"Jackpot!" Cody Combo Thread

^any lp rock combo is just for the lulz and for showing off (besides corner reset fa, lp rocks, f.mp) ^^
for one bar you can get FA, lp rocks, crack kick, ex cu. however with 1 bar you could also fa, ex rocks, c.hp, hp cu for more damage and stun. for tow bars you can fa, c.hp, c.mp, hk ruffian, zonk/mkruffian etc

so for any combo there is starting with lp rocks is another one more major. however this could change with AE. but for now - it’s just for show.

and to answer your questions. you’re just too early if you slide under. shouldn’t be character specific.

btw for 3 bars you can fa, lp rocks, hk ruffian, fadc ex cu / u2. even more flashy :3

edit: nvm didn’t read the “backdash” - well anyway ~_~

I’m surprised this thread or any other thread isn’t called “I learned this in Prison!” just a thought…

theres seems to be a huge decrease in activity in this thread. My guess is a majority of ppl jumped ship due to insuccess with cody, he actually takes a lot of work to win with, and most players want instant results. whatev

So, with a cornered opponent, after a forward throw, you are just out of throw range, as are they. Unless, u kara throw with mk. Sets up interesting mix ups, fake rocks>karathrow.

midscreen> After forward throw, slightly walk up and then jump in RH, it will crossup if u get the spacing right. The setup is similar to kens crossup fierce, except instead of moving back, move forward.

well this combo thread has died down… cause pretty much all the in-fight usable combos have been posted long ago & stuff that pops up now or in the future is most likely gonna fall into one of three categories: already been posted before, impractical, or super situational/specific(char, spacing, timing, hitboxes/animations)

now this stuff is very discussable

dwiguitar started the resets and mixups compendium thread & crossup j.roundhouse(*buttslam *as theyre calling it :lol:) is one of the current topics. i havent posted in there yet but but slam can be very effective!

but just to go ahead & ask, are you saying if they are in the corner & you mk kara forward throw them into the corner, it puts you @ a diff spacing than if you just used regular throw?

lately ive been liking the space created by putting a meatyish c.fierce xx fakerocks on their wakeup. i mean if they are conditioned & wont srk your face ofc :sweat:

also: the “official”? frame trap thread has come back to life in the new year

what do you do for a reset after a stun? in the corner I usually do Focus Crumble, lp rocks, f.mp ~ meaty s.hp.

anyone using that focus crumble, wait j.mk crossup? I’ve tried it a few times with mixed results, but mostly bad.

he takes a ton of work to win with. if he’s not bottom tier, he’s in the couple spots above bottom tier…

I still mess around with him but I can feel it when you as him… Cody fuckin sucks compared to the other 75% of the cast. I don’t really enjoy playing such a shitty character.

no, after the throw the distance between characters is the same, just out of normal throw range, but at max kara throw range, and space will be the same after every throw too, as long as their back was to the wall. Keep in mind, to get this spacing they have to be in the corner to begin with. Also if u can condition them to throw after lets say, a fake rocks kara throw, instead lp rocks> SWEEP, looks so fkn amazing.

he is kinda shit tier, i think the only thing holding him back is his mobility. He moves like a sack of shit. Nonetheless, i still have a lot of fun playing as him, and will stick with it.

also idk about u guys but I’ve been using cody’s U2 as if it was seths U2 to chip ppl out lmao. I realize it doesnt have the same properties but certain characters rly cant do shit to reversal it. Ken for instance, u2 eats ex dp and ultra1. not to mention u cant jump it. Obviously this is a no go with ultras that go airborne, and have invincibility, ala sagat. Further testing is needed, and im willing to eat in game counter ultras to find out.

i rarely go for resets. most likely after a stun lately im gonna gonna go for j or nj(harder to get) fierce, s.fierce, exzonk w/a possible followup

negatiiiiiiiiive nancy :arazz:
& i know this probably wont meet w/much agreeance… but lately im feeling like his mobility(walk speed, dashes,command normals) arent a detriment, but are meant to compliment & setup his other tools w/distances & timings.
but it is a lot of work…

ok i get what youre saying now :tup:

right, I’ve been trying to incorporate his slide and crack kick more for maneuvering forward. It will suffice i suppose.

all i want is ex ruffian full projectil inv and better backdash or ex cu with full 7 frames of crispy invin.

BEFORE I GET STARTED:

I just want to apologize if any of this is out of place or too long, not descriptive enough, etc. You have my sincerest apologies and I would be happy to reorganize my post if need be…thank you

I’ve been messing around in the lab working on my links. Figured I’d post some combos I’ve been working on. Most of them revolve around the close standing medium punch because I found out (and forgive me if I’m a bit slow on this) that it hits crouching opponents. I like using this a lot better than just going straight to the (lp, lp, mp xx special) combo because it does more damage and adds more stun than just two lp’s. Liking standing medium into crouching medium doesn’t feel like a 1 frame link…but i don’t know jack about Cody’s frame data so…

Oh and I put some notes on the bottom for things I thought needed a bit of explaining…Definitely read those when mentioned.

