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
RIght there on the first page of the Cody forums
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
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
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
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:
Some of the fixes you can expect to see are the Decapre and Rolento changes introduced in the Ver B. patch reverted, as well as Cody’s Light Ruffian Kick once again causing a hard knockdown against airborne opponents as it did in AE 2012.
Well that’s ONE fix.
Bugs:
Cody
System Mechanics
Level 3 Focus attack hurtbox during active frames is positioned different than level 1 or 2.
Backdash recovery is 3F longer than the reversal cancel window. Backdash is 26F but can cancel into reversal OK moves on 23F
Walking backwards the hurtbox is only designated for the first 36F of a 150F animation.
**
Normals**
Far LP can trade and result in a counterhit. 1st active frame still considered in a counterhit state
close HK counter hit damage is lower than it should be (110 damage base but only does 125damage on counterhit. Should be 138)
crouching MK has empty physics settings (May be intentional)
crouching MK only grants +2F additional frame advantage on counterhit instead of the standard 3F for mids/heavies (may be intentional)
crouching knife attacks do not count as being crouching.
Angled Jump MP builds 60 meter on hit and 30 meter on block instead of the standard 40/20 for a mid (may be intentional)
chain canceled sLP with knife has a different hitbox than regular sLP with knife, also does not cause proximity blocking.
Chained sLP/crLP with knife did not get the juggle potential increase that regular sLP/crLP with knife did. New to USF4
F+HP only grants +2F additional frame advantage on counterhit for 2nd hit instead of the standard +3F for heavies. (May be intentional)
F+MP only grants +2F additional frame advantage on counterhit instead of standard +3F for mids. (May be intentional)
Far MK while holding the knife has a different size hurtbox and hitbox than far MK without the knife.
Knife attacks cause less than normal chip damage (May be intentional)
sMP with Knife only grants +2F additional frame advantage on counterhit instead of the standard +3F for mids. (May be intentional)Specials
On Block LP Criminal Upper first hit builds 80% of the “on hit” meter gain for Cody and grants 100% of the “on hit” meter gain to opponent.
On Block MP Criminal Upper first hit builds 40% meter for Cody. Tornado portion builds 80% of the “on hit” meter gain for Cody and grants 100% of the “on hit” meter gain value to opponent.
On Block HP Criminal Upper builds and grants opponent 100% of the “on hit” meter gain value.
Meter gain for tornado portion of HP Criminal Upper is significantly lower than meter for LP/MP/EX (may be intentional)
Badspray causes 13x2 chip stun damage when blocked (may be intentional)
Level 2 and Level 3 HP Badstone have different frame data than Level 1 and level 4
Badstone/knife throw/fake badstone/fake knife throw charging and startup do not cause proximity blocking.
Badstone does not have a counterhit flag for the last 7F before it becomes active. (may be intentional)
Zonk knuckle uses up all juggle potential preventing combos after zonk - FADC but only if Zonk is the first attack to cause a knockdown. HK Ruffian - FADC - Zonk allows combos (may be intentional)
LK/MK/EX Ruffian Kicks physics and hurtbox data do not match up with the active frame settings. Active frames run out sooner than they should. (May be intentional)
EX Ruffian Kick has projectile invincibility during part of the recovery rather than part of the startup (May be intentional or related to the active frames running out before hurtbox and physics do)
LK Ruffian Kick is not a hard knockdown when hitting an airborne opponent (May be intentional) New to USF4
Badspray from face up knockdown is 20F longer recovery than from face down knockdown resulting it being far more punishable.
Knife pickup can only be canceled into specific versions of moves. You can cancel it into knife throw, criminal upper, EX FADC, super combos and chainable light attacks but not Zonk or Ruffian Kick or non-chained normals (May be intentional)Supers/Ultras
Super combos still regularly drop people mid combo (LK Super will always drop Honda after the 3rd hit for example.)
Ultra 2 on air hit will leave Cody punishable after the dust portion juggles on an airborne opponent.
Ultra 2 dust can connect with a grounded opponent (even one who has not extended their hurtbox whatsoever) and the first wrench attack can either whiff or be blocked.
Ultra 2 dust portion does not break counters (may be intentional)
Unlisted changes:
Cody
F+HK startup increased from 14F to 15F, lower body invincibility now starts on 2F instead of 4F
LK Ruffian Kick no longer a hard knockdown when hitting airborne opponents.
Additional hitbox added to 4th hit of Light, Medium and Heavy versions of Super.
Active frames on 5th hit of MK Super increased by 3F. Hitbox size increased.
Minimum time needed to charge a Level 2 or Level 3 badstone was reduced.
LK Super first 2 hits cause more pushback on grounded. 3rd hit floats lower.
U1 Cody moves forward slightly during the ultra freeze resulting in a small range increase. As this is DURING the ultra freeze and the camera is very zoomed in it is hard to tell.
Rapid Fire/Chained version of sLP/crLP with knife did not gain juggle potential like the normal versions.
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.
Focus on your main product rather than all these extra side modes.