"Jackpot!" Cody Combo Thread

Dude once you get the fight stick you’re cody skills will level up dramatically once you start pulling off 1 frame links.
That’s the only reason why I was able to rank up to 7000+ bp though I’m still a scrub, but getting a fight stick and learning those links have made all the difference.

Codys 1 framers are really just for show

i know theres some bread and butter vs your fav food analogy here but thats as far as ill take it :razz:

anyway i upped a match vid & im posting it here also because it has an example of anti air focus attack followup that i posted on the previous page.

all the ones tested in training & posted were level3 focusattacks, but i noticed the ones in the vid land off of a level2(?) :sweat:

[media=youtube]y4v1lw3hO4o"]anyway here it is …& *almost [/I[/media] :grrr:

I’ve been hitting nj.hp, sc.hp, c.mp, hp cu A LOT in matches online because people always throw if you walk right up in their face on a knock down.

It does over 600 stun just for hitting that. I’ve been stunning people like fucking crazy.

You get more damage ending it with mk ruffian because not all of the CU hits but it does 120 more stun if you do the CU. I’ve been ending everything in CU lately just for the stun.

f.mp>cl.mp>cr.hpxxHp criminal upper is his most damaging “non meter” “non counter hit” punish accompanied by a nj.hp or any high jump in attack and you’ve got yourself an ultra damage that requires “no meter”

Is it hard to pull off consistently? (you damn right it is)
Do you need to learn it? (nope you can go and op for just a simple cl.hp>cr.mp xxhp criminal, or hell even cr.hp xxhpcriminal will do)
cr.lp>cr.lp>cr.mp xxlpcriminal fadc cr.lp>cr.lp>cr.lk xxhkruffian fadc ultra
that is for show because there’s no use for it, but his 1 frame link into cr.hp is not for show.

off of a mk (unless it is deep) you can’t do cl.hp>cr.mp, but off of a cross up mk you can do cl.mp>cr.hp
these “A” players that are playing now a days are no joke. If you’re not maximizing your damage potential then its going to take that much longer to get another opportunity to finish them.

exactly that… if you landed nj.hp sometimes cl.hp>cr.mp xxhp criminal may not get the full damage and you’re left to go for mk ruffian (which isn’t bad if you’re pushing for corner)
but nj.hp>cl.mp>cr.hp xxhp criminal always ALWAYS connects full (unless they got a weird hit box and your cl.mp becomes s.mp), and does more damage and stun.

BUT you can also add the f.mp for even more damage off a nj.hp =) its not just for show

The difference between a 1f link and a 2f link is like night and day. I’ll miss cl.HP, c.MP maybe one in fifty, as opposed to missing 1 in 10-ish 1f links. It’s not a risk you take unless you need to. Characters like Abel and Rufus don’t have a choice, they either go for the 1f link or they do no combo. Not only that, but if they drop the 1f link, it’s not even that big of a deal. Rufus HP GT basically isn’t punishable, and most characters can only punish Abel CoD with a normal throw. Contrast this to Cody where if you drop the link, you’re eating huge damage regardless of the matchup.

Cody has the choice, and when you’re looking at 10 damage difference, it’s pretty obvious that it’s not worth the risk. Obviously maximizing damage output is crucial at high levels, but there comes a point where the risks don’t outweigh the potential damage increase. If you look at it in terms of percentage of the time the combo is hit/dropped versus the damage the combos do, it becomes more clear.

Again, here’s the numbers I already gave:

I can hit the cl.HP, c.MP XX HP CU combo 98% of the time. I’ll even be generous here for the sake of the discussion and say I can only hit it 95% of the time. .95 x 288 damage = 273.6 damage. Meaning on every attempt at trying the combo, I average 273.6 damage, because I drop it 5% of the time.

On the other hand, I can hit the cl.MP, c.HP xx HP CU combo 90% of the time. .90 x 298 damage = 268.2 damage.

But actually, that’s not the complete math, because when I drop each combo, I’m still getting a portion of the damage from the combo before I dropped it in the middle.

For the 1st combo, I get 100 Damage from the cl.HP, multiplied by the .05 (representing the 5% of the time that I drop the combo), so I add 5 damage to my average.

This is opposed to the 70 damage I get from the cl.MP on the second combo, which is all I’ll get 10% of the time. So 70 multiplied by .10 means I add 7 to my average.

Therefore, the comparison winds up being 278.6 versus 275.2, and that was me being generous with the numbers.

