"Jackpot!" Cody Combo Thread

I was messin around with the new crack kick properties and it’s pretty hilarious. Crack kick fishing into rh to is very possible cuz it’s not that hard to land the rh rk. Altho the rh rk doesn’t juggle very high so I had difficulty doing crack kick, rh rk fadc crack kick. I bet it’s possible but just harder and maybe character specific. I can see fishing with crack kick for crack kick, rh rk fadc U1/crack kick, ex cu very common in ae. New c.lk is very noticeable in certain match-ups like dictator and boxer cuz it’s possible to c.lk after scissors kicks and dash punch (1 frame reversal on close block). In terms of ex zonk dist change, it’s also noticeable because u don’t always pass through neutral jumps or dps on wakeup now so u have to be careful.

Twins weren’t that bad honestly. Maybe 4v6 vs yun because his strong target combo reversals zonks and lp cu on perfect reversal and close block. They take A LOT of damage though and killed yun in 11 seconds off of two whiffed upkicks which Cody can punish with c.fp if ur expecting it. Against full screen palm building, ex rk is so free.

New gen is a fucking beast and I expect that matchup to be slight gen advantage cuz of s.mk and his retardedly good jump arc.

New Ken is very good. U have to keep him out and gtfo whenever u can cuz knockdowns are super easy for him to do.

New Dudley slightly harder cuz of new normals. U have to study when to throw his block string much like u throw Cody out of f+mp, c.lp.

New makoto is a different beast altogether and Abel is much easier with less dmg output on TT. Same thing goes with guile and chun who has a pretty hard time keeping Cody out with the nerfed backflip.

Sagat is still hard and boils down to good zonks, AA and zoning, just like currently.

written on my iphone

good insight. makes me want to read more.

ex zonk distance REALLY changed? I can’t imaging that, since capcom said explicit that his specials didn’t changed at all.

so exzonk goes less distance now, for certain? :coffee:

i dunno what to think about that yet, but since this is the combo thread… maybe more mid combo meaty 1 hit exzonks for meterless followups? :wonder:

It felt like it did but it could just be crying wolf. I remember bison not kicking me in the face when I woke up ex zonked if he neutral jumped but maybe he took a step back before jumping. If I get the chance I’ll try to retest.

I played a mirror last night in a local tourney and got hit with a CH Jumping HK (I think it was HK not MK) directly into u2. I should have asked the guy if he buffered the u2 or just went for it, but I didn’t think of it until after I left. My guess is he didn’t because he said he didn’t think it would connect.

Either way, jumping kick into u2 is something I literally NEVER do. I was just wondering if other people do this sometimes or not.

yes sir, j.fierce, nj.fierce, j.fierce knife, j.roundhouse & nj.roundhouse all link into u2… & its fairly common to see.
packz uses njfierce>u2 a couple of times in the vids he posted in the discovery/concept/matchup video thread

i forget to use it myself as well :sweat:

I’ve been playing AE. I don’t feel like his EX zonk changed at all.

We will find out for sure when the DLC finally hits consoles. Im pretty sure there are more changes to cody than those mentioned. I think maybe Capcom just wants to treat us with a surprise.

@pie guy: you aid ex CU is very common in AE. Do you ever see it getting stuffed when being used as a reversal?

I see it getting stuffed out now as well. It hasn’t changed I don’t think. There is no invulnerability on startup frame 1 and when it goes active.

The move actually has invulnerability on start as of now (super), it just loses it two frames before going active. But thats really a shame if it didnt get more invulnerability frames :frowning:

Im pretty sure startup frame 1 doesn’t. Try using it on wakeup against meaty’s and u’ll notice it gets stuffed. It beats throws clean tho.

i thought it has 3 frames invin. 1-3. that’s the reason why it gets stuffed even by jabs (2 frames active n stuff…)

I just checked the SSF4 hitbox data vids. It is invincible completely on the first 4 frames. On the 5th and 6th frame it is only grab invincible and on the 7th frame the hit comes out.

Other than that i wanted to quote the developers on something:

“Cody
Q: I have some questions about Cody. [A bunch of specific questions.]
A: About Cody, aside from what we posted in the dev blog, he’s staying almost the same. Therefore, the answers to all these questions will be, “Same as SSF4.””

source:SSF4 AE changes to Honda, Gouken, Rose & Ibuki : News : EventHubs.com

keyword here is almost.

There might still be hope :slight_smile:

you’re doing nutpicking. that’s a translation. the original term might me something else. and the answer is “same as ssf4” those question asked were if specials were tweaked, normals etc

heh. I think you mean “nit-picking” (usage: you’re nit-picking).

And yes, sounds like it to me too.

On to business: I’m a long time Guile player (exclusively from Vanilla (prior to console (arcade)) through to now) who’s decided to make the transition to Cody (toyed with him in A3 and a little in SSFIV) and I have a couple of combo related questions:

a) how many frames does Cody have after cancelling cu and dashing in? (wiki is down and I don’t trust EH)
b) what are the real links I have to nail? s.mp(close) > c.hp and s.hp(close) > c.mp look important - what else is there?

Cheers.

that was a typo >_> u and i are next to each other^^

a) eventhub’s frame data for cody is legit. I don’t know exactly, but I guess it’s not much. probably +4-5.
b) the first one is a more damaging (10 damage), but 1-frame link punish version of the second link. your bnb is important but easy to learn (c.lp [repeat], c.mp xx ender, or c.lk instead of c.mp). c.lk has more reach and let’s your CU always connect full, whereas c.mp would only connect partial, thus doing less damage then using c.lk. learn this distance.
other then that, some FADC combos (and no, you don’t FADC cu besides of making it safe or as mixup). for damage and stun you go with hk ruffian. another important link is f.mp, s.mp, c.mp/c.lk/c.lp (or c.hp, but again, 1-frame).
if you feel fancy, try c.lp, s.mp, c.hk (2x 1 framer).

a) from way back in this thread:

b)[LIST][]the two you mentioned are important; s.fierce,c.strong being very important.
[
]anything that comes after regular,meaty, or counterhit stomachblow (c.strong, s.strong, sweep, ultra)
[*] s.strong>sweep (meterless hardknockdown)[/list]

that was a legit answer & not too crazy right?! :razz:

well i like crazy so heres some more from yebs post

Thanks to spookydonkey and Ryan Hunter for inspiring me to try this out on Sakura.

[media=youtube]C394JiS8-tM"[/media]

Thanks to spookydonkey and Ryan Hunter for inspiring me to try this out on Sakura.

[media=youtube]C394JiS8-tM"[/media]

Thanks for that.
I currently use the c.lp x N xx ender as my b’n’b, but am looking for the more serious links.

Nice one. On the yeb thing, did he switch to Cody or is he still Gen?