Cody Vers. 2012 Changes

the influx has already started in AE on xbox live.

I use the knife a lot in certain matchups. (Balrog/Rufus or characters I can’t easily play footsies with.) Sometimes I get it just to get some chip damage in so the opponent has to stop blocking somewhere down the road. It still sucks that he drops the knife after a hit/throw/throw tech though.

it can be crossed up like you can allready, the hitbox doesn’t change at all and will remain the same:

the knife is actually good enough in its current form, but the fact that you can’t hold onto it and also lose very important command normals and therefore limiting your playstyle and options is the splinter in the thumb that makes it picked up rarely. it’s a trade off that got even less attractive with AE, since you lose important utility and gain new ones, but with c.lk being a 3 frame startup in AE the knife, which would give cody the option for a 3 frame c.lp is now rather obsolete. so in conclusion you can say that even while the knife gets stronger, it doesn’t make it more attractive or only slightly, since they buff allready good normals, but don’t give them more versatility.

f.hp, c.lk is a 1 frame link you can’t even plink (unless you’ve a modded stick) that is ONLY possible when you hit the opponent standing. the only common situation would be if you catch a focus attemp, which is very, very, very situational, but that doesn’t slim the fact that his overhead is safe now, as requested.

So Cody now has like a semi-valuable wake up counter now?
Oh… Top Cody player like Momochi and Sasaki might still forget about the knife and continue to do what they do with Cody fist but they might actually put the knife to good use… they just can’t be hit 1 time.
How is overhead safe now on block? I thought it said **" If the move is guarded, Cody is at -4 frame disadvantage." **and they said even it’s a successful hit to a crouching opponent he’s at "-1 frame disadvantage."

no overhead is safe on block afair, that’s also not what we wanted. All we wanted is that his overhead is safe ON HIT, which it is now. :wink:

and no, bad spray is still very situational and requires good reading.

Where does it say that?

+3 and -1 frame on hit sounds very safe to me. (with the exception of gief/hawk lp spd maybe, but given cody’s reach that’s rather unlikely).

The +3 is on hit while the opponent is standing.
The -1 is on hit while the opponent is crouching.
If the attack is blocked it’s -4
Wouldn’t that -1 lead to a srk in the face?

Where is your source of Info?

shoryuken has 3 frame startup. the only 0/1 frame startup moves are command / ultra grabs.

my source? the same as yours…

edit: I think you misunderstood. it’s still unsafe on block, but it’s now safe ON HIT, given the above reason.

Yea in your earlier post above you said “+3 and -1 frame on block sounds very safe to me.” You added the +3 in on the on block. That’s when i was like whuuuh…
Yea it sucks to have a overhead unsafe on block.

lol just a slip. my bad.

Zonk knuckle being QCB+K?

Yeah fucking right, get out of here.

you’re a bit late to the party Rugg. ahahaha but yeah, i squashed the whole Zonk input thing a few messages ago. quite a few messages ago, actually :frowning:

and btw, the Cody influx began waaay before the 2012 buffs were announced. Cody has always been extremely popular on XBL for some reason…

If a non chargeable zonk command was put into the game… every cody player would take that shit no questions asked or complains.

The funny thing i seen a lot is that some people actually argue against buffs that would make their character sooo good.

If their is a tank coming at me and rite in front of me there is a hand gun and right next to it a one shot tank GTFO of her tank Bazooka rocket missile and i picked the rocket is people gonna actually argue against me about having the choice to pick up the rocket and using it to my benefit?

And another about that Zonk again why isn’t there a 100% reply of people going… “that would be kinda cool” but the thought about it is blasphemy?

If Zonk is a bazooka then I’d think a backdash or Invincible startup EX CU would be something like a tactical air strike. Personaly I’d rather have one of the defensive options rather than change Zonk.

Yea that would be like a tactical airstrike but were were talking about the Zonk rite now, what’s defensive about a charged zonk?

Q: Is a srk zonk or any motion zonk more defensive than a charged Zonk?
If Capcom did put a srk motion in the game will be angry about it or would you be like “meh im ok with that”? But adding a motion will make that move very beast and will probably get mad hate from other people shoot maybe from me too once i think about but my two fav characters are i feel most comfortable with is Vega and Cody even tho my Cody is pure ass lol.

