Cody is fun so far. Knife could be better, but it’s still useful. Pipe may dominate the vtrigger selection though due to damage. Think I’m done with Abigail and Laura for a while, at least until the Laura costume comes in.
Akuma needs way more nerfs than this tbh. Please make him require brains Capcom so that it isn’t always his turn.
Momochi and I assume a lot of the playerbase are struggling to find the gameplan behind the knife, it has it benefits but it also restricts his standard non-VT oki by making his mids even slower. Makes for better midscreen ground control, but payoff from big hits is tiny comparatively to VT2.
It’s strong as a VT, yet really held back by the slowdown of the MP buttons, in VT1 cr.mp becomes 8f and St.mp becomes either 8f or 9f I’m unsure. This makes it so that Cody can no longer combo into EX Ruffian via St.mk, that’s a HUGE drawback. On top of that, his cr.mp is no longer special cancellable in VT1, so yet ANOTHER drawback.
Also, the knife rekka thingy eats half of his VT bar, does tiny damage and gives no oki. Like I love the idea of VT1 but jesus, after seeing the command grab oki VT2 offers midscreen it completely eclipses VT1.
I saw the VT2 cmd grab oki, that’s dumb. I think Capcom listened to the players about how shitty the S4 characters are, but the same players will gonna ask for nerfs when the time comes.
Since im bored, stream of consciousness regarding my first 5-10 minutes with codes in t mode:
Very standard sf5 character regarding the combo of walkspeed/fireball/length of normals and other moves.
Where he seems to break the mold… so to speak is having a combo of dcent ranged normals, seemingly decent fireball, and invincible special move AA. Closest to those things without a charge are ken/ryu/nash with all of them losing something (nash no invincible AA, ryu short limbs, ken terrible recovery fireball) cody seems to be handed a higher tier of this all around moveset with the downside of no reversal… VERY sf5.
His upclose normal game seems mostly standard with a few caveats: fhk is 2 hit confirmable into v skill. Fhk xx ex fireball seems like a good pressure extender for when the opponent is getting antzy.
Cr.lp and st.lp can tick throw without walking forward. Cr.lp>ch cr.mp, cr or st.mp is a good CH combo. St.mk is the go to one hit confirm. Standard stuff applies. St.lk is a good wiff buffer as are the medium punches in general. Dizzy combo looks like st.hp xx ex fireball>jab xx whatever special you want?
J.mk looks like it can be pretty ambiguous.
Zonk is a great overall move. Use at neutral like ryu fhp. Basically when yu expect a wiff or are trying to catch the opponent moving forward.
In combos it is +2 on hit so it frame traps with jab or throw and against players that are delay teching cody should get anneasy shimmy opportunity.
Shimmy looks like medium punch xx ex kick thing>juggle or if you want to autopilot, mp xx zonk since its safe.
AA is obvious
Outside of jmk and jhk his jumpin normals seem lackluster. But that makes sense with his design having no command jump or jump arc altering moves. Jhk looks decent. Can have a jhk/empty jump mixup from perfect far range.
Havent looked at his v trigger or oki yet. But the rest is the obvious stuff i saw.
Overall looks midtier. Doesnt really break any molds, more of the same with an easier AA game and poking game than most. Looks like a very fun character though and a very fundamental one at that. One of the few fundamental characters that seems to have some decent but standard offense to round out his good neutral defense.
He loses his fireballs n shit in both VTs so what I’ve been experiencing is popping my VT, and then the other dude just running away cause Cody has terrible chase capability and can’t control space without Tornado Sweep
Cody’s animations looked pretty fine to me when I messed with him in the trials, only his jumping attacks looked odd and I think that’s because some of them are lifted from Final Fight. St.LK is a little odd looking too, but any light kick that hits horizontally always has a good chance at looking jank.
Yeah i noticed that. Tbqh thats pretty shit. Same thing i hate about ryu and akuma v trigger… you lose meterless fireballs. Really wack decision fir all of them imo.
With cody though you do have the “option” of just getting rid of the trigger asap especially if its knife. Combine that with his v skill and he might be able to consistently get 2 triggers a round… but yeah, fullscreen fireballers tend to be terrible chasers in this game. Its par for the course outside maybe ed, who has his own problems.
Random thought I had that would be interesting is if you could switch V-Triggers between rounds. Just press L1 / R1 to switch between them or something.
Yeah I do feel the loss of fireballs when you pop VT. It’s part of the reason I think VT1 is probably a better choice, despite VT2 appearing better in a vacuum. You pop VT1, get your big comeback combo, and then it’s almost gone and you can just toss it away to get your fireballs back. Cody’s neutral tools outside of VT are some of the best in the game, his VTs feel almost like stances.
EX Zonk dash x 2 c.MP covers BOTH rises (just gotta be quick).
Can confirm counter hit c.MP into zonk pretty easily. c.MP is plus 2 on block if they block. Clearly in range for throw also.
Once you confirm counter hit c.MP into regular zonk, regular zonk is plus 2 on hit and leaves you within throw range.
Cody’s forward throw leaves him at range for free meaty c.MP. If they still press button get another counter hit confirm to regular zonk or if they block keep frame trapping them down.
Sequence carries near corner to corner and if you hit them with counter hit bnb during regular zonk they are most likely in the corner and probably have good shot of being stunned.
Can link counter hit s.LK into another s.LK before doing EX Zonk for easier confirm to start. Pushback on block is low enough where you should be able to get double hit confirm on counter hit as long as you’re not too far out. Otherwise can just react to counter hit message and let go of punches for one hit confirm.
Btw,I was hoping Capcom would add this to Cody for the lols.
He seems to be kicking in the video,so this would make for a good sound file for EX Ruffian.