"Jackpot!" Cody Combo Thread

I dont trust em! : D

!!!new discovery!!!

So, after a day of casuals died down, In my drunken stuper, I went into the training room and found that NJ HP, St HP, Cr HP DOES in fact work, WHEN times correctly…

I made the discovery on gen as a dummy but it does work on other cast members… further testing is required, thats why you guys are here :tup:

spaced late njump fierce to make s.fierce hit late & link to c.fierce

u can do it anywhere, but for these purposes put a(Gen) dummy in the corner, tap back then do the jump

Have fun with it in the tng lab, it didn’t seem too difficult, but have a go at it and let me know your success…

remember that time in the option-select stream when you told me this & i didnt believe you & then went in the training room & did it in 5 tries?
hahah awesome dude :tup:

fairly easy link throwin ex cu shit did hella damage

Another quick question; when you are fishing for a cl.HP or c.HP counter hit to ex rocks, do you throw out the rocks regardless? or do you buffer the d, df, f and then if no counter hit not press the PP, or maybe if no counter hit use lp rocks?

I am going to try to start incorporating this into my game. thx.

That’s entirely up to you dude. I’ve always thrown it irregardless because you get a good chunk of frame advantage to continue pressure rather than end in -1 with the cr.hp.

where do u guys usually throw in ur cr hps…i only use them spareingly to pushing never to apply much pressure unless im in the corner…it feels like its punishable

Some that I use after watching others
Meaty cl.hp-cr.hp xx ex rocks
cl.mp-cr.hp xx ex rocks
cr.lp-cr.lp-cr.hp xx ex rocks
lp rocks-cr.hp xx ex rocks (I need to find a way to put this more into my game)

and don’t forget after ex rocks you can loop cr.hp xx ex rocks over and over if they’re in the corner.

I was watching a couple videos and he seemed to only throw out ex rocks on counter hit, so its hard to know if he would have thrown the rocks if the CH didn’t hit lol. But watching more videos yesterday I saw a few where the ex rocks were thrown even on block… I’ll probably start out by throwing them regardless…

Then I guess watch for the CH to pop up and continue the combo accordingly (or ideally buffer and execute u2).

Good Sh*t with the setups. I have started watching youtube video segments over and over again to try and figure out exactly what blockstrings and frame traps advanced players use. I’m getting there :slight_smile:

ex rocks on block deals frame advantage so, i tend to do it anyways, and on hit you have plenty of time to confirm to u2 or whatever else.

yep, just do rocks regardless of hp counterhit. it’s simply not enough time to realize a counter hit +rocks input, since you’ve to cancel into them.

I don´t know if it already been posted, but I was messing around in training mode and done this:

(corner) Jumping Roundhouse, Standing Fierce, Crouching strong, High ruffian and ex Criminal Upper.

It did 404 damage and 670 stun on ryu (dummy) and if you put a ex ruffian before the ex criminal it does 446 damage and 730 stun.
As a punisher, you can do just Standing Fierce, Crouching strong, High ruffian and ex Criminal Upper. 352 damage and 520 stun, pretty good spending just one ex bar.
(edit) And Standing Fierce, Crouching strong, High ruffian and High ruffian. 310 damage and 450 stun. This one I saw in one of Ryan Hunter fights.
(edit 2) Saw all the combos already on the forum. Sorry…

The combo is character specific, and even within the group of “characters it works on,” there are characters it’s easier on then others. Off the top of my head, the combo doesn’t work at all on Akuma, Blanka, Honda, Vega, and Fei Long. There might be more I’m forgetting though. Then there are other characters like Sagat who are so big you have to switch up the combo a little to get the HK RK to hit late enough to make the combo possible, so you have to do a variation like cl.HP, c.LP, c.MP, or something.

Also, you didn’t mention cl.HP, c.MP xx HK RK, MK RK which is more damage then 2 HK RKs while still requiring zero meter. The problem with this combo is that it’s incredibly hard to time. In situations where I don’t have meter that I want to spend after the HK RK, I just do a second HK RK because it’s extremely easy to time, and I don’t want to risk mistiming the MK RK and letting them quickrise and potentially punish me and lose all my momentum. It’s an insignificant damage increase for using MK RK anyway, but it does look cool :lol:.

that corner hk ruffian => ex cu is part of his trials afair.

mh I’m wondering if you can followup with (ex) zonk or f.hk. I know you can via FADC, but not if it’s possible with a late hittin hk ruffian. Gonna test it later.

agreed & agreed :tup:

since roundhouse ruffian puts the opponent in standardknockdown @ jp1, & exzonk is jp1 on first hit… it would work… if timing & hitboxes allowed

hell if timing&hitboxes allowed you could hit 2 roundhouse ruffians then the second hit of ex zonk cause its jp2 :razzy:

yeah I meant if the timing fits.

i dont think it does starting from a ground combo :wasted:

you definitely can hit exzonk(& then excu towards corner) after an aa roundhouse ruffian

as for 2 rhruff then exzonk…

maybe off a high enough aa or aa focus
loads dhalsim into the cell lmao

just came from lab: timing wise there is no way zonk or crackkick can hit after hk ruffian against a grounded opponent.

f.mp, c.lp, c.mp xx hk ruffian, mk ruffian - doesnt seem hard to hit with mk ruffian, but I guess it differs in timing if you do cl.hp, c.mp as starter. mk ruffian does 6 more damage then ex cu in that combo. you can also reset him wirh f.mp. if you dash forward in the you’ll be still in front of him. “Fake crossunder” ^^

edit:
after hk ruffian, hk ruffian FADC you can combo with 1 hit ex zonk, ex cu and u2. I couldnt land f.hk, ex ruffian, normal zonk or any normal. which makes sense due to their juggle properties.

OK zUkUu another question and I think Ill be good for a while heh.

In training I can hit the c.lp c.lp c.lk (or c.mp) xx HP.CU if I am on, but many times the CU doesn’t come out.

I can clearly see the motions after the lk for the CU in the input, what gives? Seems like the CU cancel isn’t working.

I know when I was first trying that, the cancel was really, really tight. I, when going for c.lp into c.lk, enter the cancel as soon as possible because the kick should be connecting anyway. It’s not easy like the c.mp cancel.

actually find doing the string into c.lk into mk.RK much easier.