It’s character specific. Sometimes during Ex ruffian, cody slides under the opponent.
If it’s whiffing, then the opponent didn’t hold a direction. It’s a very strange setup.
It’s character specific. Sometimes during Ex ruffian, cody slides under the opponent.
If it’s whiffing, then the opponent didn’t hold a direction. It’s a very strange setup.
Is there a list somewhere of characters it works on? If not I’ll test it out myself
Wouldn’t mind having that list either.
I’ve always been a lurker but…I’ve gotta ask, is it necessary to double-tap with Cody when going for frametraps?
I started to play Cody a few days ago. Am I suppose to learn every combo that cody has to offer or do I just learn the most damaging ones? The combo I been using is Cr.lp, cr.mp, fierce criminal upper.
It’s good to learn a variety and of course the optimal combos like f.mp > cl.mp > cr.hp > f.CU, I’d say stick with that combo but use a different ender, lk ruffian or mk ruffian for positioning purposes. But to answer your question, I’d only try to learn the ones that maximize damage and ones that give you good positioning to either zone or keep pressure going.
Thanks for answering my question but I have another question regarding frame traps. How long am I suppose to wait in between the cl.mp and the cr.lp?
Well when you time it correctly that actually can be a true blockstring. What I like to do is cl.mp, take a slight step back or forward and go for the cr.lp. It’s up to you to really observe your opponent and figure out when their pressing buttons so that you can delay your traps to catch their cr.techs, mashing etc.
Okay, I was thinking I was suppose to do cr.lp immediately after the cl.mp. What other blockstrings do Cody have besides the one you mentioned? I usually just spam cr.lp whenever they are close.
So i started to play cody again. ( used to be my first main.) I’m 1400pp but i’d say my skill level when I play offline is around 2500. There’s only I big problem that I have with cody. I can play fine against most characters but when I have to play against shoto/fb+dp characters I can get lamed out easily. I use jumps ( not random but f.e. when ryu does a fireball I jump over it), zoink or mRK. These all arent safe but I really don’t know how to get in safely or outplay them. Could someone give me some basic tips against lame fb+dp characters? And would a EU cody player on xbl be so kind to play against me a few times and give some feedback on my cody?
What are everyone’s thoughts on FADCing EX Rocks? Does it have any sort of true purpose? I’ve messed around with it, seeing if using the 3 bars is worth it and such. I didn’t expect to come up with something anyone already hasn’t, but still. I mean on a CH cr./st. HP for example:
CH cr. HP xx EX Rocks > FADC > F+MP > st. MP > cr. HP xx HP Criminal Upper is 482 damage/830 stun. Basically half a life bar and almost full stun.
It could also make an out of range EX Rocks into U2 possible.
It’s something no one ever really does so I never really saw any use of it. The CH combo seems pretty damn good for 3 bars (when you think about HK Ruffian > FADC > Crack Kick > EX Criminal Upper taking 3 bars and doing 331/469 stun). I guess what could make it hard to justify the meter is that you could do:
CH cr. HP xx EX Rocks > Crack Kick > MK Ruffian for 424 dmg, 680 stun. 58 less damage and 150 less stun but you get to keep 2 bars.
Unfortunately, getting lamed out is part of being Cody. Before I say anything about getting through FBs, MK Ruffian is not a good choice to close space (it’s a bad habit of mine too that I’ve mostly stopped). Anywho:
Getting Through Fireballs
Zonk - excellent tool for it. Learn the spacing on just how far away you can be to hit them. No jumping required. If you aren’t in their face, having a zonk charged at all times is important. I use HP zonk because: LP is free for throwing, teching and hit confirming. MP is free for anti air and hit confirming.
Ex Ruffian Kick - Goes right under fireballs and is very fast. Honestly, it’s one of your best tools for getting under poorly spaced/timed fireballs (and it sets up a safe jump). Reacting to use this really isn’t all that difficult.
Focus Absorb - not a Cody specific tool, but you should be using it. Build up that ultra meter. Of course, don’t absorb more than 2 at a time just to be safe.
Bad Stone - Not as bad of a zoning tool as you might think. Between all 4 different versions, your ability to pick up a stone and charge it, and fake bad stone, you’d be amazed how many fireball wars you can suddenly start winning or trick them with a fake stone and make them jump.
I was just curious what match ups are worth picking up the knife? iv been messing around with it but i dont really have a clear idea when i might want to actually use it.
My instincts tell me perhaps against people with long as pokes like vega and chun but having to use clk to special cancel anything seems a bit of a trade off in addition to losing all of his unique normals (minus the overhead)
So what are all of cody’s blockstrings lol? This character is pretty fucking amazing and I’d like to no more but I’m so busy.
I’ve been trying to master cr.lp buffered into mk ruffian but the cr.lp recovers really quickly so the ruffian comes out 9 times out of ten. Am i supposed to do cr.lp buffer the ruffian then hit mk if the cr.lp hits ?
No, you’re doing the ruffian motion regardless of it connecting or not. If the ruffian comes out it means you’re doing the motion too slow. Also, after you hit mk hold the button to avoid getting a negative edge, that helps a lot.
Ok i’ll try that, i think you’re right about the whole negative edge thing, didn’t think to hold down the mk, thanks.
Check this out, from the akuma forum but it has great shortcut tips for buffering moves
Thanks, but i knew all of that. I’m not new to buffering or negative edge just an oversight on my point, the minute Otori mentioned it i realised he was right…lol
Why is j.hp better than j.hk? I usually use hk but people say that hp is better. And How many frame-safejump is the backthrow j.hk/hp setup? 4/5/6?
j.hk is probably the go to option because it has a ridiculous amount of active frames and faster startup, but j.hp has one of the weirdest hitboxes in the game, so in a lot of matchups where the opponent depends on anti-airing with normals, j.hp can make you win or trade. It can also make reversals with and stuff like that.
backthrow is 5 frame safe jump and if do an empty jump it’s safe against 3 frames as well