Cody USF4 General Discussion

Only for the forward movement during the wrench hits. Not the initial attack though.

Learn to LP Tornado - EX FADC - crLP - sMP - U2. Less meter, same damage scaling on U2, more damage before hand.

LP Tornado (80) - crLP (20) - sMP (56) - U2 (Scaled to 60%)
LP Tornado - EX RF (72 damage) - U2 (scaled to 60%)

Get 4 more damage, costs less meter. Just gotta have good execution.

I’m aware of the regular exfadc combo into ultra 2 and I hate to say it but it’s just one of those things I’m not gonna go for ever in a serious match/tournament match. This is coming from someone who always goes for fwd mp -> clmp -> crfierce combos. I just don’t think the risk vs. reward is there when attempting to link ultra after non counter hit clmp. I think using the extra bar for the baby combo is a much better route (assuming you have an extra bar)

I guess, I mean I saw Momochi go for it pretty often back in the day. Same with Sasaki. But those two can land trade into U2 pretty often too, they got great reactions and consistency.

I don’t think I’ve ever seen Momochi attempt that in a tournament setting.

Here’s this on film, plus another weird one…

https://www.youtube.com/watch?v=VWFJL0CwoVk

I’ve seen that happen before in older versions. You just have to delay your ultra to get it to hit.

Against characters like Adon you don’t have much leeway if you’re trying to delay things because he juggles low. Besides, the ultra would have connected if I’d done it immediately, the problem arose because of the tiny step forwards coupled with the new U1 step forward.

I just want an actual range increase or just give him the damage back with the old range. It’s not really making/breaking the Ultra if he’s losing the damage but still not hitting the wrench from max dust distance.

AND he still gets punished if he hits them in the air with dust.

Anyone tried ex zonk fadc back then U1?

Doesn’t work backdash has too many frames.

It works in the corner, as it did before, so the frame count is nothing to do with it. The step forward isn’t enough to make it work midscreen, if that’s what the original question was getting at.

Not sure if this setup has been posted in here yet, being too lazy to scope around for it. :stuck_out_tongue:

But just grabbed USF4 and thought I would share.

(Tested against Ryu only atm.) Forward throw in the corner, walk forward for 1-2F and Crack kick. It causes Cody to look like he’s going over, but he teleports back in front of them for a meaty attack. If you walk forward for any more frames, he actually crosses over for the corpse hop. Looks similar to the Makoto and Yang corner setup if people are familiar.

It seems to work best in the left corner, I think you have to walk forward for an extra frame or two in the right corner to get the desired effect lol. But I’ve noticed there seems to be a sweet spot as well, where he stops dead centre on them and it’s random if he’ll be on the front or behind them.

@Lou3h‌ This does sound really cool and I’ll have to try it…but walk forward for 1-2 frames? Are you sure about that number? I could be wrong but if I recall correctly I can do a standing LK on a grounded Ryu and still do Crack Kick to hop over him with LK having roughly…13 frames total? … Do you mean wait 1-2 seconds?

I’m really confused on your timing here. 1-2 frames seems way to fast to make for an ambiguous set-up.

I could be an idiot though.

Well it’s a very slight step forward, you cancel it almost straight away. Then depending on how long you walk for, you’ll either do the weird setup mentioned above or corpse hop for more meaty pressure on the other side, that’s hard to see.

I didn’t intend for it to be a permanent go to setup, it’s just something you’ll throw in there from time to time, to mix things up a bit. :slight_smile:

So how’s everyone feeling with Cody now that we’re a month into Ultra? For me, the change to Bad Stone release really helps a lot. No more getting counter-hit on properly spaced rock throws. Walkspeed buff helps my throw game (still wished for backwards walkspeed though). The one change I like the most though is the F.HK being airborne and corpse hop. I’ve been catching a few people with corpse hops and fake corpse hops. All in all, I’m feeling good with Ultra Cody. Could be better, but it’s whatever.

I love Cody in this version. Corpse hop mixups have become pretty standard for me now. Forward walk speed is huge for his throw game. I gotta get used to throwing out ex criminal upper more and red focus attacking a criminal upper.

Feels overall the same to me. the meaty setup with cr.MK off certain things is nice (but useless against invincible moves on wakeup) and the bad stone buff is great (but fake bad ston still sucks.) But he still lacks what he really needed to begin with. (a legit passable reversal which was taken from him, and a actual backwards walkspeed buff.) I think my biggest gripe had to deal with them giving Cody something then taking another tool of his away basically saying “in order for a buff, he needs a nerf” and they called it a day. At least Momochi spoke up about Cody “still not feeling complete” in the roundtable discussion. Was hoping he’d go more into it though.

Considering how overall disappointed I am with Poison’s transition, Cody’s probably going to stay my main until I bother to get better with Yang or something.

I think Harrison switched to Dudley, all I’ve seen lately from him is Dudley. Makes sense, Dudley is a better frame trapper, more damaging, and has better conversions in footsies, better wakeup, and better ways around zoning. Only thing Cody does better is raw pokes and is a bit more slippery thanks to sliding under jump ins and F+HK overlows.

I agree. Someone suggested I should just play Dudley since he was a better Cody overall. It sucks to hear it but it’s pretty much the truth. (doesn’t help Dudley got nothing but buffs to already good areas in his game.)

Dudley might be a bit better but Cody does better against grapplers at least.

Overall, I’m somewhat satisfied with Cody in Ultra. Ideally, he’d have a better back walkspeed, more airborne frames on crack kick, a hit confirmable low and improvements to H. ruffian kick. The damage nerf to U2 was unnecessary and DWU is annoying but I suppose I’ll get used to it. The nerfs to ex. criminal upper don’t bother me since I hardly use the move.

This is the best version of Cody though. Safer lp criminal upper, airborne crack kick and forward walkspeed buffs are nice.