in combos, to get the opponent in the corner / getting out of it.
during footsie I like to use it after bad stone or to punish pokes, focus attacks, or forward moving moves (dudey’s duck, blanka ball, balrog’s ex punshes).
and ofc, if you hit a anti air bad stone or after a focus attack backdash… lp rock, mk ruffian for best results, when zonk isn’t charged or the opponent is too far away for an ex ruffian, ex criminal upper in the corner.
So in term of training mode what specific combos and things should people work on say you didn’t have xbox live and just the game and the joystick. FADC or just regular cross combos I am trying to get used to this new tv and I just neeed some pointers thanks.
I was messing around in training mode with counter hit combos, and I found a couple of things (some of these you all probably know about, but I’ll list them anyway.)
Counter hit Cr. :hp: :f: EX Rocks :f: Crack Kick :f: EX Ruffian Kick :f: EX Criminal Upper
Uses up 3 meter for about 496 damage I think. Probably not worth the meter but it’s flashy if you can pull it off. The link from EX Rocks :f: Crack Kick is kinda difficult to get right the first few times though.
Counter hit Cr. :hp: :f: EX Rocks :f: :hk: Ruffian Kick :f: FADC :f: Ultra 1 (or any of the other attacks you’d use off of a :hk: Ruffian Kick :f: FADC). This one does a whopping 607 damage! :wow:
The Ruffian Kick can be blocked if you hit with the Cr. :hp: at max range I think.
Counter hit Cr. :hp: :f: Cr. :hp: :f: :mk: Ruffian Kick (or :lk: Ruffian Kick, :hk: Ruffian kick might work but I didn’t test it, though I think if you use the second Cr. :hp: it puts you too far for it). Not sure if this one is worth it, but it gives you two chances to get a counter hit, which means two chances to land the first combo I listed.
Anyone else have other counter hit combos?
Oh, and I didn’t get the chance to experiment with it yet, but does a counter hit f.:mp: open up more combo options, or does it just make it easier to hit with a follow-up?
right now f.hp as counter hit will lead from -6 / -1 to -3/+2 at best, so no follow ups possible (it’s even worse when you hit them while crouching…) this will change in apology edition, tho.
edit: ah f.mp, my bad.
f.mp as counterhit gets +2 frames afaik, means you get +8 on hit, thus allowing comboing into u2, s.hp, c.hp, c.hk and c.mk, which is not a good idea, tho.
Ah, I see. So Cr. :hp: is still the best option when fishing for counter hits, since you can cancel it into stuff (EX Rocks being one of the best, since it leads into so many different combo options), and f.:mp: is best for frame traps. Which reminds me; I found an interesting combo off of f.:mp:…
f.:mp: :f: st.:mp: :f: cr.:mp: :f: CU (or RK)
I don’t think there’s really a point to this one, other than maybe just being able to do it. Doesn’t seem to do any significant damage or stun compared to the BnB combos, and is a lot harder to pull of consistently anyway. You don’t need a counter hit for it though I don’t think.
cl.hp leads into ex rocks just as fine as directly into u2 aswell. another highely used thing is ch cl.hp, c.hp xx.
c.hp just has the best reach when it comes to combo into ex rocks.
as for your stated combo, f.mp, cl.mp, c.hp xx hp cu is cody’s best meterless punishing combo. and you see players like momochi pulling it off frequently. two 1 frame links tho.
Two 1 frame links…no wonder I had trouble pulling it off. I really don’t want to have to resort to plinking though…like wave-dashing in Smash, or Snaking in Mario Kart, I don’t want to have to resort to a technique that the developers probably never intended in order to win. Granted, plinking isn’t quite on the same level as wave-dashing or snaking.
Maybe I’m just trying to hard to be a “hero.”
Also, I just remembered one of Cody’s trial combos;
c.lp, c.lp, c.mp xx hp cu xx FADC, c.lp (or c.lk) xx HK RK xx FADC, Ultra 1
Is there any point to this one other than for its flashiness? It burns off 4 meters, and I believe we can get similar damage without wasting all that meter.
no there isn’t. tho, it’s your only way to combo into u1 on a crouching opponent, but the scaling and meter waste kills any uses.
