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

I use it…not sure if it’s even worth it but so easy to do there’s no reason not to lol.

Regarding yun’s shoulder, focus dash throw or at least focus release between the shoulder. Also cody’s double dash setup in the corner is an unblockable on him with mk.

Curious, what is the frame advantage on a trade st. HP as opposed to a CH st. HP?

I’m pretty certain it depends on what it trades with. Wouldn’t it basically be replacing whatever recovery time you have on the s.HP with the hitstun of the move you were hit by?

I literally want to start throwing rocks at myself for losing to a super random Cody 2-4 in endless today. I don’t even know what to say. Everyone loses to random crap, just has an off day, whatever…but for some reason, after it was over, I stared at my screen with probably the saddest look on my face lol.

I feel better now.

I honestly wonder sometimes how well a random player would do in a tournament.

Dunno how many times I’ve lost to stuff where the opponent does something that tags me, then the next 2-3 times in a row I punish it and they keep going for it still and it eventually catches me because I don’t expect it.

Especially things like Ibuki’s EX neckbreaker, Ken’s HP DP, Seth’s dive kick, Ryu’s sweep. It’s always 1 powerful tool that the opponent has some how gotten a decent amount of PP by abusing just that move + a strong wakeup game.

On the flip side it’s extremely satisfying when you completely shutdown a player who does that.

Yeah I know. It’s like…I’m disappointed with myself. I don’t mind losing. Certainly not to better players (great learning experience) and obviously not equally skilled players. I don’t mind to losing to players I’m better than if they bring their A game and simply out play me. But I don’t handle losing to random, pure crap play, very well.

I mean, it’s shame on me for losing to it, but it kills me inside. Obviously my play isn’t good enough to beat crap play, so what does that say? sad face sad face #poorme lol. Anyway, I’m done ranting.

Is cody considered a fundamental based character? Is he good at playing footsies?

Cody is almost exclusively fundamental based. He has no way to alter his jump arcs, his fireball requires very specific spacing and timing to be useable due to the extremely easy to react to animation and startup time. His mixup game is the same options pretty much every character in the game has (crossup MK, empty jump - c.LK, jump light - throw, jab - throw, dash up - throw, c.LP hit confirm into BnB.)

I’d argue that Cody, Fei, Balrog, Chun, Rose, and Guile are the most fundamental and footsie oriented characters in the game. With Ryu, Vega, Gief, and Adon not far behind.

Hello everyone. SRK lives…and the top of the page is as hideous as ever.

Hi everyone.
May i ask a couple of questions?

Is the framedata in the wiki updated to the AE 2012 cody version? (i think it is, because knifr cr.hp is 7 startup now, but i had to ask).

wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Cody

What are cody safe moves on block (besides normals)? the framedata confuses me, but:

  • I always thought that lp criminal upper and ex criminal upper were safe on block, but mp and hp were punishable (but in the framedata lp criminal is -5 on block, and ex is -11)
  • mk ruffian kick were “hard to punish” but unsafe, right? with the other ruffian being easily punishables (but i see mk ruffian is -8 on block)
    Edited: I read something about ruffian being unsafe or safe depending on distance, so they are all unsafe at close range but they can be “safe” at max range?
  • Normal bingo Zonk Knuckle is safe on block but ex Zonk Knuckle is unsafe? or are both unsafe? (-8 on block normal and -7 on block ex in framedata)

lp bad stone being +4 on block… does it allow for corner pressure?
is something like cr.lk x lp bad stone… possible?

Sorry if this is common sense, but so far they seem safe to me, but i don’t know if they are really unsafe or if it is just because i play people who don’t know how to punish right.

Everything you thought was safe, isn’t. Regular bingo’s from max range can be made safe in certain match-ups. like a max range bingo can allow you to be away from ryu’s sweep, hk tatsu. cr.lk x lp bad stone is definitely punishable whether it’s on block or on hit, the start-up on rocks is too long and allows a huge gap for a player to dp, ultra, zonk and pretty much anything if their on point. lp criminal upper is safe at certain ranges against certain characters. test it out in training mode you’ll see what i mean. you might be playing people who are letting you get away with that stuff. Of course, it’s good to throw out maybe once in a blue moon test their reactions, see if they know how to punish accordingly etc. The rock can give you corner pressure but you’d have to be throwing it point blank to continue pressure assuming they didn’t punish you on the start up of picking up the rock.

