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

Its because its a cancel into EX Rocks, not a link. So its +7 frame advantage, minus the recovery frames of cr.hp (16 frames) and (I think) 2 of the remaining active frames, which is a total of +25 frames.

Hello everyone.

I’m still learning the game, and while learning i was used to cr.mp xx lp Criminal Upper when i was not sure about hit (mp to lpCU is a cancel, and lp CU is “safe” on block, so this was my “hit confirm” combo of choice, easy to do, quite safe, 100% execution), and to punish things i used hp xx hp CU (another easy combo into quite decent damage).

Now i’m trying to learn the game, so i’m working on cr.lp, cr.lp, plinking cr.mp xx hp cu.
My problem is that when the opponent is blocking, after the cr.lp, cr.lp i’m done.
I feel that cr.lp, cr.lp, cr.mp xx hp cu* is a combo, but i feel it is not a blockstring (i may be wrong), so i have 2 cr.lp to hit confirm if the opponent is blocking… and… if he is blocking, don’t cr.mp… but then… i don’t know what to do (besides thick throw after the second cr.lp, and that is quite risky).

What are cody’s blockstrings? what can i do to gain a little space?

Thanks.

Cody doesn’t have very good block strings because his block strings are basically just frame traps.

C.lp pause c.lp, c.lp, c.mp xx hp cu is a good way to frame trap someone because they’ll try to push a button after the first c.lp(or if they’re crouch teching)

c.lp, c.lp, f.mp
can be alright, maybe even an extra lp before the f+mp so there is more distance between you and your opponent.

c.lp, c.lp, c.lk xx lp cu can work as an outright block string but, it’s still punishable by a LOT of characters pretty much for free from standing or crouching hardkicks all the way supers and EX moves. Some can even combo into ultra.

I tend to use c.lp, c.lp, c.mp xx lp rocks a lot but it’s VERY punishable. People can ultra you while you’re picking up the rocks or they can focus them but it still works sometimes to keep pressure on people or to throw off their timing. You might even be able to fake rocks here aswell. However, this isn’t even taking into account mashing during the link because on block the link is not a block string.

Your main hitconfirm link off a jump in is sc.mp, c.mp xx hp cu. If the jump in is blocked you do the sc.mp then do pretty much any normal you want for whatever sized frame trap you want(watch the option select cody video for more information). sc.mp gives him the most frame advantage of all of his moves both on hit and on block, this is a go to move if you’re close enough and have enough time for it to come out. When you need to hit them faster use light punches.

c.lp, c.lp, c.lp, c.lk, s.lk might be his only official block string but, I dont think it’s even a true block string. Maybe just mash jab into s.lk.

c.lp, c.lp, c.mp, c.hp can be a good way to fish for a counter hit. i dont know if this pushes you back enough you want to get out of range so if they push a button the c.hp counter hits.

I’ve even used
c.lp, c.mp, c.mp
a few times and I think the 2nd c.mp combos after the first counter hits but, not a lot of people are going to let you push buttons like this.

finally:
Remember the point of a hit confirm. Your goal in your combo is to hit your HP CU. c.lp is a really fast safe move you can use to combo in to it. You use c.lp to find out if it’s blocked. You do as many c.lps as you need to do to hit confirm and once you see that it hits is when you do the c.mp link. Somestimes when I’m playing or I’m nervous like a tournament setting I’ll end up hitting 3 c.lps before my c.mp because my nerves slow my reaction to seeing it it’s hit or blocked. Sometimes when I’m really on my game it only takes 1 LP for me to hit confirm then I go right into my c.mp link. Obviously this is basic information but, maybe reiterating it will help you a little.

Yeah, this is great info. And thanks for your setups, i will try all that.

In every character subforum there is a combo post, but with cody i think we need to list true blockstrings, and some frame traps after each normal.

