right off the bat: there is nothing wrong about blocking and waiting for the right moment to act. further, the pace is often given by the charcter you’re facing. you play different vs zangief then you do vs sagat. if you face an aggressiv player you can teach them to respect your options with ex zonk or aimed counter attacks. it’s alot like fencing, only one can be the aggressor while the other defends. means after you’ve taken his momentum (by either reseting to neutral state or counter hitting him or get distance etc) the roles can easily change and he is forced to block your incoming attacks. between that the normal zoning game applies.
ultimatively every player plays a different “game”. you’ll never be that kind of player like sasaki nor like momochi. find your own playstyle. there are the more tactical guys and the more aggressive guys - both can lead to success.
Alright cause I find I win more when I sit back and think then when I see the gap i rush in and close it then apply my pressure. I just figured I was playing wrong cause every Cody I’ve seen was very aggressive from the start. I guess I play a lame Cody haha. Do you have any videos/guides on how to use Ex Zonks and backdashes? BTW zUkUu you’ve helped me become a far better player in the last couple weeks I really appreciate it. I guess It’s me getting used to this game, I’m a far more aggressive Marvel player cause I understand that game a whole lot better. I always know what I can or can’t get hit with and such.
yeah, that knowledge and feeling you have in marvel will swap over to sf aswell. to be competitive at ANY game, knowledge is key to be successful. what does godlike execution do when you ain’t in training mode but face a opponent who blocks and react to your every movement so you can’t land a single blow? the important thing is to know when to do what, what is safe, what unsafe. that isn’t limited to your character but to ALL characters in the whole game. no one can learn such stuff within a few days. it’s a slow but steady process. in numbers (not to scare anyone off, it sounds way more/harder then it actually is) that means you’ve to learn 39 characters coming with 38 matchups. that includes framedata knowledge for your character, and for many moves of the other ones aswell. it’ll come naturally, like you need to REMIND you to anti air at first, while you do it nearly automatically in due time. same goes for punishing move xyz, blocking attack abc etc.
as for ex zonk / back dash. that is also a thing about knowledge, “what are their options” “what they can do with their meter” “ultra?” “how quick / long are their normals” etc. cody’s backdash is very crappy to begin with. you rarely use it to back off while the opponent is straight in your face other then to prevent a throw or you’re distanced so far that their typically c.lp/c.lk will whiff. if you play rose, you backdash all day long since her’s is so godlike, it’s an actual escape tool. cody’s best option is simply to block and look for openings to counter hit, neutral/back/crossjump or dash in etc. as for ex zonk, it’s rather slow -16frames start up to be specific-, means even if you do it when they start a c.lp, they will be ready to block it when it actually hits. however, if they “spam” c.lp multiply times, it’ll prolly hit them. as you get distanced more and more, many character use a tool to close in or use a “blockstring/comboender” like ryu’s c.mk, hadoken, or rose lk spiral arrow or balrogs lp dash punch, dudley’s lk duck or cody’s f.mp etc. that’s a typical opening to counter them with zonk/ex zonk/u2. don’t be TOO friendly with it since getting predictable is the worst case that can happen in any beat em up. but here and there it can earn you the respect they should have about your options.
what I like is to ex zonk as an offensive tool. every so often on their wake up with cody rubbing himself right in there face they’re tempted to reversal, backdash or throw you getting you often a sweet counter hitting ex zonk. this is a sole mixup and by far nothing you should to frequently against the same opponent. but you can use that to your advantage since it’s a mindgame they are now aware off (meaning they simply do NOTHING and you’ve a free cl.hp etc). it’s costly to make safe with 3 bars (wheater it hits or hit, you can do a followup, either mix up came or on hit a f.hk,f.mp reset (i luv it) or mk ruffian) but can worth it.
another thing is to keep it charged on your wakeup but don’t use it as soon as you can but wait what they’ll do, once there pressure starts you let go. hit’s so much more often then doning it on wakeup. also, you know a reset is incoming, charge it up and see if you go for it. a typical example is seth doing his 3 hitting stomp into hk dive kick reset. he’ll do mostly do something (command grab, cross under into hit confirming, srk, neutral jump, etc) or when you trade a anti air with abel who dashes forward - command grab inc.
do notice tho, that every behaviour various from player to player to experience level. a newer player will go for such things frequently, a more experienced player will prolly do it less and go for more ambiguous mix ups. but again it’s nice to keep charged and do it if you see it fit.
btw, you can simply release any zonk during any block stun, jump, another move etc and it won’t come out, if you want to discharge it.
damn, wall of text. sorry^^
Don’t apologize I read all of it appreciated every word lol. It’s just frustrating cause I went from winning locals in Marvel to getting smashed in arcades in AE I feel like I should be better than I am. That post really broke down the game for me in a way I didn’t quite see it before, let’s see if I can level up today.
Does anyone know a reliable frame trap for mashed 3 frame jabs? I tried many but I can’t find that one reliable trap.
