"Hey! Let's do this for real." Concept/Discovery/Match-up Videos

I have been playing with this set up for a little while and it’s really weird based on the timing. I so far have only recorded its awkwardness once though. Now I could be wrong, but from my experience in how it’s worked is it’s a cross up that doesn’t look like a cross up. You cant block it holding back but you still pop up in front of you hit. I’ve experience some weird things though like hitting from the front but popping up behind them. I’ll show some video once I figure out how to demonstrate it.

Oddly enough I haven’t gotten consistent results.

However it makes all of Feis options whiff so even if you mess up the timing you land safely.

Anyone know anything I don’t?

j.hp has a weird hitbox and the effects change depending on when you press the button.

That setup is actually an unblockable on Fei Long.

Sounds similar to ryu, akuma, ken jumping lk in the corner. If you space it just right, the lk will cross up, but you’ll land in front of them. <3 gimmicks

It’s not a gimmick, it’s an unblockable. The very same one found by Packz, but Momochi has a trick to time it easily (whiffing that cr.HP and walking back).
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need a video where all those set up are stuck together !!! lol

Feel silly asking this, but in all those setups/safe jumps where you have to whiff a normal and then walk back or towards before jumping, is there a reason why you wouldn’t do it the other way around? Like first take a step back/towards and then whiff a normal? Just thinking it might be easier that way cause you can react to Cody’s movement, instead of timing your whiffed normal perfectly?

mash dat shit. that’s why :stuck_out_tongue:

lol, should’ve known :d

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i ve managed to do it ! that’s cool ! => last combo of second round

‘fake’ safe jump on ryu/ken/e.ryu
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also any tips vs ryu wakeup (well ditto for akuma shoto’s etc.)? after criminal upper all i have is empty jump late tech but thats not so good pressure, or if hes in the corner lp rock and then i’ll try other normals and try to land a counter-hit, other than that any grab or normal (aka risk) i try on wakeup im finding is always telepathically srk’d :confused:

that is me ggs, dont embarrass me by posting video i am no good :s

Nice setup. Ages ago, before I started playing Cody, I remember that someone had a safe jump against shotos using the knife nj.HP. Anyone has a video or to setup in mind?

Regarding your question Username, I think your best chance against shotos is to either empty jump and late tech (problem is, Cody can’t combo after cr.lk unless it’s meaty or counter hit) or you can just dash forward twice and delay your cr.lp. People don’t often wake up grab if you come in dashing, they’ll either block, mash dp (in that case you’ll be safe) or delay a crouch take (which you can punish your own delay). But a good player will recognize what you’re doing and will also delay his srk, delay further his crouch tech or simply wake up and grab you (or mash a 3 frame normal). That’s why ou have to keep on mixing your offence. One time you delay your light punches, another time you don’t, delay a grab or don’t etc. There’s never one best option.

Oh, and if you have meter and you know that the guy often mashes Dps, you can just do Ex Zonk FADC crack kick, EX CU which does ton of damage and stun (basically, next two guesses can lead to stun). But you have to be careful if they wake up with lp DP as they will have time to land and punish you. In that case, you have to delay your Zonk in order to beat the DP. At any rate, this beats everything but block.

Is there a list of Cody frame traps somewhere? Because I can’t find it.

Just look at the frame data…the difference between the frame advantage of the blocked move and the startup of the next one is the frame gap you leave.
Cody has a lot of options for frame traps, so you’ll never find a compreensive list.

Some noteworthy:

  1. cr.lp, cr.mp - 2 frame gap
  2. cl.mp, cr.hp - 3 frame gap
  3. f.mp, cr.lp - 3 frame gap
  4. cr.lp, cl.mp - 4 frame gap

Also staggering jabs works wonders.

Make your own frame traps. That’s what I love about Cody, once you’re in there, you’re free to press buttons to your hearts content.

I dunno if this is old news, but you there is a corner-only combo that does 509 dmg and over 800 stun.It requires a counterhit in the corner though, so it’s not something you’re gonna land often. But I’m personally finding that if I train my opponent to tech throws alot, I can land at least one CH cl.HP. I have recently been canceling into EX rocks from cl.HP, this serves two purposes, 1) it makes it safe 2) CH leads to U2 or other huge combos.

tl;dr :

509 dmg : (corner only) CH cl.HP xx EX rocks, cr.HP xx EX Zonk x EX CH(follow up)

meter waste for the most part. I’d aim to combo into hk ruffian which hits meaty, thus allowing for a followup (mk ruffian, hk ruffian, f.mp or ex cu / u2 dust). also, cl.hp into ex rocks is not a block string, you can be interrupted pretty easily, whereas plain cl.hp is safe on block (+1). you can also go for ch cl.hp xx ex rocks, f.mp, cl.mp, c.hp xx…
with four bars you can go up to 910ish stun or something, probably more now.

Yeah I agree that it’s pretty impractical, I just thought it looked cool :slight_smile: Howevever, this being the “concept” thread and all, I thought it deserved a mention. I think there is much potential in exploring the possibilites of CH combos with Cody. The combo I mentioned above may not be the best example, but I’ll try to explain abit more in detail where I was going with the cl.HP xx EX rocks bit.

Seeing that much of Cody’s strength is his high damage output and high priority normals/high frame duration normals, I think this aspect of his gameplay should be further developed. As you mentioned zUkUu, cl.HP xx EX rocks is NOT a true blockstring, therefore it is probably not great agaist 3-frame reversals, or other charactars who has a good “get off me tool”. Usually when I go for meaty cl.HP it’s after I land the BNB and follow up with a f.RH. I look for the CH hit and the try to react with a cr.HP xx CU. However, you can just as easily cancel into EX rocks, if you get a CH, the rocks link and you can combo into U2 or another damaging combo. If the rocks are blocked you can continue pressure or just back off. An added bonus is that the rocks breaks focus ofcourse.

The most common way of comboing into U2 is with a frametrap into cr.HP xx EX rocks, which is abit more difficult to setup and land. My point being, that if you decide you are going to try to get that CH, you are already taking a risk of getting blown up on wakeup with a reversal, might as well try to get maximal damage out of it, right? Ofcourse, as with any piece of tech, you should decide for yourself if the risk is worth taking, or the meter is worth spending and so on. I think it’s a pretty handy tool to have in your arsenal :slight_smile:

not just 3f reversals, any poke, in particular those that lowers the height of the character (cody’s c.mk, for instance). I use it frequently aswell (more then I should tbh), not on wakeup but as a normal frame trap mostly. it’s good, but is dangerous to use, especially if done regulary.

I get thrown out of st. hp xx ex rocks during ex rocks all the time. So infuriating lol