Cody Vers. 2012 Changes

Focus for what? We just take what we get and work with it.

I think the better f.walk is going to really help Cody keep people close to him wants he gets in, without having to commit to a dash to catch up with them. Overhead being safe now is nice, and knife pickup setups are now actually viable in a real match. Dunno how useful the knife will actually be, but now it’s an actual option for Cody.

The earlier conversation was regarding players submitting requests because Capcom said they were still open to suggestions which is when people started complaining about needing a different input for Bingo.

I want a tenshin, as a pure offensive character.

I really feel he just needs that backdash buff at this point. Either he recovers quicker or he moves back further. Otherwise Cody is solid enough.

I think a really low damage command grab would be awesome, but I GUESS it would be unbalanced. Even though the twins get a command grab into a combo :bluu:

Even though that sounds stupid, I would quite like if capcom was that crazy with balancing, would make a new edition so unpredictable aha

Oh yeah, obligatory BACKDASH PLEASE.

I don’t understand why Cody players are so hostile toward the idea of Zonk being a SRK input. That move obviously required a motion input in the past because there’s 3 different levels to it (Lvl1 starts up the fastest and does the least damage. Lvl3 does the most damage, starts up the slowest, and has more invul. frames). The way he is now, Cody has to CHARGE the Zonk for more time if you want the move to be slightly stronger, instead of pressing a STRONGER Punch button for a stronger Zonk. That’s lame. If only Zonk was a motion input, players could actually use it in combos. And you could just throw it out there to build meter or something. And DAMN does that move build meter!! I love Zonk, and I’ve gotten used to holding down a Punch button to use Zonk, but I hate crippling myself just to do one special move that I can’t even FADC. So I’m just saying… ReverseSRK + Kick = Zonk? I wouldn’t mind. And It’s not like it would overlap with a different input, because Cody’s moveset is simple:

  1. Hadouken Motion + Punch (B. Stone)
  2. Reverse Hadouken + P (Crim Upper)
  3. Hadouken + K (Ruff Kick)
  4. Rev. Hadouken + K = NOTHING

Look! It could even be a Reverse Hadouken input, because Cody doesn’t have any move that requires that input! It could work!

So yeah, screw SRK motion. QCB + K! QCB + K!! Do iiiittttttt!!

BUT SERIOUSLY. BETTER BACKDASH PLEASE! -___________-

PPP = Zonk
KKK = Ex Zonk

since I’d rather compare it to lariat then TAP.

then what? zonk would all be level 1,2,or 3?

They’re not ever gonna make Zonk mashable, as much as that’d be sweet. However, taking Zukuu’s suggestion as a base, one way I could see them make Zonk mashable AND keep the levels, would be to have it activate on release.

Basically, if you want a level 3 Zonk, you’d still have to charge it a little with PPP. Say, tap PPP for level 1 Zonk, hold it for a little bit for level 2, hold it a little longer for level 3.

Though then you’d be giving up punch buttons, and you wouldn’t be able to instantly Zonk through fireballs unless hitting PPP didn’t actually make Cody do a fierce punch.

This is why they won’t ever change the Zonk input. It takes away everything that makes the move interesting. Make it more useful in one way, and it becomes less useful another way. Without holding a punch button for Zonk, you don’t get the “oh hey, Cody whiffed a punch, that means he might be holding Zonk” factor, for instance. Make it a motion input move, and it becomes less useful for instantly getting through fireballs.

Hmm… Actually, the only way to keep the Zonk levels while having it be mashable, would be to set levels to directional inputs. [S]Bank[/S] Back+PPP = Level 1. Neutral+PPP = Level 2. Forward+PPP = Level 3.

3-button inputs for Zonk would just be confusing and complicated. Think about it: let’s say you’re standing right above the knife. Not even standing, you’re crouching, and you’re holding Down-Back. What will happen if you pressed PPP and tried to do Zonk from this position? Would you do Zonk or pick up the knife?? See, complicated.

QCB + K is the best replacement for Zonk’s current input. OK yeah it’s kinda retarded to do a Punch move with a Kick button, but how do you explain Dudley’s Short-Swing Blow (HCF + K)?

And if QCB + K is too easy to input, at least make it a ReverseDP or HCF like Dudley’s. And if it’s TOO retarded to do a Punch move with a Kick button, then just make it a “SRK + P” input. Nothing wrong with that. Ryu and Ken have Hadoukens & and SRKs too, and nobody complains about their inputs. I think ANYTHING would be better than “Hold P!”

zonk should be level 3 backwards srk no matter what. That we can all deal with

level 1. would balance it (since motion is easier so less damage) but you could actually combo into it from a c.mp.

not complicated at all, you’d pick up the knife. every move has a priority. lp>mp>hp>throw>focus>taunt~stance switch etc that is if you can pick up the knife with db at all. seems i’ve never bothered to test it.^^ also, that’s like saying “what If i want to do a ex SPD with PPP and I get a lariat?” - it doesn’t happen.

see all this talk about how zonk should change? the main reason it’s fine being 1 button hold. Just take a second off holding it and the move’s fine.

I thought input leniency would “qualify” a Down-Back input as Down, thus allowing you to pick up the knife from a crouch-blocking position. But yeah you’re right, Z. Knife Pick-Up would probably get priority since you can do Zonk from anywhere at any time you want, while you can do Knife-Pickup only when you’re standing where the knife is. But most likely the move won’t even come out since Down-Back =/= Down.

Shin is right too. Enough with the Zonk talk. It’s OK as it is.

coughbutitcouldbebettercough

Why do people think Cody gonna be top tier again?

j.lp +2 active frames!!111

Because any character that gets a huge list of buffs must be op/top tier, it doesn’t seem to matter that they don’t know the character well enough to understand that the buffs are mainly irrelevant ( nice but irrelevant ) when it comes to solidifying the character or patching his weaknesses.

I expect a large influx of Codys in 2012 until they realise he’s still mid tier.

:eek:… OH WOW!
One thing i have been noticing in some of the AE 2012 is that bad spray move is being used more and is actually catching people i just want to ask why is this move not any good in AE when i seen it actually is a pretty good AA meaty counter in the 2012 vids?

the change to bad spray eliminates 2 out of 4 weak spots it has:

  1. bad spray now can be used against focus attacks
  2. you can make it safe with 2 bars (like a wakeup srk), this also effects the risk/reward ratio slightly since you can combo after it.
    remaining are the slow, stuffable startup and the odd hitbox.
    so in conclusion it’s a bit less risky to use, increasing its versatility slightly, under the assumption that you have 2 bars.

Can Bad Spray still be crossed up/can it be reversed like a srk?
Oh and will anybody really start using the nife now??? the blocking while picking it up is a good + but most people fail to realize your still in control of how you’re going block to make your block successful ur still open for throws, low attacks, and overheads it all depends on what option you take but still being able to block and tech is good while picking it up.

And the overhead combo that combo looks like it might be hard/1 frame to pull of just like Adon overhead combo it’s too hard for me lol but will cody c.lk make it a 2 frame link?