Unlike a character where the dp is one hit and trades for full damage and giving juggle potential into Ultra…
Getting less and less excited for USFIV. I’ve play against a Juri player alot and i constantly trade with her ex senpusha, it’s still better than the USFIV EX CU iteration because you can’t actually jump over it.
Europe will apparantly get other location tests aside from Dreamhack. It will undoubtedly be the UK. If there are more i hope they are in France, Germany or the Netherlands(crosses fingers…lol).
Eh, but does Cody really need better wake up? I mean, I don’t think so…
if it came between better wake up and better movement, I wouldn’t hesitant to say better movement. I think that should really be the focus of the Cody community because 1. It’s more important IMO and 2. It’s more likely to actually happen.
Bad wake up comes with Cody’s territory. His walk speed is too slow.
Are you serious? He’s basically FREE once downed. His offensive movement options are already pretty decent. His defensive movement options are not. And that’s part of his wake up game (back dash 0/).
EX CU will probably be the new Sagat Trade uppercut into ulti :3 can’t wait.
Reversal LK/MK/EX Ruffian beats SPD. You are unable to be thrown for 2F after coming out of blockstun or a knockdown (this prevents meaty throw scenarios where you can’t jump out.) LK/MK/EX Ruffian are airborne starting on 2F so they beat SPDs and regular throws done on your wakeup. It’s an option you see HarrisonSBA use a lot more than most cody players.
I am serious. Characters with scary offense should not have great defense. I’m not saying the guy’s offense is Sakura or Makoto, where their wake-up is even worse, but Cody doesn’t deserve good wake up. He does deserve better footsies and a better mid-range game that’ll prevent him from getting knocked down in the first place.
Makoto has better wakeup than Cody for damn sure. I play both, mak’s is miles ahead. Sakura is def better in AE2012 but with the change to EX CU (even at only 1-6F) I’d say Cody’s is a smidge better than Sakura’s now.
Makoto has an option for every situation but no ONE good option. Cody has no options for most situations.
Makoto has:
Amazing backdash - escapes most pressure situations and can let her get out of a lot of 50/50s and is difficult to OS due to distance. However it puts her closer to a corner.
EX Oroshi overhead - invincible for a long time to strikes and projectiles but not all the way till active and not invincible to throws. About as good at dealing with pressure as Cody’s EX Zonk but with less invincibility and more active frames/better hitbox.
EX Karakusa - 5F startup and armored. This allows Makoto to beat all safe jump setups that don’t break armor. This is an amazing wake up option that forces people to respect her a bit more when trying to pressure OR mix her up.
LP Fukiage - 5F startup and WAY better hit/hurtbox than Cody’s HK Ruffian. Can be used to beat some ambiguous crossup setups that aren’t safe as it’s very hard to beat Fukiage if you don’t hit her out of the startup.
IA Tsurugi - Beats throws on wakeup and has no height requirement meaning. Also it’s fast startup and overhead status means that it can often cause a low to whiff and either punish it or hit the person raw due to the difficult to react to the move.
Ultra 1 - 6F startup invincible 8F. Risky but an option that can sometimes turn the tide, safer than Cody’s wake up Ultra 2 as it gets full hits even if she hits an airborne opponent, and it has a big hitbox.
Ultra 2 - One of the best escape tools in the game hands down
Cody has:
Terrible backdash - One of the worst in the game if not THE worst.
EX Zonk - Forces you to give up 2 buttons, can’t be mashed, only has 3F active and a small hitbox. Whiffs on most jumpins and can be low profiled. Invincible 16F has 16F startup, slower than many light attacks.
EX Criminal Upper - easily stuffed currently, still slow at 7F, small hitbox, trades are almost never in your favor unless you can follow it up due to the low damage on individual hits. Very punishable on whiff.
LK/MK/EX Ruffian - Beats throws but can’t be FADC’d on block making them very risky and unsafe to boot.
Ultra 2 - Pretty solid wake up option, however again like all of Cody’s other wake ups tends to suck against airborne based attacks as it will leave you around -16 to -18F on HIT if you hit someone out of the air. Still, has a 7F startup and a massive 14F invincibility frames.
I see this posted all the time but I think it’s too broad. Besides, even with EX CU buff Cody’s defense would still be poor compared to the majority of the cast.
This is just my preference, but I’m okay with just blocking. Not digging at anyone or saying anyone isn’t, but I don’t mind blocking and weathering the storm or making the read to get out. EX Criminal Upper’s buff is meh to me in the first place, and I don’t think it’s going to make all the difference in the world. I agree that his wake up will still be bad.
That said, I’d rather a better mid-range and footsie game than better wake up. I’d rather make it harder for me to be knocked down in the first place than give me a subpar wake up option for when I am down.
This is what I do for the vast majority of the time too, but once your opponent realises your only viable option is blocking then they can have a field day…
No you don’t. Try playing a good Cammy, Popi for instance. Try sneaking in a EX Zonk and tell us how that went. Also, Cammy can just OS your EX Zonk and do a U1 on you…
sneaking in a zonk against a competent opponent is nearly impossible, and the risk:reward is nowhere near in cody’s favor unless you have the bars to fadc which you can’t confirm.
the F+HK change wont make it better for blowing up crMKs from shotos. The only dif is that it’s less risky to try because if you mess up you get air reset instead of a full combo. However it doesn’t make it any better at going over the lows (that would require a hurtbox change.) or punishing them (that would require either being able to hit crouching or having its total frame count reduced significantly.)
What the F+HK change does more than anything is make it really stupid to try and frame trap Cody. delayed tech OS f+HK will beat most frame traps by either hitting the person out of the throw, or air resetting out of the frame trap move. It’s especially good against Sakura since her LK Tatsu on air hit will throw out very far away so if you are mid screen you can use it to get out of pressure pretty free.
Also, I’m not sure (I’ll need to test this.) but I think it will prevent being able to meaty Cody if it’s literally airborne on the first frame. He’ll always reset if you wake up f+HK.
@Eternal For me, another big use for it will be to stop stand teching from opponents, as they realize it’s a great option against his frametraps atm. Now to stop someone from mashing stand tech, I have to be the one taking the risk, with a ruffian or a cr.lk cancelled. It actually feels like opponents will be forced to play Cody’s game a bit more than they used to with this tool.
TBH had they done airborne 4F-24F and hits crouching it’d work even better for that without all of the nonsense I suggested earlier. It would allow Cody to stay in and pressure in the same manner as Sakura’s LK Tatsu or Dan’s LK Danku but in exchange for being +1F on block it would be vulnerable to focus attacks.
Being airborne 4F would let you do stuff like crLP - f+HK or f+MP - F+HK for frame traps that would hit the recovery portion of a delayed crouch tech and would also hit a stand tech attempt but it would still leave Cody vulnerable to frame traps and throws on defense and meaties on knockdown which would be overall better for the game IMO.