Apparently, people can’t stop talking about Zonk in this thread, because they want the motion changed. And some people like Th3 JoK3R J are saying stuff like:

Wrong. Let me explain some things to you about why Zonk being a charge motion is significantly better than it being a command motion.

  1. A charge motion does not care if you get crossed up. When dealing with characters like Abel or Ibuki who can do an ambiguous roll/dash right as you’re waking up, you get your EX Zonk 100% of the time, assuming you timed it correctly. Granted, Zonk being a charge motion can make it a little more difficult to get a reversal than a command move, but this is a good trade off, because it’s easy to practice and learn the timing. Not only that, but you can block while releasing your EX Zonk! So if it doesn’t come out, at least you’re still blocking! Other characters who fail reversals leave themselves open for multiple frames while they’re inputting their reversal motion.

  2. It’s easier (and faster) to react to fireballs/specific moves to counter. With a Zonk charged, you can react to, and counter a fireball from a significantly closer range than you would be able to if you had to react to the fireball by inputting a command. When people react to fireballs with specials/Supers/Ultras from close range, it’s because they guessed the timing, and had the motion buffered so they only had to react with the button presses. Zonk let’s you remove the guessing on the motion and simply react. This is extremely important in matchups where you need to Zonk things on reaction, like Shotos or Rose.

  3. Zonk being activated on the release of buttons makes it amazing for option selects. Cody can cover more options than most characters when he does jump in option selects because he can option select block and (EX) zonk at effectively the same time. You can safe jump Sagat, and option select both a block for his DP and a Zonk for his backdash, leaving him zero options. You cannot do this with other characters.

If Zonk was changed to a command motion, it would be a huge nerf to the utility and effectiveness of the move. Just because you’re lazy and don’t want to learn to get comfortable holding down a button, don’t bitch and complain and try to ruin it for the rest of us.

preach brother… PREACH!!! lool if you could, can you give us your thoughts on some of cody’s best buffs?

I really like those knife changes coupled with the new walkspeed but I would like capcom to add 1 more small thing to his knife game, keeping knife during focus attack, tech-ing throws w/ knife isn’t really needed because its so obvious the opponent would try to throw you so knowing this you’d try to reversal/backdash/jump at the right moments, the mind games already been set ( cody w/ knife = throw him when close). When I look at my own knife gameplay the main problem is that I let my opponent in but not because I want to but because my pokes can easily be focused and my anti air is slow on start up so it ends up trading a lot if I’m not ready for the jump, AE 2012 buffs fixes these problems, main poke will be st.mp and that allows you to use other pokes because the opponent doesn’t want to focus and eat damage from the 2 hit st.mp also your anti air has now become better so altogether you actually have a knife game.

Cody’s best and most useful buffs are:

  • Walk speed both forwards and backwards improved: This speaks for itself but for those who want to know why this is probably Codys best buff I’ll tell you. With an increased walk speed, doesn’t matter even if it’s a little bit, his frame traps, tick throw mixup, bait game, safe jumps, punishes, whiff punishes, and defensive options all get better, not to mention pretty much every matchup will improve even if by a little bit.

Frame Traps
His frame traps improve because now he can walk forward for an extra frame and be closer to the opponent, where he can utilize his close normals, which, mostly, are his best normals for frame traps. Being able to walk backwards for an extra frame during frame traps allows you to bait crouch techs and punish from a closer range than normal (in AE you could do this but you had to be quite a distance away from the opponent). This gives him a ‘Fei Long’ type frame trap which will only make him better.

Tick throw mixup
Cody’s throw/frame trap mixup is already devastating and makes most players scared to press buttons or mash reversals. With a buffed walk speed Cody can now walk in and out of the opponents throw range more effectively and, when utilizing his kara throw, will make his throw game improve a great deal. Baiting a whiffed throw animation is also something you’ll be able to do and will see more frequently with the walk speed buff. This itself will also make his frame traps much better.

Bait game
Cody will be able to bait reversals in a much safer way than you can currently (in AE) due to the buff. How many times have you read an opponents reversal, tried to walk out of range so it whiffs or it’s too far for them to FADC it but didn’t walk quick enough? Yeah, that’ll change with the buff. If you make a read on Ryu’s DP and want to walk out of range to whiff it or make it so he can’t FADC it, you can now due to the walk speed change. This is also a significant part of his frame trap/tick throw mixup because the opponent will definitely be mashing.

