Cody starts at 1:11

Prepare for disappointments.

I’m playing with Bison on Omega if Cody only does that…

I was already prepared Eternal :wink: Really looks like a horrendous PC mod. Looked like cr.lk chainable into cr.lp which would be a nice addition in the real game.

Some good news guys, Cody got a new version of badstone in addition to his normal one. It’s really low to the ground (they used his badspray animation) but it’s fast and has good hitstun. Cody can combo into it and EX FADC combo out of it. Low Stone -> EX FADC -> CloseMP - crHP combos.

F+MP combos to closeHP now.

CloseHK is now a 2 hit normal that resembles Poison’s closeHK.

Throws almost universally got a damage increase, combined with the weaker Oki off of throws since you can quick rise Cody’s frame traps are better now. If I had to guess, it looks like Cody’s Back throw does ~170-180.

I haven’t logged in to SRK forums in a long time…but I came to say one thing.
It’s the one thing I used to see people post about all the time saying it would never happen and I thought so too.

But it did.

They gave Cody his Alpha 3 doge.

LOL. Wow. This is going to be fun.

…he even whistles.

@Tenchi sooooooo, rip fireballs against Cody??

KKK is the final move input

@BixHD Well…I only tested it against a HP Hadouken and unfortunately it invincibility doesn’t last long enough to dodge a fireball. But it seems close. So maybe a fast projectile like EX Sonic Boom. Needs more testing for sure. So far I seems to dodge regular attacks pretty well though.

You can do back + lp on the 3rd hit of the lp chain and he does a quick punch behind him. This links into c.lk.

  • EDIT: also chains into other light attacks, INCLUDING the forward+lp chain. You can get at least 4 reps in the corner.

I gave it a try, and found I could dodge one of Poison’s fireballs, but I can’t recall which I tried it with. The problem is that the timing is absurdly strict, so I’m not sure how useful it is for dealing with fireballs.

He got a new dodge, not the Alpha 3 one. A3 was automatic and looped into itself so you ALWAYS could dodge stuff. New dodge is down+3K and doesn’t last very long. He can’t possibly dodge most slower fireballs, including Ryu’s LP fireball. He can dodge a HP Fireball but it’s strict timing.

Omega cody got fair number of nerfs too. heavy punches are now 80 damage for instance. His EX Criminal Upper has ZERO invincibility to ANYTHING. Close HP can’t be as easily used for meaties as the hitbox now changes position, but it can be used for anti airing. HP Criminal Upper no longer combos from lights. Criminal upper now knocks down on first hit so he can’t do FADC combos from it.

Also he is based on his AE2012 version. Slower walk speed, F+HK not airborne, badstones don’t release properly when held, ect.

His knife was barely changed :frowning:

Normals - same damage, including chip, no fix to crouching normals not being crouching, no frame data changes, no juggle options anymore. crouching LP, standing LP, and close standing MP 1st hit are special cancelable. He can’t do farMP or any other normals. New focus attack using sHP animation does same damage as regular focus attack but has less reach and can’t be used for kara dash.

No EX Knife throw lol. His knife throw is slightly faster and he can combo into LP Knife throw but it also has a little bit slower recovery than before.

Jesus christ are there new combo possibilities. From cr.lp you can link into cr.hk, cl.hp and cl.hk. You can do anywhere on screen after hp CU juggle into super. So much to explore :slight_smile:

Also, after all CU, including EX, you can do KKK

So a cool looking combo I did in the corner was forward lp chain > back lp whiff for 3rd hit > cr.fierce > ex 3P bad stone > cr.jab > cr.mp > ex ruffian > ex CU

Can confirm that 1 hit dust -> wrench swings WILL still activate the animation

You can juggle with close roundhouse now, looks pretty funky.
Crack kick > close roundhouse etc.

so cl.mp>cl.hp is a thing now lol.

EDIT: actually cl.mp>a lot of things is a thing now.

cl.mp>cl.mk
cl.mp>cr.mk

cl.mp links feel hella easier so i’m sure they increased the frame advantage on hit by a good amount along with increasing the proximity range on his close normals (something that’d help him in normal cody lol.)

same goes with the knife s.mp. It feels extremely easy to link into cr.lk and again, since cl.mk got the proximity buff, you can combo into it. (so i’m assuming knife s.mp got more frame advantage on hit also)

shame some of these buffs are on regular cody though.

EDIT EDIT: Cody got a EX low bad stone. Have to hold lp+hp instead when doing bad stone and he tosses low versions of rocks ala bad spray. you CAN combo into these as they’re much faster.

Actually the reason the links are easy mode has nothing to do with frame data changes. A LOT of moves have a cancel list now for “ground” moves that will execute on the last frame of the attack. For example, closeMP will save any move input during the last 6-7F and start it as soon as the move recovers. Basically everything has huge buffers now to make links easier.

well that explains that lol.

I also noticed they reverted Yang’s walkspeed back to pre ultra. nothing huge to know but since cody’s walkspeed got nerfed back to AE2012 just thought i’d throw that out there.

Every character is based on AE2012 version. Cody’s F+HK is also not airborne, badstone still doesn’t release properly (and oddly got ZERO changes :/), knife doesn’t cause air resets, backdash still AE2012 version, ect ect