Cody USF4 General Discussion

Question is would a walk speed buff show up on that change list if implemented? Comparing to Guys list my give a more clear view if thats actually legit or placebo buff…

Anyway regardless thats a Nice buff list for Cody especially with the knockdown deal…“Bottom 3” my @$$ :slight_smile:

Yup, i looked it up after i posted it and found it at EH, SRK wiki didn’t have described this way.
I’m not one to ninja edit to make myself look better, i made a mistake lol.

Still the invincibility doesn’t really amount to anything if it loses to any other move that is already active.

I think it will still be nice, there aren’t that many normals active 7+ frames I think…

Referring to the current EX CU, not the future one ;p

Even IF it trades, it at least does and isn’t beaten by it as a clean counter hit. Depending on the trade, you may can combo after it as well.

Combo with U2 lol

could be possible, I dunno how EX CU calculates its active frames and recovery (e.g. tornado doesn’t come out). Maybe @Eternal can look into it :slight_smile:

Ya, kinda sux now

EX Criminal Upper the tornado is considered part of the main attack it isn’t like a fireball where if you get hit the fireball keeps going. If the CU gets beaten at any point the tornado disappears instantly. With that stated.

There is 6F of “startup” then a strike hitbox appears that is the size of Cody’s crMP hitbox and is nearly completely surrounded by hurtbox. The strike hitbox lasts 2F then there is a 1F gap with no hitbox. Now we get to the tornado portion which looks like this:

2F hitbox 2F hitbox 2F hitbox 2F hitbox 2F hitbox 2F hitbox (they aren’t one attack that hits 6times. This isn’t really important since there isn’t alpha counters in SF4 but it’s just worth noting. Moves like Ryu’s Ultra 1 fireball are actually 1hitbox that is flagged to hit multiple times which means there is no possibility of a gap between hitboxes HOWEVER it is possible to not have them hit back to back to back because of the pushback on the attack each hit can potentially knock you out of the attack if you just barely got grazed by the attack as you still move slightly between each hit but it cannot be interrupted.)

If Cody’s EX Criminal Upper hits every hitbox there is actually a 1F gap between each attack. Because it’s 2F active if it hits on the 1st active frame the 2nd active frame is unused and becomes empty.

Now the first hit of the EX CU (the strike) has 26F hitstun. So depending on what attack trades with the EX CU on the first hit you can potentially combo the trade into U2. However it’s a risk because if ANY of the tornado hits connect you’d do U2 and hit them out of the air which WAS NOT fixed.

U2 doing 2 less damage than U1 seems like a head scratcher, but if I can use it as a real fireball punisher from here on out, I’ll take it.

U2 not stopping after the dust when it hits a juggled opponent is definately one of the few gripes i still have, together with EX ruffian not having faster projectile invincibility, but also the slow fake bad stone and not being able to release the bad stone at the time the button is let go.

Maybe you can juggle with ex/hk/mk ruffian after a trade EX CU and they juggle, probably not high up enough.

So the backdash buff? practically non-existent if it’s in terms of distance. Obviously it’d be impossible to tell frame data wise though given it’s probably only 1-2F if changed at all. However the distance looks to be nearly identical or INCREDIBLY small. The walk speed buff that was rumored seems false. Cody’s change list might as well be:

Ultra 2 damage reduced by 40
F+HK is now airborne starting on 1F
EX Criminal Upper is now strike invincible until 1st active frame.

because that is all that matters.

For the Cody players going to a location test might be a good idea to have thought of some setups in advance to test backdash range, trades with ex cu and testing f.hk(corpse hopping!) So you don’t have to waste multiple games testing that stuff and you actually get to play.

The knife and zonk (and backdash) buffs are fluff, nothing more.

The U2 range buff is actually pretty important, more distance is better punishment and more time to react.

It’s only the wrench from what people have said. My guess is that basically all it did was make it so that there are less instances that Cody hits with the dust but the first wrench hit whiffs. I don’t think they fixed the instances where like a fireball absorbs one of the dust hits and results in the wrench being blockable. Plus this may mean that the 1hit of dust - get all wrench hits will now be impossible because they might land behind Cody instead of falling in front of him.

I know it’s just about the distance of the wrench, so i can finally space my U2 without having to worry about the full thing hitting.
As for the 1 in a thousand juggle with U2 i don’t care about lol.

If the walk speed buff ends up not being true, I’d be so sad lol

Man that sucks… and did you see blanka spamming cl.mk to get reset out of pressure? That looks fun lol.

The walkspeed buff is most likely untrue because the 8 changes were all translated, an there was nothing about walkspeed, only backdash.

I’ve seen some Cody mains say they think the EX CU is too much and others saying it is too little. I think Cody has definately improved but still needs 1 more solid buff and “fixes”.

Ex CU looking good

Question: about the new Forward+HK buff (airborne from frame 1), does it mean that if I get up from a hard knockdown and I immediately use it - will it beat a grappler’s special throw?