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

lmfao it totally happens its a whole “grab it, but its not there” animation :lol:
its a similar face to the scared by ultra activation face

ill up it later :razz:

nice : D wanna see it aswell.

Quick question, what are some good corner counter-hit setups Cody has to keep up constant pressure. I tend to use the boot if I predict a jump, but I usually push myself away from the opponent negating my close fierce and strong. Any suggestions?

I just recently got SSF4 and I chosen Cody as my main…so

Q: Is it important to learn plinking / double tapping for Cody and if thats the case, which of those is more suited for cody.

plinking > double tapping all day long. tho, plinking in general isn’t neccessary if you have the timing down. but if not it can help you to raise your chance.
s.hp, c.mp [2 frame]
f.mp, cl.mp [1 frame]
cl.ml, c.hp [1 frame]
c.lp, s.mp [1 frame]

those flash into my mind thinking about when to plink. tho, cody is one of the easier characters -execution wise-

I guess an increase of timing links right has no downsides… especially in the heat of battle its a big plus therefore im gonna learn it.
How long does it take to master plinking?^^

different for each player and combo. e.g I found it alot easier to plink ryu’s c.mp, c.mp, c.hk then cody’s s.hp, c.mp xx hp cu because you’ve to cancel the last hit. often lp cu would come out due to the plink.

the down side is that it’s a game specific “habit” which will transfer to other games and therefore limit you. but it’s a minor reason.

What are the frames for Cody’s nj attacks?
There is no info about that in wiki Super Street Fighter IV/Cody - Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More! .

they are listed under “Straight Up Jump Attacks”. if you are wondering why “block stun” etc is left out… I bet you’ll come to a conclusion if you think about it a little.^^

Q: can you buffer option select cody’s super with a normal?

Q: What is the best follow up combo from a CH Cr.Hp -> Ex rocks if i don’t have ultra 2?

  1. yes.

  2. depends what you wanna do. c.hp xx fierce CU, or c.hp xx lk ruffian, c.hp xx ex ruffian are some choices.

Yes. Also, if you really want to get fancy, have a full meter and it will kill/dizzy the opponent, it may be worth it go c.HP xx HK Ruffian FADC Crack Kick, EX CU. The execution isn’t really that hard if you’re ready for it. Hell of a lot of meter for not that much more damage, but if your opponent is on the brink (especially if you are also low in health) it can make all the difference.

It rather depends on the distance.
close, the stuff mentioned above
medium, f.hk into followup
far, mk ruffian.

k thanks and what is the best normal move to buffer the super from?

cody’s super is bad in terms of viability. it’s just mere damage. also you can spend his super way more wisely. but the usual way is to cancel it off a lp criminal upper.

The HK Version of the Super is a very damaging anti air :smiley: Can be a very expensive jump in for your opponent :wink:

But I agree with zukuu, cancel it from CU or HK Ruffian

Super as an anti air is great when it connects full, but for me it’s just so unreliable. The first kick connects and most of the time the rest whiff. It’s dependent on when you catch the opponent in their jump arc, and honestly I can barely see where the sweet spot is in training, let alone in an actual match so I just gave it up a long time ago. HK Ruffian FADC Crack Kick, EX Criminal upper is totally reliable, though, and does great damage.

Also if the HK Ruffian happens to trade, a lot of times you can dash forward and MK Ruffian for no meter :slight_smile:

So I’ve got Codys BnB’s down. I know how to punish most moves on block. I have his anti-airs down. I played someone in endless battle today and he said I should work on my pressure game. How exactly do I develop this aspect cause I do struggle getting my offense started.

this turns out to be an experience thing. you’ve to guess which type your opponent is, against most you can go full out, against reversal mashers you want to bait more, against turtles you want to use more crossups, overheads, tick throws. this is also affected by current life / meter values.

in the end all you can do is “adept” and keep a calm head.

to get literally “started” there are many occasions. twiggiling, dashing, jumping, f.hk, f.mp etc etc

I am completely stumped as to how to play a match with Cody. When I go online my opponent swamps me in a rushdown and I can never even get my range established. I am forced into a defensive position the entire time and I get opened up and eventually lose. When I see videos online or even the upper rated replay channels it never goes that way. They always respect each others footsie range from the getgo. Even when they have moves that look punishable everything I have gets stuffed because i lack reversals as Cody. I just feel like I’m missing something here that videos I watch or guides I read never have to deal with.