That’s true about VT2, it does make playing zoners a lot more manageable.
However I don’t think he would be dumb at all if he had a way of bypassing projectiles. I can do it with Karin multiple ways and she also has fast walkspeed and better offense to boot. Cody is already a character with big weaknesses, don’t see why he shouldn’t be able to spend bar if your timing is on point to move through a fireball.
It would be easily pretty stupid. If you mess around with Cody’s toolset even before trigger you’d see that he clearly has tools that put a lot of pressure on any fireball character that isn’t Guile. He definitely has a list of things that are good vs fireballs just in his basic toolset.
Pretty decent traveling forward jump with some of the farther reaching jump heavies in the game. Any shoto is taking a big combo if they they get one fireball read. They average around 33/34 frame recovery so that’s pretty much free heavy combo territory if he psychic jumps in with a j.HP or j.HK. j.HK forces an anti air from a really large range especially.
s.HK and c.HK to force CC’s from safe range vs fireballs. Both of these buttons are very dangerous vs fireball characters as they are both relatively safe max range and can lead to damage and v gauge build. c.HK specifically can low profile under Guile’s V Skill and can clip buttons and closer preemptive booms. This is more dangerous vs any horizontal fireball character that isn’t Guile
MK Ruffian. Specifically good vs Fang as it hits under poison balls and hits over poison cloud. Vs shotos can also catch their hadoken hurt box start up frames from a range where you dont have to worry about it getting blocked.
He has his own fireball with decent recovery that travels slowly enough to follow. This makes it so when he’s fighting non fireball characters he can easily put them into positions where if they let his tornado sweep get out in the open they’re forced to jump or else let him rush in on them as he has a fireball with the recovery of a shoto fireball that he can follow like Chun’s fireball without a charge.
VT2. Enables reflects, allows him to reflect while sending horizontal or vertical projectiles at you that crash on your head and take up the jump space. Pretty much allows him to mostly disrespect every horizontal fireball character that isn’t Fang or Guile on activation and still particularly good vs Guile once its active.
Sure, a good anti projectile option would help him out vs Guile, but it’d easily make him too stupid vs anyone else that fireballs. Huge jump, long ass crush counters, MK ruffian, VT2 throwing rocks over fireballs and reflecting them, it would just be too much. While the opposing character also has to deal with a fireball that Cody can throw that is slow enough for him to follow into his own offense.
Karin is a different case since she doesn’t have the range or anti air presence that Cody does while also not having the aerial flying presence that Cammy does. Karin needs anti projectile or else she would just get severely outranged by any decent character with a fireball. Cody has to sacrifice anti projectile so that he can have a wider set of long ranged tools to fight fireball characters (so he doesn’t just have to look at Birdie’s/Abigail’s buttons fly at him all day like Karin does) and a reflect with vertical projectiles to bully fireball characters once he’s in VT2.
Good points but I’m still not convinced. If he has to resort to mk ruffian and jumping? That’s not encouraging. Walking forward and hitting a long range poke, Karin can do that and much better. In SF4, he had three different ways around projectiles including meterless options. He had the same poor defense but at least he had walkspeed. Different game, I know, but I don’t think it would make him OP if he had to spend bar to move through a projectile.
I agree VT2 helps immensely but until then it’s a chore and he can get locked down pretty easily with how slow he is. Just you watch season 4 he’s getting something I’m calling it lol.
Those options listed combined with VT2 are a force even for Guile and even just some of those things are dangerous vs any other fireballer. Akuma is going to have a really hard time throwing any fireball vs a pipe wielding Cody.
From what I remember his walk speed isn’t much better in IV than it is here. If he didn’t have VT2 I would say yeah sure, give him more anti projectile, but there’s no way he’s going to get more anti projectile with his current options and VT2. He has way too much neutral ability with his standard game and VT2 to deal with fireballs. Capcom would definitely be crazy to give him anymore anti projectile at this point. Probably better off just slightly tuning Guile a bit more than making Cody a long ranged powerhouse that shits on fireballs and has his own fireball. That would make no sense even for Capcom.
