Is that safe if they quick-stand? I’ve got the feeling that I’ve done that and just mk.rk’d straight into “INSERT COIN TO PLAY”.
dunno if this was known but u can HK ruffian FADC Zonk. does 250(!) damage for non ex version [lvl 3 zonk] and is therefore the most damageing non meter followup succeeding mk ruffian with 230 dmg and nj.hp 210 dmg. even lvl 1 zonk does the same damage as mk ruffian, so it’s also usable from hti confirming combos without the fear to do less damage than mk ruff.
you can also chain another EX CU in the corner.
nj.hp, c.hp, hk ruffian FADC Zonk 405 dmg and 620 wtf stun!
nj.hp, c.hp, hk ruffian FADC Zonk xx EX CU 477 dmg and 728 stun.
sakeido hasnt added “bingo buffers” to the OP yet
page2… nj.fierce>st.strong>cr.fierce start & a jab bingo gets [490,740] :karate:
w/ or w/out the jumpin(tho i land it mostly off crossup j.forward or backthrow setup> j.whatever)… this is my go to 3 meter combo
ill use ldd to finish ftw if theyhave low life(only the dust hits of course)
do you have to be holding a zonk for those hk ruff FADC combos or can you just release the MP from the focus? I suck at holding down a button for zonk while doing anything other then uber basic shit.
Sorry I didn’t see this posted, I looked on the first page but you can
FA > rocks > ex.ruffian > ex.cu
FA > rocks > ultra 1
The crumple stun makes it so the rock counts as an anti air, not good damage but it looks hella sexy.
yeah. i found holding HP down the most comfortable. i doubt that holding the MP from focus is enough. ^^
looking at what the zonk adds to the mix… cody seems to be getting mad beastly, other than corner waking up… which always is a problem to people crossing up and just throwing. But man I love making crazy combos connect:P
I haven’t browsed this thread, but I have fallen in love with this jump-in combo. The main attraction is the 600 plus stun, uses Zonk but you can start charging if you see the jump-in attack hit and uses no meter. (Or sometimes I will piano input RH into Jab and go for the move, and just find another way to use Zonk or release the button during a backdash, or another move etc. etc.)
Anyways, combo goes…
j.RH > cl.HP > cr.MP > jab Zonk
Obviously the jumping fierce punch (instead of jumping RH to start off the combo) is more damaging but I also notice the move is a lot more deceptive so if you’re too far when you land jumping fierce the zonk at the end of the combo will miss. Same goes for cross up MK. When I get the chance I will add the excate stun and damage counts. But off the top of my head stun is over 600 and damage is 300 plus as well.
EDIT: Stun is 620 and overall damage is 325
Does holding down the cl.HP not give you enough charge to Zonk?
Sorry bout that, I didn’t even realize how I worded that. For that combo there is no way (that I’ve figured anyways) to end it with a fierce Zonk without having to alter the combo itself. I generally like that one though because it’s so easy to confirm for the most part.
I’m just here to say [630 / 680] (3) CH c.fp xx EX Rocks, c.fp xx rh Ruffian FADC, ultra 1 - Corner only?
is not corner only it is possible outside of the corner but you have to right next to your opponent so the c.fp will connect after rocks.
So it’s possible but very practical in my eyes.
It’s impossible to link into U2. I’ve tried so many times.
you can link into FULL u2 after s.mp as counter hit and after rocks and ex rocks.
The 1 frame links I meant.
I don’t have any specific combos to add, but earlier in this thread (page 2) someone had asked about RH RK > FADC and not getting EX criminal upper instead of U1 because the dash crosses under. In the training room you can see this (and get used to the change in timing it causes) by choosing Guile as dummy, recording a RH Flash kick, reversing it and doing the combo. As long as your input is fast and clean, the forward dash cancel will result in Cody crossing under and doing a back dash instead. It looks weird and it has screwed up my timing for f.RH > EX Criminal Upper, but now that I’m prepared for it, it seems like it makes you “free” quicker and the followup isn’t as timing tight.
I wanted to add as well that when super canceling a Criminal upper, the jab version of the Criminal Upper does the most damage on it’s first hit. I don’t have the numbers on me as I’m at work so don’t blast me if this isn’t the correct damage (it’s not :P), but if something like cr.mp xx Fierce Criminal Upper xx Super does 410, cr.mp xx jab Criminal Upper xx Super does 430. Just a word to those who are trying to maximize damage in their combos. I’m a little surprised I haven’t seen this posted anywhere else.
I also have a question about b+MP as AA. What do people use to follow it? I had thought I saw somewhere that a MK RK will hit after but it’s character specific. Every time I try it I get boned (bodied?) because it misses I usually start with an immediate jump in and go from there, but I was hoping there was something a little more. If a MK RK is possible, does anybody know which characters it works on, because the list seems small.
^First hit from CU:
LP - 80 Damage
MP - 70 Damage
HP - 60 Damage
Ex - 60 Damage [altough it’s irrelevant, because you can’t super cancel EX CU due obvious reason]
you can’t combo after b.mp as Anti Air, because b.mp will reset the opponent and does NOT put him into juggle state. however you can combo after a close b.mp vs grounded opponents.
you can’t combo after b.mp as Anti Air, because b.mp will reset the opponent and does NOT put him into juggle state. however you can combo after a close b.mp vs grounded opponents.
Ok. I was 99% sure that there was no way it juggles, I just remember reading a ton of Cody stuff when I first started playing him and I think I got the character specific thing from the EX Criminal upper hitting mixed up with b+MP. Thanks.
you can’t combo after b.mp as Anti Air, because b.mp will reset the opponent and does NOT put him into juggle state. however you can combo after a close b.mp vs grounded opponents.
Ok. I was 99% sure that there was no way it juggles, I just remember reading a ton of Cody stuff when I first started playing him and I think I got the character specific thing from the EX Criminal upper hitting mixed up with b+MP. Thanks.
[504 / 200] (0) j.mk, s.mp, ultra 2 - 1 frame link
…I could have sworn I got this to work when I first got the game without the j.mk, but now I can’t seem to get it to work.
ok im new to cody but im lovin everything about him and theres alot of combos in opening thread so i need a starting point what the bnb’s every cody should know? best punish combo(meter and no meter) and best after a FA crumple(prolly the same but wanna be sure)