[media=youtube]uhRApiuecho[/media]
Anything like this for cody?
Yep, you can do jabs and frame trap with cr.HP into lp CU OS ultra 2.
I think momochi dropped cody for akuma, has 20k bp card with him and used akuma in a recent japanese tourney (check SMOAI’s channel).
i wish there was a dislike button oh well thankfully im working on a pocket akuma so id love to watch my favorite player rock him out
That would suck big time. The last thing we need is more Akuma’s
Lol im fine with akumas but i need to harness every part of my inner anti-scrub to not flame seth and cammy players. akuma is somehow ok for me
Did you guys ever notice Cody’s different forward dashes? FADC goes farther than his normal dash forward and kara FADC (plinking MK with MP) you can go even farther. With the latter you can literally dash in from mid-screen. It’s however the other way around with back-dashes.
Pretty sick find, the distance is noticable wether you measure training cubes or just test each one vs the other. i may have to start seeing if i can incorporate the kara fadc (no meter) into my dashes to throw/frame traps setups. Its also wierd that a metered FADC goes farther than a non meter FADC
This also reminds me, does anyone ever forward throw with cody and notice chars goind a couple training cubes farther than usual? i cant remember it happening online but it happens so much when im practicing cross up setups off F throw (not like 1-5 but like 1 out of 10-20). Its really wierd
If we’re thinking about the same thing I can tell you that it mostly happens when near a corner. It has to do with the games camera and its movement during the throw animation. Don’t know specifics though.
Found something interesting that I’ll do some more testing on. I’m sure some of you know that you can get 2 close s.MPs off of a jumpin on some characters (especially if you use fj.mp)
Well I found that you can do fj.HK - s.HP - s.MP - c.HP - whatever on Deejay (even from mid screen, but if you do it mid screen you need to make the fj.hk a bit more deep whereas in the corner it doesn’t have to be as deep.) if you are worried about spacing, since the spacing on it is a bit tight you can do HK - s.HP - s.MP - c.MP since c.MP has a small amount more horizontal reach.
Considering some of the problems with the Deejay matchup, being able to potentially pull out a 400+ dmg meterless combo off any jump in is pretty scary for Deejay.
Also lesson I learned today: Even fake badstone is so slow that Abel can Ultra 2 it from full screen and there isn’t anything you can do.
I wish that badstone was either faster or not a measly 50damage uncharged (tied with Juri for lowest damage fireball in the game) /rant >:(
Found some new cody tech against seth. After a cr.hp xxx EX CU in the corner. If you immediety dash back and throw a lp stone, it will stuff all of seths wakeup dps and super if he quick rises. This wont work with just HP CU because mp and hp dps beat it
[media=youtube]nZCW2-UIl2Y[/media]
Messing around the other night and came up with this meaty setup,
I don’t think it’s character specific, and you can ultra or link into cr.hp/cr.hk.
I’m working on finding one with f-mp too.
.::EDIT:.
Just found a similar setup from packs if they quick rise from any zonk:
[media=youtube]25_Wv2Xx_3E[/media]
I’ve been trying to encorporate my setup into match play, and it seems pretty good if you mix it up with the following:
[LIST]
[]dash > cr.lk > cl.mp (whiffs) throw (or delayed throw if you want to try to bait a reversal).
[]dash > cr.lk > cl.mp > cl.lk os U2 or mk.ruffian.
[/LIST]
Also (correct me if I’m wrong but,) I’m pretty sure it leaves you at more than +1 on block if it hits meaty like this, I’m not sure how much but I think it’s hitting on the second to last, or last active frame if the setup is successfull, (4 active frames overall).