Laura doesn’t have a real minus 2 threat
You need an EX DP to make it scary and she doesn’t have EX DP. Backdashing a throw attempt on minus 2 isn’t anything close to a real mind game as you always just throw a jab or medium (particularly medium that’s fast enough to not get EX elbowed) to take your turn back and there’s nothing she can do about it unless she’s sitting on super. The only reason people like to throw after her minus 2 elbow is because it’s a guaranteed punish if she throws a jab or s.LK (providing it was done close enough where they know they can throw). Of course that “opens up a mind game” with backdash out of the grab, but if you just resort to the safer option of taking your turn back it puts her out of her short ass command grab range which she doesn’t want.
Which the Laura player has to be pretty bad if they’re sitting on super as her EX moves are too strong to sit on. Like Idom pretty much never sits on full super and you almost never see him use the super other than to combo for a kill.
Blocked elbow into super isn’t scary because it’s similar to Alex Hyper Bomb in 3S. It can be jumped after flash so you’re best off just blocking vs a full bar Laura that is throwing minus 2 because nothing you take will be worse damage than that super. Which if she actually wants to open you up she’s going to eventually burn an EX bar as her non EX pressure only lasts so long. Just dont press if she elbows and obviously no need to press if she throws anything that’s plus. No real Laura player will ever do that as the risk/reward is completely in the favor of the opponent. The only thing they can threaten if the opponent chooses to wait for the super and jump out is more strings that she will want to burn EX to get real stuff out of.
EX DP is pretty much a requirement for the minus 2 stuff to be “real” and particularly needs to be an EX DP that gives free oki or huge corner carry like Rashid/Urien. That’s what you need for minus 2 to be legit and not just Super Gold shenanigans.
I am also trying to mix cr lk sometimes to try to catch they off guard, but my fingers are still being too slow for that.
And I need to use ex SPD there more, but when I see, I already pressed lp for the SPD.
Definitely need to hammer my fingers to break that habit, but I think that before doing that, I need to get my dashes on point. I screw them up too much.
Speaking of dashes, one thing I’ve noticed that I need to work on is being able to stop dash-throws particularly when I know its something the other person is likely to do.
I’ve practiced reacting to dashes with jab checks but there is a world of difference between doing that in training and doing it in matches.
This may be analogous to the -2 DP discussion but how much of dealing with dashes is reactive and how much of it is general warding them off with buttons (throwing out lights to dissuade/catch)?
I finally did it! After all of the tough losses, the dropped combos, the endless frustration, the constant self-doubt, I managed to push through. When you think about all of that, it just makes everything feel so much better.
Man, this game always has me on a roller-coaster. You could be feeling like the worst player in the world 1 minute–and then feel like you’re not so bad 2 mins later. There were so many times where I just felt like there was no point in trying to go further because I assumed I hit a ceiling that couldn’t be broken through. It’s really funny how our own mindset can work against us.
Big thanks to @DevilJin_01, @GetTheTables, and @NCK_Feroce for always giving me meaningful advice and helping me stay focused. Couldn’t have done it without ya!
It’s basically the same as random recovery except only quick-rise and back-rises happen. Makes it easier to practice reacting to either option without the CPU randomly doing no wake-up and wasting time
Yeah i showed that off when I was showing oki options for Cody off the EX Zonk. I noticed it and was like “why wasn’t it just always this way?” It’s basically a better version of the standard random wake up. The regular random wake up sucks because it gets stupid patterns where it will force a hard knockdown like 5 times in a row and you’re sitting there not able to practice either oki. If the opponent no rises it’s easy to prepare for that visually any way.
No doubt bruh. It’s common for people to beat themselves up as they get better. From what I notice there are more people that beat themselves up until they get better than those like myself who just kinda lay back and understand the getting better comes at some point. Beating yourself up is good as long as you have people around you to pick you back up and let you know that you that you are getting better and there are things you can brush up on to continue that path.
I sent you friend request for my PC/Falke account and I’ll finally accept your request for my PS4 account LOL. I mostly play on PC now since that’s my Falke account, but once I get her to Super Diamond I’ll go back to leveling up Ibuki. I’m sure I’ll find Sagat fun though so I’ll be messing with him in casuals also.