Heu it’s fine dude. I just don’t want your energy waisted on known setups =)<div><br></div><div>Seikano: That’s what I thought (it will work in 2013 if they buff Cody’s walkspeed some more Kappa).</div>
Been meaning to actually post a video about this for a while now. I mentioned this tech previously but never made a video showing it off:
It requires no special setup or anything as you can see from the video. I’m honestly surprised noone found it earlier (AFAIK) it’s just about timing and you have to be as close or nearly as close as possible when you do the counter hit s.MP. I’m pretty sure this could be achieved off of a LP Criminal Upper (Blocked) - FADC - close s.MP frame trap.
The heavy into heavy link at the end of the video requires you hit the first heavy on the SECOND active frame which you can tell you did it by the angle of Cody’s hands (if they are fully horizontal you hit on the proper frame) it requires super fast reactions though and isn’t nearly as reliable as simply doing s.MP - s.HP - c.MP
Went ahead and compiled the list myself:
Ryu - Works
Ken - Works
Honda - Works
Ibuki - Works
Makoto - Works
Dudley - Inconsistent on standing, doesn’t work at all on crouching.
Seth - Works
Gouken - Works
Akuma - Works
Gen - Works on everything except crouching mantis stance.
Dan - Inconsistent on standing. Works on crouching.
Sakura - Works
Oni - Works
Yun - Standing only. Doesn’t work on crouching.
Juri - Crouching only. Doesn’t work on standing
Chun - Doesn’t work at all
Dhalsim - Works
Abel - Crouching only. Standing is inconsistent
Viper - Crouching only. Doesn’t work on standing.
Bison - Crouching works. Standing is inconsistent.
Sagat - Works
Cammy - Standing only. Doesn’t work on crouching. (Note: You can also do ch s.HP - s.HP - c.MP for more damage on her I didn’t test every character for this)
Deejay - Standing is inconsistent. Works on crouching. (Note: ch s.HP - s.HP - c.MP is incredibly easy and consistent on crouching deejay. GO FOR IT)
Cody - Standing is inconsistent. Works on crouching.
Guy - Standing is inconsistent. Works on crouching.
Hakan - Doesn’t work at all.
Yang - Standing only. Doesn’t work on crouching.
Evil Ryu - Works
Guile - Doesn’t work at all.
Blanka - Doesn’t work at all.
Zangief - Doesn’t work at all.
Rufus - Doesn’t work at all
El Fuerte - Works doubly perfect when he crouches. You ALWAYS hit on the 2nd frame for the s.HP. Meaning ch s.MP - s.HP - c.HP is easy to pull off regularly.
Vega - Standing is inconsistent. Crouching doesn’t work at all.
Balrog - Doesn’t work at all.
T-Hawk - Doesn’t work at all
Adon - Crouching only. Doesn’t work on standing.
Rose - Doesn’t work at all.
CH s.MP - s.HP - c.HP - LP CU - FADC - c.LP - s.MP - c.HP - HP Criminal Upper = 459damage 760stun for 2 bars. And get this, it builds 263 meter which is just over 1 bar. So really it’s only 1 bar you lose doing it :o
Thanks Eternal, very nice stuff. I’m surprised I haven’t found it, because I distinctly remember trying this, but might be I only tried it on a couple of characters that it didn’t work on. Also, on crouching El-Fuerte, it’s a nice way to hit-confirm into Ultra 2 of a cl.hp
No problem. It is also possible to do close s.HP to close s.HP on some characters but the timing is even more strict than s.MP - s.HP and even more character/stance specific. That said, I think that the s.MP - s.HP thing could really help the Sakura, Sim, and Sagat matchups where you want to make sure that every hit counts since they are so momentum based and the tech works on standing OR crouching against them.
I’m always looking to find new interesting tech. Cody, Makoto, and Yun are really fun to do this with because they have a lot nuances to their moves that can be manipulated. Hard for me to find Makoto stuff though since the Makoto players are so thorough with finding tech. Makoto was my main before Cody and even now I still say there is no more obsessed/harder working players than the ones who play Mak exclusively lol.
If I find anything I’ll be sure to share it as always!
I too have dabbled with the cl.HP CH things, but as you said, not very applicable. IIRC I had most success with it against Bison, but it’s such a long time ago that I tried it.
I have started to prefer cl.MP anyways when baiting for a CH. I used to use cl.HP, but the risk of getting stand-thrown are much larger I find. So this really is a good find, and I, like Packz, think Sagat is one of Cody’s top 3 worst match-ups.
