Cody USF4 General Discussion

This was some of the stuff I was talking about with the ruffian kick. nothing fancy, but might be useful.

http://youtu.be/VEe-t3-nzks

Fair enough. Really though it’s just so close to being useful it makes me annoyed.

I think if we all banded together and demanded like 3 simple changes maybe with a nerf thrown in we could get it. Y’know what would really tie together a bunch of Cody’s changes?

clsMK command normal. I’d love it if they made clsMK into B+MK and dropped the damage by 20-30.

Anyways on more realistic ideas:

Backwards walk speed - increase slightly
EX Ruffian - Increase projectile invincibility to cover PART of the startup (like starting on 7F would be fine.) or increase the active frames + movement so he can do it from farther out. Either one
Zonk - Allow combo of SOME sort on hit. Even if it means dropping damage by 10-20 let us do Zonk - EX CU or Zonk - U1 or zonk - MK Ruffian.
Alternately increase forward movement on Zonk so it can be used from farther out so that it’s actually a tool that can be used more than just on reaction to slow attacks and thus one you might use to get in and need to FADC if blocked.
Fix U2 being punishable on air hit and blockable when dust hits. We got compensation nerfed for nothing.

so I tried doing (corner) EX ruffian, dash dash, j.MK on Yun and Dhalsim and it seemed blockable from the front (it was unblockable in AE), did I just do it wrong or is this move no longer unblockable? the only reason I ask is because it seems like most of the unblockables are still in the game, so it seems weird that these were taken out?

Some unblockables were taken out some weren’t. I think the most common / easy to fix ones were taken out. There are probably new ones though.

@Eternal, I’m all for it. If we let it be known enough, maybe just maybe, we could get changes.

The things he will realy benefit from still:
-Backwards walkspeed increase
-U2 hitting whenever the dust hits
-U2 unpunishable on airborne opponent
-EX CU FULL strike invincibility
-EX Ruffian faster projectile invincibility
-Low hitconfirm
(regular zonk fadc allows for a juggle)

Tada you have “solved” cody his problems, except for why the knife is still “useless”.

At this point i’m just spouting air as this will never happen.

So what actually changed about U2? Anyone tested stuff?
I’m gonna go into the lab to test ranges later.

Edit: seems to be 1 or 2 small training blocks further, still alot of ranges where is wont connect.

apparently a lot of corner unblockables have become fake cross ups. while the mid-screen ones remain as is.

I feel like we need to start posting the changes we want on the capcom unity boards like everyday. I hope the really doanother balance update in August. U2 needs to juggle man even if it doesnt do the full animation.

I’ll keep posting this

“-Backwards walkspeed increase
-U2 hitting whenever the dust hits
-U2 unpunishable on airborne opponent
-EX Ruffian faster projectile invincibility
-Low hitconfirm
(regular zonk fadc allows for a juggle)”

-LockM

This is pre-USF all over again xD

Looks like Combofiend want some alternative ideas, so cl.MK being a command normal could be implanted.

I think Cody could be able to pick the knife when it’s flipping after he’d dropped it and you could control the side the knife will drop when you FADC, grab, etc. But everytime you lost this shit it flies to the center of the stage…

Just have the knife drop where you are or at least faster than it does. Doesn’t have to be both but help it out.

still wtb backwards walkspeed and a somewhat backdash buff that’s able to bait DPs on wakeup.

at this rate i’ve just given up on U2 changes. We lost damage but still doesn’t connect from max distance dust. Why make the dust punish so far but not have Cody able to confirm from max dust distance? To make matters worse, the “range change” doesn’t fully address the distance still. Then he’s still punishable from air hits. (at the very least have the last hit connect but not get the full animation. That’s really the biggest problem.)

still want hitbox on s.mk to be the same as with the knife… (thus helping his spacing game)

i’m kinda done complaining and whining. I will assume a “update” will come either before PC version hits or after but it’ll only address things like Elena’s still wonky hurtbox and poison combos being inconsistent on a lot of characters.

EDIT: How can I forget ex ruffian projectile invincible from start to finish? I know we’re all tired of predicting right and getting slapped out of it.

You’re right. I’m done with Capcom. Maybe if we’re lucky some developers will leave crapcom and start Kickstart a better SF clone like Mighty No. 9

Soooo I just discovered a weird stealth nerf/bug tonight, maybe Eternal can shed some light on why this is happening? Could be a side effect of delayed wakeup?

If you wait till the airborne frames on a crumple then do lk ruffian, rather than giving more hkd time like it would in AE 2012, the opponent can quick rise.
Feel free to test, I only did it against training dummy. Really strange though…

EDIT: Try other HKD’s and see if it works I guess?

What? So it was an intentional nerf? :c

YUP.

Also seriously someone needs to talk to whomever runs these forums to make “WTF” not a negative flag, it’s almost never used as one lol. (If you get enough WTF flags it buries a post. It’s the same as a spam/disagree)

Oh… then I’ll change it to “LOL”. Cause the fact that they stealth nerfed that is fucking hilarious -_-’.

Like what was the issue with it? Did one of the Capcom guys find a setup where you can confirm the technical? Cause as far as I know a load of characters can do that :confused:

The issue was probably just derp fuck Cody. Fucking assholes asking for reasonable buffs and sometimes even including nerfs in their requests to offset the buffs. I’ll show them!

Any chance you can get some video footage of it so we can show it to Capcom?
I just saw this: