SSF4 Cody Arcade Changes

Nothing about his rocks, which is disappointing. He’s not gonna rise much tier-wise without some big change to his ability to zone. The change to RH ruffian is nice, but his LK ruffian is still going to be very unsafe on block most of the time.

He probably will go up a bit, but it’s mainly going to be because a lot of other people are getting nerfed so hard.

I just hope they give him an ok backdash and make ex zonk or ex cu an ok reversal. That would be good.

The faster walkspeed is really nice tho.

No, not really. I’ve found that J.HK has great priority as long as the opponent isn’t higher up than you (and as long as they’re not a shoto). The light air attacks beat out a lot of stuff, too… I’ve stuffed a good few jumpins with J.LP.

Nice.

Updated!
**? Medium Ruffian Kick travels a longer distance.
? Regular Zonk Knuckle cannot be Focus Attack Dash Canceled. **

Oi~ I can deal with this tweak to mk Ruffian, just re-learn the safe spot (hopefully distance comes along with slightly better recovery for mk)… STILL needing EX Ruffian with earlier fireball-evade properties on it’s start frames.

Hope Zonk Knuckle change gets reverted, I’m no U1 user but I can see how this affects the ones who chose it, or at least allow easier links to it.

Okay so I been maining Cody for awhile now (sigs old), well a few weeks and what are the nerfs coming up? If there’s any changes im off him. : /

I don’t know what they could nerf and buff to comensate for it, it seems like he’s just getting nerfed and some consolation buffs that aren’t going to do much. EX zonk will be OP if it’s a good reversal on wakeup.

All I could personally ask for is make overhead faster by 3 frames.

Just please improve the wake-up game and overhead. Kinda wish bad spray was available on hard knockdowns. Too much startup on bad stone too.

mh? So far there isn’t a single nerf on the list for cody. (that is, if that sentence means normal zonk can be FADC, but ex cant be anymore).

but i think cody will recive some dmg/stun nerfs to compensate.

You guys are almost all crazy. Faster walk speed? That’s it. I don’t even need to read anymore. That’s all he needed.

If the Zonk thing that’s currently unclear turns out to be that EX Zonk can no longer be FADCed, that hurts a lot, but it’s not that big of a deal. Just means you have to be that much more solid on defense. Other then that, the other changes are basically insignificant, even though some of them are nice bonuses.

On the other hand, if the unclear thing with Zonks is that normal Zonk is now FADCable, that’s really good. That would mean you can actually use Zonk during footsies sometimes and if you don’t go through anything and know it’s going to be blocked, you just FADC out. Allows you to take a no-risk Zonk attempt for 2 meters if you fail.

EX Zonk not traveling as far horizontally is completely irrelevant. Doesn’t change anything really.

MK Ruffian having more reach is almost completely irrelevant as long as they don’t mess with the startup time, because it’s basically a move used exclusively in combos. This is just a slight bonus in 2 situations. 1) When you’re poking with c.LK OS MK RK out of range, sometimes currently, if you counter poke a poke from too far, the MK will whiff. This will reduce the frequency of those occurrences. 2) When you anti-air someone with a HK RK high up, sometimes if you try to do a MK RK followup without FADCing, they’re just slightly too far to hit. This change would basically make this never happen.

HK RK hitting crouching characters is also almost completely irrelevant. It doesn’t really change anything about the HK RK FADC U1 combos. Now, you’ll just be able to do the easy combo without confirming that they’re standing (or do the cl.MP, c.HP combo, which is two 1f links btw), but it doesn’t change the fact that those combos still scale the Ultra to a laughable amount of damage. The reason I said it’s almost irrelevant is because what people seem to be overlooking is that if HK RK isn’t crouchable, it almost turns it into a ghetto substitute for his old style LK RK from Alpha 3. If you have 2 meters, you can just do a random HK RK FADC when they’re in range, and if they’re not blocking, they get hit (and HK RK is pretty fast for how far it travels horizontally). Of course, LK RK is a low, which makes it infinitely better, and you’d have to spend 2 meters for this guess, but it would just be another tool you can use to control the space directly in front of Cody.

So yeah, like I said, faster walk speed…that’s all that matters, these other changes are insignificant so far.

Get back to me if they make LK RK go less distance, or even better, they make it FADCable… but with a faster walk speed, I’m already satisfied. That’s all I needed.

I’m dropping Cody if they nerf the stun/damage, it’s why I play him and what he’s good at. You’ll just have to stay in longer and cody’s pressure game, IMO not the best. So making the most out of when you’re in (defending when ur ass is getitng kicked on offense) is all I can see him doing outside of U2 punishes if he gets low hp and mid-range.

Just sayin’.

I’ve been playing other characters lately cause I’ve gotten tired of how slow cody is.

Excited to hear about the walk speed. The other changes don’t really affect my gameplay/

Ryan, I’m just going to add one little tidbit to your last statement about what Cody needs.

Invincibility on startup for EX Ruffian or Faster start up and the current invincibility frames on EX Ruffian.

Either of those would be an immense help.

dude when I read on the front page that he had a faster walk speed I almost jizzed haha.
However I’d like to see how much faster first. I get jealous whenever I play around with vega, bison, akuma etc and its easy to move them around and play footsies. Its like cody is a heavy muscle car and bison is a fast ferrari.
But less range on ex zonk worries me, sometimes I focus dash a projectile and do the whole ex zonk fadc thing, I hope that doesn’t affect it, but oh well if it does (I got other options).

I jumped for excitement once I saw faster walk speed. Now give cody a slightly better reversal than ex zonk and then we’re in business.

It’s not like Cody needs to move like greased lightning or anything. If he moved as fast as Dan/Ken or just Abel that would be good enough.

Although I kind of want him to move as fast as Guy, if only for historic reasons.

well of course not that’s not what I was implying, but its just I play cody so much when I try out those characters I get surprised how fast they move.
Sometimes I wished I was able to walk back a slight bit faster to bait out moves better, but I just thought it was wishful thinking, glad to know he’s getting some tweaks though really glad =)

It really is like that though

Whenever I pick another character it feels like they have a run mode.

That’s also one of my problems with cody. When someone like chun is walking forward and I try walking backward to keep the space between us she just runs me down.

word…

Chun’s running you down?! Punch that bitch in the grill! :stuck_out_tongue:

Seriously, though, faster walk speed is definitely a huge plus. Maybe he’ll have his Alpha 3 forward walk speed. That’d be -really- good. And hopefully his backward walk speed won’t be like he’s popped a bottle of Diazepam.

//update