THROW!
otherwise, just do some framedata research:
the frame advantage block and the startup values are the points of your interest when it comes to frame traps on block.
ahh forum is screwing it up… http://www.eventhubs.com/guides/2010/may/06/codys-frame-data-super-street-fighter-4/
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit
Close Light Punch HL 30 50 20 CSpSu 4 3 5 3 6
Close Medium Punch HL 70 100 40 SpSu 6 3 8 4 7
Close Hard Punch HL 100 200 60 SpSu 8 4 13 1 6
Close Light Kick HL 30 50 20 - 4 4 6 1 4
Close Medium Kick HL 90 100 40 SpSu 6 4 14 -3 -1
Close Hard Kick HL 110 200 60 Su 8 6 17 -5 -1
Far Light Punch HL 30 50 20 CSpSu 3 2 6 3 6
Far Medium Punch HL 90 100 40 - 7 3 11 0 3
Far Hard Punch HL 120 200 60 - 8 4 17 -3 1
Far Light Kick HL 40 50 20 - 5 4 8 -1 2
Far Medium Kick HL 70 100 40 - 8 5 9 0 3
Far Hard Kick HL 110 200 60 - 10 5 15 -2 2
Crouch Light Punch HL 20 50 20 CSpSu 4 4 5 2 6
Crouch Medium Punch HL 60 100 40 SpSu 5 3 10 1 4
Crouch Hard Punch HL 100 200 60 SpSu 7 3 16 -1 4
Crouch Light Kick L 20 50 20 SpSu 4 4 8 -1 2
Crouch Medium Kick L 70 100 40 - 7 7 13 -6 -3
Crouch Hard Kick L 100 100 60 - 7 3 24 -9 -
I’m almost positive this is in the wrong section, but how do crouch techs work? Do you mash, or press db. lp+lk once? It seems like i always get thrown when i’m trying to tech, and sometimes i just throw out a c.lk unexpectedly. Is it the internet that’s messing me up?
Crouch techs are option-selects.
Which means that certain moves or situations come out depending on what your opponent does.
The crouch tech input is downback+lp+lk.
Which means:
If your opponent stops attacking, a cr. lk comes out.
If your opponent goes for a throw, you tech it. (theoretically)
If your opponent puts you in a blockstring, you just block.
The crouch tech is NOT foolproof. There are many tactics to beat it.
Frame traps- A series of attacks that are designed to counter-hit an opponent’s cr. lk (also called counter-hit setups)
ex. you’ll see players do cr. lp > walk up > cr. lp > walk up etc. to try and catch the cr. lk
Delayed throw- Your opponent delays their throw so that they grab your cr. lk and you eat the throw anyway.
Invincible move- Works for the same reason a delayed throw does.
Because of all these things you can do to beat cr. tech, a lot of top tier players like to use a delayed crouch tech. where you basically cr. tech every half second or so.
You don’t have to cr. tech everytime your opponent comes near you. It’s best not to do it at all unless you think your opponent’s going to throw you.
P.S. it’s really bad to mash cr. tech. That shit will get you blown the fuck up by better players.
Good advice! thanks melovegames
I always see in cody replays people doing light rocks then a light ruffian when their oppenet is waking up. Is this a safe on block and is this a practical wake up option?
lk ruffian can be made safe by itself with the proper position. it’s a legit mixup option (not only on wakeup) but shouldn’t be abused. the rock forces them to block the lk ruffian without the option to neutral jump or reversal.
also when i do ch cr.hp xx ex rocks, what is a good follow up combo besides U2? a lot of people tell me to do Ch cr.hp xx ex rocks then do cl.hp xx CU but it pushes my opponent to far back even when in the corner what am i doing wrong?
you just said it. cl.hp only works in the corner. depending on the range go for a c.hp xx followup or f.hk, followup or plain mk ruffian.
REVERSALS at the arcade yesterday they told me I need to work on them. So what are some good reversals with Cody not wakeup reversals(no 3 frame DPs over here) I’m talking punishing specials and such.
Honestly in most cases your best option is a cr.lk xx MK Ruffian, since it will punish a lot of stuff that usually goes unpunished (rekkas, some of balrogs punches, Rose spiral thing, etc). You hardly ever get to punish with a straight out reversal special, because the fastest ones (I think) are 7 frame startup, like EX CU, U2 and HK Ruffian.
Wish we had a 3 frame reversal to braindead punish stuff =(
I’m watching my replays and I only seem to make good reads when I’m on offense. When I’m trying to get out of a blockstring I make poor reads all day and I can’t figure it out.
Oh I think I misunderstood your question. For reversals between blockstrings best one is obvious EX Bingo, but it’s kinda hard to time because it’s a release button input, so you have to be spot on with your timing (non mashable =( ). EX CU is also a surprinsingly good option sometimes, it’s throw immune and has some invincibility frames (though they run out before the move becomes active, so it can be stuffed in some situations).
Momochi registered for GODSGARDEN 4 with Cody, probably why he has been playing him on Xbox Live now. Francejin also is gonna play Cody, we’re well represented.
Q. Can you do HK Ruffian FADC HK Ruffian FADC into Ultra1?
I know the two HK Ruffians is possible but I can’t get the ultra to connect, obviously its either my timing or it just doesn’t work so looking for ocnfirmation before I keep trying ^.^
no you cant. hk ruffian causes jp+1. after hk hk ruffian FADC you can combo into any jp1+ move (another hk ruffian, mk ruffian, ex ruffian, f.mp, f.hk, ultra 1) another hk ruffian will put the opponent into a jp2 state in which you can only combo into any jp2+ moves (ultra 2 dust, ex criminal upper tornado hits, ex zonk 2nd hit). that’s about it.