I hope they change the juggle properties for ultra 2.
I just hate when the first part juggles and then your opponent can full ultra punish you after.
But I like the changes! I’ve been trying to learn Cody recently(coming from balrog)
I hope they change the juggle properties for ultra 2.
I just hate when the first part juggles and then your opponent can full ultra punish you after.
But I like the changes! I’ve been trying to learn Cody recently(coming from balrog)
I really doubt that the juggle properties of cody’s U2 will change, but I’m satisfied with the current changes atm if they stay.
Agree. Nothing seems like a nerf, so i fear one of two posibilities:
-big nerfs in other areas that we may not like
-or the game is in a huge testing state, so this won’t be for real, and a lot of changes won’t stay
So far i like cody’s changes, but i fear the nerf bat.
Time will tell
Like what that one guy said, if faster walk speed comes with decreasing Cody’s damage and stun output… I dunno man. Part of the reason why Cody is so fun is because he hits like a truck and can stun Akuma in 2 BnB combos.
I wouldn’t mind damage nerfs but stun nerfs would be unacceptable. His entire game revolves around CH combos and stunning people… It would be so much more difficult to have to keep pressuring and comboing just to make sure stun meter doesn’t go down (which it does insanely fast in this game)
Viper walk speed for Cody is so beautiful to me right now. Like I’m in tears of joy. Fucking tears of joy.
Also regarding U2, the only changes I’d have for it, if any, would be that if you catch someone in midair/backdash with it, have the dust knock them back with the spinning knockdown(or whatever it’s called) so they stay in the air longer and rocket towards the opposite side of the screen. Also maybe only have him to do the all the wrench swings if the first one connects.
But really it doesn’t matter, it’s such a minor thing it doesn’t even make hardly a difference.
At first I was excited about the walk speed increase, but I’d trade that back for a back dash that goes farther than three inches…
But I need teh chip! let the opponent fly/lie longer so you recover just in time before they get up. I think it’s the only ultra where you get punished for doin it on reaction and hitting your opponent. >_>
I don’t think you can change how long someone is knocked down, you either have a teched wakeup or an unteched wakeup. And it wouldn’t change chip properties, if they block the first hit, it’d activate the rest. Anyway enough of that, it’s not as though my wishlist matters. (Although I still would like faster fake rocks and for Cody to throw his rocks as soon as you let go.)
I agree about U2 not fully connecting on occasion pretty dumb, hopefully they just remedy it by extending the dust’s hitstun.
All in all, I think Cody is set with more speed. Yeah he’ll still get rushed down into next week, but now getting in, playing footsies, and his throw game are going to improve quite a bit.
really the only problem with U2 is backdashes causing the air reset which leads to you taking an ultra in return when they wake up.
And the distance for U2 connecting as everyone has said but, I’m fine with it as it is.
def needs longer stun on the dust… its meant to eat fireballs but a lot of times if it does it gives the player time to recover before the wrench starts swingin…definitely much needed change
// update
…I’ve NO idea what this is supposed to mean. Maybe hit and/or block stun or how much it pushes the opponent back… dunno I won’t add this untill it’s clear enough.
make forward heavy punch[overhead] faster and forward heavy kick hits crouching opponent
Why do you want that f.hk hits crouching opp? that’s an ambiguous throw setup.
It never works for me because everyone I play mashes throw or jab all the time
Then teach them not to mash throw with nj.hp.
You can’t teach them anything.
For all I know they’ll mash out a point blank fireball and I’ll land on it.
Fucking random.
I think anyone would prefer a move that jumps over lows, hits crouchers and juggles?
i would think that the issue w/crack kick would be that it should go over more lows…
i wonder if anyone even bothered to see if bingo operates as a knifecatch after you hit opponent/wall with knifethrow… probably noooooot (jeeez that would be sweet tho)
the issue with crack kick is you can be thrown while doing it…it goes over enough lows