Cody USF4 General Discussion

https://www.youtube.com/watch?v=e6TGGbnpqpU

Elena such a mess.

Yeah, as for the people saying this makes elena…well elena, fuck that. This shit affects so many characters and is just plain infuriating. Needs to be fixed most definately

Wouldn’t mind it if it was consistent. However her stuff is so damn inconsistent. Like sometimes I do crLP xx sLK and I get closeLK sometimes I get farLK when she is crouch blocking the entire time.

BTW I found out that there is a bunch of ranges where Rolento only needs to block the FIRST hit of F+HP. This is really uncommon since the 2nd hit reaches farther than the first. Some chars the first can completely whiff and the 2nd will hit. With Rolento if he stand blocks the first hit he will often times avoid the 2nd hit unless it’s done deep because of the way he lifts his leg up during the guard. It makes Cody’s overhead MUCH more unsafe.

Can I please get the link to the Cody dropbox? The link I had bookmarked doesn’t work :frowning:

RIght there on the first page of the Cody forums :stuck_out_tongue:

This game makes me despair at times. Just played your common or garden 2500pp Chun and got sent a message saying I wasn’t taking the games seriously enough! (they had ‘Serious Matches’ as the title) Apparently I was doing too many unsafe moves. I did try and explain that Cody has no safe moves but that fell on deaf ears. I’m not supposed to do raw EX Zonk or CU without having enough meter to FADC it, and I’m supposed to win using frame traps and counterhits. I guess when I do raw unsafe crack kick to punish their telegraphed crutch backdash I’m in the wrong :frowning:

It’s kind of upsetting to realise that people can get to a good level of proficiency in this game (at least for online purposes) and yet be so completely clueless about it. Don’t know about everyone else, but it definitely feels like the number of enjoyable matches vs. number of pointless matches on XBL is sliding in the wrong direction :frowning:

Sounds like a player that couldn’t adjust or make good reads. How bout instead of complaining he actually looks for those unsafe moves and punish them. Such a lame excuse.

I’ve had something somewhat similar happen to me also, only it was backwards. It was a decent Juri player who overextended himself when he didn’t need to. He did random divekicks and pinwheels and aside from that actually played solid. Because i was getting hit by some of his stuff i played more safe and simply inched my way forward. Ended up winning against him muliple times but i got kicked eventually. The reason being i played too boring…yes, too boring.

Hehe too boring :slight_smile:

The weird thing was he was winning the majority of games with standard Chun flowchart stuff (which I can’t deal with because I can never react to Hazanshu no matter how much they abuse it…), and I think I probably only won the games where I played a bit more risky/read-based. I know this isn’t the matchup thread, but what does everyone use for punishing EX SBK? I lost one of the games primarily because I went for crhp xx hCU and she recovered in time. I feel like just going crhp or sweep for safety is giving up on free damage, but even if I compromise on crhp xx lCU she can still punish that with EX legs if I miss it.

does anyone feel like theres more pushback with cody’s normals on hit. I feel like stuff like max range cr.lk happens a lot more often during bnbs

if you did st.mp cr.lp cr.lk into CU in the corner, would the cr.lk always whiff in AE like it does now? I haven’t played in a while and I feel like that was possible in 2012 or am i wrong?

You can test this sort of thing with edition select.

I’ve not noticed any difference and there wasn’t any change to his files. Unless it was an engine side shift that occurred behind the scenes it is likely unchanged. You’re the first person to mention it.

Keep in mind many combos are character specific and can cause you to be at a different distance than normal based on the other characters reeling or idle animations.

You might be able to in this, but not always. Edition select isn’t truly 1:1 with the old versions of the characters. Not only are there some engine quirks different (there is no unblockable ultra setups like there were in Vanilla for instance) but even just the character files show differences. Some bugs that didn’t get fixed until later versions have had their fixes applied to earlier versions. For example this bug:

https://www.youtube.com/watch?v=vc2X2Mtg-cY

Has been fixed on ALL versions of Adon, even though the bug wasn’t fixed until AE2012 it has been retroactively removed from the Super/AE versions in edition select.

And, as I said, there are engine quirks. If they made a behind the scenes change that could have resulted in some moves having different impact freeze or causing pushback to work differently then it is most likely something that would be in all versions for edition select and you wouldn’t be able to test for it unless you had a pre-updated version of SF4

ya i only noticed it on guile. I tried on other characters an it worked

Guile has an odd pushbox on his head that causes lots of problems when he is standing, always has. It’s extremely difficult to do F+MP - sMP - crHP on him, you almost always end up getting far MP instead of close because of that for instance.

Must be that haircut.

Well since they’re changing everyone’s moves in this mode, what do you think they’ll do with Cody’s moves?

Confirmed via capcom-unity:

Well that’s ONE fix.


Bugs:

Unlisted changes:

Loooooong road ahead

I really despise the fact they’re doing this yet still haven’t even grazed the long list of problems with the main game. :confused:

Focus on your main product rather than all these extra side modes.