Safe Jumps
New safe jumps will probably be found with the new walkspeed buff and it might make current safe jumps easier. For example, manually walking about 1 frame and jumping after a HP CU on most characters is a safe jump. This might be easier to execute because he walks that extra frame quicker etc. Also the 1 frame walk after LK Ruffian into neutral jump (which I don’t recommend because it’s really difficult to time) may become more viable with the walkspeed buff.

Punishes
Cody may be able to punish moves that he couldn’t before by walking a frame forward and he’ll be able to punish moves that he can already but with stronger combos by getting closer. For example, Blanka Ball, Cody will be able to walk a little closer and get more hits of the dust from U2. Or Abel’s wheel kick that pushes the opponent quite far, Cody might be able to walk forward slightly before punishing.

Whiff Punishing
His already strong footsie game will get better now that he can walk forwards and backwards faster. Buffering from c.LK will also be a lot more effective since you can walk inside the opponents poke range or just outside their poke range quicker and more effectively.

Defensive Options
By defensive options I don’t mean on wake up, I simply mean just walking away from the opponent. If your opponent is trying to frame trap you, you can simply walk out of their range and reset the situation. Definitely, not as good as Akuma can but much better than you currently can. This is a very good tactic to use and can be quite frustrating, watch Dieminions Guile, he walks out of opponents frame traps and range a lot and against Guile that is VERY annoying.

Matchups Improving
All matchups will improve because of the above, even if it’s by a little bit. Characters like Sagat who can zone Cody out but lose when he gets in are gonna have even more trouble because he’ll be able to lock you down better. A lot of characters can simply walk out of Cody’s range if the frame traps aren’t tight enough (and from a range Cody’s frame traps aren’t THAT amazing) so being able to stay closer to the opponent is a big improvement and will allow Cody to push opponents into the corner where he can wreck them with all of the above.

  • Medium Ruffian Kick has had a hitbox increase in the forward direction: This will improve Cody’s whiff punishing and combo-ability from long ranges. Sometimes, when Cody whiff punishes a long range poke with c.MP, c.LK or c.LP buffered into MK Ruffian, the opponent blocks it. With the buff to its horizontal hitbox you’ll be able to cancel pokes from their max range and still combo into it. This will make c.LP buffered into MK Ruffian even MORE useful and will make Cody more effective at longer ranges.

-** EX Zonk Knuckle’s first hit does further horizontal pushback:** I’m not sure how much the horizontal pushback has been increased by but this alone will allow you to make this a safe move from max distance and will probably effect the frame advantage/disadvantage Cody is at after EX Zonk FADC. This making EX zonk into U1 easier is a good buff as well, I miss that a lot lol.

These are his most useful buffs, IMO and I think that these are the most game changing. The knife buffs are good as well but won’t make them more useful in matchups where the knife wasn’t really used. Bad Spray buff isn’t THAT great since you can always be hit out of Bad Spray anyway and if you don’t use it at the right time you’re gonna get punished like hell, it’s good against dive kick characters though. The overhead buff is good because it makes it safer which is what we wanted anyway, the combo-ability is just a bonus and finally the j.LP active for 10 frames will make it even better for tick throws off safe jumps, if you can hit on the last active frame.

Ryan Hunter, I like what you’re saying and I hope you’re not taking shots at me for suggesting that Zonk have its input changed to a DP motion. Like I said before, I’m perfectly fine with holding a Punch button to do Zonk; it’s something you just get used to, y’know? And YES, it’s definitely a big strength to be able to do EX Zonk in those situations where you don’t know left from right. But you can’t argue that motion specials have some advantages over hold & release specials like Zonk Knuckle. That is all I’m saying.

I absolutely HATE holding down LP, or MP, or HP, or any combination of these buttons to do Zonk or EX Zonk… simply because Cody’s Punch buttons are just too good! You have the godlike cl.MP, the demi-godlike F+MP, and even his overhead, F+HP for good measure. I just think it would be nice to have ALL of his punches at my disposal at ANY time, including Zonk Knuckle. That’s all…

so at this point there is only one thing that really bothers me about Zonk Knuckle in its current form and it is something that I’ve always wanted to beg Capcom to fix. Something that I noticed even before I played the game, even before I mained Cody.

…You guys ever notice when he does Zonk, how Cody punches his opponent on his/her left cheek, but then the opponent starts spinning toward that SAME SIDE, instead of spinning towards the right? I always hated that back when I watched Cody replays on Youtube! :stuck_out_tongue: