Yeah, that was lame as fuck. Dhalsim players cheered when they saw that he gets a two hitting normal. That is a REALLY big buff for him. Rufus players got the same when EX Messiah was shown to not go over a crouching Cammy, really good buff there too. And those are two pretty good characters already. And what do Cody players get as a teaser? A fucking knife blowing up armour. Please, hold me down so that I won’t cheer too much.
Seriously though, I’m a bit scared that the developers don’t actually understand what kind of buffs he needs (and there are a lot), and that we asked way too little if they honestly are going this crazy.
shows 1 buff: assumes that is the only one. Guys calm the fuck down. They showed it because it was easy to show. What did you want them to show crack kick being airborne? Or his better backdash? or his faster walk speed?
Faster walk speed, airborne crack kick, faster backdash. These things don’t play well in a quick trailer. Look at how people are still confused/disappointed with WHATEVER the change was to Evil Ryu.
Listen, even though it was a suggestion I made to make a completely shit move have slightly less shit that can beat it I do agree that it is a weak “buff” to show off but in terms of things that we requested vs things that could be shown, very little could be shown that wouldn’t leave people going “ok what is different?”
Faster walk speed - unless it is a DRAMATIC change people wont notice
Better backdash - Again all we wanted was a few frames cut off, not an obvious change.
airborne crack kick - could have been done via showing Cody corpse hopping but overall not an easy move to show off like an armor break which has an obvious shattering animation/sound.
Fake badstone faster? hard to really tell the dif between 32F and 27F in a quick flyby view.
Badstone charge releasing between charge levels? Not easy to tell, easier to FEEL but hard to SEE that is why the bug has remained for so long.
EX Criminal Upper invincible till first active frame? This is a difference of 3F, the move already has some invincibility not easy to visually tell that the invincibility is more unless they increased it a dramatic amount.
Safer LP Criminal Upper - Not easy to tell if Cody is actually safer or the punish was mistimed, we only asked for a reduction of 1-2F
safer cr.MK - They could have shown Cody doing a cr.MK and then jumping out of a reversal SPD but that isn’t a huge buff again.
Special cancelable far MP - this one they could have shown easily and it would have been good.
90% of the suggestions we asked for were small fixes that compounded to make him better rather than one or two hugely dramatic changes. If they showed Cody throwing a person while holding the knife, or focus absorbing, or special canceling a knife attack we’d still have the issue of “it’s a knife buff”
U2 Juggle not getting punished would take too long for a short video
Zangief U1 animation losing to f.HK would have been possible but difficult to show as it would have to be done very close as Cody can ALREADY beat U1 with Crack kick at a number of ranges.
I agree on making a new normal cancelable being a good thing to show (like far MP as I’ve suggested)
If all knife attacks break armor, that’s one thing, But if it’s just knife throw, it’s another useless buff.
I agree that we should wait and be patient Eternal, but when Capcom shows us 1 thing that is supposed to “hype” us up, you can’t expect anyone to be happy. People screamed leave the knife alone and focus on Cody…and that’s what they show us. Being annoyed and feeling ignored is justified. IMO.
Actually really, only you and Zukuu were adament about “no changes to knife, concentrate on Cody” there was a lot of knife changes suggested. People want the knife to work because they feel like it’s a big part of Cody that is completely forgotten because it’s so bad.
I do agree it was pretty un-hype as far as changes go.
Btw play my Cody mod if your bored, it is literally the ideal version of Cody without going overboard or giving him any new moves like Zonk Feint or Final Fight Chain Combo.
Walk speed - 0.038 increased to 0.039 backwards 0.024 increased to 0.029
Back dash goes farther, 3F reduced recovery, airborne 3F longer.
