Cody Vers. 2012 Changes

Yep, this video really made me smile! I hope that 2012 is coming soon :slight_smile:

awwwww yeah!! Alpha 3 walkspeed is back!!!

The two major changes I would like to see for Cody are:

1.) Give ONE frame of invincibility on HK Ruffian kick.

As of right now you have throw your HK-RK pretty early and with its forward motion sometimes I whiff, trade, or wait too long and just plain get beat. One frame of invincibility would make life much easier anti-airing with HK-RK and only punish those who jump stupid.

It already whiffs on crouching opponents and is nowhere near a replacement for a SRK, so one frame of invincibility during startup would be nice.

2.) Make Ultra2’s combo hitbox longer. (not hitbox in general longer, but if sand hits make sure the pipe does too)

Chun-Li, Able, Vega, Makoto and numerous other characters can really punish fireballs from very far across the stage. Even knowing Cody has U2 available to punish fireballs, rarely am I ever in the range to combo U2.

Oh sure, the Dust will hit, but who cares when you are punished by an unscaled Ultra because the Pipe didn’t combo after the sand.

1 frame invincibillity wouldn’t do anything. it has 7 frames startup…

Nobody has mentioned this but it would be cool to fadc all rufians… Not really needed though.

I don’t think Capcom wants anyone to have a get in for free card. EX ruffian FADC would be a life saver vs Sagat though. One of the my worst matchups by far.

Sagat’s not all that bad once you realize one key fact: once you’re in, he can’t get away from you. Look at how slow he walks. Sagat cannot run from you once you get close to him, and Cody is a nightmare up close.

If you take your time to make sure you get in on him correctly, you can do real damage. Just pay attention because he wants to uppercut or tiger knee you back out.

On a thread note, I’m thinking that the slight walk buff will make Cody’s post throw mixup game much stronger. Safer jumps and more ambiguous crossups, anyone?

That’s my problem, I spend about half the match trying to get in and screw up one time just to get knocked right back and start the whole process over.

welcome to zoning.:razzy:

new location test build, still no changes. seems cody is finalized.
Viper and Gouki got somewhat huge nerfs tho. Viper has no free out of jail card anymore and has now a guessing game upon wakeup, while gouki’s godlike no brainer s.hk is -2 on block now, making followups less a threat. hurray!

C.Viper
Removed throw invincibility on EX Seismic Hammer.
Heavy Thunder Knuckle has been adjusted so that it is now throw invincible up until the first frame that it comes out.
After EX Burning Kick connects, it is now possible to connect with her special moves and follow up attacks that are capable of juggling.

Akuma
From EX Hyakkishu, it is now possible to perform an EX Zanku Hadoken.
Far standing Heavy Kick’s damage has been adjusted to 50 + 30 for a total of 80 damage, and when the second hit is blocked, Akuma is now at a -2 frame disadvantage.

I don’t think that’s all the changes since it says ‘so far’ so more changes may appear but yes, the changes to these characters are fair.

C.Viper having a million ways to bait your throw shouldn’t also have EX Seismo to bait it AND combo into ultra after and same with Akuma and s.HK. In some matchups he could literally just spam it (Sagat comes to mind) and being neutral on block made it annoying for characters without a 3 frame normal to do anything.

I still think Akuma will be a bad matchup once they figure out new setups though.

Yea the statement “We’re still taking everyone’s suggestions into account and trying to update things as fast as possible. Please voice your opinions over at Capcom Unity!” pretty much guarantee changes are still in the works. Slightly off topic tho, Kazuya gets wave dash but Cody couldn’t get a dodge move? Um yeah, then again I guess Seth DID mention balance in SFxT wouldn’t be a vital issue…

Hyakkishu is the demon flip right?

yes

they left cody unchanged for 2 waves in succession and the newest one only included a few characters, so I’d doubt that he’ll be touched again.

