not really a combo but, If you use cr.HP as an anti air. you can FADC it and if you dash forward fast enough you can cross up the other player. its been a pretty easy throw from there for me so far.
cant do much else cause they WILL land after the FADC.(maybe im not fast enough??)
Kinda weird, but:
[469] (0) spaced f+mp, ultra 2
Not a counterhit, more of a standing meaty. It’s not actually as crazy as it sounds. The f+mp is +6 on hit with 3 active frames, and if you watch the hitbox videos, each active frame is significantly farther forward than the last. Basically, if you hit it from beyond its minimum range, you’re guaranteed to be at +7 or +8 and you could combo without the counterhit. There could be some issues with hitting an opponent’s outstretched limb when they’re in recovery (so it’s neither a counterhit nor a meaty), but I think people could learn to recognize when they hit it right.
Just throwing this out there, in case it isn’t well known. Light kick super goes through fire balls just like ex.rk does. Certainly not a combo but something to remember against fireball characters.
also if a shoto is trying to cross up tatsu you… ultra 1 and itlll auto correct
If you’re looking to fish for Counter Hit, there’s some beastly combos that you can pull off.
Some of the Corner only combos work anywhere on certain characters, for example Guy, but it depends on if the C.HP after EX Rocks combos will hit their character model or not. Also some of the bigger combos get scaled on characters with lower HP.Some of these are also particularly nasty on seth because they stun him.
[Damage/Stun] (Bars used)
Corner Only
[630/680] (3) CH C.HP > EX Rocks > C.HP > Roundhouse Ruffian > FADC > Ultra
[467/800] (3) CH C.HP > EX Rocks > C.HP > Roundhouse Ruffian > FADC > NJ. HP
Towards Corner
[495/778] (4) CH C.HP > EX Rocks > Roundhouse Ruffian > FADC > Fierce Zonk > EX CU
Mid screen
[474/778] (4) CH C.HP > EX Rocks > Roundhouse Ruffian > FADC > T.HK > EX CU
Anywhere
[607/530] (3) CH C.HP > EX Rocks > Roundhouse Ruffian > FADC > Ultra
[409/670] (3) CH C.HP > EX Rocks > Roundhouse Ruffian > FADC > NJ. HP
[423/670] (3) CH C.HP > EX Rocks > Roundhouse Ruffian > FADC > Fierce Zonk
[325/540] (1) CH C.HP > EX Rocks > C.HK
[417/736] (2) CH C.HP > EX Rocks > T.HK > EX CU
While NJ. FP, Ultra 1 was already mentioned, I didn’t see anything about J.FP, Ultra 1, J.RH, Ultra 1, or NJ.RH, Ultra 1. I got them to work in training earlier–just have to hit the attack pretty late into the jump.
[478] (0) J.FP, Ultra 1
[470] (0) NJ.RH, Ultra 1
[468] (0) J.RH, Ultra 1
Jump-in>Ultra is pretty common sense.
As to not seem like a dick, uh. My #1 punish is f.strong, st.strong, c.fierce XX HP CU. Works on everyone but Blanka due to pushback+hitbox.
You gotta be on point with that combo though
Just plink that shit it’s free.
I know
lol i really gotta learn to plink I usually just punish with either clp x 3 cmp CU or just cHP CU
also, what’s the best way to fish for counterhits? I’ve been trying f+mp as an opener, but end up getting thrown afterwards a lot
next update to thread will be this Tuesday or Wednesday dudes
been doing a lot of experimentation. if you can do a one frame link IMO Cody’s best BnB is c.lp, close standing mp, crouching fp xx something
On Vega, you can’t combo a roundhouse ruffian after a crouching strong in most circumstances because of his dumb reeling animation. to launch him you need to do something like c.lp c.lp, c.lk xx rh ruffian
Also, criminal upper is not Cody’s best combo ender in all situations. You are better off using one of the ruffian kicks in most circumstances.
What kind of situations/circumstances are u referring to?
Most often I use short ruffian to get the knockdown. Midscreen I like to use forward ruffian because it will always combo and pushes them a LONG way into the corner… it is hands down his most reliable combo ender because spacing is not an issue like it is with criminal/rh ruffian/short ruffian. Corner I usually use roundhouse ruffian so I can try and get my free forward ruffian after for extra damage… that last one is more an experiment than anything, though. Forward ruffian is really hit and miss… just trying to learn when it will/won’t work.
You only give up a small amount of damage ending a combo in forward ruffian compared to fierce criminal too… you don’t do near as much stun, but usually the positional advantage is more important IMO
There are advantages and disadvantages to every combo ender, really.
LK Ruffian: Average damage/stun, creates a hard knockdown for manual safe jumps, but doesn’t allow crossups.
MK Ruffian: Average damage, low stun, great pushback, never allows safe jumps if opponent quick rises.
HK Ruffian: Extremely situational.
EX Ruffian: Average damage/stun, best knockdown. Allows a safe jump, a well spaced crossup, lets you get out of the corner, etc.
HP Criminal Upper: High damage, best stun by far, allows for safe jumps with inconsistent timing if the opponent quick rises, or good crossups if they don’t quick rise.
HP CU is my favorite. You basically get a dizzy in two combos.
Oh, and these are a little ridiculous:
[433] (2) c.lk xx jab criminal upper FADC, s.lp, s.mp, ultra 2 - Three consecutive 1 frame links
[443] (2) far s.lp xx jab criminal upper FADC, s.lp, s.mp, ultra 2 - Three consecutive 1 frame links
Crazy? Absolutely. But jab CU can be pretty safe, so you could potentially just throw out the starters at random, and I’m sure it’s possible to hit confirm into the FADC. Ultras off a low short or 3 frame jab are fun.
Edit:
Just to make it clear, I’ve tested it and Cody’s at a 4 frame advantage after a criminal upper FADC.
uhm rediculous crazy awesome :tup:
how many characters have 1f links into ultra anyway?
so essentially… dependant on positioning… any previously mentioned combo/ender that will connect after s.lp, c.lp, or cr.lk(all 4f starts) will work after* any *CU > FADC?
Unnecessary Combo of the Day
FA LVL2 back dash, late LP rocks, f.HK -> Ultra 2
Till next time folks!
Yup. However, after trying it some more, it seems character dependent. Against some characters, the first jab can push you out of range for any other close normals. It’s inconsistent though, I don’t really understand it yet.
Very few characters had links into ultra in vanilla, but I bet it’s a lot more common now.
what is the best combo i can do after i dizzy opponent(no ultra.super or ex moves). I know the damage scaling comes into the equation like crazy.
I’m gonna guess Nj. hp, standing hp, cr. mp, then hp CU.