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

Yeah that’s a tactic I use a lot lol. Focus in the corner, if they jump back, dash forward HK Ruffian. If it trades I get to link various things lol if not I can still link those things because it hits meaty xD.

Cody isn’t supposed to be gimmicky. Gimmicks are what the players create, especially for a character like Cody. Even Blanka isn’t supposed to be gimmicky, he’s supposed to be super turtley and patient but you can be explosive with him (see T SRAI note however, that when his rushdown Blanka doesn’t work he resorts to a turtley playstyle [see T SRAI VS Daigo]).

In general, you’re just supposed to mixup your defense well, especially against characters like Seth, Yun, Rufus, Abel etc. So Focus Backdash, Backdash, block, mash stand throw, mash crouch tech, EX Criminal Upper, EX Zonk, Jump etc. Against those characters you have to be unpredictable with you defense.

why would I mean random u2? now that’s a bad advice lol.^^ but the risk I meant wasn’t the u2, but the c.lk xx lp cu without hit confirming (good anticipation tho) it’s worth the risk at given times and situations. and again, I don’t want to defend the setup in particular, but the “never gamble” rule just don’t fit into a beat em up, at least not to be competetive in the long run; everyone does it and needs to do it. you simply can’t avoid taking risks (and EVERYTHING is a risk, beside doing a fullscreen rock against a character that can’t counter it lol), and this was a symbol for it. that said, it has uses, but it’s just very very verly situational but nothing that should be deleted out of every forum. like ex cu trade into ultra 2 that the one guy did. another reason for it to hit is somewhat mixed: it simply allures players to simply block it, since you’ll jump into the corner on your own, where as a anti air would reset you in front of them[one could argue that you can also dash under, but anyway].
I actually meant PLAYING against them (again, I think you misjudge my level “slightly” [on a side note: I thought “I’ve seen my share” is a saying and nothing to take literally; seems I’ve been wrong about that. english isn’t my mother tongue]).

Let me repharse the satement: Some characters have better options to outfootsie you then you do on the opposite. and theoretical speaking, this means when both player have the same skill level, that the factor “player” doesn’t matter in that thinking at all, hence that the “character” outfootsies your “character”.

that’s perfectly true, but it won’t win you every match either. :wink:

Hey guys, i have some questions to ask about improving my play…not sure if this is the correct thread. Anyways, i’m having trouble connecting c.lk to f.CU, it seems to connect whenever it wants, i usually take heavy damage+ knock down pressure when i mess this up. I’m also having trouble against heavy rush down characters like Sakura, i can usually block her mix-ups and stuff well, but when she starts frame-traping with tick throws i have a huge problem mashing crouch-tech and eat heavy counter-hit combos.

c.lk to f.cu? what is f.cu? c.lk xx criminal upper should be really easy, if you mean that. take note, that you shouldn’t chain the c.lk out of c.lps, or you won’t be able to special cancel it.

Fierce Criminal Upper, and yes it’s very easy to connect but sometimes they can just block it. I haven’t noticed me doing anything wrong when they block it. I seriously cant seem to figure out why it happens but its really annoying.

the notation is usually “hp cu”, but it’s nothing that is set in stone. tho, f. usually means “forward” (or towards), e.g f.mp.
and it shouldn’t be blockable if you hit with the c.lk. try to reproduce it in training room. I bet it’ll help you realize what your problem is.

c.lk xx hp cu - just do it as fast as you can. not much else to say about it.

against sakura - you can go to the matchup thread for more information. mostly involves you blocking though. against heavy rushdown characters, you just gotta block majority of the time. ex zonk can be used between strings but it is highly unsafe if blocked.

Few things I’m wondering about guys…

I’ve seen CU FADC into counter-hit fierce set-up that Sasaki uses but after trying it on training mode, if you mash crouch tech really fast the cl. HP will get beat by low short after the dummy guards the CU FADC. Also, if the dummy does standing grab, I will get grabbed out of it as well. How is Sasaki landing this on top players constantly? More importantly, what could I be doing wrong in this set-up? Or is it a reaction-based setup? Meaning it’s done when the opponent is caught off guard into crouch teching? Does anyone have success using this setup overall?

Another thing I wonder is about the active frames in cl. HP.
I don’t remember this for sure but lets say it’s 8 frame start-up, and 4 active. Does this mean that the active frames begin after the 8th frame or somewhere in between the starting 8 frames?

