I’m not arguing against keeping Rose’s U2 the way it is, I’m asking how a third ultra would be considered “Marvel”. Totally pointless? Yep. But Marvel? Uh… no.
I don’t know…but this is my first time i heard people claim any bad elements in SF4series as a “Marvel Thingy”.
Well…least I could say, maybe these people around here really hate marvel series. or worse, Alpha series.
about gen stances … that is not a good excuse to allow gen to have up to 4 different ultras.
Spoiler
Rose need another huge-amount-damage ultras just like the rest. AURA SOUL THROW (LEVEL 3)
Well…if you really think her Aura Soul Throw is a bad idea, just answer me this:
3 orbs is totally marvel to you? ok i admit it…its too much, lets just keep the way it was, 2orbs
but one hit to lose all orbs? that’s weaken Rose totally.
see…some negativity and rudeness here. i’ve been flag troll when i giving out ideas. TQ, i guess you guys done hurting me bad…well i admit i have to quit here, now.
to mr.insert_name_here. thanks for your sincere opinion and clarification. ah guess you the only who being polite around here. i really appreciate.
The negativity and rudeness started with you. Funny thing is that the first time I haven’t heard you actually being rude and offensive towards somebody you’re getting attacked yourself. But yeah you started it by randomly spouting offensive stuff at people while not even getting what they were saying in the first place.
XD I have no words for how much this makes me smile at the stupidity of it all. I can’t pick one part, it’s just a perfect mix of lack of knowledge and scrubbiness.
I’m not a Cody player but if you mean “Air-Fireballs” I’m going to hazard a guess at…
Slide (Cr.mk), Focus Dash through, EX Ruffian, EX and regular Zonk. Could even dash under, or god forbid, block. Ultra 2? Maybe even Ultra 1, I don’t even know.
Block is def the best answer. Slide is a close 2nd. Other than that you’re fucked unless Akuma is doing his air fireballs at really really stupid ranges. Focus dash can work depending on the distance, you need to do it early before Akuma lands though.
Focus dash is a 3rd place but needs to be done carefully.
Regular Zonk doesn’t work in 95% of cases because the fireball comes down at an angle and Cody isn’t actually projectile invulnerable his hurtbox is just smaller on startup (about upper thigh height) so any move that comes down at an angle just fucks Zonk over completely (For example, Akuma or any shoto does a close HK it hits Cody out of the Zonk. Or any Dive kick. Or Blanka’s far HP or HK (actually Blanka in general just destroys Zonk.)
EX Zonk is a terrible idea unless Akuma does a forward jump fireball at a high height as EX Zonk has the same startup as the recovery of Akuma’s fireball and if Akuma did it at a decently low height you can’t hit Akuma AND dodge the fireball, thankfully it’s a trade in Cody’s favor. However if the Zonk whiffs Cody is fucked because it’s got 26F recovery in addition to it’s 16F startup and it’s -7F on block if you don’t FADC which means Akuma can sweep you, but if you FADC forward dash you are at -1F and if you fadc backdash you are at -9F.
EX Ruffian kick is good only if Akuma is doing neutral jump air fireballs as EX Ruffian doesn’t have projectile invincibility on startup at all, and it doesn’t travel particularly far (it’s about the same distance as Bison’s MK Scissor kick.) EX Ruffian is a decent option in specific situations but not a good one.
Ultra 2 once again only if Akuma throws a bad air fireball. U2 is one of the shortest range anti projectile ultras in the game (not THE shortest though) it’s range is exactly the same as the starting positions distance when the round starts. Any farther than that AT ALL and even if the dust portion hits the opponent can block the wrench hits and punish Cody. If you mistime your U2 and hit Akuma while he is still considered airborne during the air Fireball you get a little over 100 damage and Akuma get’s a full combo or raw ultra as HITTING an opponent out of the air with U2 leaves Cody at -16F.
U1 range is really short and only has 2 active frames and a 13F startup. It’d only work if Akuma did a forward jump air fireball and landed nearly right in your face.
That said, buffing Cody’s backdash wouldn’t help with Akuma’s air fireballs unless it’s for doing focus absorb backdash which even then buffing his backdash would still leave that is a mediocre option. Backdashing against Akuma’s air fireballs is rarely a good answer for ANY character unless you are chun or rose or makoto as there is a good chance the fireball would still hit you once the invincibility frames wear off. Plus for Cody his low mobility means that the last they he wants to be doing is backing off and giving Akuma even more space and putting himself closer to the corner.
Both of you are wrong. Though at least Whitty had the right answer: BLOCK IT or SLIDE. Cody isn’t without options to air fireball it’s just that every single one of them other than block or slide is extremely situational and/or very risky.
The funny part though is that sorrowstick seems to think that a better backdash is going to help with airfireball which is not really the biggest issue in the Cody-Akuma matchup. It’s demon flip that is the problem and THAT is where a better backdash would be helpful. Air fireball Cody can deal with. Demon flip Cody can’t as palm OS sweep beats everything Cody has other than blocking and demon flip throw beats that.
Basically yeah. Treat it like you’d treat guile’s sonic boom. If you read it, you can jump over and punish if Akuma does it badly. If Akuma does it at the right time / position it’s pretty unpunishable by Cody (or many characters) but It’s only 10chip damage if you block it and Cody has 1000 health, which in this game is actually above average. (Average health is IIRC just barely below 950. Like 947 or something.)
Wasn’t bad info persay. Everything you said CAN work and as I said, you hit the nail on the head with “block” and the fact that sorrowstick brought up Akuma’s air fireball at all when talking about backdashes seems silly. Other than doing focus back dash, how many characters use their backdash to deal with air fireball? Zero. And there isn’t a huge amount of characters that even do focus backdash Akuma is using air fireball from far away or they have a really good back dash like Gen.
Ultimately your core point of “there are other options” is true even if they aren’t ideal ones. The only one that was just wrong is the regular zonk which really just doesn’t work due to the hurtbox.
Cody is interesting in that he has a lot of ways to get around fireballs but none of them are particularly good on their own. It’s just that he has multiple options so it’s a smidge harder for the opponent to know which one he is going to use. The catch of course is that the effective range for all of them is basically between the max range of his cr.LK and the max range of his fj.HK. Any close than his cr.LK and he has to guess due to the slow startup on all of them (other than U2) and he can end up getting thrown or having a poke hit him. Any farther than fj.HK max range and they just don’t hit at all and have long recovery on whiff (the recovery for Zonk or EX Ruffian are both longer than the TOTAL frame count of Dudley’s Duck and only 1F shorter than Abel’s LK Roll.) so you want to make SURE that those attacks connect even if it’s blocked.
Also one other way to deal with Akuma’s air fireball that I forgot to mention and so did you: throw your own. Cody’s badstone may be slow as sin to startup but you can often do the startup while Akuma is still in the air and beat the fireball and be able to block in time if Akuma tries to punish you since Cody’s LP badstone is really fast to recover