lol ive been grabbin so much knife lately… players say they dont care if cody has the knife but in action ive seen differently(mental collapse)
It’s good to see that Cody’s damage output wasn’t nerfed, considering the damage nerfs across the board.
Any chance after the changes to hit properties on EX CU that itd be possible to beat wake-up jump-ins? Or is that more so from a lack of invulnerability frames…
actually it HAS invulnerability frames… but they wear off way before its active frames start to kick in. and no, no change here. saw this in an AE replay… got beaten out as usal ~_~
I’ve played AE a few times now with Cody and I feel that he is mostly the same, but the noticable changes feel great. IMO it feels like bad spray has a larger hitbox both in height and width. Also, crouching short is amazing now. The speed totally help with his poking game and can be LINKED TOGETHER. It only happened a few times but after throwing a few pokes with c. short out there were a few 2-hit combos that popped up in which I was very happy about. I’ve been going to University Pinball in Philly a few times aweek and I can’t wait to try out the improved crack kick shenanigans.
So that must mean that c.lk went from 2/-1 to 3/0. Good to know and much better cause a light attack that leaves u negative is just ridiculous.
You sure the linking wasn’t counter hit right?
afair capcom has stated that only the start up was increased and the rest left alone for c.lk.
Whoa whoa whoa. You can’t be saying stuff like that without being sure. Someone needs to test this. c.LK was 4f startup and +2 on hit in super. That means even on CH (+1 hitstun) it wouldn’t combo into itself or c.LP. Maybe when you were doing the c.LKs, one hit CH, so you 1f linked a second one?
I mean, if it’s a 1f link into itself on normal hit, it doesn’t really matter. You still wont be able to link it into a c.LP, and it wont be reliable enough to use as a link into itself for a hit confirm, since Cody’s specials are all punishable on block in case you miss the link…but it would still be nice to know. And if it’s possible to do, they might have buffed the frame advantage on hit enough to allow it to be 1f linked into c.LP on normal hit…THEN we’d have something important.
Counter hit gives +3 to hitstun, so even in Super it should be able to combo into itself off a counter hit.
Actually, not all moves give +3 on counter-hit. Light attacks usually only give +1. Super Street Fighter IV - Shoryuken Wiki
Hmm I’d always heard it was +3 across the board. My mistake.
you can plink c.lk … so even if it is just +3 on hit, no big deal.
c.lk c.lk c.lk xx criminal is a huge buff
yeah even being tougher links, another addition to the arsenal is always welcome… would 3 c.lk’s give enough pushback where jab cu would be safe(ish) on block?
imo it doesn’t matter
its like c.lk xx EX green hand for Gief. its unsafe on block and you need to cancel on the first possible frame. its definitely a combo you have to put practice time in on… if Cody actually got c.lk linking into itself, and you want to play Cody, you’ll need to learn the link and end it with fierce criminal for the damage
its seeming too good to be true to me right now though.
Why is C-LK, C-LK, C-LK ~ Special move important anyway? What i mean is why choose C-LK over C-LP?
Off topic, Can you Cody mainers consistently FADC out off a Criminal upper into C-LP? (like what you have to do in trial 24). If so, what’s the secret to your success? lol
I find it so hard to execute and frustrating too because I want to carry on my combo.
Would a faster C-LK help this combo you think?
c.lk hits low
c.lp doesn’t
as Cody since he is so slow you want people to spend more time sitting in down-back, ie. crouching instead of backing up
having hit confirmable low attacks helps with this a lot. both c.mk and sweep are poor options for making someone sit still.
FADC out of criminal upper is pointless unless you are trying to stand someone up after landing a low attack so you can launch w/ruffian
c.lk xx criminal upper FADC c.lp s.mp c.fp xx roundhouse ruffian FADC ultra 1
- EX Ruffian => Wake-up cross-up doesn’t cross up any longer.
(Dunno what this means)
Does that mean you can use ex ruffian to escape from a cross up attempt upon wake up?
Meaning it has invincibility frames in the beginning? If so… RIGHTEOUS!!
was just askin someone who has ae nearby about cody & he said:
:pleased:
I don’t understand how this doesn’t matter. With the range it has and now being 3 frames, it seems as if being able to link into itself would make it good enough to use as the standard combo opener, or at least make it useful as it combos into fierce CU. It’s a 3 frame low hitting attack. I keep thinking of it as similar to Balrog’s jab now. If it combos.
Are you saying you will normally be too far to be able to usefully hit confirm this, or just that a multi-one-frame-link BnB is too hard to rely on? Actually, now that I just read what I wrote, that last part sounds pretty legit.
But still, even if it’s tough to learn, having a decent poke combo would be HUGE for Cody.
Also, can someone (Hunter) do the math on this to see if it combos into itself? I’m not to good on active frames and all that stuff.
It looks like that if all other properties stayed the same, which Capcom alluded they had, it sounds like this only links on counterhit. It seems that like when a lot of other moves got buffed, Capcom threw out the “now such and such combo is possible.”
Yeah, but can’t Gief only link 2 of them? A one frame link that you can only get 2 hits max before you have to cancel on the first possible frame is A LOT different than 3 hits before you have to cancel, IMO. Just my 2 cents.
Nah, the (SSF4, not AE) Gief c.LK xN xx EX Green Hand combo is the exact correct analogy (also, to answer your question, Gief can do up to 4 c.LKs before canceling into Green Hand if he starts point blank). There’s a reason Giefs switched from c.LK xN xx EX Green Hand to the c.LP x2, s.MP, s.LK combos (and their variations). When your combo ender is a move that’s unsafe on block, and you can’t hit confirm the hit that cancels into it, you can’t rely on a combo made up of multiple 1f links. If it’s a 2f link, that’s a different story, especially because you can plink the c.LK to make it much more reliable, but there’s no chance in hell they made c.LK +5 on hit.
+4 is possible, but I doubt that too. +4 would mean you could do c.LK, then c.LP x2 to actually hit confirm, and not worry about dropping the link out of the c.LK. Honestly, I don’t think it would be too overpowered for Cody, so we’ll see I guess.
About having someone look at the frame data, that wont do us any good, because the old frame data doesn’t mean anything right now. We know the move was changed at least in start up, but we don’t know if anything else was changed. We can figure out the frame data (at least the frame advantage) by having someone test if c.LK -> c.LP is possible, but that’s about the best we can do without someone taking 60fps footage of the move and then analyzing it frame by frame.