I’m really a lurker here, I wish I could share tech like you, but I prefer playing to the extent that the only thing I’ve discovered for myself is that if st.mk whiffs, and you input f.mp after that, it hits meaty to such an extent, that if the other player isn’t blocking, you can do Ultra 2 if you see that the mp connects, even without counter-hit. I then saw that the tech was found at some point, but I don’t remember seeing anything about the mk spacing-tool.
Honestly I spend more time in training mode than I do playing. 90% of the time the tech I find I forget to use when I actually play. As it is I barely ever incorporate OSes into my gameplan and I only remember like 3 safe jump setups lol. That is one of the main reasons I share the tech I find, I’m 27 and I only really got into FGs when AE hit PC. (I played them before of course, I even play SF2 in the arcade back when it was newish and I was like… 8 lol. I own CvS2:EO for Gamecube and SF2 Championship Edition for Genesis but I only ever played the CPU.) I figure I’m not that obsessed with actually competing (Did my share of that in my Quake 3 days) so if I share the tech I find SOMEONE will find a use for it who prefers to play matches more than experiment in training mode (like perhaps you.)
If you use a f.HK - f.MP (air reset) - slight delay - c.MK the c.MK will hit meaty and will allow you to do c.LK after. Working on exploring other stuff. Based on the fact that the c.LK after will combo that means that it should be 0F on block so even if it’s blocked and you do a c.LK after it would be a pretty solid frame trap.
Edit:
f.HK - f.MP reset (at least on Ryu) allows for a really dirty dash under mixup but you gotta learn the timing. The thing that makes it so dirty is that you can do the same setup and either do the dash slightly faster or slightly slower and you’ll still be in the front.
Found another one. f.HK - f.MP reset if you time it right you CAN do a c.MK and slide under an opponent in the corner. The timing is really strict but I was able to do it at a semi consistent timing with practice once I figured it out. The trick is to hold forward after the f.MP while the opponent is reseting in mid air, there is a very small moment that Cody moves slightly closer to the corner that is the moment you need to slide from forward to downforward and do c.MK.
What’s funny is that all things considered Cody’s air normals are kind of ass. His fj.HK has a huge hurtbox and 9F startup (but it is def balanced by it’s 11F active and long reach) but other than that all his other air normals are both slow, huge hurtbox, and average active frames (fj.MP = 9F startup only 3F active doesn’t float or anything special. Hurtbox is larger than Gief’s fj.HP lol.) great match though. Props at the end for your patience not taking the badstone baits (Something they should seriously fix that you may not have noticed/known Cody is the only character with a charge move that can’t release between charge levels. So if he holds a badstone remember, he has 20F intervals between each level of charge where he is COMPLETELY vulnerable and unable to cancel the badstone.)
I’m surprised you weren’t doing Bison’s Hell attack even more with how much he was jumping.
That feeling when you KNOW that the opponent is going to do their close range ultra (Shoto SRK ultra for example.) and you do a backdash to keep from getting hit… only to still get hit because Cody’s backdash is about as useful as tripping in Smash Brothers Brawl.
/raaaage
Anyways I was wondering if anyone has experimented with doing meaty overheads with Cody? According to the frame data if you were to hit on the last frame you’d be +5F on standing and +1F against a crouching opponent. If they crouched then you could do a c.LK for a 2F frame trap to stop any mashing if they tried to do a standing move that you managed to beat then you should be able to do c.MP.
I saw a video once on meaty setups where you could link ultra after a meaty overhead. Tried it and it was dead easy to link too.
I’m certain it was made by someone from the SRK Cody forums.
So further expanding on my previous discovery with the cls.MP (CH) to cls.HP link. While it is not possible to perform cls.MP - cls.HP without a counterhit (since MP is only +7 and cls.HP is 8F (let’s hope they change it to 7F! If nothing else I’m tired of getting stand teched for trying to frame trap with an 8F normal lol.) anyways it IS possible to do cls.MP - cls.MP on a number of characters.
On some characters it is even possible to do cls.MP - cls.MP - c.HP which squeezes 10more damage into the standard f.MP - cls.MP - c.HP combo and if blocked is more advantageous since f.MP is only +1 while cls MP is +4 on block.
In addition cls.MP - cls.MP gives you the ability to hitconfirm into ultra 2.
I’ve found that it is easier to do cls.MP - cls.MP - c.HP on crouching characters due to the wider hitbox. At some point I’ll write up who all it works on.