**
226/320cl.s.mp, cr.mp xx lk ruffian kick** - love this move, an easy and great for a knockdown your opponent can’t quick stand
~jumping in~
[272/385] with lk
[292/485] with rh
[302/485] with fp
[322/485] with nj. fp


**
266/420cl.s.mp, cr.fp xx lk ruffian kick** - 1 frame link, with practice this should replace the above combo
~jumping in~
[304/465] with lk
[324/565] with rh
[334/565] with fp
[354/565] with nj. fp


**
406/640 f+mp, cl.s.mp, cr.fp xx rh ruffian kick FADC f+rh, EX criminal upper** - two 1 frame links
~jumping in~
[419/652] with lk *NOTE 1
[439/752] with rh
[449/752] with fp
[469/752] with nj. fp

515/430 f+mp, cl.s.mp, cr.fp xx rh ruffian kick FADC into Ultra 1 - two 1 frame links
~jumping in~
[508/480] with lk *NOTE 1
[528/580] with rh
[538/580] with fp
[558/580] with nj. fp

KNIFE COMBOS:

502/330 cr.fp, cr. lk xx rh ruffian kick FADC into Ultra 1
~jumping in~
[511/410] with lk *NOTE 1
[531/510] with rh
[561/510] with fp/nj.fp

IN THE CORNER:

276/444 knife throw, f.hk xx EX criminal upper - can also be done if knife catches in the air *NOTE 2, NOTE 4

266/344 knife throw, rh ruffian kick xx EX criminal upper *NOTE 2

296/394 knife throw, EX Ruffian Kick, EX Criminal Upper - can also be done if knife catches in the air *NOTE 3

448/100 knife throw, Ultra 1 *NOTE 4

270/420 knife throw, EX Bad Stone, EX criminal upper - can only be done in the corner if knife catches in the air

…Yeah…I think that’s pretty much everything…some of these are obviously unconventional…but they were still a lot of fun to do…Enjoy!


NOTE #1:

I noticed that when you’re jumping in with LK for cross-up, it can be a bit bothersome to link into f+mp. You have to make sure the LK lands late or otherwise it just doesn’t work. The same applies when linking a cr.fp with the knife.
**
NOTE #2:** I practiced this one a bit and I found out you can actually hit this combo a little bit past half-screen. When the opponent gets hit by the knife, their hit box gets extended when they become airborne, making it easier to hit them with the Crack Kick from farther away. To better describe this range, the max I could hit the opponent from was where Cody’s left fist in his standing stance was just on the left edge of the time box. The sweet spot to combo-ing rh ruffian into criminal upper off of the knife throw is more difficult. For this one I think Cody has to be standing halfway under the left half of the time box and you need to get out the ruffian and criminal upper ASAP.

NOTE #3: Also from the right distance (preferably the one involving Crack Kick) you can do this combo. The EX ruffian kick actually bounces the opponent just a little bit higher into the air, giving you time to do the EX criminal upper.

NOTE #4: This seems extremely unlikely to pull off because you have to be right next to the opponent to do it. But if you can get, this combo can be done ANYWHERE ON SCREEN. You gotta get off that Ultra as soon as Cody recovers from the knife through though. Otherwise it misses completely. The above also applies to the combo involving Crack Kick. It can also be done ANYWHERE on screen though the time is a bit more difficult.

I also use cl.mp into combos. For a good hit confirm (or stand confirm) I start with cl.mp, cr.lp. Then there are a few options:

  1. I use c.mp xx lk or mk ruffian.
  2. If Im going to go for a CU I use c.lk xx CU because this has more damage then the c.mp xx CU as the first his of the CU misses sometimes after a c.mp. Full CU always hits after a c.lk.
  3. If I have some bars and have confirmed the opponent is standing I go for c.lk xx HK ruffian FADC (pick your follow up). c.mp xx HK ruffian tends to take too long and the opponent can block.
  4. I use c.lk instead of c.mp if the opponent was pushed further away for whatever spacing reason.

This isn’t as damaging as cl.mp c.mp xx special, but I have found it to be a great hit confirm, and more damaging than c.lp,c.lp,c.mp (or c.lk) xx special as you have stated. I have personally also found cl.mp,c.lp,c.mp (or c.lk) xx special to be easier to time than c.lp, c.lp,c.mp (or c.lk) xx special.

Nice data tho, I never can remember the exact damage or stun.

@ A_New_Challenger: cl.mp to cr.mp is a 3 frame link.

Also you crossup with mk, not lk.

im pretty sure he means mk, but its possible to crossup w/ j.short in certain scenarios :coffee:

edit try it on crouching ken(proper distance is 1 backdash from max closeness) :looney:

you’re right. I did mean mk.

thanks for the tips. It’ll be a while before I’ll be able to properly apply it to my gameplay though. I keep defaulting to cr.lp, cr.lp, cr.lp, cr.lk, xx mk ruffian kick. I should start doing CU more since it does more damage. As for the data and everything, I did the combos while I was typing up my post and just wrote them down as I did them. Nothing to remember, but it was a pain in the ass when I had to do it again after I wasn’t fast enough to catch the stun info before it reset to zero.

I’ve wrote this before in this forum about what move to end your combos in. The answer depends entirely on the matchup and situation you’re in. If you need to finish the opponent off then go for the most damaging combo (full hit of CU or HK ruff -> FADC) but in matchups where Cody needs to get in I.e. Guile, Dhalsim, Sagat etc. It’s better to end in LK ruff for the untechable KD so you can start your pressure etc.

Similarly, in matchups where Cody wants to stay away from the opponent I.e. Gief, Abel, T.hawk etc. Then you should end in MK ruff to knock them to the other side of the screen allowing Cody to zone them again.

Then there’re situations where ending in this move my benefit you more than ending in another for example, ending in MK ruff to put your opponent in the corner or ending in zonk to set up a meaty bad stone.

Just thought I’d say this so you think more about which is the best combo ender. Sometimes better positioning is more important than damage.

Packz.

I also forgot to add that if you are having trouble with your links, c.lp,c.lp,c.lk xx special is a lot safer in my experience than c.lp,c.lp,c.mp xx special.

This is because in general (at least for me) if I mis-time the c.lk, I usually press it early, the c.lk comes out and the special doesn’t and you are “safe”. If you mis-time the c.mp, generally the c.mp AND the special come out, both get blocked, and you are free to punish.