the reason that CU doesnt come out is the following:
-Two basic rules-
You can chain c.lp into themself and into c.lk [that’s the case for many characters, but not all. for cody, it is]
You can’t cancel a chained input with a special move.
therefore if you want c.lp, c.lp, c.lk xx cu you’ve to delay the c.lk A BIT [it’s just a frame or so]. To most ppl it feels way more natural to link, instead of chaining them anyway. To chain the c.lk you’d have to be VERY quick. So if you don’t get the CU often, try to be slower.
however, if the same happens with c.mp, it’s simply your inputs fault ;), but I’d rather guess the above reason is your real problem.
I thought it was probably a link vs chain thing… If I could get the c.lp c.lp c.lk xx down, I think I will improve my game by like 200%
What do you mean by the inputs fault? Meaning I don’t time the mp correctly?
I input my mp’s religously late, after both lp and s.HP. The s.HP c.MP link “feels” like it should be later so I miss that link… I simply need to practice more.
I read it like “c.mp xx cu” doesnt come out [aswell]. since c.mp isn’t chainable the cu should come out if you input it properly. ^^ that’s what i meant.
actually mean on hit too I’m not quick enough to react when I see hit whatever combo I’m doing is what I do lol. I’m sure everyones execution isn’t top notch in here…for me the mixup of scareing them from even reacting to my uppers by going for ex zonk or reg zonk or even ultra right after is a more damageing to their mental game then getting that mp or hp upper damage. They get scared of all ur criminal uppers after that. Works beautiful on block with balrog
I don’t know if that makes that much sense… really. You can’t realize after 2 c.lp or even 3 if they hit or not? that’s enough time to realize imo. and you’re be able to pull the combo, just use hp instead of lp - not a deal of execution there? or Do i miss something here?^^
Just some quick notes:
it’s not really a block string. you can get reversaled with nearly any srk-move and even ultra between c.lp, c.mp and c.lp, c.lk
you can even be reversaled (must be mashed tho) between c.lk and criminal upper [i don’t wanted to belive that myself until i tested it, however it’s quite uncommon + unknown]
lp criminal upper isn’t safe. Nearly everycharacter has a move to punish it. some with a mere s.lk which can’t be comboed into anything, some other can even link such moves in their super, specials and even ultras. lp cu leaves you at -5 frame disadvantage, most have an 1 frame punish window which is rather small, but a skilled opponend CAN and WILL abuse it. for instance @ balrog example, he can punish you with a s.lp, which can be lead into ultra 1, c.hk or some combo ending with headbutt => ultra
zonk after a blocked lp cu is a good mixup OPTION, but nothing more. if you do it too often you get predictable and you will get punished. not all opponent throw randomly specials / limbs after they block a special.
nothing speaks against lp cu on block SOMETIMES as mix up, but not everytime. best way is to stop after c.lp, c.lp and go for a neutraljump, crossup, f.hk, a pause followed with another c.lp or c.mp, or c,lk or a tick throw, f.mp, zonk, bad stone etc. cody has some great tools to choose from. just mix them and your gameplay will improve ALOT.
OK so it’s not a true blockstring… I meant what you do on block.
If you have trouble heres what I started doing: go to the training mode and set your dummy to random block. I start with c.HP and hit confirm with c. MP. If he blocks your hit, end the combo in lp CU. If the hit connects, continue with a more powerful combo ending in HP CU or HK RK FADC, etc. As zUkUu already said you shouldn’t always end in lp CU, but this exercise will help in your reaction time. It has helped me immensely minimizing punishment.
oh I’m quite well aware of everything you posted despite that in general in my opinion it’s still his top option to me. I’m not some noob lol. On this forum combos may look juicy but aren’t viable…the fact that alot of people simply hold just back to start walking away during combos makes lk better then mp in combos to me…despite mp combos doing more damage.
All that info you wrote = truth. Some not truth balrog is not punishing a lp criminal used after that combo with a lp. Ur talking about point blank…why anyone would use criminal upper alone is beyond me. But it’s truth I’ve known for quite sometime…shit I’m willing to bet I have one of the better codys on this board. Zuku you don’t play on live? Psn is hindering ur ability to grow I’m willin to bet lol
the test for punishing a lp criminal I’ve made was with “c.lp, c.lp, c.mp xx lp cu”. so balrog should be able, let alone the fact that his s.lp reachs pretty far.
I play psn only for fun, training etc. The game alone should be seen as fun, not “work” or taken TOO serious. I live in a huge town, so it’s not that hard to find a local party and sparingspartner to play against, we even organize tournaments evey now and then-
fun is fun but when you post on srk it’s pretty clear it’s a aspect of seriousness to your street fighter game. I don’t think balrog can even if he can frames aren’t reliable data…i used to main cammy on paper her standin lp should have reversaled his straight punch but the timeing was so difficult it really didn’t work. On paper alot of shit counters lp cu…in game …not so much
Ofc, playing is a hobby. you’ve to take your hobby serious or it isnt a hobby but a casual timewaste. that’s the reason I said “TOO” serious [u know some blame / insult you for not knowing stuff you simply don’t know if you aren’t too deep or new to he game etc… anyway, drftin into offtopic here ^^]
I did test balrog’s punish option in the training room. it’s not simply “theory” but proofed thru practice (by myself). Did it with cammy aswell. you can punish it with s.lp [ leading into Spiral Arrow or her Super] and her Super alone.
OK so not to beat an already fly infested horse, but i finally got the timing down and thought Id share. Simply throw out the lk after Codys arm is all the way “in” after his second lp.