if you crossup or jump in with j.mk on block and you do a s.hp it’s automatic a frametrap, while on hit it combos. that is only true for j.mk however, hard frontal jump ins net you more frameadvantage on block leaving you open for any followup on block IF you do it deeply enough. high hitting will leave you open aswell. to combo s.mp after j.mk you also have to hit rather deeply and it will never combo on block after a crossup afaik.
so it depends on character if you want to paly it safe with c.lp or just blocking or go for a frametrap. against srk friendly players you can bait quite some reversals. on higher level it wont happen that often (but be ware of this “mind trick” some “train” you into some habbits. so if they srk u twice you wont do any more “mixups” but they wont srk anymore aftwerwards etc)
This might be old news. I don’t get to read the threads much.
Without a big story i’ll just get to the point. Turns out Medium Kick Super doesnt fully connect on a cornered opponent? I only tested it on Ken in training, but sure enough, Mk Super drops Ken half way through.
Is there some bug I don’t know about? To be honest, I NEVER use Codys super. I burn way too much meter on EX to even care. But lately I was playing around with it online.
HK Super seems inconsistant for AA. Sometimes he drops the opponent, other times it fully connects.
Also, as previously mention, MK Super drops the opponent when they are cornered.
If any who’s more seasoned on Codys super give me a little insight that would be great.
^dunno exactly but only usages for cody’s super would be in lk super as fireball and long range punish and hk super in combos. I NEVER used mk super so far in my life afair. so can’t tell you about whiffing mk super in corners, but there is no point in using mk super to begin with.^^
Well, I would count this as a concept so I assume this is this place for my question.
It seems a handful of people are pretty set on Cody’s j.Mk to cl.Hp being a solid frame trap for him. Although I don’t deny this, I am curious as to its consistancy. I ask because since the trap begins with a jump in, I’m assuming a preferred timing is required to make this consistant?
Can you just jump in and at any height hit Mk and go right to FP? Is it cross up only? Do you have to hit late? These are questions that seem pretty unclear in everyones statements. I’m not sure what I’m missing here.
Can someone clearify on the specifics to how j.Mk is used to make a consistant frame trap.
it’s a freame trap on block no matter where you hit 'em with j.mk. only the frame gap depends on this. but u can’t really say how much time is in between as u will eventually hit them always elsewhere and with different timing.
It’s kind of situational honestly. If somebody is known to crouch tech, you know the tech will be fairly late, so if you hit the jump-in deep, you probably wait a smidge before you cl.fp. If you hit the jump-in very high, you’re best off throwing it out rite when you land. Even if you throw it out rite when you land, there’s a chance you can be thrown out of it since cl.fp is an 8 framer which is pretty bad. There’s also character height to take into account :X
Dunno if you guys already know about this, but I found this today in practice mode, pretty weird set-up. Sakura’s reeling animation makes the stand fierce hit meaty, then you can link dumb shit and get stupid damage.
Edit: it is pretty situational and I dunno if it works on anybody else besides Sak.
buuuuuuuut since you upped it, i may as well let the cat out of the bag…
ive semi-secretly been making a combo movie that showcases these, some more mid combo meaties, & some other unique/interesting stuff ive found lately.
i hope to have it done by end of next week & hopefully some of the content is still surprising
working on this project, ive done a lot of testing w/doublefierces as well.
like zuk said it has to do w/spacing & timing but you also noted the 3rd element(which is the most crucial imo): the opponents reeling animation.
& while sakura is one of the easiest ive found that it will work on, off a j.roundhouse, j.fierce, or nj.fierce, ive been able to double fierce about 3/4 of the cast :pleased:
see thats the thing, the spacing & timing differ based upon the char youre trying it on, if theyre in the corner or not, if theyre standing or crouching, & their subsequent reeling animation & hitboxes.
but basically like lemon was saying you just have to make the s.fierce hit on its last active frames then you can link to c.fierce no counterhit necessary
when im done w/this project ill transcribe my notes in addition the the combos ie which chars & any details i might have :tup:
i was just messing around in training last night & i recorded ryu doing his super then from various distances i was trying to use cody’s super inv frames to get past it. well @ full screen bypassing ryus first super caused enough delay that the inputs looped & he threw another super, catching cody in the super freeze [media=youtube]CgCJVlLLDLI&t=0m41s"[/media].
long story short… i was gonna hit you up w/a request to do codys super :lol:
I don’t know if this can be considered a discovery but just trying to hell out my Cody cell mates lol, here’s a vid of Cody’s Back medium punch blocking Ibuki’s dagger.
It happens at 1:28
[media=youtube]MRZVo2a28Lw[/media]
o wow not a projectile? I’m late :S lool. I remember the first time I throw knife at a hadoken was rather heart breaking lol. I wish you could atleast EX knife or something… sighhhh o well.
[media=youtube]ZF5bVLjUTZw[/media] <-- That’s me playing probably the best Rufus in Europe. Useful for Cody players who need to know how to play the matchup.
[media=youtube]KX9BxF1ISxI[/media] <-- This is the unblockable I found against Fei Long.
[media=youtube]ZLap6YUblRQ&feature=mfu_in_order&list=UL[/media] <-- This is the character specific combo I found, plus a safe jump to go with it. Characters it works on are in the description.
[media=youtube]-WAug8Pl6Jg&feature=mfu_in_order&list=UL[/media] <-- The strongest punish (I think) I found against Ibuki’s Kazigiri.
[media=youtube]3bHAnLasVoo&feature=autoplay&list=ULk5NUvrGQf5U&index=6&playnext=2[/media] <-- Cody’s meaty cross up setup I found against certain characters. You can vary the timing to make it work against other characters as well.
ha great post packz:clapdos:
ive seen the ibuki punish on your channel, but sick additions
& the match vs andreas seemed waaaay diff than the other one i saw… fake rock? yes, “ITS A FAKE ONE!” :lol:
also: jump back short &&& jump back jab hah
howd the rest of the tourney go for you?
i esp like the char specific sweep combo. are you having to hit specifically w/the opening j.roundhouse? ie distance & height?
as ive said before, im nowhere near an os-master & ive just recently gotten into manufacturing setups w/cody to supplement the stuff ive read that others have posted & to aid in my project.
ofc ryan hunter @ option-select, yourself, & theres the discussion in the resets & mixups compendium thread… more codys should be @ least dabbling in this?
im behind schudule, had a lil snag on variance & trying to condense the concepts as much as possible… so off to capturing
again, nice stuff :tup:
Just incase you think he isn’t that good or that I just owned him. That was the first time i’ve beaten him because he usually destroys my Cody as you will see.
As for the jb.LK and jb.LP spookey xD, yes at both those times I did it for two reasons. The jb.LK and jb.LP beats his jf.HK and baits EX messiah. I also did the jb.LP to add a little bit more stun xD, nobody ever expects it lol.
The character specific combo usually takes a point blank c.HP from the jump in. You can do it from the ground on Fei Long and some of the others but you have to be right in their faces.
I’m going to try and find a more specific unblockable setup for Fei Long as that is really hard to perfect ALL the time.