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

EX ruffian is projectile invincible after startup yes. It’s kind of annoying tbh.
EX criminal upper has a few frames of invincibility at the start, but the invincibility goes away long before the active frames kick in. In my experience the only time ex criminal upper works is when the opponent tries a meaty.

Frame data: http://www.eventhubs.com/guides/2010/may/06/codys-frame-data-super-street-fighter-4/

To answer your questions: ex ruffian is projectile invulnerable after 11th frame. Ex criminal upper has throw invincibility and 4 frames of full invincibility.

Does anyone else feel like Cody is really underrated in 2012? I mean, really his only weakness is his bad wake-up… but I find with a mixture of good blocking/teching, ex zonk reversals and the occasional bad spray/FADC he can do alright. He has good health and does great damage (maybe top 5 in damage?) , has great normals, 2 great ultras, decent footsies and zoning, amazing anti-airs and god-like frame traps.

Sasaki did well at Topanga. I think him, Momochi and Furansujin are the three best Cody’s in the world. It would be great if they could travel to more tournaments, hopefully to EVO.

Bottom line, I think Cody is a great character. He doesn’t have any 3-7 match-ups - his worst possibly being Cammy or Sagat but both are winnable 4-6’s and with a little more exposure (especially in NA) he has the potential to do a lot of damage in tournaments.

Man both sasaki’s and momochi’s performances were heartbreaking. They both lost a lot of close matches in the last round of a 3-2 game. Their ranking placements don’t represent how well they did honestly.

And i’d face any amount of sagats in the world over facing some random seth poongko wannabe dude lol

I think Cody is where he belongs in the tiers.

No he doesn’t have many bad matches (Akuma, Fuerte and Ibuki as well)…no 3-7… But at the very same time, Cody isn’t riding many 6-4s and no 7-3. He’s very in the middle 5-5. He’s solid, but with so few matches truly in his favor, hard to call him high tier.

This is great, but does anyone have an updated frame data for AE2012, preferably in gdocs format? Someone compiled a gdoc format for SxT and it was really handy. If it doesn’t exist, oh well :frowning:

couple of questions about cody:

1: is his bad spray useful? its not invincible, right? seems to me like its just a really unsafe wakeup option
2: is there a list available of safejump options and whom they work on? i know about the backthrow setup which defeats 5+frame reversals, lk ruffian slightly walk forward nj jump hp (not sure what kinds of reversals it works against), hp criminal upper, slightly walk forward jump in hk for 4+framers.
3: about the criminal upper safejump, what do i do when they don’t quickrise?
4: is criminal upper, 2x dash, st. hp a good counter hit setup? i get a lot of counterhits this way for some reason but get thrown out of it a lot as well… also, what are other good meaty setups for cody?

I know someone literally just gave information about Cody’s sweep and I can’t find it. What are our best options off a sweep?

  1. Bad Spray isn’t “useless”, but it’s a very dangerous chance to take without a FADC. It’s incredibly punishable.
  2. The safe jumps you listed are the only ones I know. Others may be character specific?
  3. Good question. I usually just go for a meaty or pressure of some sort.
  4. People can throw you out of a lot of CH set ups. Standing techers can be a pain. If someone is doing that to you a lot, go for a move that starts up a bit quicker, nj, dash backwards and punish their throw attempt.

Bad Spray is the most broken wakeup option if you know how and when to use it. Broken.

elaborate. i just cant see how its useful in any way. what does it beat? badly timed meaty attacks?

Vs st. techers, I like to jab them out of range of throw, pause for a second and then sweep. Alternatively, just go for a cr. lk because they can’t block low if they’re doing that.

One or two random examples:

  • Waking up sand is super effective against Cammy’s vortex, especially if you delay your tech by a frame or two. It doesn’t beat every setup but it beats the more ambiguous ones.

  • It also beats Cody’s safe jumps after CUs and Juri’s after pinwheel kick. It’s also very good v Gief.

Just use it more often when you play online, you’ll find out for yourself when it is best to be used. But yeah, it can’t throw people off their game and when they start delaying their jumpins, you can punish them with jump back jab, back strong or just dash under.

Really? That’s good to know. Cammy is a nightmare for me as Cody. I will have to play with that. Obviously it’s not something to abuse, but hey, if it gets you out of that vortex once, it is worth it.

I’ve been a long time lurker but finally decided to create an account. What do you guys think of the Cody - Rufus matchup? As a Cody main I’ve also had trouble keeping Rufus grounded and off of me because his divekick is just ridiculously dangerous and it’s just hard for Cody, imo, to get Rufus off of you because Cody lacks a DP. I think stand jabs or crouch jabs are good for the divekicks but, I sill want to hear inputs on this matchups. I also would like to hear **more **about Cody - Cammy match-up.

been messing around with it for a bit. seems to mess up some save jumps and it seems you wake up a couple of frames earlier this way than a normal quickrise. very useful to use as a get out of jail for free card, because people usually go nuts on cody’s wakeup. cant abuse it though since its punishable by a lot of ultra’s but no one on ranked knows this lol

It’s really not a bad option to use once a match, or every few matches if you’re doing a set, It can lose to a lot of stuff but if you have a distance between the two of you on wake up, having it to FADC you out of pressure (as opposed to a 3 bars for zonk) ain’t half bad.

Definitely not a once a round gamble by any means.

I was kinda disappointed that momochi only used it once in ~10 matches vs jwong and ricky o. He would’ve stopped a lot of meaty dive kicks.

Is it just me or does cody throw the opponent farther than usual sometimes with forward throw?

That happens when you throw them from the corner. Probably something to do with SF4’s weird camera.

Maybe I missed the boat on this but the ex.ruffian cross-up j.hp setup in the corner, is this character specific? Sometimes I completely whiff the j.hp so I’m wondering if I’m timing it wrong or if it just doesn’t work on some characters.