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

As funny as it sounds I’m having some serious issues with getting zonk out on demand on my wakeup.

  1. Is it possible to get it out if your opponent hits meaty?
  2. What’s the charge time on it?

Can someone who knows about Cody and the game mechanics more tell me whether or not this actually makes this link easier? I feel like it can be a surefire way to do that link but I’m not really sure if it helps or not since I have not practiced with cody for a long time

Oh, I never thought of doing it this way… will try it out later this day if this is areliable way.
This would mean it is also possible with the knife cr.fierce.

Ah, I see bricks that will be shat xD

@ James Lame: You need to do EX Zonk… but don’t do it too often!!!

Just my 2 cents from what I know of the game engine:
Obviously, the guy is using negative edge to get the ultra out. The plus side on this is that you only get one chance of inputting the ultra, so if you release too early it won’t come out. If you press all 3 buttons, however, you get two chances (on press and on release) so you could potentially press it too early and on release, 2 frames later, have the ultra come out and not link.
It might also be slightly faster than pressing, because there’s some small delay before activating the button press.

Personally, cl.mp, ultra 2 is not something I’ve implemented in my game, so I just link ultra after CH f.mp and cl.hp, but in both cases I double tap all 3 buttons to ensure the ultra comes out (because the link window is pretty big, like 3-4 frames) and the recovery on both these moves is kinda long, so you actually have to do the motion a little later. But linking from faster normals like cl.mp or s.jab for characters that allow this, maybe negative edge is a more reliable, safer way to do it.

Do you buffer the motion in case of a CH, or do you input the command on reaction

Personally, I buffer the double qcb whenever I do f.mp and cl.hp fishing for a CH, it’s just a matter of habit.
You can easily react to whether it was a CH or not and hit confirm in both cases, because really the window is HUGE. You can actually buffer too fast and not have the ultra come out, so I actually take my time and do the ultra motion smoothly. My own personal issue is that I still react to when the other person gets a counter hit, so say I’m going for a setup expecting to get a CH and because I’m trying to catch a delayed crouch tech, the other person mashes a jab and counterhits me, I’ll still finish the ultra input =/

So, like I said, just get into the habit of buffering the ultra motion on every f.mp and on your cl.hp CH setups. I have like 3-4 setups that I use when I’m down on life and need a gamble on the ultra, so these are the times I’m actively looking for the cl.hp CH.

I just started to play AE and I was wondering if cody is a good character to start with?

Yes, really easy to pick up and play. Possible the easiest combos if you keep it simple.

easy executionwise, but hard to actually “start” with. the absence of a reversal and a crap backdash force you to block and adapt quickly. on the one hand, it’s a great way to learn these mandatory, basic things, since you’re not tempted to mash a reversal (0/ ryu beginner wake up srks) or backdash the whole time, which can easily turn into a bad habit and need to be tediously dropped later on. on the other hand, you don’t have any “beginner friendly” (not meant in a bad way) options that are either safe on block or can be abused to an extent against other beginners (like the mentionend srk), thus meaning you’ll prolly lose more with him than with other characters in the beginning.

on a side note: cody has no srk motions, which means you lack the feeling for them, if you should ever pick up a character that has one.

Okay thanks I’ll give him a shot.

what is the best opportunity to apply standing fierce punch crouching fierce punch set up

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I seriously don’t get the question.

I believe he’s looking for a Counter Hit setup.
BTW that combo only works with a counter hit so you must set it up, unless you’re reactions are that keen to seeing the counter hit pop up.

Here’s my setup.
I like to end my combos with L.RK and after follow with a whiffed M.RK and then time the S.HP so that its first active frame hits as they’re just getting up.( This is a Packz setup he mentioned in a previous topic) If timed correctly, it means they have to block, anything else will be stuff because the active frames will take priority over any mashed out moves.
So far its been really good cuz the whiffed M.RK make you appear vulnerable too causing them to think they can mash out an SRK or Ultra.
And then upon getting the counter hit, i usually end it again with L.RK and the same setup to keep them guessing, but in your case a Cr. HP can lead into either H.RK->U1 or Rocks->U2 depending on ur selection.
Hope this helps.

Thanks. i’m afraid honestly to even take the risk to do it

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There are many ways to land the st.fierce. After a blocked jumping forward, you can press fierce upon landing. It’s a safer frame trap in terms of not getting stuffed by jabs or throws. After landing a criminal upper, you can immediately dash forward twice and the st.fierce will be meaty/counterhit setup. Another setup is after you jump in an opponent, you can cr.lp into st.cl.fierce. This one is pretty vulnerable to people mashing buttons, but will be more effective against those who delay their techs.

Hey! Interesting. Is there any video of someone doing this setup? Could you post it?

[insert move] xx criminal upper fadc is +4 on hit right guys?

Posted this in the beginner’s thread, realised there was a q&a one.
I am really sorry as this must be one of the most basic questions, and one you’d assume you could find anywhere.
I recently picked up Cody, and my basic pressure/frame traps (opponent blocking) are c.lp into cl.hp or f.mp or c.mp. But neither of these seem especially good and often get beaten by the crouch tech so
What is cody’s go to frame trap?

afair yes.

you’re right it’s all over the forum.
tho, you’re better off with doing it yourself (this will bring you more understanding and help to learn cody better) just compare the “Frame Adv. Block” of those moves with the “Startup” of others.
http://www.eventhubs.com/guides/2010/may/06/codys-frame-data-super-street-fighter-4/

e.g. cl.mp has +4 on block. cl.hp 8 startup frames, therefore this would be a 4-frame gap frame trap.

edit: quick research.


Hey I have a pretty simple question about getting some cody combo’s down. Right now I can do hit confirm c.lp’s into c.mp/c.lk x anything and I punish with c.hp x hk.ruffian FADC f.hk ex CU when I’ve got meter or just c.hp CU or lk.ruffian for hard knockdown. I can do these nearly every time and only fail them due to lag or I get nervous. I’m looking for more damage and stun on my combo’s but f.mp cl.mp c.hp x anything is a bit out of my execution reach right now, I’m practicing it but until I get it I need something in the meantime. Does anyone have a suggestion for me?

I’m thinking maybe f.mp c.mp x anything but that damage is a hair lower than just c.hp x anything. My frame traps are weak and even when I do get a counter I hardly ever react in time to land a c.hp so I’m looking for something more basic. Also any other advice you can give me is welcome, from reading my post you can probably tell where my general skill level is so if you were where I am now was there anything you grinding out in training mode that really helped your gameplay?