I also have to strongly disagree with your statement about wavedashing and plinking. it’s simply a clever usage of gamemechanism and not a glitch or bug. wavedash for instance was made a real mechanism in later games (mvc3 for instance) and a balancing factor (some characters can’t do it). Any unwanted thing get’s patched nowadays, like unblockable ultras, glitches and freezes etc.
There’s no point unless you reeeeeally want to combo U1 on a crouching opponent.
Also, I’d hate to burst your bubble, but just about every combo you’ve mentioned is known. Plus you can do CH st. hp xx ex rocks > cr. hp xx whatever for even more damage.
Hardest combo I can think of (just to contribute to the topic): CH st. hp xx ex rocks > f. mp > st. mp > cr. hp xx hk ruffian FADC crack kick .stun. lvl 3 focus backdash > well spaced crack kick > U1 vs Akuma
For this combo, the crack kick after the FADC is difficult to time because Akuma is in the corner and you have to delay it just a bit.
Also, for the stun portion of the combo, the lvl 3 focus has to be spaced perfectly then you back dash and walk back a bit, then crack kick at max distance and U1. You barely have enough time to space the crack kick.
Well, I guess plinking is more of the exception (considering that it doesn’t change the game per se…it just makes certain combos easier). Gah, I can never defend any of my arguments. Almost everytime I post an opinion, someone else post their and I end up agreeing with them. Except for the snaking in Mario Kart DS; I’ll never admit that that is a legit tactic.
Anyways, to get back on topic, I’ve been thinking…are there any trial combos with Cody that are any good? The only ones I can think of are the BnBs. The more fancy ones just seem…well…fancy. They don’t seem like they’d have any uses, like the ones that involve using b. mp, his great anti-air, in a combo. I just don’t see the point in doing that when you could do substitute another move and essentially do the same combo, but just a lot easier and more consistently.
Yeah, that’s what I though. Although to combo U1 on a crouching opponent you could just do cr. hp xx HK RK, since the cr. hp forces stand…or do that 1 frame link from cr. mp into cr.hp, or something along those lines.
And yeah, I figured everybody knew about those combos. It’s mainly the first one I posted that I wanted to see if anyone knew about, or if it had any uses outside of its “flashiness;”
CH cr. hp xx EX Rocks, Crack Kick, EX Ruffian Kick, EX Criminal Upper
As I stated, I think it’s more of a fancy combo than a reliable one, as the link from EX Rocks to crack kick is kind of difficult to get, and it burns up 3 meter and we can probably get a combo almost as damaging, or perhaps even more so, without having to spend all of that meter.
I dunno what snaking is, so I didn’t mention it xD
the trials are a showcase for a small part of the characters “potencial” (note the quotes) and some of the execution stuff. just hit the training mode, take the frame data and you have better combos within 10 minutes easily. tho, cody has not THAT much variation unless being point plank to the opponent.
you can go a bit more fancy with the juggle states tho. after a focus attack, backdash (which happens quite often) do a lp rock, into f.hk, ex cu for instance. or lp rock, mk ruffian. or lp rock, ex ruffian, ex cu. or lp rock, f.mp corner reset etc. lp cu, u2 combos aswell, as does ex zonk u2 anyhwere on the screen. cl.hp, c.mp, hk ruffian, ex cu (without fadc) combos also in the corner, just as f.mp, hk ruffian, mk ruffian, u2 does aswell. there are various more, but his basic stuff isn’t as hard to comprehend. and cody has the leniency to resort to much easier bnbs with only a somewhat smaller damage output then characters that are literally forced to get their 1 frame bnb or execution heavy mixup down (rufus, or FFF from viper, or daipan/RSF loop etc etc)
Hey so now that Cody had better frame advantage with his knife, are there any new knife combos? I’m in University so I haven’t been able to try out 2012 yet.
Great info! I plan to use that with my game. 2 questions though:
1)Do any of these score a hard knockdown?
2)If not, does c.HK after the FADC work and can score that said hard knockdown?
There’s more ambiguous. If you jump medium kick (after the level 3) and stay there it becomes a 50/50. Either you crouch and end up back to your original state or stand up at some point and end up near the corner. In both cases you get enough time to meaty with a standing HP. That doesn’t work against a couple of characters though (Dan being one of them).
I use this reset some times after a dizzy, when I know I can’t do much damage with a normal combo.