I couldn’t get this one to work. I recorded Cody to do the EX Ruffian (or combo into it from st.HP and cr.HP), then dash dash FJHP. I changed the timing on the jump in HP resulting in two (awkward) situations:
1.) while blocking with Sakura I could block the jump-in HP attempt while holding back but it also worked holding forward!
2.) while blocking with Sakura, she would just walk out of the corner and Cody ends up in a bad situation getting himself stuck in there.
The FJMK cross-up worked easily. What am I doing wrong with FJHP?
Quick question. I am trying to get to B level right now, and I’m working on some of my setups. Currently my game has improved a lot just by using the back throw safe jump, as well as the light rocks to light ruffian kick which seems to catch a lot of even higher level players off guard.
I thought I had remembered a setup where if you jumped and hit Heavy RH it would hit in front, but if you did the same jump and hit jumping MK it would cross up. I can’t seem to find this anymore. Does anybody have anything like this, or any other somewhat ambiguous jump ins?
Are there any other really good setups you guys think I should be using for my level?
Oh, one more question… I saw in some very early posts people had used jumping roundhouse to cross up, and I did practice that a little bit in training mode, but it seems awefully hard to hit in a real match. Does anybody use this anymore? Looking at videos and whatnot I really haven’t seen this used that I can think of.
But the setup you’re thinking of is using ex ruffian to get your opponent into the corner, double dash > jf.fp/jf.mk or ex ruffian as an air juggle to get opponent into corner, back dash > lk ruffian > jf.fp/jf.mk
btw, suggestion for your next video. I was discussing how Cody’s knife works with jav1ts on twitter other day and we got to discussing how his crouching knife is not crouching. I think a video exploring that could be interesting.
Things like combos that you wouldn’t expect to work (At any range it’s possible for Balrog to counterpoke kcrMP with his own crMP xx LK Upper, granted it’s tough because Cody’s crMP with knife other than startup is a pretty god damn amazing button, it IS possible.)
Or how certain things counter it (actually it’s kind of easy to counter Cody’s kcrMP with knife using Guiles F+HP which isn’t supposed to hit crouching).
I’m curious to see if the forced transition to a standing reeling animation causes 1F more hitstun like a damage_upper / damage_lower force stand script does. I doubt it will but it’s something I’ve thought about. Also see if there is any transition from crouching back to standing during the end of a crouching knife normal. I’m fairly certain that Cody has to fuzzy guard Sagat’s high tiger shot in those situations.
This is an interesting and overlooked aspect of Cody’s knife that also could help other players find unique counters you wouldn’t expect (like Guile’s F+HP)
It’s been in since super, it’s even in SFxT. I reported it numerous times both in my USF4 suggestion post as well as my buglist post. They aint fixin shit. It’s a super easy fix too flag all frames state -> crouching, DONE. They don’t have to frame count, no special stuff added. It’s literally check when the move ends, add like 1 thing to the moves data table “state - crouching - 1st frame till end” do it on moves “2LP, R2LP, 2MP, 2HP” finished.
Anyone an idea about the ambiguous behaviour while doing the corner setup after ex ruffian kick in the corner against sakura (as i described in my post above, probably not seen due to length of post).
I couldn’t get this one to work. I recorded Cody to do the EX Ruffian (or combo into it from st.HP and cr.HP), then dash dash FJHP. I changed the timing on the jump in HP resulting in two (awkward) situations:
1.) while blocking with Sakura I could block the jump-in HP attempt while holding back but it also worked holding forward!
2.) while blocking with Sakura, she would just walk out of the corner and Cody ends up in a bad situation getting himself stuck in there.
Now you know the precise active frames of the tornados. Technically possible to meaty a LP CU and make it -1F though it’d require frame perfect timing so way more risk than the 5 chip damage is worth. If you can do it at point blank you could potentially bait a DP punish attempt though. HIGHLY HIGHLY impractical.
18F startup, first hit active 1F, second hit active 3F, 21F recovery.
The () denotes a space where moves aren’t active.
So example with Cody’s Criminal Upper
13/2(1)6*4x2/22
13F startup, 2F active, 1F not active, 6F active for next hit, 4F active next hit, 4F active last hit, 22F recovery.
You use x to note when something repeats. I could change it to 4*4 instead, I’m trying to normalize it though and it seems on the current wiki to vary if they use x2 or just show both. Plus there is other things that have varied which I realized I need to discuss with james.
Talked to james and he’d prefer it to be 13/2(1)644/22 and in general wants to normalize it that way.
Their latest past broadcast featuring myself in a tournament I won. The grand finals wasnt recorded because it was cut off unfortunately but some decent stuff in there.
Just watching some matches this morning and saw this one where the trade situation occurs for real and the Cody player wasn’t trying to engineer it! Shame he didn’t option select bad spray