I have a question about FADC into U1…how the hell do you people do it consistently? Every time i do HK RK>FADC>U1 i am too late. I’m a Seth main and i’ve been trying Ibuki and Cody for some change, and i can do Seth’s SRK>FADC>U2 (which because of crossunder is actually :qcf::qcb::3P: ) i can do Ibuki’s target combo>SJC>U2, and if i go into training and pick Ryu (who i never really played) and do SRK>FADC>U1 as fast as possible i’m so fast i get only 1 hit from the ultra or sometimes even make if whiff completely because they were still too high in the air for it to hit.
But every time i try it with cody i am too effing late, it’s getting frustrating…is there some trick to doing it?
EDIT: Damn, i used a search for FADC ultra and didn’t find anything in the 1st few topics, so i wrote the question, then i opened 1 more topic from my search and there was the answer…Cody and Seth share the crossunder after FADC messing up the inputs…gonna go into training to try hitting it again now that i know that, but any input anyone has about making FADC into ultra easier i’d still appreciate it
EDIT 2: Yeah went into training mode and hit it 1st time…now all i gotta do is learn when i need it and when i don’t
Ok I know C.Mp (close) is godly compared to C.Mk(close but then what purpose does it have?
Was it a move just thrown in so he can have another close move? its negative on block and only plus 1 on hit
but it is 90 on damage compared to c.mp at 70
c.mk has many options. since you “slide”, you change cody’s hitbox to a very small bottom crawling box for its duration. thus allowing to slide under many fireballs (which however, requires strict timing, just as e.g). the main purpose of that is that u can “escape” many jump in attacks and hit your opponent instead (vs a normal jump in / empty jump). if they crossup you, u just slide to the other side and land behind them or away from them (note: not on meaty wakeup crossups ofc). for instance slide against guys flying elbow drop and u’ll be behind him. also, you can use it as a counter poke vs many characters. you just slide under bisons and chuns s.hk etc and hit them.
you just have to try it in some situations, and you’ll see how good this move is. i have to use myself to use it more often aswell.
mhhh or do you mean cl.mk? you know c. = crouch, cl. = close…
Just got back playing after a month or so, work sucks (2 jobs), and suddenly I can´t hit any links and my ass is being kicked by flowcharters on psn.
Ok, just needed to get this out of my chest…
Now for the real question. How do you guys deal with Ibuki vortex (damn the crossup/no crossup kunai)? Besides the obvious “block and tech”, of course.
On another point, can you guys give me some pointers on how to use the backdash well (hints, good practice)? I see good players using it all the time, but can´t adapt it to my game.
ok so after some playing around i realized when you have the knife, (cl)mk is actually more used for the whole jump in shenanigans for fadc when you don’t have your normal cl.mp at your disposal.
made me have a big “Duh” moment haha
turtle blankas are annoying indeed. unless he’s ex or u2, you can pretty much spam him to death with rocks. while he moves forwards you can safly focus to catch any slide attemp. if he has charge cancel it. fake roxx also bait ex roll alot.
try to block standing, then you can punish blanka ball with lk / ex ruffian. as for turtle factor. i think it’s more like a mixup random game. either eletro or blanka ball or vertical ball vs overhead, j.mk crossup, tick throw, and slide. i would usually get a life lead and turtle him back. don’t get yaself pressured. stand there with fast forward <> backward motions so you will block any roll, and punish them. if he jumps b.mp / s.hp / hk ruffian etc.
also: if you hafe u2, he’ll think twice about ballin you. in fact: just walk towards him, if he hits you with ball you can chain u2 instantly afterwards for full hits. if you block you’ve to wait a little.
as for pokes. c.hp is imo the best counter poke cody has. another one that beats nearly everything is c.mk slide.
How do I counter anything Vega, or Bison throws at me? All of their moves put them at an incredible far distance and they could just do the same move over and over and win.
I’m too afraid to use c.mk because on A3 it was punishable. How punishable is c.MK?
How do you beat any grappler.
And… I’m still having trouble on HK Ruffian -> FADC -> Ultra 1.
People told me to do that Ruffian FADC 3 QCF buffer dash into Ultra 1, but that doesn’t do shit.
Did you take the trouble to read my post that i gave you a link to? I don’t know if you’re doing HK Ruffian>FADC>U1 on it’s own or in a combo, but if you do it without doing something that creates distance to your opponent you will crossunder and the command for U1 will actually be :qcb::qcf::3p:
option select is when you input a move and it only comes out if it’ll hit. hard to explain, but here’s a example:
cody’s most common option select is the following. after a knockdown you get close to your opponent and make a s.lk and almost immediatly a mk ruffian (is possible with CU or ultra 2 etc).input is s.lk~d,df,f+mk. the trick is this: if your opponent simply block while he wake up, your s.lk will just hit him (wheather he blocks or not) and your ruffian kick will NOT come out since s.lk can’t be special canceled. BUT if your opponent dodge s.lk with a dash or teleport, mk ruffian comes out and will hit him while dashing. this is possible with every character. tho, it doesnt make sense with all. hope the general idea got clear. if not I’ll try harder.
a secial “option select” is “crouch tech”. this is when you crouch block and use throw (down + LP+LK or down back + LP+LK) if your opponent throws you, u’ll tech it. if he doesnt, you will throw out a c.lk.
plinking is well described in many threads e.g here http://shoryuken.com/f241/plinking-tsuji-style-kara-buffer-inputs-easier-links-more-186686/ TL;DR version: instead of using a c.lp, **c.mp **… in a combo, you can gain one additional frame if you use c.lp, c.mp~c.lp… c.mp still comes out because it’s a stronger move than c.lp [therefore you can plink hp with lp OR mp], but the game will read the input as the following “c.mp, c.mp+c.lp” therefore you’ve 2 frames with c.mp input. you’ve to slide from c.mp to c.lp almost immediatly.
that depends. FOCUS is a great tool if used properly. this can’t be answered - you’ll have to make out that for yourself. it comes with experience.
against tick throws crouch tech helps alot. basically you can also hit LP+LK [throw] every time your opponen hits you [during block]. due to autoblock and blockstun you wont make a move and still block, but you’ll tech any throw attemp.
yep the old blocking and teching… The one thing playing cody has taught me is to get really good at blocking and teching. Because you can guarantee that will be pretty much your wake up game.