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

@Ramma: Ex Zonk on hit, dash twice, st.HP

@Fmito: cr.LP -> st.LP -> st.MP, after that do a cr.MP for the first frametrap, and a second cr.MP for a second frametrap.

Can also be uses after a cr.HP. The range of knife cr.MP is insane. You can also try st.HP, but its slower.

nice ! i’ll try!

So I’ve been grinding away at cody and got a few questions;

  1. I’ve been working on trying to fish for counter hits thru my frame traps, but it’s proving to be damn hard. I do my best to condition them by throwing but I’m not getting the results I’m looking for. Should i actively be looking for frame traps or just take 'em as they come? After all, almost everything Cody has is a frame trap lol.

  2. Is there a big difference between using mk or hk for kara throws? Cause mk is a lot easier for my hand. :slight_smile:

  1. Frame traps are something you implement against opponents that either mash or crouch tech. It also works against players who try to jump way from your offense. Frame trapping is a really strong feature of Cody, because he’s probably the one who gets the most damage/benefit off them in the cast, but he isn’t that one dimensional.

  2. Not significant. I use mk as well and so does momochi, though I’ve heard that hk is indeed a tad bit better.

Thanks.

Any f mp that hits from almost max range combo’s into sweep or cr.hp not difficult at all if you’re looking for it, counterhit f mp into U2 is more difficult IMO because you need to confirm the counterhit.

hey I’ve been messing around with combos and I’ve landed the CU FADC st.lp st.mp link. I’ve seen Momochi do this sometimes. Is it worth the meter? does a certain CU have more hitstun to make it easier? And I’ve seen Momochi do st.lp st.mp cr.hp X CU followup but do you think it’s better to do st.mp cr.mp cause it’s not a 1-frame link? Sorry for the long ass questions

Edit: Unrelated note whats everyone’s thoughts on Eventhubs tier list? I loled at 4-6 against blanka

well for cody’s match ups I thought it was pretty accurate apart from Sagat, Blanka, Guy and Zangief.

EDIT:
Sagat 5-5, Blanka 5-5, Guy 5-5 and Zangief 5-5 but this is just my opinion

Ya I know it seems pretty fair overall. It’s just cody is one of blanka’s harder matchups so I thought it was weird is all

If blanka players see it as 6-4 it might be because blanka ball now causes knockdown, haven’t had good matches against any blanka players so I don’t really know.

Blanka could make balls safe vs. Cody before 2012 anyways on hit and on block.

It’s a pretty even matchup where each characters mid range tools aren’t that good but they maul each other when they are up close.

  1. as cody players, how do you counter cross overs after a take down
  2. once I get close to an opponent I feel like I can punish them. problem is I can’t seem to find an effective way to get to them on my terms

[media=youtube]C-fvbUKsY78[/media] How the hell does the f.mp link to ultra? and is this viable at all?

I think it’s because of how far away the F+MP is connecting. It’s not a bad set up for something that is safe to 3 framers. Plenty of follow ups to F+MP if the jump attack does connect. I would think it is viable even if the set up is obvious. If anything, if they know the set up, it will keep them from waking up with a DP, so pressure continues.

What do you guys do about Akuma vortex in 2012? I know the answer is “guess correctly,” but assuming you can correctly guess which option Akuma will use, what are Cody’s best answers in the different situations? It seems like most of the time if I can make the right guess and get the block, it is still inevitable that I’ll be back on the ground within two seconds, and it starts over again. What do you do to actually go about escaping the damn thing?

blocking and some times you can dash under him. and very rarely you can use hk ruffian.

Also, after a forward grab, Packz showed that you option select a standing lp or standing lk to punish any cross up tatsu attempt. Otherwise you just block the regular safe jump.

[media=youtube]qyUeOfb6QBM[/media]

I’ve been having a problem the last couple days. I’ve been getting jab mashed out of my pressure. I’ll do like st. MP or F+MP and before I can follow up with anything I’ll get hit. Should I be pressing buttons quicker. I feel like there shouldn’t be a gap.

You should leave smaller gaps or just tick throw your you recognize mashing.

cl.mp or f.mp will get stuffed in pretty much every scenario. cl.mp has 6 frames startup and f.mp has 8, so in most circunstances where you’re at+2 from a crouching jab, the gap is enough to get jabbed out of. Even cl.mp (blocked) into f.mp has a wide enough gap to get you jabbed by most characters.

Just stagger your lights a bit or throw.

Edit: I just read your post again and it seems you’re getting jabbed after a blocked cl.mp or f.mp. It shouldn’t happen with cl.mp if you’re cr.lp afterwards, since the +4 advantage is enough to make it a true blockstring. After a f.mp however, you can trade since cody’s jab is 4 frames are there are plenty of 3 frame jabs in the game.

“Linking” the followup jab would definetly help against mashing in this case.

Can someone explain the properties of some of Cody’s special moves?
Example: I know EXrufkick is anti-projectile but I get stuffed sometimes. Is it invulnerable after it has started up? Does anyone know the exact frames? Also, does EX criminal upper have any kind of invulnerable frames?
(If someone was kind enough to reupload Cody’s hitbox data, I’d prefer that tbh :stuck_out_tongue: )