So on just that alone, I wind up doing (slightly) more damage overall using the easier combo because I don’t drop it as much. But this is also without taking into account the amount of damage I’ll take from dropping the combo. Don’t forget, those 5% and 10% I drop the combo respectively, my opponent gets big damage on me, and that has to be taken into consideration, because eating raw Ultras, or even just big combos into knockdowns is a huge deal. Especially considering you’re also losing your own knockdown and mixup/momentum.

So even if you’re looking at a situation like after a nj.HP where cl.HP, c.MP will give too much pushback, I’d still rather do cl.HP, c.LK xx HP CU and lose ~30 damage and ~20 stun then try to hit the 1f link. The marginal damage/stun increase just isn’t worth the risk.

Looking at the t.MP, cl.MP, c.HP combos is even more crazy because yes the damage/stun difference become more significant, but now we’re talking about doing two 1f links back to back. It’s not reliable enough to attempt in a serious match for the sake of ~25 damage and ~40 stun.

Also, you have to realize that depending on the exact combo you’re doing, the cl.MP, c.HP combo will actually do insignificantly more damage but slightly less stun because of the scaling. The most useful example is after a focus attack. It’s one of the most common places you’re going to get a “free” combo opportunity to use one of these combos, and since focus attacks count as 2 hits for scaling, it’s better to use the combo with the Fierce first, so it gets scaled less. Either way, the CU is the 4th move hitting, so it gets scaled the same either way. Truthfully, the difference in the numbers is insignificant in both damage and stun, which is again why you might as well do the easier combo.

Here’s all the numbers if you want to compare them for yourself. I included any combo I would even consider doing in 3 specific situations where they all end in a HP CU. First situation is off a punish, like a blocked DP, second situation is off a jumping attack (I used nj.HP since that was the example given in the above post), and the third situation is off a level 2 Focus.



          Combo            |   Damage   |       Stun
-------------------------------------------------------
Raw Punish:
cl.MP, c.HP xx HP CU		298		476	
cl.HP, c.MP xx HP CU		288		476
t.MP, cl.MP, c.HP xx HP CU	322		514
---------------------------+------------+--------------
nj.HP:
cl.MP, c.HP xx HP CU		382		614
cl.HP, c.MP xx HP CU		338		585	(doesnt hit full)
cl.HP, c.LK xx HP CU		348		594
t.MP, cl.MP, c.HP xx HP CU	402		652
---------------------------+------------+--------------
Level 2 Focus:
cl.MP, c.HP xx HP CU		302		502
cl.HP, c.MP xx HP CU		298		512
t.MP, cl.MP, c.HP xx HP CU	317		530


I remember reading a discussion (i think here on SRK but not sure) about using cr.LP, cr.LP, cr.LKxxCU/RK VS cr.LP, cr.LP, cr.MPxxCU/RK once, and while i didn’t reply at the time (not that into cody then) i’ve lately tested it in training against one of the chars with the most health (T.Hawk) with options set to no stun.
Basicly what it boils down to is exactly what you’re saying in your post: using MPxxHP CU you need the combo 5 times before his health is at/below zero, using LKxxHP CU you need it 6 times, but using LK is easier than MP(they’re both not that hard, but i play online a lot and every frame counts) so i’ve stuck to using that.

I think a lot of people forget that finding a balance between maximizing damage and minimizing risk is better than saying “combo X = best damage, combo Y = best stun so i’ll use that” (although i’m not saying it’s useless to find out what a chars max damage/stun potential is)

If i’m in the corner and i’m hitconfirming (or trying to because i’m a slow old man) cr.LPx2 i will decide to go for crLKxxMK RK to give myself space at the cost of some damage, if i’m not in the corner i use HP CU or HK RK if i have the super/ultra meter to do something usefull after FADC.

I do however suck at S4 and there’s no vids of me being awesome with Cody, so that might substract a bit from my validity at posting this but it’s just my 2 cents.

now we talkin <3 I like the approach, even tho there are more factors which have to be taken into account, but for the sake of beeing clear and simple, it’s sufficient.

Does anyone option select crouching tech throws? I don’t crouch tech almost ever and need to start add it into my game; but was wondering if I should be adding another input such as MP for a better option?

damn nice shit on that hunter
Yeah online I’m forced to do cl.hp>cr.mp>hp. criminal all the time (only when I panic to punish a move that I use cr.hp xx hp criminal)
but I’ve been trying to practice those 1 framers because (even though its hard, and sucks when you drop it) going from cr.lp>cl.mp>cr.hp is just soooooooo much more destructive than cr.lp>cr.lp>cr.mp or even cr.lp>cr.mp
spacing is situational, but there’s so many matches where I’ve lost because I didn’t maximize that damage potential when I was given that oppurtunity
I remember watching one of daigo’s matches where he lost because he missed the f.hp>cr.hp link. We can all agree that he should’ve just went for the f.hp xx shoryuken link, but at the time he probably figured he would push out as much damage as he could.

