"Jackpot!" Cody Combo Thread

Did it on my first try.

try ex cu. I think it’s more lenient in terms of timing. hk ruffian as followup should also be not that hard.

That combo definitely does not work on everyone. I’ve done some testing with it a while back, but I’m not home right now, so I can’t post up the total list. If you wait a day or so, I’ll post up everything I have.

In the mean time, here’s the basic things to know about the combo:

  1. cl.HP, c.MP xx HK RK doesn’t work on everyone to begin with. Certain characters’ hit reel animations make the HK RK whiff no matter what. Doesn’t matter how close you are when you start, the combo will never work. Examples are Akuma (which is weird, because it works on the other shotos), Honda, Blanka, and Vega. I think they’re the only 4, actually, but I’m not sure off the top of my head.

  2. If the combo does work, certain characters get hit at different times during the HK RK which determines what followups are possible.

So for example, Ryu (or Ken) is the easiest example. On them, you can do cl.HP, c.MP xx HK RK, EX RK (then EX CU), or c.MP xx HK RK, MK RK, or c.MP HK RK, HK RK, or c.MP HK RK, t.MP (reset). You can also do EX CU, but there isn’t really much reason for that, in my opinion. HK RK x2 is the easiest followup due to timing, and it’s pretty easy to do.

On other characters, for example Guile, you have to make adjustments as you’re doing the combo to position yourself in a way that the HK RK hits late enough to give you a followup. This basically always means adding in a hit, or moving back before execution the combo.

So again, with Guile as the example, if you land a level 2 focus in the corner, after you dash in, you should walk backwards slightly before doing the cl.HP. This makes the eventual HK RK hit later, which gives you more time to land the second one. It’s extremely hard to hit Guile with MK RK or EX RK afterward, even using this method.

Another example is Sagat. He’s so big, that just doing cl.HP, c.MP xx HK RK isn’t enough. Against him, if you’re completely point blank, you can actually do cl.HP, c.LP, c.MP xx HK RK to get a better spacing, so a second HK RK is possible.

tl;dr: The combo doesn’t work on everyone, and you need to know little variations to get it to work consistently. Unless you’re performing the combo on one of the characters it’s easiest on (such as Ryu), the best option is simply HK RK x2, or HK RK, t.MP.

My friend mains Juri so I play him often. cl.HP, c.MP xx HK RK, HK RK follow up doesn’t work.

If I remember correctly, Juri is like Guile, where backing up slightly before doing the cl.HP makes the timing easier.

One other thing I forgot to mention in my first post:

There are other ways to be aware of to adjust the initial spacing on the cl.HP. There are three main situations where you get an opportunity to use this combo:

  1. As a punish (blocked reversal)
  2. Off a level 2 focus
  3. Off a level 3 focus or off a dizzy

For the first situation, for example, blocking a Flash Kick, you have a little time to react to the situation and position yourself to be where you want to be for the cl.HP. In the case of a Flash Kick, you’d position yourself slightly spaced. On the other hand, if it were Ryu, you’d want to be point blank.

In the event of a level 2 focus, again, you have some time to actually walk Cody into the proper position, either by walking forward, back, or staying in place after the dash.

For a level 3, you have other options, besides simply walking into position. If you have meter to spare, another option is to use EX Bad Stone immediately after the dash. This is the equivalent spacing of moving back very slightly after a level 2 focus. Against characters like Ryu, this makes the timing even easier then it already is off a point blank cl.HP. For some characters, using EX Bad Stone changes the timing from “extremely strict and difficult” to “easy and reliable.”

Off a dizzy, your options increase even more. Obviously, you can just use a level 3 focus and go from there. Besides that, you can also use a jumping attack to get the desired spacing.

I have a majority question.

cr. jab, strong into lk RK
or
cr. jab, strong into fp CU

I like the lk RK ender for the untechable kd. but i’m wondering if i should use fp Cu more for the damage output and stun.

an untechable knockdown is really really good for cody, whose main play style is rush down and pressure, but sometimes cr.lp > cr.mp xx lk RK doesn’t connect if you’re too far away, so I’d say use lk RK if you started the combo close to your opponent, but fp CU anytime else.

criminal upper puts you at a perfect distance for a wakeup game. there is hardly many reason to use lk rk at all in a combos. there CAN be such occasions, but hp cu should be your main use.

Question

Anybody uses the corner combos after a focus?

MP Rocks, HK RK, FADC, … ender {ex CU, U1, U2, J-HP}

Not sure if this works… MP Rocks, EX Zonk, FADC Ender

focus crumble in corner and you want to spent some meter: s.hp xx ex zonk, ex cu. if stun, then I’d go for j.hp, s.hp xx ex zonk, ex cu, depending on the combo that led into stun a reset can be a better option, focus crumble j.mk crossup, , s.hp for instance

I think lp rocks, f.mp works also in the corner as reset after a crumble.

yes, avoid that scaling!

but if theyre close to dying & get crumpled near the corner… most def go for your most unorthodox lookin flashy stuff. just dont drop it! :razzy:

& dont forget about exrocks after crumple :coffee:

btw ex rocks xx FA lvl 2 connects. strict time window and 3 bars makes this mostly useless, but it’s at least good to know :3

Question for you guys; how do you get counterhit f.mp, f.mp, mp, U2 to connect? I can’t get close mp to come out at all after one f.mp.

I’d say this is a mostly worthless combo due to it’s difficult and scaling. rather use u2 directly after ch f.mp (2 frame link) or cl.mp (which is a 1 frame link btw). even better ch c.hp xx ex rocks u2 :3 easy as hell

I actually find close mp easier than f.mp to link despite the data. My theory was to use that combo to give myself more time to react. And I’ve never been able to hit ch.hp - ex rocks in a game.

really? just use it sporadically and you’ll score a hit sooner or later. it’s really simple to do and the risk/reward is incredible awarding. @c.hp xx ex rocks

I started fishing for CH HP xx ex rocks more recently. I hit my first in game CH HP xx ex rocks to u2 and it was FTW I jumped off the couch and cheered for myself hah. Very satisfying.

Hp is a lot safer than I thought it was. And ex rocks being blocked if you’re out of range for it to combo.

lol i made a double fmp combo start the other day(codyproject)
landing those types of combos is totally dependent on the char, their hitboxes, & reeling(when hit) animations
anyway, timings tough on ch fmp>fmp; try it on akuma(standing in corner)

but zuk’s right it only does 10 more dmg(~494) than plain ol ch fmp > u2(~484)… tho it looks significantly sweeter

also: i think somoeone had posted a pretty nice list of setups/frametraps/etc for landing ch fierce(xx exrocks). if i find it i will re-link. i find them happening on wakeups sometimes(dont get uppercut ofcourse) or after a fmp. put them out there judiciously & you will land a ch fierce :lol:

I’ve always done the lp rocks to MK ruffian after a backdashed focus crumple, but recently I’ve started attempting lp rocks, ex ruffian into ex CU if I have the meter.

It seems the timing is more strict or something because on more than a few occasions I have missed with the ex ruffian. I am not sure if the rocks are coming out too late or early, or if the ruffian is coming out too early. In this scenario the ruffian slides under the opponent as they are up in the air and wiffs, so its not that the ruffian is late.

I attempted to re-create in training mode, but I seem to always connect the ex ruffian after lp rocks in the lab. Does anyone know what’s up with this? Maybe this combo is character specific?