Cody USF4 General Discussion

Yep, still doesn’t get the follow up hits from farther ranges so basically got a 40 damage nerf on u2 for no reason.

Just saw the video of the buffed EX Messiah Kick and now EX Criminal Upper is crying in the corner.

Might as well post this here too

the walk forward buff is really noticeable, but that might be because its such a huge disparity between the walk forward and walk back speed now. corpse hopping is awesome. if they don’t delay wakeup, you can get a pretty good setup from lk ruffian. just walk back a bit and crack kick, depending on the timing, you either end up infront or behind them right as they get up.

The forward change IS good. It’s about an 11% increase to his forward walk speed. But they NEEDED to increase his backwards to ~0.026 or 0.027 to keep the difference between forward and backward closer to the norm in the game. It’s not like Cody has great ways to move backward or has an exceptional way to move forward or the ability to alter his jump arc or a particularly good forward dash. ALL he has is walking. This kind of walk speed difference backwards would only be reasonable if he had his old Vism dodge and holding back let him avoid moves naturally. Instead now he just as bad as shimmying or making moves whiff and his footsies are not much better since he still can’t space himself better for anti airing or making lows whiff. He still has to rely HEAVILY on having the best sense of spacing in the game and being able to do things like changing from crouching to standing while keeping the stick in neutral to make moves whiff. Something no one else has to do because they either can control their distance better through better dashes/alternate mobility options or are zoning characters.

Imo he doesn’t really need a backward speed buff. Cody is all about standing your ground and being in your opponents face. The forward walk buff is good on him. If your opponent jumps at you and you cannot anti air him tthen you can Cr. Mk under him. And I believe you’re at an advantage when he lands and puts you right where you want him.

Depends on the timing. crMK = 26F total. Depending on when you do the slide and the opponents jump speed you will be at a disadvantage but it usually screws with the opponent mentally enough to cause hesitation.

Also you can’t stand your ground / be in your opponents face if you can’t play proper footsies and get there in the first place. Even Zangief and Makoto can’t just move forward.

Guess they didn’t fix much.

Ok, just finished looking at the character differences posted here:
http://watissf.dantarion.com/sfultradiff/


Bugs they didn’t fix:
Knife still considered standing during crouching normals
No proximity blocking issues fixed
U2 still counterable
clsHK still gets 125 damage on counterhit instead of 138
far MK with knife still different hitbox than far mk without knife. (100% unchanged)
U2 still punishable on air hit. They did increase the hitbox of the first 2 swings and SLIGHTLY increase the forward movement but obviously didn’t do much testing.
Level 2 and 3 HP Badstone still have screwed up frame data
Badspray still got screwy frame data difference on face down vs face up knockdown
Backdash recovery still can be canceled on 23F with a reversal


BTW I found something completely amazing you need to start using:

Played some more Cody last night and yea…his backdash is just a disgrace. Still can’t bait DPs reliably. Adon popped me with EX DP near the end of my backdash. I’ll have to test of the HK version. Not too worried about the other 2 since they move him forward more to begin with.

but this also means i’ll have to test it out on others when I get home. It could just be Adon and the fact it was EX but seeing he only got a 1 frame buff on the backdash, i’m not holding out for much.

and then on top of that, MK/HK super still drop in the corner if you do it right outside the corner.

I’ll try to get a video of all this crap later.

https://www.youtube.com/watch?v=T1dLdYGTphI
Knifey!

super is a waste for cody most of the time anyway. he can make use of his meter in a lot better ways. if you’re in the corner, you might be able to maximize your damage with the 4 bars otherwise, too.

I focus crumpled went to super for the win. Knew hk super wiffs on crouchers but i figured the would be counted standing… they weren’t lol

@Eternal

Far MK while holding the knife reaches farther than far MK when not holding the knife Still does
Crouching normals while holding the knife are not considered in a crouching state. (E.G. moves that intentionally whiff on crouching like Cody’s F+HK or Juri’s MK Fireball release will hit cody doing a crouching knife. In addition it means that attacks like overheads get additional frame advantage on Cody crouching.) Still is not considered crouching
Cody’s badspray from a face up knockdown has 20F more recovery than badspray from face down knockdown. (Most attacks cause face up knockdown. Wall bounces cause face down so you can test with Juri’s EX Dive or a counterhit EX QBomb from El Fuerte.)
Ultra 2 does not break counters (Cammy u2 can counter the dust) Not sure how to test this easily without a recording device
Cody can cancel the last 3F of his backdash into a reversal move (such as a special move or focus attack. Easiest way to test this is to record his Criminal Upper - FADC Backdash and try and do an EX Criminal Upper as soon as possible. Then try and punish his EX FADC backdash with a move 7-9F startup. His backdash should be -9F after CU Backdash if you can punish with an 8F startup move then they fixed it. I tried to punish with onis sweep and i got trades every time (tried 20 times and i plinked them all. Maybe i missed the 1 frame punish but i doubt it)

Let me know if you need anything else. i think the ones i omitted were already answered.

Haven’t really taken Cody for a spin yet online, hower in training his U2 still won’t connect completely from alot of distances, thought this was supposed to be fixed.

Eventhough these combos are impractical as hell they still look pretty ffing awesome lol. Nice job

I dont think that’s what the change to super was for. I know for me, I would do anti air super and only a couple of hits would hit. That is probably the change they made, cause they fall neatly into all hits of super now.

only time I ever use super is to easily close out the round and it’s almost always after stun. Otherwise I just hold it.

Whatever they did, heavy super still doesn’t work as anti-air.

Made a quick video regarding EX Criminal Upper trades. I’m still upset the move got nerfed twice vs. one buff but at the least this can levy the risk vs. reward a little more properly
https://www.youtube.com/watch?v=j1DHTFnmohw&feature=youtu.be

I messed around a bit in training mode.
How viable will buffering normals (cr.LP, cr.HP) to RF be?