won’t work if you are doing it on a dummy. It’s character specific. Hp only hits if they block it as a cross up. it whiff if they leave the stick in netural. it can be replaced by mk and it will hit as a true crossup and will not whiff if the stick is netural.
U2 has some pretty ambiguous setups. I remember Euro Ibuki player Damascus telling me about it and just to fool around with it. Originally I was using f.MP after U2 (which is what he suggested.) it does work but the timing is weird. I now just start using cr.MK after U2 and immediately hold upforward for j.mk.
Hi guys,
For a long time I had an eye on this forum ( + almost 1 year and a half now ) but have never commented before. So, this my first time!
First , I want to let you know that I am French speaker so, sorry if my english seems a little bit weird.
I wanted to share with you my first video on Cody which is actually a teaser / trailer for an upcoming series of video about his match-up and focusing mainly on tips that are always good to know ( how to punish opponent’s special moves, specific combos, set up , glitch , etc).
This is my first video editing so, the result you see now will be improved soon ! I should also add some names in the credits like HumbleDictator , GroundedSF , BjUnchained , Ryan Hunter, PACKZ , Eternal0Star and more. Their posts and videos helped me a lot .
I will also correct some English mistakes.
I let you see and wait for your feedback !
Always nice to see other people putting time into videos I’ve been meaning to do some match-up videos for a while, but it seems kind of futile given how close USF4 is now. A lot of match-ups are going to change significantly when it comes out…
Glad to inspire / help. Some slick editing there, I’m terrible at video editing lol.
I’ve been experimenting with a new setup. heavy ruffian FADC neutral fierce for the soft knockdown. Then whiff st.lk and then overhead. If they quick rise, st.lk hits meaty and if they delay stand then the overhead will be safe against reversals. I think if you do crouching jabs after the overhead, the opponent gets counter hit from trying to whiff punish the overhead because it’s so slow.
Does anyone happen to know:
For back throw safe jump, when you jump in with MK then do c.LP is that a true block string? I’ve read conflicting statements from people. I’ve read it is and I’ve also read that the meaty j.MK leave you at +/-0
I’m trying to refine my skills in this game as I mostly play stuff like Marvel. I’ve picked up cody and I get by on just being a better fundamental player in terms of anti air, footsies and just patience.
I want to try to be more competitive and I think the knockdown/frametrap/grab pressure is what i need to build upon.
I’ve read the blog about cody frame traps and while I understand the notations, I still don’t know how to analyze the options in game.
For instance, when I get a knockdown I setup the cl M by either just standing next to them and using it meaty, or by doing a safejump HK and then using the cl M.
Guide says its +4 on block, so if I expect my balrog opponent to tech on the fastest frame, is cr L my only option?
After standing M, when do I use somethign like cr H instead? knowing which frame trap to use based on their reaction would help the greatest. is there a simple guide that says if they use 3 frame move then use X or if they use a 4-5 frame move use Y?
Also, I see cl M, f+M and cr L as the best frame trap “starters” but how do you set them up in block strings?
I’m going to just say a small bit (I personally think Eternal would be able to go a bit more in depth with the frame data and routes and whatnot.) but a lot of it has to deal with conditioning your opponent to be afraid of Cody’s frame traps. Cody’s not nearly as scary when you realize you can just block all his pressure. Once you start adding in throws, people will get annoyed and you can start frame traps or other parts of Cody’s game. (in this case, the frame traps.) Though the biggest problem IMO is that grabs are 3 frames in this game so your more damaging frame traps can be thrown out of. (in this case, cl.MP, cr.HP, cl.HP). Still, don’t let that prevent you from trying. Because chances are you’ll get the CH before them throwing you.
your general go to frame trap moves would probably be a mix between:
- cl.MP
- f+MP
- cr.HP
- cl.HP.
- I’d also say cr.HP with the knife but I haven’t goofed around with it much yet. (7 frame startup just like non knife cr.HP. It also looks to move his hurtbox back a good bit so that might help in avoiding throw tech attempts but again, haven’t messed with it.)
cl.MP starts up in 6 frames (fastest out of the options above) followed by cr.HP with and without the knife at 7. Then f+MP and cl.HP at 8 frame startups.
you can use jab as a frame trap in situations but if you want the fat damage that people should be afraid of, i’d go with the above. Cody’s jab is one of the best in the game and stuffs a lot of things so it does well for controlling space or just the usual pushing people out. You can start your frame trap game off of it though. (Things like cr.LP>cl.MP or cr.LP>cl.HP just as general ideas.)