I’ll be honest the only times I attempt 1 framers are casual matches, because I don’t trust my execution enough to risk it during a match I need to win, but I do believe all it takes is some serious muscle memory to pull it off consistently.
Which in turn would equate to more wins (or losses if you drop em)

The only time I do attempt them in matches is when I have a good life lead and I got a free nj.hp in there or a crumple. And by the way your option select video is the reason why I know how to play cody so thanks for that man.

Well, while it does come down to your own personal skill level, you should still push yourself to try for the “better” combos. If you don’t feel comfortable using c.LP, c.LP, c.MP, you don’t lose too much by using c.LK instead, but the c.LP -> c.MP link is certainly easy enough to do consistently, so you’re better off practicing it.

Just wanted to comment on two things real quick.

First off, I just want to note that yes the c.LP, cl.MP, c.HP xx HP CU combo is great, but you need to realize that it’s also two 1f links back to back. I’ve already explained by stance on that, so I wont go into it again, haha.

Second, I just wanted to touch on how you say “…but I do believe all it takes is some serious muscle memory to pull it off consistently.
Which in turn would equate to more wins (or losses if you drop em)” because that was like exactly my point.

You have to think about it realistically. How many times is 10-20 damage or 10-20 stun going to make a real difference in a match? Yes, there absolutely will be games where that 10-20 difference will be the difference between winning or losing, but we’re talking about maybe 1 game in 1000? Maybe? More likely, it wont make any difference at all. In the few cases where you’re 10-20 damage off from kill them, or 10-20 stun off from stunning them, it will just be the difference between having to chip them to death, or hit them 1 more time, but it wont affect the actual outcome of the match.

But compare this to the number of games where you dropping the combo will change the outcome of the match. You drop the combo, and instead of getting a knockdown and mixup for a potential stun, now you’re talking damage, getting knocked down, and getting mixed up – the worst position for Cody.

So basically my point is (in my opinion) in terms of “altering the course of the game,” these 1f link combos are more likely to cost you games by attempting them, rather then win you games due to their almost negligible damage/stun increase.

Also, thanks for the compliments on the video :pleased:. I have more planned for the future.

so i have been noticing lately that on certain characters like ken and dan that crossup j.mk, mp, cr. mp to hp criminal upper only does 258 damage because the cu dosent fully connect.
Is there something I am doing wrong or would it be better to just use j.mk, mp, cr. lk to CU as it will connect fully with 268 damage and I think more stun against these characters?

You need to have a really solid crossup to get the first hit of the hp.cu to connect with smaller guys, it can be a bit tricky. In that case, use j.mk > st.mp > cr.mp xx mk rk, which does more than 268 iirc.

ive been falling in love w/this combo in training lately. it just looks **cool **& my fingers like it:smokin:

j.strong > s.strong > s.strong > c.roundhouse

276 dmg, easy execution, & id say it works on 5/8ths or more of the cast

the j.strong helps to get the positioning right for the double s.strong to connect(tho i was having success w/j.roundhouse also vs some chars), elsewise the second strong will be far s.strong, which can connect, but… since that is a non-cancellable hit, is there a way to tack an OS on there? or for that matter, after a f+strong > s.short?

oh & of course you could c.fierce xx whatever after the double strong :nunchuck:

FA, Bad Stone, HK Ruffian xx FADC, Ex CU
FA, wait, EX Ruffian, Ex CU

Corner Only;
nj.HP, s.HP, c.MP, HK Ruffian, HK Ruffian xx HK-Super

You could probably do something else then HK Ruffian xx HK-Super ofc.
But it was fancy and did good damage.

I have finally started incorporating bingo into my game and wowzers :slight_smile: I did notice a problem on multiple occasions…

If I’m charging a bingo and notice an easy punish opportunity for U2, how do I bring out the U2? I do the motion for the ultra but when I release HP and then press all 3 punches obviously bingo comes out doh

cancel the bingo while in blockstun, or release it while you do a lk, a grab or a jump or something.

I always feel like i’m the only one who tries to incorporate negative edge in my game =P
If i was in your position i would just hit and hold the two punch buttons you’re not holding yet so you are now holding all 3 punches, then do the ultra motion and release them.

whoops double post