MP Fukiage on wakeup beats/dodges both his aerials, if you’re lucky. His best jumping attack is j.HP, which is one of the easier jumping attacks to LP Fukiage, considering how high he jumps - if he jumps from farther away, don’t try to s.MK it, go for straight c.MK. If you can’t react to the jump, don’t try AAing it unless he’s far or near, where c.MK will stuff both. Don’t jump at Elf from anywhere far away; c.HP destroys Makoto’s jumps. Punish whiffed EX Guacamoles with s.MK xx EX/MP Hayate or s.HP xx EX/HP Hayate if you weren’t too close to him on his wakeup, but be quick, it’s hard to punish - Yamase will work if you are expecting it.
Safe jumps work on him unless he has Ultra 2 or Super, although he can EX Guacamole to get away unless you punish that. If he tries to FA AA you, backdash, s.MK xx EX/MP Hayate punish that.
Fuck Cody. Fuck him hard. Once he knocks you down via any of his hit confirms, forget about winning that match. I feel like unblockables are had every time he jumps at me, so ambiguous! Once you’re in the corner, it seems like the only thing possible to do is IA Tsurugi once he gets a little farther or a risky Kara-EX Karakusa.
If s.MP didn’t stop his ground approach decently, I’d call it 7-3. As it is, I call it a 6.5-3.5
Makoto’s ground game is better, you can stop his far kicks with 2mp (xx hayate) or 6mp. mp/6mp beats his 6mp.
On wakeup, without u2 he can’t do anything against meaty 2lp OS u1 (beat backdash, EX zonk and u1 is too slow).
He has a slow walking speed, so dash forward karakusa works pretty well on him.
Once you’ve learn how to block his tricky jump-ins, it’ll be 5-5.
In summary, Cody can’t do much against Makoto’s close and wakeup pressure, but so does Makoto against Cody’s blockstrings ^^
It’s a fun match
cody’s real strength is his ridiculously strong counter-hit game, and it doesn’t help that our best poke is 5f. and he deals honda-level damage so if the player is on point he can really capitalize. imo it’s a 6-4 for him but playing against very good codys is quite rare around these parts.
anyways, don’t get cornered. lol. once you’re there he can chuck rocks w/ no pushback and fish for counterhits with his gut blow and a never-ending stream forward-propelling normals.
As you can see, i havent been able to update the front page AT ALL. I’d just been really busy with school and, unfortunately, playing another character. Sorry that I havent been able to do my job and keep track of all the new info you guys have been finding.
If someone knows a way I can give the admin rights of this thread to someone else or if someone can just make a new thread, lemme know.
How do I deal with Cody? If I get hit with any normal I end up eating a combo for a 1/4 of my life. If I approach, he just spams focus and I have to back off. It’s really frustrating.
Cody’s overhead can be reversal Ultra 1’d on block
Punish blocked Criminal Uppers with s.LK xx LP Hayate
c.MK can stuff his f+HK and close rock throws on reaction
The way I’ve been working the match is a wall of s.MP and f+MP to stop the ground approach and s.MK or c.MK to stop his jump-in (works well against j.HP and j.MK if spaced right, both get stuffed unless you mistime against j.HP and his hitbox rises or he’s in cross-up range, where you’ll just get whacked), unless he jumps a bit closer for an ambiguous cross-up and then you better do a j.HP, lightning-quick Fukiage, dash forward, or block and perish as I usually do. Forward j.HP has been working pretty well as an AA, but if you dash under after hitting him with a reactionary j.HP, you’ll be recover almost the same time as Cody, meaning any move you throw out will get thrown if he chooses - IA MK Tsurugi if the Cody is going to throw.
Don’t jump at him from farther away, he’ll wreck you pretty badly with HK Ruffian Kick/b+MP or the boot. This match has boiled down for me to just keeping him the hell off me and playing good defense/counters. Once he locks you down, stop pressing buttons. The more buttons you press, the more likely you’ll see the words Counter Hit on the screen and 1/3 of your life going by. Essentially, I advance with f+MP and IA HK Tsurugi, and try my best to utilize any knockdowns I get to the best of my ability.
Gouken - anything match breaking or highly necessary to know? I win it, but not convincingly. The only thing I’m certain of is meaty MP Oroshi beats counter, Tatsu, and throw.
Edit: c.MK beats EVERYTHING Gouken has in the air. Like, if he jumps at you while you’re not knocked down, and he actually attacks you in the air, you’re doing it wrong.
Reversal Ultra 1 punishes any blocked rush punch, as well as c.LK xx w/e, s.LK xx w/e, s.MP xx w/e, and s.HP xx w/e if you’re bold enough to try a 1 frame punish.
The real bitch in this matchup is getting past the fireball storm, especially because, like Guile, Ultra 2 is absolute poo-poo. We can’t walk forward + block our way there, we can’t focus, and we can’t dash. I guess it’s all about the IA HK Tsurugi to advance over fireballs.
I’ll talk to the admin and ask what they think is best. I’ll let you know ASAP. I’d love to revamp the thread given all the new info we have. Also to to prepare for a (hopefully soon) release of AE. Lets see what they say…
Can anyone tell me why s.MP xx HC, LK Karakusa whiffs on Balrog in the corner?
At least, it did today, after a level 3 FA. I just stood there whiffing my Karakusa like a jerk, then a second later I ate an Ultra combo hit confirm for my troubles.
Edit: in training mode, it does it randomly, about 50-50. I’m guessing his stupid, fight-money-needing, 3-frame-god-jab-having head gets in the way depending on your timing. MK Karakusa seems to work, but still …