I’d personally use cl.HP as a meaty after a knockdown just because it’s a lot easier to set up. I use cl.MP on their knockdown generally to set up other things but everyone’s different. Just having people hit it while they’re standing/crouching is scary enough on most characters. As for the tech bit after cl.MP, you are right but that also goes into how the opponent plays/reacts/knows Cody’s frame data. He could attmept to throw since your only other "safe: option is cr.LP. Balrog’s jab is 1 frame faster than Cody’s so it’s a 1 frame punish. But this is where the mixup comes in. Balrog could:
- cr.Jab to 1 frame punish whatever attempt you want to try.
- EX whatever in hopes you do push a button.
- Take the pressure and block.
- Throw attempt.
But Cody could also:
- Block
- Back away to see what Rog does
- Frame Trap
- Throw
There’s obviously other options but just a general just of the mixup someone like Rog (and potentially others) have to guess on. Most will block, some will throw, most will try something. Depends on the opponent and their habits and adapting blahblahyomi. It’s a lot of high risk/high reward play. All in all though, I’d just play a good amount of matches to get a feel of frame trapping as Cody. You can read all this stuff and get it/not get it. I don’t think most would really understand unless they start playing themselves, testing it out themselves and then implementing said things when you’re reading your opponent.
Hopefully that kinda helps and isn’t too confusing.
Hey fellas, been tired of Akumas teleporting out of the corner and balrogs ex dashing away from the corner so I’m experimenting atm.
For Akuma when you f.throw him into the corner dash once and xup mk. It’ll make autocorrect his teleport into the corner.
Edit : After testing it more; Akuma can c.hp Cody out from the setup above. The setup below also works on Akuma and is way more reliable.
For Balrog, f.throw into the corner and hold down till you see Cody’s crouch animation (similar to the 4f safe jump after a combo into lk ruffian) then cross up mk. It’ll autocorrect his ex dash punches into the corner and also safe jump against his headbutts. His only option would be to TAP but even then that would take him straight into the corner again.
Nice! Gotta be careful with that stuff though, don’t wanna lose the corner if they don’t go for those options.
I took a look at the front page and didn’t see anything about it so I don’t know if this is old news or not but…
Just as an FYI; meaty c.LP links into cl.FP. Without Counter Hit. It’s neat.
Pretty old, there are a couple of characters that you can do F+MP - clsLP - sHP against. The problem is that reeling animations can be inconsistent and if you are doing it as a knockdown meaty then really you are better off going for other normals such as clsMP clsHP or F+MP which do more damage and offer similar links. A meaty clsHP can link to crHP for instance.
[quote=“Mr_Suave, post:863, topic:109609”]
Hi guys,
For a long time I had an eye on this forum ( + almost 1 year and a half now ) but have never commented before. So, this my first time!
First , I want to let you know that I am French speaker so, sorry if my english seems a little bit weird.
I wanted to share with you my first video on Cody which is actually a teaser / trailer for an upcoming series of video about his match-up and focusing mainly on tips that are always good to know ( how to punish opponent’s special moves, specific combos, set up , glitch , etc).
This is my first video editing so, the result you see now will be improved soon ! I should also add some names in the credits like HumbleDictator , GroundedSF , BjUnchained , Ryan Hunter, PACKZ , Eternal0Star and more. Their posts and videos helped me a lot .
I will also correct some English mistakes.
I let you see and wait for your feedback !
[/quote]The end made me remember
the knife post ko glitch? it also work with rocks
at 0:43 the combo starts
Hello all,
Does anyone have any Post-Ultra setups they’d like to share?
So Far For Ultra 1 I’ve only seen Momochi forward dash and then hit a low jab. He proceeds to do a Jump Toward Roundhouse.
For Post Ultra 2 I usually just slide and do Jump Toward Medium kick. I don’t feel like this is easily blocked and can be reversal’d easily.
Any thoughts would be appreciated.
Could any of the true labmonsters here try to create a legit setup where the end result would be the same as in my fraudulent one in this video? Sorry for the quality, no capture card.
Also, I can’t remember if it has been posted here, but I noticed that if you do the combo f.mp, cl.mp, cr.hp/cr.mp xx lk ruffian xx instant empty neutral jump and standing hp when you land, it hits meaty. Quite useful when you notice that people go for stand teching when you empty jump. The cr.hp/cr.mp means that it’s character specific, on Sagat the cr.mp yields the best result. Haven’t really tested it out on the full cast.
Thanks man!