Meaty attacks work linearly AFAIK. Frame data is ALL tabulated from the first possible frame on hit. So simply take the number of frames skipped for your meaty attack and add them to your hit advantage. That is why for example you can do f-MP (+6F on hit, 3F active frames) - far s.MK (8F startup) on Zangief if you hit him on the LAST frame from f-MP. Of course the reason I specified Zangief for that one is that most characters their reeling animation or hitbox size make it so that moves like far s.MP/HP/MK Either whiff entirely or don’t hit on their first active frame (effectively making their startup too long to connect.)
So if you hit a close s.HP on the last possible frame it SHOULD be +4F on block +9F on hit.
Hitstun is the exact same no matter what frame you hit an opponent on UNLESS a move specifically has either 2 different hitboxes based on frame times/distance (Guy’s slide) or hits twice (Guy’s sweep/Akuma’s far s.HK) so when you hit a person on your first active frame it effectively takes the remaining active frames and adds them to your recovery time.
I’m not following… If this is true, why is the meaty f.MP s.MK combo on Zangief possible, or any other meaty combo for that matter?
Look at it like this:
Bold = Startup
Italic = Active
Underlined = Recovery
[S]Dashed Through = Hitstun[/S]
f-MP
**1 2 3 4 5 6 7 8 ***1 2 3 *1 2 3 4 5 6 7 8 9 10 11 12
Make sense so far?
Ok so when you hit the opponent, you cause a certain amount of hitstun based on what state the opponent is in at the time (guarding, crouching, airborne, counterhit, ect.). That amount of hit stun doesn’t change.
So say you do f-MP against an opponent from close range. It would look like this:
**1 2 3 4 5 6 7 8 1 2 3 1 2 3 4 5 6 7 8 9 10 11 12 (Net total: 14F recovery
[][][][][][][][][[][][][][S]1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20[/S]
Doing it like this is like taking the extra active frames and adding them to the recovery time for your move.
Because the total frame count of the move doesn’t change when you hit the opponent, and you can’t hit the opponent with the same hitbox twice the 2 extra frames of active duration are now recovery time. So as you can see, the opponent is in hitstun for 6 counts longer than your recovery time.
When you hit the opponent meaty it is like taking the extra active frames and adding time to the startup of your move.
*1 2 3 4 5 6 7 8 1 2 ***31 2 3 4 5 6 7 8 9 10 11 12 (Net result 12F recovery)
[][][][][][][][][][][][][[][][S]1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20[/S]
So while before you had 6 frames less recovery than the opponent had hitstun
Now you have 8 frames of recovery less than the opponent had hitstun thus any move with an 8F startup will connect now.
Does that make sense?
My mistake, I read ‘hitstun’ as ‘frame advantage’ in the previous post, which is obviously not the same thing. You’re saying the same amount of hitstun produces varying amounts of frame advantage based on which active frame scored the hit. Correct?
Sort of. Frame advantage is simply the amount of frames you take recover from an attack compared to the amount of frames the opponent takes to recover from an attack.
If you take 12F to recover and the opponent takes 12F to recover than a move is 0F. If you take 13F to recover and the opponent takes 12F it is -1F and so on and so on. The hitstun is the amount of time your opponent takes to recover, what changes is the amount of time you take to recover not your opponent.
It’s really quite simple, when your attack hits or is blocked it is used up and the remaining time is added to your recovery. The later you hit the opponent, the less time is added to your recovery. An attack with 4 active frames would have 3 more recovery frames if hit on the first possible frame. All frame data listed on wikis and such assume you hit your attack on the first possible frame because that is the most common and the most simple to test.
That sounds like a much more complicated way of saying it to me!
[media=youtube]pQatrUs0us8[/media]!
At 2 minutes 1 seconds when he does the cr lk xx CU FADC cr lp look at the input for the cr lp
Does he b-link/s-link? IIRC you cant double tap 1 framers as there is normally a 1 frame gap if you do it perfectly ex frame 1 lp pressed, frame 2 lp released, frame 3 lp pressed
He either double-tapped, or he used back to plink the lp. I have my back button re-wired, and that’s how the inputs look when I use it to plink lp.