Yea, I’m not happy with it loosing to throws. I am also a juri main and I am really happy about her getting throw and hit invincibility on her ex pinwheelwhich is what Juri needed. I guess if this is really true, the reasoning behind the Capcom choosing this would be for you to use EX zonk to beat out throws… But the original idea behind EX CU was to have a true reversal. I guess now we have 2 choices…
The builds in Japan / USA / Europe are all supposed to be the same build according to Capcom. I think it’s a combination of Cody’s focus charging eats up a lot of distance, the angle of the recording, and the fact that really 15% increase isn’t much for a backdash as short as Cody’s. It only goes from 7.5 units to 8.6units. For comparison, HONDA’S backdash is 9.0, Sagat’s is 10, Guy is 12, and Cammy’s is 14 (and also only 22F compared to Cody’s 26F AND airborne 11F with only 5F grounded compared to Cody’s 5F airborne and 13F grounded. Though the one advantage is Cammy’s BD is only invincible 6F compared to most chars 8F)
Played a good bit of Cody at Super Arcade yesterday. I was definitely getting thrown out of the startup of EX criminal upper. Also hitting an airborne opponent with Ultra 2 behaves the same way it always did. His backdash buff was extremely minor and if his walkspeed changed it was too subtle for me to notice. I was really hoping they’d improve the knife, it seems to operate the same aside from the armor break when thrown; I’m bummed that he still drops the knife when teching. Overall, the most notable changes were the crack kick and EX Criminal upper; I was spamming criminal upper all day and it only got stuffed once by a max-distance Sagat crouching MK. Otherwise it would trade at worst. I heard some reports that crack kick could now corpse hop like it does in SFxT but I was never able to do it. The airborne buff is amazing though; really good for reading a backdash or stand tech without having to worry about getting stuffed by a crouching move.
It would be interesting if Cody could get a b.mp->F.hp as a target combo, be special/super cancel-able on the 1st hit of the F.hp. kept in balance by the b.mp having the same hit box as the regular b.mp so it would hit from the same ranges/situations or setups as normal one would. While there would be an added frame of recovery to the 2nd hit of F.hp on guard, making instead of -3f on block, now would be -4f but keep the same advantage of +3 on hit/-1 on crouching.
Sure this addition would be fluff but would a target combo requiring the proper space, timing and/or setup for purely style points purposes seem like such a bad request?
Edit: a good way to maybe make the amour break property of knife throw useful would be to make the knife pick up command possible from any of his special cancel-able normal on hit or block
I personally don’t think knife throw breaking armor is needed. I personally don’t see the point. Especially when knife’s biggest problem is losing during focus/throw tech/whiff throw. (at the very least I can understand throw tech but whiff throw and focus are no excuses.)
The more I goof with knife in 2012, the more I really don’t think the knife needs a buff outside of being able to hold it during the above situations. If he got a small tweak with that, the knife would be a more viable option than it is now in most of cody’s matchups.
EX ruffian being the same is no surprise. I don’t expect them to change it but i’ll be happy if so.
U2 getting more range on the ground is nice. But it still doesn’t connect fully in the air after sand hits. I’d be fine if he just got all the wrench hits and no cinematic. As long as it was a hard knockdown to not get punished, i’d take that at the very least.
only other thing i’d bring up would be fake rocks going completely untouched. Meaning it’s still useless overall.
Knife really needs:
No more loss on throw whiff/focus charging
1-2 special cancel able normals (not having ANYTHING but crLK is silly.)
more chip damage (20-25% instead of 10%)
IMO those are the 3 “must haves” then there are the optionals:
Fast startup on knife throw (let him combo into it perhaps)
Access to F+MP and B+MP while holding knife.
I personally don’t see what would be wrong with making badstone and fakestone ~24-25F, there is no reason for Cody to not be able to combo into BS on counter hit clsHP. The total frame count would still be decently long at 40-44F.
The issue with fake rock is how early you have to start it so that you can recover in time to block. It feels like a lot of the stuff that is punishable on reaction to a real rock throw is also punishable when it comes to fake rock throw. A faster recovery would definitely encourage more use of it in legitimate play.
Well yeah, it’s 31F total. There is only a 13F dif between a LP badstone and fake badstone. Most feints are about 20F less than the move they are feinting and are usually about half the total frame time.
Makoto’s Hayate Cancel = 16F at the fastest. Her LP Hayate = 45F total. (29F dif) (Feint = 35% of full move)
Yun’s Palm Feint = 25F total. Palm = 46F total (21F dif) (Feint = 54% of full move)
Ken’s F+HK Feint = 24F total. F+HK = 43F total (19F dif) (Feint = 56% of full move)
Yang’s Palm Feint = 26F Total (and has lower body invincibility). MP Palm Strike = 42F total (16F dif but Feint = 62% of full move)
Sagat Fake Kick = 16F total. sHK = 28F total (Feint = 57% of full move)
Fake Badstone = 31F total LP Badstone = 44F total HP Badstone = 48F total (Feint = 64.5%-70.5% of full move)
Just a thought, but what if they made the last portion of fake stone recovery function the same way as knife pickup i.e. you can cancel it into block. I feel like if they make the fake stone animation faster it’ll be way too obvious that it’s the fake version.
Personally I don’t see what’s wrong with Cody having at the very least HP Badstone at 24F startup so he can combo into it from counter hit sHP and actually play a decent zoning game. HP Badstone at 48F total is slower than Ken’s hadoken.