Cody Vers. 2012 Changes

Good to know, I didn’t realize that. And also questions are answered with the video too.

So are there already information about EX Zonk --> meat st.HP setup?

I personally think that it’ll be corner only in the future x(

I never thought about FADCing a non hit badspray, I’ll have to try that next time I am at south town. It is easy to fadc on reaction if you see them blocking close enough to punish though, and when you fadc it does so AFTER the second hit so both hits connect every time I think, really didn’t have much chance to test it out. The spray also pushes people a lot farther away now since badspray shoots off in “bursts”. The walking speed I really didn’t notice but people have told me after I fight them that they notice me walking right up to them a bit quicker then before. I’ll have some other stuff later when i get a chance to sit down and right. And supering after badspray sucks and I don’t expect anybody to use it since many hits wiff.

Could you test if it is still possible to do a meaty cl.fierce after ex zonk? :slight_smile:
How is it with bad spray FADC U1? Do you have to fadc the first or the second hit?

it’s always 2 hit to my understanding.

Is meaty cl.fierce after EX Zonk that good?

no lol. dunno what makes him so exited^^

Zukuu. Do you play on live?

nope, psn. but I’m in europe anyway.

Whaaaaat? That’s blasphemy!!!111one ;D

No srysly, I think it is gorgeous. The first time you grab your opponent and next time you’ll do a cl.fierce… aaaaand baaadatz, there’s the counterhit fierce into cr.fierce --> stun/dead xD

It works nearly everytime ^^

Next round he learned and will backdash… so --> cl.lk MK Ruffi OS ^^

If the distance now is too high, you can’t do anything x( no throwing, no counterhitting

It is that good though. It’s guaranteed pressure after a knockdown, which is what you want to do after every kind of knockdown. What do you do after you land an EX Zonk? Nothing? Lol.

It is good because a if they block a meaty cl.HP they HAVE to block the next normal because anything they attempt to do, aside from an invincible reversal or backdash, will get them counterhit. If you mix this up with throws, medium or light normals to bait reversals (since no medium or light is active long enough to hit so you can “fake” a meaty to bait the reversal) and OSs you can lock the opponent down.

Against opponents you don’t really want to be close to, i.e. Zangief, you can do a meaty HP Bad Stone as soon as you land the EX Zonk and resume zoning.

This is assuming they quick rise after the knockdown.

So, yeah, it is good.

what I want to say is this: it’s not worth doing ex zonk JUST for this setup. it’s nothing gamechanging, seeing that landing a plain ex zonk (without FADC) is a rarer occasion in the first place. further it’s not like a safejump / ambigious crossup setup that gives you something “new” but just a cl.hp, which you can get with timing after every knockdown. it’s as good as a cl.hp can get, just more situational.

Nobody said to attempt to land an EX Zonk JUST to do this meaty setup, it’s simple more pressure after a knockdown , which is a good thing. And I land plenty of EX Zonks without FADCs because I use it as a throw bait to beat crouch techs and stand throws, not that rare at all.

The whole point of the double dash after the EX Zonk is for TIMING the meaty cl.HP perfectly, there’s no point saying you can time it after every knockdown because 1. You can’t and 2. if that’s the case you could just “time” an ambiguous crossup j.HP midscreen after every knockdown but we both know you can’t manually do that every time.

The reason it’s good is because of the things I already said. If they block the first hit, it’s a mixup between throw or frame trap unless they backdash or use an invincible reversal. Nedo also pointed out other ways to mix it up and I also said you can use lights and medium normals to fake a meaty and bait a reversal.

That said, how would you plan on hitconfirming into an EX Zonk without a FADC anyway? When I use EX Zonk as a throw bait it’s not because I’m thinking about doing this setup, it’s because I’m trying to make them think twice about trying to tech so I can throw them. If it lands I do the setup on reaction, like a hit confirm.

I don’t say you don’t land it :stuck_out_tongue: it’s just a rarer occasion then say throws, ex ruffians, lk ruffians etc
and cl.hp is timing only, for an ambigious crossup you need the correct spacing aswell, which also differs for each character.
don’t get me wrong, a setup for a cl.hp is good enough on it’s own - in this case it’s just situational that I don’t really consider it such a big deal if it would change. and to me, he really sounded like he does it for the setup :wink:

Ah ok, no (wir könnens auch auf deutsch machen! :D). I don’t ex zonk just for this setup ^^ I just use this setup if I land an EX Zonk :wink:

It can be very match changing. On FFM Rumble last weekend in one match my opponent was in big life lead and he pressured me in the corner. Then I randomly (perhaps not ^^) landed an EX Zonk, did the meaty setup, got a counterhit fierce into cr.fierce xx HK Ruffi FADC crack kick -> EX CU -> Stun, WIN ;D And it was the final round =)

It would be saaad if this doesn’t work anymore ^^

who gives a fuck about the changes, just talk about the walkspeed. so where is he at now? around abel/ken/ibuki level?

Meeeeeee! :smiley:

Don’t know… seems like the walkspeed did’t increase much =/
In AE he was a turtle, in 2012 he seems to be a turtle on rollerskates (would be awesome! Problem is that turtles can’t skate very well x().

Will it improve his throw game at all?

every speed increase helps. so yes it’ll improve a bit.
I think he will be on a par with ken/dan.

bleh… that’s still hawrible. Should be at LEAST ibuki speed if not guy for him to be improved a decent amount since all his other buffs are shit maybe except for bad spray fadc rofl.