Generally speaking, LP CU is kind of safe. Some members of the cast have no way to punish it when spaced at maximum distance. But the amount that can punish it is fairly decent. I don’t think Evil Ryu can punish it for example.
only rufus and dhalsim can’t punish light CU if I recall. But 90% of the capcom unity forums use shotos from what I can gather, which means people complaining that it is safe just can’t punish properly. Hell if it’s very obvious that cody is throwing it a blockstring why not just mash before it even comes out?
Ultra 2 already does 508 damage, it’s above average. Personally for Cody’s overhead I’d much rather they reduce the recovery rather than the startup. 18F is OK for an overhead, it’s about the average. However at 21F recovery it is the slowest to recover in the entire game. Most are 15-18. The closest is Ken’s HK overhead which is 20F and can be feinted. Lowering the recovery would mean Cody would be harder to punish on whiff, and if they lowered the recovery by 4F (making it 17F recovery) he could combo into c.LK on crouching opponents. The other option is rather than lowering the recovery make it so that the hitstun on standing and crouching are the same and let him combo into c.LK as a 1F link on crouching opponents.
For those of you who are curious I tested it. If Cody catches an opponent with Ultra 2 while they are back dashing he is at -20F when it is over. That is on an airborne HIT -20F.
Thanks, for the info on the ultra 2.
The point in lowering start up for his overhead is so that the risk reward is greater. A faster overhead fits Codys playstyle as a mixup/frametrap character.
I think is overhead is pretty good already. Faster start up would make it almost too good due to the huge range. I like the idea of it being +3 on hit vs crouchers tho.
That’d kind of suck for everyone. TBH I think all characters in SF4 should have the same wakeup timing. Cody already KIND OF has different wakeup timing thanks to badspray which is slightly faster startup than the quick rise timing it replaces. (A quick rise = 28F but badspray starts up in 26F.) of course a quick rise is invincible for the full 28F duration while badspray is only invincible for 10F of it’s 26F startup.
Better backdash, better backwards walkspeed, bad spray changed to a “good spray” (ha) and maybe a better reversal of some sort or at least a better wakeup game somehow
@ADN yeah I’ve been posting breakdowns of everything Combofiend mentions after each stream in the AE Rebalance thread.
Cody
Less recovery on backdash
Down + 3K for knife pickup
cr.MK to be -1F on block to make it safe against grapplers [Currently -3F. Edit: Note, Combofiend discusses ‘blockstun’ but the numbers he quotes are it’s values on hit. Not entirely sure what changes he is talking about making]
b.MP to be properly counterhitable on startup
Crack kick (f-HK) to be airborne after the first frame [Ok no. I didn’t see anyone asking for this. Only after 8F for me, i think some people asked for it earlier but I didn’t see from first frame more than once or twice]
EX Criminal Upper to be strike invincible until the active first frame, but he’ll be throwable (So it’s a trade off like Viper’s ex seismo) [Eh… Not sure how I feel about this. He really suffers against throws as it is but EX Zonk is decent at dealing with them I guess]
Badstone able to be released at any point during the charge and not have to wait 20F until the next level [Thank god]
Super to not drop so often
///
Note that several times over the course of these reveals Combofiend has stated that not only are these just suggestions and may not actually make it in, but these aren’t ALL of the suggestions he submitted. He is only giving a taste of some of the stuff he submitted. So there is still hope that stuff like EX Ruffian projectile invincibility, Ultra 2 not punishable on hit / counterable, knife buffs, better walk speed, badspray frame fixes, fake badstone recovery, ect ect could be in the final build.
That and the badstone charging bug fix will help too. He’ll be able to use badstone’s charging to more effectively deal with people attempting to neutral jump his badstone. And he can use it to more easily perform meaties with it without worrying that he’ll be in the middle of a charge level when the opponent recovers.
Maybe I’m being alarmist, but losing throw invincibility on EX CU seems like a heavy price to pay for 3 more frames of strike invincibility! EX Zonk does work against throws obviously, but we’ve gone into depth before about it’s severe limitations. I mean surely the whole point of him having EX CU throw invincible in the first place is that the developers recognised that EX Zonk is not a viable option in a lot of situations?
I can see this drastically changing certain match-ups for the worse - I’m thinking Makoto, Abel, Hakan, Seth…