There should be an EX Knife throw where Cody throws the knife and it spins (like a knife normally does when thrown) and if it hits the knife boomerangs back to Cody and he automatically catches it.
i guess i shouldve said “go over more low specials & command lows”. even though specifically i meant hakans slide :razz:
i realize im just being a dolt & trying to crack kick over lows w/lots of activeframes
dunno about a boomerang knife but for me theres been a lot of times that knifes been flying thru the air & i have bingo’d right by it & that punch already looks like hes grabbin @ something
i just picked up the knife although I wanted to ultra someone O_O wtf
I’d actually like them to get rid of fake stone and have a cancellable bad stone instead.
like QCF+p (k would cancel) cause holding HP kills fake stone :tdown:
From the perspective of game mechanics, when only one character has an advantage or disadvantage where all others are equal it needs to be fixed to say the character is balanced. For that reason, I have to say the biggest glaring problem with cody is he is the only character in the entire game that can have his ultra punished on hit. Not one other player in the whole game can be punished on hit for a partial Ultra connect either. There are 72 Ultras in the game and precisely 1 can be punished on hit. Objectively speaking that is a broken ultra.
Cody’s U2 can only be punished on hit if the Cody player does U2 at a bad time. There are other Ultras that this is true for as well.
Viper’s U1 can be punished on hit if they do it from too far where the initial hit launches them, and then the Flame Kicks miss, sometimes the first kick will even hit, but the rest will miss.
Seth’s U2 can be punished on hit by certain characters if they are juggled a certain number of times before the Ultra, which causes it to hit less times.
Rufus’ U2 can be punished on hit sometimes when the character isn’t juggled properly and falls to the ground after 1 or 2 hits.
Those are just off the top of my head, so there’s probably a couple more. Doesn’t matter though, because the real point I want to make is that it really doesn’t matter. Bottom line is that it isn’t a random occurrence. You know what causes it to happen, so don’t use U2 in a situation where you know it will happen. If you’re in a situation where you’re not sure it will hit correctly (like someone Focusing in your face, for example), then know that if you do it, you’re taking a risk.
It doesn’t need to fixed, it’s part of the balance of the Ultra. It’s such a good Ultra because it has limitations on how it can be used. Would you want them to change the Ultra so it’s not punishable on a juggle hit but in return they lowered the damage? I definitely wouldn’t. Again, this isn’t so much of a “weakness” as it is an aspect of the character, or in this case, Ultra. There are much bigger problems with Cody that need to be addressed, and based on the reported changes so far, they’re addressing those issues well.
I agree with that.
That’s why I switched back to Ultra 1. Ultra 2 is very powerful because you can shut down most of your opponent’s options, and you can combo with no meter or 1 meter off CH. However, certain things that you can punish will only hit dust if you don’t wait till they touch the ground nor are you allowed a free combo off a fadc (makes sense). I can punish a lot of moves on reaction with ultra 1 too. Plus I land ex zonk fadc too often enough not to use ultra 1.
If you can combo off an fadc with dust and be safe then there’s no purpose in having a combo ultra (ultra1). As a design aspect it makes sense.
it’s a desing fault that’s all. fadc u2 or anti air u2 should be like u2 from ryu. or gouken. no full connect and therefore less damage but at least it’s safe.
there is just no sense in punishing a good placed ultra on reaction. the dust does like 150 damage? for that I get punished? ridicilous.
u2 is sadly still mandatory in most matchups. However against certain I use u1 myself (gief, guy, adon)
You don’t get punished for doing a small amount of damage, you get punished for using a very unsafe move at the wrong time. It’s not a design flaw, it’s just a property of the move, if you don’t utilize it properly, you deserve to get punished.
you get punished for predicting RIGHT and that is not how street fighter 4 is. try punish a jump in with ultra 2 and hit EXACTLY that one frame. it’s stupid. and don’t come with “then dont do it”. I dont buy it. it’s a design flaw. I don’t say it’s broken, u2 has some great other properties, but sayin “it’s the way it is inteded” sounds very fishy.
let the hit part end 20 frames earlier and it’s fine.