The last set of changes wasn’t and official set of patch changes, merely a dev blog update on some shit they are working on. Cody still may get more buff (Same with the rest of the cast), but I doubt he will get anything major.

interview with momochi. here is what he has to say about ver. 2012 edition changes to cody:

EG: With the many buffs to Cody’s knife attacks, do you think it will finally be a viable tactic in high level play?
Momochi: The knife buffs are a great addition, but the fact that it still drops when you throw or focus attack the opponent makes it too impractical to use with any consistency.
EG: Do you feel that Bad Spray is as much of a threat as Ryu’s Shoryuken in the wake-up game, since you can now FADC and Super-Cancel it? Do you see yourself using it in any creative ways?
Momochi: I don’t find it very useful at the moment. However, I might find new ways to use it as I spend more time with the game. The mere fact that it’s available is useful in itself as a way to make the opponent cautious.
EG: Does the increase to his walking speed change up his zoning game in any noticeable way?
Momochi: The increase to his forward walking speed improves his ability to apply pressure to an opponent, as well as his ability to catch the opponent. Unfortunately, even with his improved backwards walking speed, it’s still difficult to dodge attacks and punish accordingly.
EG: What frame trap applications have you found with the increase in walking speed?
Momochi: I’m still unsure, as I didn’t test that aspect as much as others, but I feel his frame traps will see improvement.
EG: Do Fei Long’s nerfs make the matchup more even, or are his pokes still too much for Cody to handle?
Momochi: The matchup isn’t too bad now. It might have even swung in Cody’s favor.
EG: How viable is Cody’s Hammer Hook overhead against standing characters with the changes to frame data?
Momochi: The changes have made it harder for opponents to punish, but the fact that it’s an overhead landing on a standing opponent makes any combo opportunities few and far between.
EG: Do the increased active frames on Cody’s j.LP make a significant change to his air-to-air effectiveness?
Momochi: Start-up frames are actually more important in air-to-air combat, so that particular change doesn’t make much difference.
EG: Which buff do you think is most important to your Cody play-style?
Momochi: The walking speed is probably my favorite, because I love to play footsies. The changes to MK Ruffian Kick’s forward hitbox makes it much easier to land, and that makes me happy as well.
EG: With an overwhelming number of people switching characters, do you think Cody has been buffed to the point where people will start to flock to him?
Momochi: The buffs will probably appeal to those who played Cody before instead of those looking for a new character. However, with the many changes to Yun and Yang, it’s a possibility that their players might try Cody.
EG: Do you see Cody moving up in the tier list at all in Ver.2012?
Momochi: The biggest factor in changes to tier lists will probably be a result of the nerfs to Yun and Yang, mainly because they were bad matchups for many characters and a large majority of high-level players used them. But, there are still a lot of bad matchups as well as a fair amount of buffs, so I don’t see there being much of a change.
EG: If Capcom allowed you to make one change to Cody, what would you adjust?
Momochi: There are many attributes that I would love to see buffed, but his weaknesses are also what make him unique. Overall, I’m very pleased with what I’ve seen from his changes so far. If there was one thing I would like to see change, it would probably be his knife. It’s a very big part of what makes him different from other characters, so it would be really interesting if changes were made to its usefulness.
Thanks for taking the time to answer our questions, Momochi. We can’t wait to see the new and improved Cody and what you’ll be able to do with him.
source: http://myeg.net/team/momochi-chimes-in-cody-2012/

Seems he has the same opinion as we do: the changes won’t influnce cody much in terms of gameplay and tierlist/matchups and that the knife has been wrong in the wrong department.

there will be an influx of players, but most will be turn off by his weaknesses. the players that already play cody will keep playing him.

I still can’t see the forward walkspeed doing much aside from making punishes a bit easier and the backwalk speed doesn’t look to have any effect at all.I’m Thinking Capcom should replace the backwalk speed with a better backdash but keep the forward walkspeed.

You know, now with the new walkspeed, I’m probably going to have to go back to training mode to practice HK.RK FADC Ultra 1on a jumping opponent. I finally got it down how far I need to walk to land it if I hit with HK.RK if they jump, but now I’ll need to practice it all over again.

On the flipside, perhaps the increased walkspeed will make it easier to time.

I also like the idea of another way to combo into Ultra 1. At least, if nothing else, we have a wake-up option that doesn’t require meter (EX Zonk Knuckle, and to a lesser extent, EX Criminal Upper), doesn’t whiff on crouchers (HK.RK) and can still be FADC’d…

Funny how

Agreed. We’ve all said it before but the knife shouldn’t be dropped when you tech a throw. You also shouldn’t drop the knife if you FA. It would be better if your drop the knife when your FA hits, or you FADC.

I started messing around with the knife again just for fun and its so impossible to hold.