Momochi option selects https://www.youtube.com/watch?v=Qo02F6-kG9w
This match is worth watching for the commentary on Cody’s backdash alone…
I remember watching that and how he said the backdash got “so much better” then remembered how it only got what…a pixel extra of backward movement? lol
this is how you know people don’t really do their own research. Just read changes and overall assume unless it’s their character.
It got about 1 small training room square (woo…), nice thing is that in addition to moving farther it moves faster. Bad thing is, all of that extra distance+speed doesn’t even start until AFTER the invincibility wears off already so it’s pretty pointless defensively.
6-4 (Favourable)
Dan
Rose
Adon
E. Honda
Rolento
5.5-4.5 (Slightly favourable)
Deejay
Fei Long
Gouken
T. Hawk
5-5 (Even)
Blanka
Guy
Gen
Ryu
Ken
M. Bison
Sakura
4.5-5.5 (Slightly unfavourable)
Balrog
Evil Ryu
Elena
Chun Li
Dudley
C. Viper
Ibuki
Juri
Oni
Rufus
Sagat
Zangief
Hugo
Seth
Yang
Vega
4-6 (Unfavourable)
Abel
Akuma
Cammy
Dhalsim
Guile
Poison
Yun
El Fuerte
(Unsure)
Decapre
Makoto
Hakan
Blanka Fei Long Gouken I would say is cody’s favour and Rufus is definitely not even
If embedding didn’t work, skip to 5:49 for Cody punishes vs Elf’s Qbomb
Found a weird way to beat LK Danku that you wouldn’t expect:
Not sure it’s been mentioned before, but I think the knife is excellent in the hugo matchup, especially for hugos that like abusing the superarmor on his specials. If you’re looking for it you can react to EX lariats (fullscreen) and EX meat squashers with the knifethrow and if you’re willing to spend the meter juggle them with EX ruffian (anywhere) or MK ruffian (corner) for some good damage imo. In the end, it’s very situational but Hugo is definitely one of those matchups I find myself picking up the knife alot.
Woops, I messed up and posted this in the wrong thread. Damn it
Any cody’s here that can do the kara zonk consistently. I’m not sure if im doing it right. Anyone have a video of it or can make one?
Air plays a bunch of matches against a Cody in this vid, while also complaining a bit about the match-up…
I don’t think anyone can do it consistently. really strict timing
forward throw into the corner > immediate forward dash > immediate jf.HP
Is an anti-dp/teleport/delayed wake up setup on akuma.
If akuma tries to DWU, he is still forced to block, however, his teleport won’t autocorrect into the corner.
On regular wake up, his teleport will autocorrect into the corner for max punish, there is a specific timing for Akumas lp & mp dp to hit cody out of the setup. But it’s risky on Akumas part, messing up the timing will result in it autocorrecting into red fireball which gets counterhit by jf.HP. HP DP, gets hit airborne by jf.HP resulting in an air reset. Trying to low profile with cr.mk will also get stuffed. Forward dashing will auto correct into a backdash, just OS sweep. And trying to backdash will result in a forward dash which gets hit.
If anyone wants to help test out on different chars it’d be appreciated. My stick is at my friends so I’m just on pad trying to figure out some reg/dwu setups.
@GroundedSF Shouldn’t clsMP - clsHK - EX RF - F+HK - U1 be a 3 Meter combo? Or are you counting the ultra as 1 meter?
Nah it’s just a blunder. I’ll have copy-pasted the text element from the previous combo and forgotten to change the meter number. Must have watched that thing 10 times and not noticed that…
Happens, I’ve got a bunch in my el fuerte video, though that one is almost 30minutes with around 200+ dif clips.
couldn’t you do the same and probably more with ch cl.MP>cl.HP? Just wondering seeing it is possible and you’re not subjugating to RF to keep the combo going or just as another route/alternative.
The video was just to show lesser known counterhit stuff like the fact on specific characters you can do closeMP - closeHK on CH. He explains that in the first 5seconds of the video