What? The move just isn’t meant to hit fully airborne opponents, that’s not a design flaw, that’s a limitation. You may as well start complaining that you get punished every time you use ex shoryu to bust through fireballs. I know it seems fishy, since ex shoryu has all those invlun frames, almost as though it was made to go through fireballs, but that’s how the cookie crumbles.
you HIT with u2. and now say to me that ex shoryou puts you in an disadvantage if you hit with it… you see, put it that way fits better? and I do not say it should hit fully, it should just NOT BE PUNISHABLE. or at least not at such a hughe disadvantage that you can eat even the slowest ultra in the game.
there no such ultra in the game. ofc some CAN miss sometimes but that is rarely and happens due to hitbox stuff and is not like cody’s always.
Technically though you can connect against fully airborne opponents if it’s timed so the initial set of hits whiff.
Predicting right isn’t enough, you need to not only use the right tool but also be able to execute that tool also.
“Hit” and “Reward” are very different words, you shouldn’t confuse them. And the ex shoryu example was to show that yeah, using ex shoryu to move past fireballs is dumb. So is trying to AA someone with a move that is unsafe when hit airborn.
the ex shoryu is a bad example. if you get past fireballs and hit em, you have your reward. just to get through them is like usin u2 on full screen away to absorb a hadoken, that’s the comparsion but comparing a hitting ultra vs a whiffed special feels… numb.
again: THE FACT THAT IT DOESNT FULLY CONNECT IST POINTLESS it’s about beeing UNSAFE ON HIT. the down side of a non-fully connecting ultra IS allready GIVEN; you do much less damage + dont have any ultra backed up. THAT should be the SOLE downside, but for cody you even get PUNISHED for HITTING with ultra. and this is indeed unique to all 70 ultras in the game.
I cant see your point in DEFENDING this. It just wouldnt hurt nor be gamebreaking that after you hit your opponent with the dust while he jumps away or jumps in or after a FADC combo, you just recover in time to block. That would make the FADC u2 combos more viable, or after crack kick etc.
Seth’s ultra 2 says hi
I do agree with you for the most part though, it’s pretty lame for it to not go into full ultra on hitting, but imo that only counts for grounded opponents…only dust hitting on jumping opponents seems fair enough, makes it a “not AA ultra, unless opponent will be killed by dust” kinda thing
Maybe it’s unsafe on hit because he can knock anyone in the air for free midscreen with a 7 frame move otherwise? Low damage, sure, but it would still be free as hell at the end of a match.
Unique? Seth’s Super/U2, Ken’s U2, Chun’s U1, and others I can’t think off the top of my head. Also, moves being unsafe if used on an airborne opponent have been present for years and years in FGs, pretty sure it’s even a tactic to use a hopkick to make your opponent waste a super.
And I’m not defending the move for being unsafe, if it was safe I’d be happy since then I get to punish neutral jumping midscreen like I don’t give a fuck. All I’m saying is that you’re blowing this out of proportion. Want to know what a design flaw is? Cody’s f.hk not being airborne.
A move doesn’t have to be “gamebreaking” to be overpowered. The move is designed to be used in certain ways, and to not be used in other ways, why can’t you understand this? The fact that you can be punished for hitting an airborn opponent should not be an issue because you know that it happens. So why are you using it in a situation where it will happen. That’s your fault, not the move’s fault.
What about Zangief’s Green Hand? That’s a special move, not even a super or ultra that’s unsafe on hit always! Should that be changed too? Surely that’s a design flaw, right? Why would they make a move that’s always punishable on hit??
Seth’s u2… you can fall out of Adon’s u1 and Ibuki’s u2 if you attempt to juggle improperly with it too.