Let's See if We Can Do Something About Our Boredom~ Q&A Thread

Which characters have to block st.jab standing? Some characters can crouch and make it whiff. Off the top of my head…
Abel, Dudley, Adon, Sagat, Balrog, Gief, Hawk.

Why even bother using st. jab over a cr. jab? It seems like you can link the same moves either way, and the crouching moves have the ability to block low before and after performing them.

s.jab is faster and yields more frame advantage on block.
It’s only major purpose that comes to my mind is after an enemy crossup [attemp].

Out of curiosity, what is Cody’s worst match-up?

atm I’d say cammy and akuma are his worst. basically every rush down character with lots of mixup has the upper hand vs cody if played right.
guile is also a hard nut but becomes less threatful with meter. personally I’d also mention chun, but I think that is more a personal matter than based on “facts”. zangief is okayish to play against but becomes dreadful if you on the ground more than any other character imo.

cr.jab is mid. st.jab longer ranger, +1 block. cl.jab is even better.

I’m just wondering what the benefits are from using MK ruffian at the end of a BnB instead of HP CU?
I see alot of codys using mk ruffian at the end instead of HP CU and it makes me wonder why?

spacing in the actual stage.

that’s what I was thinking, thanks for the confirmation!
I guess it makes sense, it does push them a long way across the screen.

Is there anything at all Cody can do about cross ups?

cr. mk gets me out for a moment, but I get hit afterwards anyway.
Bingo whiffs along with b. mp.
I would try to forward dash out of it, but the fucking dash auto corrects and Cody does a back dash >:l
and EX ruffian is too slow as well

the magical key word is “blocking” really. cody’s reversals are all way to slow and his backdash is more of a literally “backstep”.
forward dash can be another good choice depending on the situation and opponent.

I’m sitting at roughly 2400 - 2800 PP, but haven’t taken the game “seriously” enough to practice option selects and all that tasty schtuff.

However, this brings massive problems into cheese character matchups like Rose and Ibuki that can backdash all day long and seem unpunishable.

I’m inexperienced with option selects; what can Cody do to catch a super long backdash without a stupidly unsafe mk ruffian yomi?

the trick is that the mk / lk ruffian (c.hk works also against most chars btw) IS safe in an option select. that is the special thing about OPTION SELECT depending on your opponent behaviour you do one of two things. the easierst option select is j.hk buffer mk ruffian.
if you buffer it early enough, mk ruffian wont come out if j.hk hits (whether on block or hit doesnt matter) and mk ruffian wont come out. but if he backdashes or teleport afway so your j.hk will entierly miss, mk ruffian comes out - catching any backdash attemps.
you can also do this with zonk or u2.

same goes for s.lk option select. instead of j.hk you buffer your motions into s.lk. same rules apply here. on a side note: don’t use c.lk or any other special cancable move for buffering special moves as they will come out even if they hit the opponent :wink: only s.lk xx u2 can be buffered.

Right, the j.hk OS works, but only works against characters without a reliable air and only after an untechable knockdown.

However, I thought that cr. lk > ruffian OS was impossible, since you can special cancel it.

I’m thinking lp rocks might be the safest option… mk ruffian on hit (backdash or hit, both connect), safe pressure on block. And if they uppercut out, just fake pickup and punish.

Which characters does utlra2 get full hits on for option select cl.lk xx u2? I’d imagine sometimes only the sand connects on certain characters. So anyone willing to make a full list for backdashes/teleports?

j.hk os works with all jump in and not only against certain characters or after an untechable knock down O_O
u talkin about safe jumps here, which is another thing (but can be combined).

u2 os is mostly to kill the opponent or punish weak teleports however, if you merely buffer the motion without input - you can punish the dash on reaction and due to that delay you hit the recovery from the dash => full connect. with AE every character will be airborn while dashing, so I’dnt count on that.

I looked in the match-up thread and I didn’t see anything about seth. How does a Cody player tackle Seth? What can you do against his keepaway and mixup game? Please respond because Im so tired of Seth making a combo video out of me.

c.mk slides under his projectiles. this is very useful to have. hk ruffian will beat any wall jump stuff (if done late because he can delay it with dive kick). other then that… he is a walking 2-hit-combo in terms of life for cody :3

In terms of meter, i usually build it up (because i forget to use it!). Should i be using it to FADC more, to keep my combos going, ex rocks, etc? How quickly can i rebuld it afterwards?

it depends on the matchup. against certain characters it’s more useful to have ex moves then in others. against guile and akuma ex ruffian is really useful for instance. against zangief and abel ex criminal upper. against seth I’d always go for the damage / stun so invest in FADC. if any character is close to get stunned or if it’s match winnend - ofc go for the combo aswell.

fishing for ch c.hp xx ex rocks [u2] is universal useable.

you’ll get a feeling for metermanagement the more time you spend. however, there is no “best choice” as it all depends on your personal playstyle and preferences. also, cody builds quite a lot meter whith his normal pressure game. so don’t hold on it like a treasure.