Pretty much all his moves are unsafe if just thrown out, they can only be made safe regarding the distance and match-up.

Overall : Certain match-ups mean certain moves can actually be made safe, not something that’s abuse-able but it can be thrown out there. And take into consideration when reading frames the start-up of a move.

LP Criminal Upper is always -5F but it can be done at such a range that only the very edge of the tornado hits which keeps you far enough away that most characters don’t have a 5F or less move that can reach you even if they time it perfectly. EX Is really unsafe but pushes you away pretty far.

LK Ruffian Kick can be made safeish but you have to hit very late in the move. It is -7F if you hit on the first frame. It has 8 active frames, ergo you need to hit on the last frame to be 100% safe on block. Though generally unless its a grappler -2F is good enough. A good way to space it is if your LP Badstone is hitting their feet you are probably around -1F to -3F distance wise. Zonk knuckle is never truely safe but if you hit on the very very edge of the max distance you can get pushed far enough away to be difficult to punish for many characters. The issue of course is that if they move backwards and you whiff Zonk you’re FUUUUCKED since it has stupidly long recovery. If they neutral jump you’re screwed. If they lower their hurtbox at the right time you’re screwed even if you used EX Zonk (A perfectly timed c.MK from Juri or Ryu or a slide from Dhalsim can actually cause EX Zonk to whiff entirely since it only has 3 active frames.

How exactly do you plink ult again?

Well, as Cody, all 3 punches + LK works, doesn’t it? I would assume it would, unless that makes throw come out instead.

With lk.

So I got some good advice and critique today about my play in general, from a few players that know the game better than most. One of the most notably critiques I got was that my mid-range game is really lacking. My footsies, whiff punishing, etc. is the worst part of my game. My pressure, traps, zoning when necessary is there, but mid-range is not.

So, I ask the Cody community, what are some tips, tricks, common sense ideas, etc. for improving my footsies as a Cody player? The walk speed doesn’t help. What should I be using to whiff punish most commonly? What does one typically need to do to strengthen the mid-range game?

Totally separate, but I fought another Cody yesterday (mirror, ugh) and he kept doing things that it seems most Cody players do to me in mirror and manage to get away with it.

  1. After a CU FADC or just a Focus Attack pressure > Dash on block, he’d mash out cr. LP and beat whatever I’d go for.
  2. Similar to FADC, he’d go for the same thing if I did F+MP.
  3. Lots of stand teching

How can I punish this/make him pay for it? I have such a difficult time going Cody vs Cody.

@Ramma

  1. If you do a FADC or just FA level 1, you don’t have frame advantage.
  2. f.MP is plus on block, so if you learn how to time your cr.lk or cr.lp, you will beat or trade what ever your opponent throws out. As a side note, when I notice in a Cody mirror this habit, I just go for f.MP and wait for a really small time, and then input cr.lk xx CU. Works pretty much every time against a masher.
  3. Stand teching. Well, here you have it, this is a problem. You have to be really on point with your jabs, they will beat out a throw attempt. If you go for anything else, like cr.lp, cl.mp or cl.hp, you will be thrown. If someone is really blatantly throwing, I just do a jab, wait a small time, and do EX CU. They learn after a couple of times mostly. If you don’t have the meter, you can go for lk Ruffian Kick, it’s airborne on the second frame.

Playing footsies with Cody is a very match-specific thing. Against fireball characters, you play a combination of charging Zonk, anti-airing jump-ins and sweeping their cr.mp or cr.hk. Cody loses pretty much to every fireball character in the game, exceptions being Oni and Gouken. Could you name a specific character who you have these problems with? The footsie-game is different for pretty much every character.

What are the most widely accepted bad matchups for Cody? Excluding Cammy.

I would say Akuma, Yun, Ibuki and Seth.

Edit : Abel also.

I think Seth and Abel are OK match-ups. I’d say Sagat, Cammy, Adon, E.Ryu, Akuma and Ibuki are bad.