You can do it on some without the kara as well.
That was the joke…My bad, sarcasm on the internet doesn’t work like it should be.
I found something that I don’t know if it’s known or to be honest is even worth mentioning since so far it seems useless. I just am posting in hoping @Eternal could shed some light on it.
Cody’s c.MP with the Knife moves him backwards.
Now it doesn’t move him backwards normally. Also, it doesn’t move him backwards if you mash it. But it does move him back if you time the c.MP back to back.
I’m wondering if there is some property we don’t know about?
Same thing that moves him forward if you do far MK and hold down crouch after. It has to do with the position of the origin point. When you do crMP - crMP you are canceling the transitional frames and Cody’s origin point is farther back than normal at that point so he moves backwards. I did a more in depth breakdown of how the origin points work here:
You’ll notice Cody moves back if you do crMP and then let go of the stick so that Cody will stand up as soon as the crMP recovers.
Couple of Cody players I haven’t seen before at NLBC:
I was testing the YouTube upload feature and decided to make a combo video while doing it. Nothing fancy or special, but I think it came out pretty decent all things considered.
@Ramma For most of the one frame link combos in this video, is there a certain thing you look for to get the timing down? I seem to get the combo right, but it’s not really consistent. Also, do you think plinking makes it easier? I’ve been doing it with just the one button the whole time. Btw Nice video
@C100 I’ve found that it’s not something that I look for, it’s just a rhythm. Something you just have to put an incredible amount of time into if you want to do consistently. Plinking is 100% a plus, it essentially turns any link from 1f to 2f, other than fadc, cr.lp unless you use back plink. It will increase your consistency by a lot.
@C100 I haven’t been plinking very long (you could actually see in my inputs that I messed up quite a few plinks, but I was also rushing and not really worried about showing clean inputs), but yes, I find it to make combos much easier, especially for me who would hit buttons earlier rather than later. If you play online a lot, it’s important to plink. Online is online. You should plink. It’s in the game. Use it. Daigo practically plinks his character select lol.
Break the combo down in pieces and find the rhythm. For example, the Momochi combo. Do F+MP > st. MP 10x in a row. Then do st. MP > cr. HP 10x in a row. Try to get 10/10 on both or a higher success rate with both, then put the combo together and do that 10x in a row. Then go back to F+MP > st. MP, then st. MP > cr. HP, then the full combo.
That’s typically how I learn combos. Just breaking it down and drilling.
I’ll probably do another video soon with my actually recording equipment. Maybe a character specific breakdown or some knife tech or something like that I had a lot of fun doing Poison and Zangief recently so we’ll see.
Got 2nd at Babylon Brawl on LI during the weekend. If you sift through it you can see some matchup stuff against Abel (Aqua), Gouken/Yang (Shine), and Rufus (Glitch)
Still have a lot of work in SF but I’m improving. I certainly need Rufus matchup knowledge
Nice, you played the Abel matchup well.
I definitely need help on that Rufus matchup too. I rush him down fine until he gets that one meter. After that, I tend to freeze up a bit.
The Rufus match is still annoying because cody’s defense sucks and Rufus just does whatever he wants.
For Dive Kick pressure, I know back in Super people would OS with LP+LK~cr.HP. I haven’t used it in awhile since i’m accustomed to jumpback j.LP but try it out and see how it works for you.
for AAs don’t bother with b+MP. You’ll go for it everytime and give Rufus a free dive kick hit confirm. Either use s.HP or HK ruffian (Ruffian being your overall best choice.)
Because it’s me (and I believe it helps at times.) pick up the knife. cr.HP does wonders on Rufus and you KNOW he wants to jump. You also match his buttons on the ground after you calm him down from jumping for free.
I’d pick U1 over U2 in this match but both do well. U1 gives you easy HK Ruffian>FADC>Ultra1 confirm, blows up all EX Messiah followups, and you’d want all the damage you can get in this annoying match. (except the usual FADC follwup after the flip kick.) The only thing you’d probably blow up Rufus for easily with U2 is anything into EX Galactic, sweep, badly spaced cr.HP, and some of EX messiah followups. But the damage nerf kinda kills it a bit.
I still hate this match even though I know what to do. A lot of it deals with cody’s “get off me” moves being garbage on block (even worse now) and for the fact you still have to respect random EX messiahs. Get as much pressure started early on and when he has at least 1 bar, gotta calm down a bit and either let him waste it or be on point with keeping the fight neutral/footsie based. Along with baiting out ex messiah.
I actually didn’t know much about the matchup. Somebody told me to use stand hard punch as an anti air and it definitely seems more effective. I wish I would have known. As for the ultra 1 thing, I just felt like I was landing so many counter hits in the first set that I just switched to 2 but I agree that u1 is the better choice
So U1 still beats all followup options? I though with the little forward step Cody does combined with the different height on Rufus’s Messiah there was a chance it might whiff or something. Good to know.
Well in the previous version you had to do non-reversal timing U1 and if he does the follow ups immediately it will beat them all.
The issue is he can delay them lol, he could delay the overhead and beat the non-reversal U1.
I haven’t tested anything but I can’t see how the forward movement would help that at all, I would think it would make it easier to whiff against the overhead if anything.
Maybe it would make it harder to punish after it whiffs? That’s the only positive thing I can think of coming out of that buff in this situation.
I tried u1 for a bit and it would go under the overhead. But admittedly I just don’t like using ultra 1.
If he does overhead and you do reversal U1 it still whiffs IIRC (I literally went through the options a day before leaving for Evo so I could be forgetting already.) But considering if he does anything besides the flip kick, you can wait and do U1. Problem there is that he may not do anything. (Gotta love how great EX messiah is. -_-)
At this point i’m accustomed to just blocking because honestly i’m a bit afraid to attempt anything especially if it’s a Reversal. If focus didn’t lose to reversal moves, then it wouldn’t be a huge deal.
A few videos with Sasaki at the Isshun Sengeki Cup in Osaka.
Thanks go to KarinSF4 for uploading the YT videos:
Those matches are like perfect to show examples of each of Cody’s strengths and weaknesses
Pros:
- Always still in the match if he can grab momentum.
- Has an option for most situations.
- High damage poke buffers.
- F+HK can allow him to punish some buffered pokes thanks to the air reset.
- Ultra 2 is a great punisher.
- F+MP is amazing
Weaknesses:
- Never has a position he is dominating the matchup in almost any matchup. Gets out footsied by many characters. Frame traps are very linear and lose to stand throws all day (see: Vega match for a ton of this). Full screen, up close, mid range he is always “passable” but never “exceptional” he relies on putting the opponent mentally on tilt and a lot of good reads.
- Mixup game is somewhat poor. Often relying on just letting the opponent get up and trying to do a meaty crLP or max range throw mixup. Alternately a simple un safe crossup / empty jump low mixup available to most characters.
- Zoning game is butt
- Lack of a low hit confirm or way to stop backdashing against his block strings.
- Armor breakers are unsafe. (Most chars are like this, but usually frame trappers have at least 1 safe AB)
- Reversals and defense still suck.
/my opinion.
That Vega comeback was pretty crazy.