A better walk back would be even better for baiting stand teching, so I hope your friend is right even though I highly doubt he has Adon’s speed forward and back lol
cr MK
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A better walk back would be even better for baiting stand teching, so I hope your friend is right even though I highly doubt he has Adon’s speed forward and back lol
Gimme Akuma’s walkspeed or bust.
I don’t he has adon’s back walk speed for that matter. Adon’s back walk is 0.035 that’s nearly as fast as Cody is FORWARD right now lol!
I really expect it’s something more like 0.041 forward 0.027 backward. Very small increase that combined with Cody’s animation makes it seem far more than it is. I’m betting that we’ll see the change breakdown video for Cody today from Capcom and that might let us see the difference (at least for one of the directions, I dunno if they’ll show back AND forward.)
So, what exactly will a max spaced or well spaced LP CU be punishable by now that it’s -4? Obviously stuff like Ryu/Chun’s Super, but seems like MOST characters wouldn’t be able to reach it.
Some character lose their punish now (e.g. Abel), others become harder to do so (e.g. Vega’s c.MP).
My personal favourite change was the c.mk buff because of my play style. But they even had to nerf the buff. Wtf. -2 is too good? Everything has to be punishable or else Cody would be the best.
-2 is pretty good for that yea. Only people that’d be punishing that move would be grapplers.
That’s kinda silly for a semi forward moving (and now somewhat spammable) normal. being -3 instead of -5 is a huge improvement.
I agree it’s still good. And I’m still super excited for it. I guess I’m just confused as to why last minute they decided to change it from -2 to -3. Does that nerf change Cody from op to normal? Was capcom really afraid that a -2 c.mk would break cody?
It was -6 not -5
You can already space LP CU so that El Fuerte’s U2 and super can’t reach in time to punish though it’s very difficult.
@eternal elfuerte light super startup is 1+3, reversal should be able to punish the new cu if not spaced correctly right? also what does it mean 1+3, there are many other supers or ultras with like 0+1 or 0+5, what’s the plus stands for?
It just means plus. Sometimes there are frames before the flash then frames after the flash before the move becomes active. For zangiefs case, 1+0 for his ultra. There is 1 frame before the flash and 0 after the flash. The startup is 1 frame but to get out of it, you would have to have been doing something pre-flash.
Edit: And guys ultra 2 is 0+1, same as zangiefs ultra but there is a frame of startup after the flash so if you aren’t doing anything you can jump out after the flash.
Will we have slide shenanigans too like Rose does with slide into throw now that cr. mk had been given a lil less disadvantage on block? Or is the recovery not factored.
Recovery on slide is the same, they just increased the blockstun/hitstun from what I’ve seen. Cody wont ever have the slide into throw option Rose has because crMK causes A LOT more pushback on hit/block than any other slide (like50% more)
I’ve gotten the slide into throw b4 when using the slide as an anti air. Since Cody’s slide has a pretty high hitbox(compared to other slides) it’s capable of air resetting opponents when they land on top of it. However there were times in which I’ve hit people in the air at almost max distance which caused them to get hit grounded and was close enough to grab after. I believe it works well will long air attacks like ryu’s and cammy’s air roundhouse.
BTW cody’s slide is a great anti air. I’ve never really cleanly beaten out of it except by goukens neatral air fierce.
Basically you just described a meaty situation which isn’t quite the same. It gets beaten pretty clean by a number of attacks that reach down low as well as dive kicks. Seen it lose a bunch of Sakura’s NJ HK or Adon’s NJ HK or Zangief’s FJ MK or Gouken’s dive kick for instance. Though it is a good anti air option due to low profiling a lot of attacks.
I’m actually pretty familiar with the hitbox/hurtboxes for Cody. I’ve been slowly compiling images of key frames of hitbox data (not JUST 1F of the active frames like the images released in guides but whenever there is a noteable change the in hurtbox or hitbox during startup or active frames I take a snap shot)
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This is the crMK for Cody for instance.
Cody’s looking good I think. I’ll give him another try. It’s been a while.
Normal dive kicks have the some of the worst hitboxes in the games. Cody’s slides easily beats them. The only ones that have a good one are the demon flips and ex versions. Besides you shouldn’t be slide anti air demon flips anyways.
As for Sakura’s NJ HK or Adon’s NJ HK or Zangief’s FJ MK, Most of these are done very high in the air because of their downward hitbox. Cody’s low profile on the slide cause the active frames on the moves to run out by the time they get to him. These technically do beat the slide but most players will not adjust the timing of these moves to beat it until you give them a reason to. If they do decide to delay it slightly to beat out the slide, they run risk of being counterhitted in the air. Technically still a mind game in the end but it’s something to get ur opponent uncomfortable.
Normal dive kicks have the some of the worst hitboxes in the games. Cody’s slides easily beats them. The only ones that have a good one are the demon flips and ex versions. Besides you shouldn’t be slide anti air demon flips anyways.
As for Sakura’s NJ HK or Adon’s NJ HK or Zangief’s FJ MK, Most of these are done very high in the air because of their downward hitbox. Cody’s low profile on the slide cause the active frames on the moves to run out by the time they get to him. These technically do beat the slide but most players will not adjust the timing of these moves to beat it until you give them a reason to. If they do decide to delay it slightly to beat out the slide, they run risk of being counterhitted in the air. Technically still a mind game in the end but it’s something to get ur opponent uncomfortable.
I think you need to go check the hitboxes on dive kicks again. The only ones that are actually bad/mediocre in terms of hitbox/hurtbox are Yun/Yang/Dhalsim/Evil Ryu. Everyone else is plenty good enough to beat crMK unless they are doing empty dive kick in front of you right where the hitbox is at it’s best for crMK.
Especially Rufus/Seth/Gouken in regards to non-special move dive kicks.
BTW, Cody’s slide doesn’t even reach a profile lower than his normal crouching hurtbox until the 5th frame of startup.
I Honestly think you need to look at the hitboxes again. You basically agreed with me. More than half the divekickers have a terrible hitboxes on their divekicks surrounded but a huge hurtbox. Rufus, seth and gouken are not exceptions either. Look at their hitboxes. All have hitboxes are surrounded a a fairly large hurtbox, ones much larger than than cody’s slide. Either way I’ve actually tested already. 90% of the time cody’s slide cleanly beats them. Cammy’s Ex Dive kick and both demon dive kicks are the only exception. But that too be expected.
You underestimate how much smaller a crouching hitbox is compared to a standing one. You don’t have to use it if you don’t want but it’s a pretty low risk option on dive kicks. I’ve certainly seen results with it but hey do what you want.