Cody USF4 General Discussion

Obviously people can play what they want, but I’m questioning why Capcom are developing this stuff in the first place. Ultra was clearly done a pretty tight budget and the game was released unfinished, with content missing that was promised. Now they announce bizarre add-ons like Omega when the core game still needs a lot of work? Makes no sense at all.

I don’t know what’s bizzare about it. This is typical capcom at its finest as of late. I’m no genius with coding and programming but i’m sure some of this stuff was already there in files but not used. (such as Dan’s grab that’s in the game files but not used and probably on him for Omega).

Even if the changes to the main game are done or close to finish, you still have to wait for Sony/Microsoft to approve of the changes and all that crap that isn’t seen in the public eye. There’s a lot of dumb stuff that goes on in the background.

All that was in the files for dan was a few unused animations including what Error1 believed was a grab from how it was setup but I think is more likely a counter attack due to the way it was setup AND the name Zanshin. They never actually created the move itself, just left in an old animation file.

Everything else is entirely new stuff done by reusing old assets in new ways. They’ve created new moves by taking existing animations and changing them slightly via either making it so that the character is facing away from the screen or changing the speed of the move, or adding in animations from other moves. Example, Zangiefs EX Russian Stomping is simply his far standing LK -> close standing LK with back facing the screen running at a slower speed then looped from a specific frame for a few hits -> close standing HK for a launcher.

Creating a move is a lot more than simply selecting an animation. They need to do the animation and then also set up the move properties such as speed it runs at (affects startup/active/recovery) what frames are attacking frames, state settings for things like counterhits/crouching/airborne/lock in place/hovering/back facing/ect, hurtbox sizes/positions/frames, sound effects, special effects (such as the yellow flash for EX moves, the dust effects on feet when walking/moving), and then there is still damage values/juggle potential/type of reeling animation/meter gain/move input used/priority on the move list/cancel windows/states allowed to perform the move/meter used/ect ect

So, what I want from Omega Cody: him not dropping the knife unless he throws it, and he gets a special throw with the knife equipped where he shanks the opponent.

It’s not going to be there but I want it. D:

Anyone read the Cody comments on moves in the new Ehubs section? It’s pretty depressing.

the moves aren’t even named correctly. criminal upper is tornado uppercut and stomach blow is step punch

What causes Cody’s standing medium kick to move him slightly forward? Sometimes it happens, sometimes it doesn’t.

If you click on them they say ‘Tornado Uppercut a.k.a. Criminal Upper’, although even that’s bizarre. The comments people are posting are just riddled with errors though.

Canceling the ending animation. Moves have a thing called interruptable transition frames where inputting anything will end the current move animation. These extra animations are merely there as fluff to make moves look smoother. A lot of moves have them, it just so happens that Cody’s farMK causes him to move forward when canceled because the center point for the animation is still shifted forward on that frame.

https://www.youtube.com/watch?v=ebkBBD0mp6k

It also happens with M. Bison’s forward dash in a pretty dramatic fashion. Do a forward dash but right after the second time you hit forward let the stick go to neutral (Do F->F->N before the move recovers) then do F-F-Hold Down and look at how much farther your dash ends up.

These transitional frames are also an important part of the Proximity Block Option Select glitch as only moves with at least 2F of transitional frames can be used for PBOS

It’s confirmed that 1.04 will include some balance changes for the cast, specifically citing Deejay buffs.

I don’t want to get anyones hopes up, but MAYBE there will be a Cody buff. I’m betting SOMETHING will happen to the knife and possibly another Zonk buff and MAYBE a small backwards walk speed buff. I don’t think it’ll be anything drastic (they seem to think Cody is pretty strong despite the fact both Japan and USA consistently rank him in or near bottom 10 and he hasn’t had any real splash in USF4 so far.)

I’ll be happy with just a backwards walk speed buff and a bit more chip on the knife. The buff I REALLY want is closeMK as a special cancelable command normal but I doubt that’ll happen.

The same thing as Eternal but with the close LK who hit low to give Cody a “safe” low confirm.
I think it’s fair coz actually “close LK > crounch LP” it’s just frame !

I’m actually not sure why everyone ranks Cody so low to begin with. I personally think he’s a solid mid. But it doesn’t help that Capcom keep overlooking his biggest problems (and not really doing much of anything for his ultra “buffs”). Backwards walkspeed would be the best thing at this point (that or an actual backdash buff) but i’m not holding out for anything. Maybe i’m stretching but i’d like cl.HP’s proximity to be increased a bit so that he can actually fish for CH without the fear of being thrown.

and if Zonk>FADC isn’t going to get some type of buff/touch/usefulness, just remove it. I actually forgot he could even do zonk>FADC until this past weekend when I accidentally focus after a zonk on block.

Can you actually name 10-15 characters Cody is better than?

A buff on the backwards walkspeed would be great. Fingers crossed for a fix on U2 vs airborne opponents, though. xD

Backwards walkspeed would be Christmas to me. Haha, I actually wished they reverted the U2 dmg nerf. The damage on a counter hit > U2 doesn’t satisfy me as it did in 2012

That and throw invincibility back on EX criminal upper

Minor thing that would be nice for my OCD: EX Knife Throw.

Just regular knife throw but ignores projectiles and can’t be knocked away by strikes and maybe causes free juggle. Basically it’d be a fireball that the only way to deal with it would be to avoid it or block it. Not that it is too hard since it comes out high enough it’s pretty easy to low profile and the hitbox is small enough it’s easy to neutral jump.

100% not needed, not even SUPER useful but just something that’d be nice lol.

A friend who play Cody since few days ask me why nobody request for a jump MP making 2 hits.
This did not come to my mind before maybe coz it would not legit but now I find this intressting. :blush:

Hehe it always bothered me Gief doesn’t have EX lariat. I’m sure there are probably one or two others as well.

This has been discussed before leading up to the Ultra change suggestions, although it was probably more to do with the juggle potential than the 2 hits. Cody is pretty impoverished on the double-hitting normal front though - he only has overhead and s.mp with the knife.

Gief not having EX Lariat at least makes sense since the inputs are already “Press 3P or 3K buttons” so the only way to do an EX Lariat would be something like “Hit ALL buttons” which would suck for people who don’t use the 3P/3K buttons. Same reason why I can understand there not being an EX TAP for Balrog. However Cody’s knife throw and Ibuki’s command dash are both standard input moves with only 1 button pressed.