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

Yeah hell attack needs to hit kind of perfect, either you spam 2nd j.mp fast in the air, delay the 2nd hit and it won’t connect at times.

Thanks for the tips I heard for the matchup Bison needs to stay within scissors tip range and Cody can’t get in, once he’s in those foward MP are scary! Tried this once against Cody, once he has U2 stocked Bison can’t follow with headstomp into Skull diver. I tried to go behind a Cody after the headstomp in the corner and ate the U2 from Cody, lol.

I got some new sets against 2 other great Cody’s will have them uploaded soon!

Cody has a great neutral jump normal so I was trying not to do scissors all day!

Eternal, against Balrog in corner you can perform, after a jump in hk, cl.mp, cl.mp cr.hp xx hk rk xx Ultra 1 without burning meter. I find the cl.mpx2 to be a bit impractical, and only good against some characters when they are stunned.

ADN, how can you link Ultra 2 if you are +5 if it hits on it’s last active frame?

@ostkatten Logically if you got the last frame of overhead AND it was a counterhit it’d link as a 1F link to ultra 2.

The cl.MP - cl.MP thing actually doesn’t require a jump in on a number of characters (more so if they are crouching.) that is the thing I was exploring. I figured most people knew about the 2x cl.MP after a jump in. But for example on Ken you can do it without a jump in, just walk up - cls.MP - cls.MP and if he is crouching you can do cls.MP - cls.MP - c.HP - HP Criminal Upper for ~350 damage. Doesn’t require corner or jump in.

You don’ t really need to spend the bar. Lk RK works just as fine against teleports.

alright 2 more cody’s here thebookofsoul is pretty solid with Cody! The use of back+mp was great!

Yeah. No reason to use the bar unless you see it finishing the match or want another safe jump set-up.

It’s a good option if you know he’s going to teleport, but cr. MK covers all others.

Is TheBookofSoul on drugs?

Anyone have a few/collection of very footsie based Cody matches laying around? Research :smiley:

There are some nice footsies in these matches.

Jeez, is there any character in the game without a jump altering move that relies on jump ins as much as Cody? lol.

Also I noticed in the Sagat matchup that he went for slide - c.LP - jumping HK twice after an Ultra 2, both times however it didn’t seem to do anything and Sagat appeared t stand up well before the HK hit him. Is it supposed to be a variation on an unblockable/crossup setup?

Losing unblockables is likely going to really hurt the Sagat, Seth, Abel, and Shoto matchups I imagine, especially Akuma and Ryu. O and I bet Dhalsim will be a bitch as well once unblockables are gone and Dhalsim will likely get damage buffs meaning you’ll have less opportunities to get in on him. I really hope that they take into account some of the changes I suggested for Cody.

Just showin off some of the potential stuff that having crack kick airborne could open up in terms of mixups.

Neat, the mixup potential is really awesome. It can really help keep cody a bit longer in the opponent’s face, I would gladly welcome the change.

Yeah it sort of gives him his own version of Abel’s roll mixups. Not quite as good, (roll goes a lot farther and can be much harder to read when properly setup) but good enough for some interesting stuff. At 29F total Crack Kick is only 2F slower than Abel’s LK Roll (which also builds 20 meter and is strike invulnerable after 5F so it’s possible to time a roll to make a DP whiff) so I don’t feel it really takes anything away from Abel’s uniqueness in that regard, Ultimately I feel it simply makes the move (and Cody in general) far more dynamic and interesting.

And of course the whole “now he can approach people safer” aspect. Though keep in mind, being airborne means if you eat something like say: a fireball instead of just getting pushed back a little bit you’ll air reset and lose A LOT of ground that Cody has trouble regaining sometimes. A fair tradeoff IMO.

Yes and no? I can see why he was repeatedly doing ghetto slide [because it beats Bison’s scissor kicks clean].

When does the invincibility of backdash frames begin? Immediately? Or while in air?

The invincibility begins immediately there is 8F of invincibility followed by 6F of airborne frames followed by 16F of grounded frames.

Ah thanks for that. Does every character have the same amount of invincibility on their backdashes?

I think there is one or two that have 1F or 2F difference but that is it. It’s 95% universally 8F invincibility. The airborne and grounded frames vary though.