It would be useful to know what part of the string is a true blockstring (to be safe), and what is the last hit (if we have a few blockstrings ending in sc.mp that would be great because of frame advantage of sc.mp on block).
To know exactly where the false blockstring can be interrupted or reversed could be very useful, because then we can bait reversals or catch an interrumpt more easily.

c.lp, c.lp, f.mp (true blockstring until f.mp?)

c.lp, c.lp, c.lk xx lp cu (true blockstring until lp cu ??, is c.lp, c.lk on block a chain or a link?? lp cu is sightly unsafe)

jump in is sc.mp, c.mp xx hp cu. (blockstring jump in, sc.mp)

c.lp, c.lp, c.lp, c.lk, s.lk (true blockstring?)

c.lp, c.lp, c.mp, c.hp (true blockstring until c.mp?, fish for c.hp counter hit after c.mp)

to put it simple. c.lp, c.lp, c.lp, (c.lp) is the biggest blockstring starting from a jab you’ll get. c.mp and c.lk both aren’t a blockstring.

cl.mp is +4 on block c.mp has 5 startup. it’s a 1 frame trap but no block string. if you’d go into c.lp or c.lk it would be. tho, no char ingame has a 1 frame reversal but ultra command grabs. also note that cl.mp has 6 frames start up, which makes it only usable after a deep jump in (on block) and rather unreliable as crossup, in particular against taller characters.

if you fish for ch.hp do it after f.mp on block (1 frame trap). after c.lp it’s a 5frame trap on block and a really great 1frame trap on hit. c.mp is only +1 ion block and therefore not your best idea for a frametrap setup.

Hello, I’m TheSureFireGamer; Longtime SF Player, First time Cody User…

Q: Can you use Cody’s Zonk Knuckle/Bingo Punch as a wakeup? And if not, does he have a good wakeup move?

A: no and no
normal Zonk has only upper body invincibility and can be thrown out. ex zonk has some limited potencial. you can’t be thrown out and you can reversal everything a standing opponent will throw at you, however, it’s very static and will whiff against neutral jump and crossups and will let you open to a sweep / combo etc
ex criminal upper has some invincible frames aswell, but they wear off before the first active frame, which makes it only viable against throws and command grabs. (has full throw immunity)
sadly, even cody’s backdash sucks monkey ballz… so your best thing to do is to block or forward dash a crossup.

I pretty much only use ex criminal upper and I only use it a few times per match if I have to.

Most people go for meaty low shorts and it beats this.

c.lk comes out in 5 frames, the same as cr.mp. unless you can chain c.lk from c.lp, though I don’t own the game so I actually dunno if you can do that. I know you can’t chain light kicks though, so I don’t know how that works.

cr.lp comes out in 4 frames, and while cl.mp gives you +4 on block you can still uppercut in between the cl.mp and cr.lp.

nope you are double wrong ^^
you can’t chain c.lk from a c.lp sadly and neither you can do a srk in a 0 frame timespan. so cl.mp, c.lp IS a block string,

just tested it both, in case I was missinformed.

you sure you can’t chain into a c.lk from c.lp? I’m almost certain you can. and c.lk comes out in 4 frames, by the way.

based on tets: recoreded c.lp, c.lp, c.lk xx cu and was abel to srk in between c.lp and c.lk every time on block.
so I’d say it’s not realy a chain but a (not connecting) link.

I just tested this myself with Ryu. No matter how much I mashed shoryu, he didn’t bust through c.lp and c.lk. You might now be inputting the c.lk early enough or something, because it’s most definitely a chain.

for plain c.lp into c.lk you’re right but ya tried c.lp, c.lp, c.lk? still able to srk in between.but this doesnt really matter anyway, because you can’t cancel into a special move from a chain, so you still can’t end it properly.

Ohh, thought you were just talking about chaining in general. ending with lp cu isn’t a good idea though, lots of characters can still punish that.

if you’re linking the block string and the first cr.lp gets blocked (after a jump in) the second one can be dp’ed (learned it the hard way) but if its from a far distance the cr.lp can be safely linked

What are Cody’s “chase” moves?

Like if you know they are going to teleport/backdash what do you do?

MK Ruffian?
Rock?
U2?
MK Super?

What else can I do? I apparently let people backdash for free way too often (watched a bunch of my replays against Cammy).

mk/lk ruffian and zonk for OS against backdash. u2 works aswell, but most opps are airborne WHILE backdash, so u dont get the full connect + some backfire afterwards

I just began learning my frame data and plinking recently and ive been trying to do f+mp, s.mp, cr.mp xx cu but i cant get the timing down.

I was wondering how do i find how many frames a link is?

Do i subtract the hit advantage fames with the next links start up frames? But if thats the case then what happens if it is blocked since it gives different frames?

it’s the same. but you take block advantage -(minus) start up frames. that’s the reason that many combos aren’t a blockstrinng that would otherwise connect on hit, due to lower block advantage. c.lp, c.lp, c.mp for instance. on hit it’s a perfect combo, on block you’ve a gab between c.lp and c.mp where you can get reversaled between.