s.mp is also decent.
Just press a random button, there’s a good percentage that will be an anti air lol
Nah. However against dive kicks that usually have a hitbox only at their foot, any high and straight hitting attack will be a decent options. The better the hitbox / hurtbox, reach and speed, the better. s.LP is usually the best option as it’s the fastest. s.HP has a neat height and reach against more spaced dive kicks. s.MP is a mix between them.
all far punch buttons are great for divekicks. cl.LP is the only one i’d say is worth doing out of the close punches.
Yeah it’s a shame that clsMP the hitbox doesn’t quite reach above the hurtbox and the risk of getting far MP at a range it wouldn’t work at all is pretty high.
clsLP is on of my fav antiairs tbh. The angle and position of the hitbox is perfect for some dive kicks aimed at his chest/waist and it’s only 4F. Plus if you air reset with clsLP you can often dash in during the reset and surprise em.
The biggest problem with far HP is that while some of the earlier startup frames actually lower Cody’s hurtbox, the last 1 before active and the active frames are actually TALLER than his normal hurtbox and the hitbox on the arm is at an awkward position on the first frame. The rest of the active frames hitbox positions are really good for anti airing. Especially the very last hitbox position which while not good for dive kicks will basically stuff anything above you.
@Eternal These screen caps you get a pretty clean. Are you using the PC Mod and just capture everything manually?
Precisely. I do a move and print screen - paste into photoshop - crop - lineup the training room lines with the previous image - save - do next key frame (e.g. next frame where there is a noticeable change in hurtbox or hitbox position). Also have to check OnoTool to verify when to enable displaying hurtboxes for certain body parts as that isn’t currently automated in the SF4BV tool due to not knowing where the game stores that information yet. It’s a very slow process that sadly there isn’t a good way to automate since I need to go through frame by frame for enabling the proper hurtboxes to display + cropping each image takes time (no need to have giant 720p images)
I also have Ryu’s idle animation modded so that he is 100% invincible to everything (strikes/projectiles/throws/pushbox) and invisible that way I can do close normals easily and clearly.
I’d never thought I’d be in so much suspense to see how fast a character walks in a video game ;_;
lol waited till final batch for Cody. I’m guessing monday or tuesday.
Monday max !! WTF !! On tuesday the game is released! Why does Cody always have to be left behind, even in the changes video
Looks like latest update to PC version killed my hitbox project. Can’t view hitboxes using SF4BV tool anymore, can’t modify character files whatsoever as the game now has all files verified with a hash code and encrypted key so I can’t remove Ryu from being displayed anymore for close normals even if the hitbox viewer DID work.
Stay away from the PC version. It’s a mess right now.
Momochi getting wrecked by Daigo.
Get a chance to see some of Cody’s walk speed change in action. Looks almost the same to me, slightly faster forward but not “adon” fast. Not even “Ryu” fast lol. Looks like 0.041 or 0.042 at best. Closer to AE2012 Ken speed. I can’t see any difference in backwards but his animation masks it pretty well. Even if they did change it the backwards walk speed it looks to be pretty small change.
Maybe it’s me but the backdash looks a little bit farther than the arcade release version.
lol at the damage of the ultra. D:
Well you gotta remember that Evil Ryu is 950 now on top of U2 losing 40 damage. Makes it look like he lost even more damage than he did.
Is this the “console” update or still the Japanese Arcade Ultra?
because if it’s the latter, the walkspeed difference isn’t going to show.
That is console update. It’s from the pre-release event.
Well seeing as Momochi was playing Decapre in this build, I think it’s console version.
Looking at it again, I guess I can slightly see it. But no one’s really “walking” a good amount with Cody in these videos so it’s really hard to tell. (At least i’m not able to see that HUGE of a difference from this video as opposed to the one I saw with the Sanford v. Chin matches.)
The back walkspeed does look a little faster but not that fast. I swear I can see the difference in the forward walkspeed at the start of the match though.
Keep calm guys, tomorrow we’ll gonna see that walkspeed. All we can do is pray.
Well he’s faster and that’s what matters. Sucks that it appears that it’s a very small amount but either way: faster!