Cody Vers. 2012 Changes

Don’t get hyped too much :wink:
Seriously… You’ll still have to put much time into Codys ass ;D

I know, but faster walk speed really makes me happy. Makes it easier to throw. I like throwing. :3

Final patchnotes are up.
Pretty late here (2am) so I might be wrong, but nothing new.

Final changes (new stuff only, translated into something understandable by me :stuck_out_tongue: ):
-Hammer Hook (F.HP) can be done while holding the knife.
-Knife J.MP has a bigger vertical hitbox.
-J.MP has a bigger vertical hitbox.

…disappointing to say the least. tho, the idea with having command normals while holding onto the knife has been implemented partially. sadly no f.mp/b.mp

I also proof read the changes and one has changed :
instead of j.lp receiving additional active frames, KNIFE j.lp gets those. (it currently has 4; the beta changes stated normal j.lp will have 10 active frames [which would be +2 from 8]. This either means the change was canceled is not stated or the change log has errors. Keepint the +2 buff for knife j.lp would make it have 6 active frames.

Final List (updated in first post aswell):

•Walk speed both forwards and backwards has been increased.

• Hammer Hook (f.hp) has been heavily revised in terms of frame advantage. If Hammer Hook lands on a standing opponent, then Cody gets +3 frame advantage. If he hits a crouching opponent with it he is at -1 frame disadvantage. If the move is blocked, Cody is at -4 frame disadvantage. (changed from -2 on standing, -3 on crouching and -6 on block). This even lets you combo after a hit on a standing opponent with c.lk!
• Hammer Hook can now be done while holding the knife.

• Bad Spray now hits twice and is Super/Focus cancelable, e.g: FADC into Final Destruction is now possible.

• Medium Ruffian Kick has had a hitbox size increase in the forward direction.

• EX Zonk Knuckle’s kncokback range was increased making EX Zonk Knuckle -> FADC -> into Final Destruction (Ultra 1) a little easier now.

[S]• j.lp will stay active for 10 frames (up from 8).[/S]

• j.mp has a bigger vertical hitbox.

• Cody can now block during his Knife Pickup animation.

• Knife s.lp hit advantage increased to 6 frames.
• Knife s.mp is now a 2 hitting move.
• Knife s.hp has had its hit advantage increased to 3 (up from 2).
• Knife c.mp’s active frames increased to 4 (up from 2) and has a better hurtbox (your arm cannot be hit).
• Knife c.hp now 2 frames faster. Making it 7 frames, down from 9.
• Knife j.lp has more active frames.
• Knife j.mp has a bigger vertical hitbox.

Sounds great.

I would’ve preferred a light damage buff to U1 over most of those things. They seem to be more or less random buffs which don’t seem necessary at all. Whatever. Maybe knife poses an actual threat now. Scary Cody just got scarier.

no j.lp buff. :frowning:
i didn’t know they made badspray super cancellable. might be good now.

Isn’t the FADCable part way more important? I don’t have my super stocked like… ever.

they’re both important. remember, only the first hit is fadc-able though. and that is a change that i was aware of. being super cancelable was not something i was aware of.

Still nothing on when you can FADC the bad spary i.e. on Hit only (and which hit) or anytime. I’d assume anytime if it is like projectile…

About the changes on ex zonk, still possible to setup a meaty s.HP with a dash dash after the ex zonk?

A lot of the feedback from the loke tests regarding bad spray fadc ultra 1 was negative ( from Cody players ), so perhaps they removed it & went with the super option on 2nd hit instead ?

I hope so! This setup is godlike!

Let’s talk about that j.MP buff. I have a serious feeling that we get a jumpin normal like j.MP from E.Honda in Super. This would be awesumz. This jumpin beats soooo many anti airs :smiley:

Personally speak, and bearing in mind that Locations Tests are not enough to explore all potentials for new moves, but I think that would be a wrong decision for Capcom to make. Cody needs his EX for way other things than pulling a Super. Good Cody players know that, as I’m sure you do as well.

I’d much rather keep the FADC on 1st hit just like the EX Zonk, and we’d have plenty of follow ups after the FADC (Ultra 1 and 2, maybe EX Ruffian, maybe MK Ruffian, EX CU in corner, etc) I’m sure. Narrow sighted Cody players on the Location Tests me thinks. I didn’t see any videos of any really decent Codys there at all.

I think Capcom left it as FADC and super cancel no?

EDIT: “• Bad Spray now hits twice and is Super/Focus cancelable, e.g: FADC into Final Destruction is now possible” - So yer, you can do either. BOOM! Buffer the super on hit confirm…

The official Capcom Unity Change log states: Changed from a 1-hit to a 2-hit attack. No change to overall damage.Also made second hit super-cancelable.

I guess we will have to wait n see for sure about the FADC.

Second hit super cancelable sounds sweet in certain situations, like for a win if you have the meter. It “sounds” like you can hit confirm into super after the first hit and cancel… Again we will have to see for ourselves tho.

Just to clarify with some of you guys. If you can special cancel a move or special then you can FADC it, so the 2nd hit being special cancellable also means it can be FADCd. Whether you can FADC on whiff is the important question.

Seeing it’s an own projectile and not connected to the body-hitbox of cody, my guess is that you should be able to.

ae 2012 trailer shows bad spray fadc second hit ultra 1…so yeah

Yeah. It seems like that the second hit has to be FADCed to combo into U1.
Her’s the link:
[media=youtube]gjLalmAHK-o[/media]