit by the slides after his lower body invincibility wears off after a few frames.
If they really want to make Cody strong simply returning his Vism dodge would do the trick, forces opponents to do more lows or jump more and gives him a way to deal with pressure since he’ll dodge any non-true block string that doesn’t reach low enough.
if you bring up that Vism one more god damn time…
Kappa?
So, watching BJUnchained playing AE2012 at NCR today with Combofiend on the mic. BJ does a sLK OS MK Ruffian for backdash. James Chen says he thinks it was an OS. Combofiend thinks it was a read because “What would Cody get off of closeLK?”
Doesn’t even recognize Cody’s MOST USED whiff OS of sLK - MK Ruffian (or LK) for backdashes/teleports or that sLK is +1 on block +4 on hit allowing sLK - crLP - crMP - HP Criminal Upper if it hits.
No f’n wonder the changes are almost all gimmicky. Combofiend and co didn’t do much research if he didn’t recognize such a common OS for a character. Honestly, it’s one of the only OSes I remember to do pretty often in matches. That and OS EX Criminal Upper vs Viper.
Combofiend and co didn’t do much research if he didn’t recognize such a common OS for a character.
Sadly this is not new information
But we all know Combo didn’t do any research. He (and the rest of them) just came up with ideas and did whatever. There was no rhyme or reason. You’d hear him laughing like an ass clown on streams when you had Chun flying all over the screen.
“Hur Hur Hur…guess we’ll have to revisit that… Hur Hur Hur.”
But we all know Combo didn’t do any research. He (and the rest of them) just came up with ideas and did whatever. There was no rhyme or reason. You’d hear him laughing like an ass clown on streams when you had Chun flying all over the screen.
“Hur Hur Hur…guess we’ll have to revisit that… Hur Hur Hur.”
And by revisit they mean "nope, just gonna remove it rather than try and see if we can find a good balance between the 41F she has in AE2012 and the 35-36F we gave her that turned out a bit too good for a character with such good normals and mobility.
I find it hard he doesn’t know the s.LK OS as that was huge for backdashers against Cody on their wakeup. (OS to MK Ruffian, U2, etc.)
IIRC that was like the first Cody OS I saw before the j.RH>cr.MK OS. Mind you this is back with 4F cr.LK super cody.