Cody’s best and most useful buffs are:
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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.
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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.