Anyone figure out a way to reliably get the full U2 when used as an anti-air? I’ve had it happen a few times, but I’m not sure about the spacing/position or if it’s character specific.
The dirt spray from U2 can only hit them once while they’re in the air. If there’s multiple hits on the spray the rest of the ultra whiffs.
And you get punished hard for it too. I do anyways.
I’ve made it a habit to make sure to never use it as anti air unless I can guarantee that their life is near 0. Even then I think its a bad habit to use it as anti air.
I’m no expert, but to answer question 1. I’ve balanced it between my options, I never use medium punch zonk, because you will always need “stomach blow” “jaw crusher” and cl.MP. During footsies or getting pressured (whenever I get better at it) I’m using high punch for a charged zonk so you have your jabs and crouch tech available for you. If I need to use an ex zonk I use the low punch and high punch, if I’m not in throw range, and medium and high when I am.
Now if I’m doing it wrong or inefficiently please feel free to tell me.
- Because I use ultra 2 a lot as long as you never picked up the knife yet when the ultra ends your standing right above it. Then you can automatically go into a safe jump set up against characters with bad wakeup options. Its as if the person developing the second ultra just figured he would always stand right above the knife to continue using a tool.
In my personal opinion its always good to pick up that knife when you’re given time (if you know how to use it). Once you get in their head how dangerous the knife is in the upcoming rounds you can just hover over it and hopefully they get intimidated. Its more of a mindfuck.
if you time your move that it hits with its active frames, when your opponent rises from wake up you call that “meaty”. timing is strict tho and it differs from character to character since they have different wake up speed. f.mp, mp and hp, c.hp are IMO the best as you bait for counter hits.
option select with lp, lk, c.lp or c.lk isn’t a good idea, because they are special cancable. means if your opponent just blocks, your mk ruffian etc will still come out… leaving you open to a combo. it WOULD be possible with u2 option select, but if your opponent blocks ex CU will come out due to input similarity. however, they do function if your opponent dash. but then you could make a plain mk ruffian aswell.
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you have to judge which button you use for charge.if you use hp you can’t throw full screen rocks or fake them and you can’t combo into full charged zonk unless you hit mp as CH. with mp you lose your best anti air, FADC and focus attacks. with lp you lose jabs in every form and therefore hit confirm aswell as throw. on fullscreen i go mostly for lp.
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knife is neat, but nothing more. nothing mandatory about it. add’s a little damage and range. never really thought it was the gamewinning element in my fights. knife does enough damage. it’s meant as gimmick for a real “street fighter” like cody, shouldn’t do more.
with knife you have different combos. check them in the combo thread.
I’m having issues with RH RK FADC f+RH, EX CU. Not that I can’t do it, it’s muscle memory at this point, and that’s the problem. When I have my opponent in the corner the timing is different. If I do it without thinking about it, I cross under on the crack kick and now I’ve put myself in the corner with my opponent at my back. Not the smartest move. I know I could delay the crack kick and hit the guy, but I really hate to screw with my very good timing when I’m not pressuring in the corner.
I’m pretty attached to this combo, mostly because nj. FP, c.FP, RH RK > FADC, f+RH, EX CU does 449 damage with 728 stun(!) and it’s pretty easy to pull off regularly in matches, especially against people that are command grab happy. You can also start it with EX rocks instead of the nj.FP for the same amount of damage and stun, granted the combo costs three bars then.
So my question is: Is there some better option in the corner? RH RK > FADC, MK RK is a waste of two bars, as it only does 200 dmg and not nearly as much stun, but I don’t see many options besides it. The only other thing that hits besides ruffian kicks and the crack kick is F+MP, but I think that ends the juggle state and does a measly 150 in damage total.
HK ruffian FADC ex-zonk [or fully charged normal one] into EX CU does even more than crack kick.
for comparision: crack kick does 110. mk ruffian 130. zonk lvl 1 130 lvl 3 + ex 160. so with zonk you’ll never end at lower damage.
another option is ex ruffian into ex CU.
Nice! I can’t believe I didn’t think of Zonks in any from. This was exactly what I was looking for, now it’s time for me to go home and see if I can put it into practice. Thanks.
Hey quick question.
If I hit a far lp and it gives me a +6 on hit would going into a cr. hp (7 on startup) be a nice frame trap?
I’m trying to find the best way to fish for a counter hit Cr.Hp~ex.rocks
Why isn’t there a thread specific for counter-hit/frame trap? Cody can do some serious damage with those counter-hits off frame traps as most of you guys know, so why not create a thread?
haven’t done any kind of testing, but on several occasions, if you use it as a late AA utilizing the invincibility frames, i’ve had it basically put the opponent on the ground and finish the full u2 :dunno:
Ok, this is going to sound like a stupid-noob question, what have you, but EVERY SINGLE Cody player I’ve faced online does the very same thing to me, jump punch, then crouch, a few light jabs into criminal upper.
Now is this the usual Cody play, or is it nooby, or what? Just curious.
if you’re talking about his nj.hp attack, that move fucking pwns face. i don’t see how it’s nooby if you get caught in it. it’s just another combo in his repertoire.
Yes, that’s the move, it’s insane, I was just wondering if it’s normal for every Cody to do it, I guess it is, heh.
that’s the same as askign if it is normal for ryu to do a c.mk… really dont see your point.
Big stun + damage and can be safe jumped after lk ruffian, nj.hp is a beast.
How reliable is Eventhubs frame data on Cody? Last time I checked there was something wrong but I’ve forgotten what.
anyone know why you would want to use b.Mp rather than cl.Mp after a j.hk?
Anyone know any good situations to use bad-spray? Even/Especially if it’s matchup specific.
You can hit Dicatator out of Psycho Crusher with bad spray on hit, I don’t remember the specifics though, gotta test later.
Other than that, I can’t think of anything.