And lastly, the cl. MP into U2 without counter-hit. I know this is possible but is it worth learning? Does anyone constantly hit this thing? I’m assuming the risk factor is massive here if you’re unsure about linking the cl. MP into U2.

1.it’s no “setup”. everyframe trap, or dash in cl.hp etc is more or less a gamble. cody gets a high reward for every opening, making such trys worth the risk most of the time.

2.the last start up frame = first active frame afaik.

in general:
anything that can’t be done more or less consistently isn’t worth doing if the risk is too high, but that doesn’t mean it isn’t worth learning.
i’d just spent my time to learn on other stuff first, and get to it later when I got the basic and less advanced stuff down.

in this case:
if you get the link from c.lp/f.mp into cl.mp down a 100% it’s worth learning , but just cl.mp, u2 is very situational, to a degree where you don’t need it really.
it’s twice a one frame link, and very advanced, but I’d rather learn f.mp, cl.fp, c.hp first. same difficulty timingwise, but less a hassle to input.

Hmm, just as I expected. The f.mp, cl.mp, c.hp isn’t that hard. Actually cl.mp, U2 is very effective if the difficulty/risk wasn’t the case. For example you do ambiguous cross-up into cl. mp into U2. The situation resets as if you got a hard knockdown but without wasting meter, plus massive damage. I’m not sure if there’s any hints or tricks to making the cl.mp, U2 easier but I’m tempted to find out. F.mp, cl.mp I can just plink, but when it comes to U2 I still have to figure out a way to consistently land it. I wish it was easy like cr. HP with knife to U2, there seems quite a bit of frame-window allowing that link.

I’ve been using Cody for a while now, and I got couple of questions for the Cody players.

  1. Does any know an frame trap setups with Cody I’m working on them?
  2. How you zone with Cody in terms of match up?
  3. How do you link netural jump HP,cr HP, into zonk?
    4 What are some safe block strings with Cody?
    5.What are some combos you guys do in a match?

Hope to get an answer from some Cody players. Is there a thread for AE match ups with Cody?

  1. there are no “setups”. every frame trap has just different “gaps”. check: Cody Blockstrings; How to Open your Opponent?
  2. see matchup thread, beginner thread and this thread in particular Let’s See if We Can Do Something About Our Boredom~ Q&A Thread [it’s 1 page before your post, so it was the “current” page when you posted it… you might want to search A LITTLE before posting]
  3. just use mp or lp to charge zonk. then do j.hp, c.hp and let go of the pressed button
  4. see 1. but in general, cody has no “safe block” strings that go futher then chain combos
  5. Best punish combo?

So, I haven’t really put any work into this, but let’s talk about option selects. What viable OS does Cody have? I’ve been going on just barebones stuff since I’ve played him.

There are many, but the only one that’s coming to mind right now is the s.LK xx MK Ruffian on wakeup. Just throw out a meaty s.LK and input MK ruffian. If they backdash, they get caught by the ruffian. If they don’t they have to block the LK.

Also, good stuff from Option-Select.com:

some other OS from Packz if you want the visualization on some.

So I haven’t been able to do this but someone who used to main ken said he had a way of doing his standing lp link into ultra, which is the same concept.
Disclaimer: Not sure if this is true or not, I never got this to work.

He would do cr.lp, QCF lp
If you time it correctly you will get a linked lp and a haduken doesn’t come out.
Then just do another QCF and PPP to link into the ultra.

For cody it would be the same thing with some attack, then QCB MP QCB PPP… I’ve tried this but always got the CU. I gave up quickly because its a hard to do 1 frame link that I’m not sure should even work in the first place.

yeah that’s how you can do it. it’s a mandatory thing for other characters to buffer their motions into normals, e.g super jump cancel into ultra for ibuki or viper.
many player don’t realize that the “buffer” window is HUGE. you can do a qcb, s.mp, qcb PPP and get the combo working. another way is that you input qcb and s.mp at the same time, (not in the usual way, qcb THEN +mp but mp+qcb at the same time) this way you use the start up as buffer window and press the qcb PPP easily afterwards.

I know Cody can follow up an anti-air HK Ruffian with an MK Ruffian. However, is this a universal setup or character/situation specific? I’ve been playing a bunch of matches and it seems to work in some cases and not in others, especially against certain characters (e.g. Makoto). If there’s a list of everyone it works on that’d be great.

not character specific but range and height dependent.

I assume in 2012 it might be easier depending on how the MK ruffian hitbox buff turns out.