clsLK - now hits low
s.LP +7 on hit better hitbox
far LP +7 on hit
far MP damage reduced to 70, startup reduced to 6F, special cancelable
far MK hitbox moved forward
far HK damage reduced to 100
close HK startup reduced to 7F hitbox increased
cr HP damage reduced to 90
cr LK now +4F on hit -2F on block
cr MK more hit/blockstun slightly farther travel
fj HP - 11F startup reduced to 8F
FJ MP - 9F startup reduced to 7F, now floats on air hit and has a smaller hurtbox
f.MP less pushback on hit/block
b.MP - float on counterhit airborne more active frames
f HP - less recovery (+1F on standing hit +5F on crouching -3F on block)
crack kick now airborne from 8F onward
Zonk - All non-ex versions recovery reduced by 2F
Criminal Upper - All versions damaged reduced. LP Recovers 1F faster (now -4F on block)
EX Criminal upper invincible until 8F Stun also reduced from 220 to 170
LK/MK Ruffian FADCable
HK Ruffian damage reduced to 90, recovery reduced by 4F, hurtbox shrunk on startup/active
EX Ruffian projectile invincible from 4F, FADCable
Fake Badstone 5F shorter
Badstone 2F faster, can charge and release properly, now does 25% stun on block
Ultra 2 - Damage reduced by 50 (I didn’t modify it to fix the air hit thing but that seemed like a fair nerf in exchange for fixing the air hit issue and overall buffs to Cody)
Knife
sLP - +7F on hit damage reduced to 30, does 8chip
crLP - +4F on hit damage reduced to 30 does 8chip
sMP - special cancelable on first hit - now does 10x2 chip
sHP - Special cancelable now does 30chip
crMP - special cancelable damage reduced to 70 now does 18chip
crHP - special cancelable damage reduced to 100 now does 25chip
Knife throw breaks armor, knife throw startup reduced
Can throw / tech without dropping knife. Can focus dash without dropping knife (Focus attack drops knife)
Overall A LOT of damage nerfs in exchange for a lot more safety and options.
They can’t buff the knife in a way that makes up for the lack of command normals and his already awesome punch normals. If it were, it would probably be broken. Unless that happens and that it sticks around if you tech a throw, or that at least command normals are accessible, it will be a gimmick and nothing more.
It’s just a waste of resources at this point. Maybe in SF5 it’ll be a crucial part of his gameplay. v14 will be very likely the last version, I’d rather see his flaws fixed, instead of making a gimmick more gimmicky.
At least we saw SOMETHING, other characters have not seen any changes so far (be it via the trailer or the blog posts). And, I’d go very much hype if u2 juggle would be fixed, or he’d just walk or dash around, or crack kick a throw etc. I don’t think, that the shown change means that Cody’s tweaks will be focused around his knife tho.
If they give him V-Ism dodge they should lower his stun from 1050 to 900 IMO. Cody can already Combo out of his overhead RIGHT NOW it is -1F on crouching +3F on standing meaning you can do f+HP - cr.LK. Linkable cr.LK Ithink would be fair if they make it so that it’s done through hitstun rather than adjusting his recovery. Also, remember, Cody’s cr.LK has a horribly extended hurtbox, it pretty much loses or trades with EVERYTHING. I think making it linkable but not chainable is fair, this means doing cr.LK - cr.LP would be a 1F link, doing cr.LK - cr.LK would be a 2F link. It means he can hit confirm from a crouch tech but not just mash it.
For me the changes I want the MOST in order are:
Faster walk speed / better backdash
All bugs fixed (Crack Kick airborne/chargable badstone/badspray recovery/ect)
crLK - either chainable or able to be linked for hit confirms
V-Ism Dodge [Wont happen]
far MP - 6F and special cancelable
LP Criminal Upper -3F or -4F on block
EX Criminal Upper Strike invincibility
Badstone faster startup by 2-3F
Badstone causes 25% stun on block (E.G. level 1 badstone causes 38stun on block just like badspray causes 26stun on block)
Fake Badstone faster recovery by 5-7F
EX Ruffian more projectile invincible and FADCable
HK Ruffian less recovery/better hurtbox
Final Fight Chain Combo [Probably wont happen]
close LK - Hits low (gives him a really good anti stand tech option)
Less recovery on overhead
Ultra 2 not punishable on air hit
ALL of the knife buffs (more chip/can throw opponent/better hit advantage on lights/can focus absorb/special cancel on all mids/heavies)
Able to do f.MP while holding knife
Saying that he can combo after overhead on a STANDING opponent (like a lot of characters can) is the same as saying he can’t combo from it.
The high/low mixup is more for characters that don’t have a left/right oki, like dudley and rog. Ibuki and (i think) elf can combo too, but they’re designed towards mixups.
The change I made still made it so he can only combo out of it on standing. +1F on crouching +5F on standing -2F on block.
Also:
Makoto, Chun, and Blanka can combo out of their overheads.
Juri can as well but only during Ultra 1.
Gouken, Sagat, Dhalsim, and Ken can all combo out of their overhead on counterhit (Cody can’t as the 2nd hit eats up the counterhit frame advantage)
Also, Cody’s overhead has the 2nd longest frame count in the game and the most recovery of any non-special move overhead. It has the same total frame count as Ken’s forward + HK.
I’ve spoken to a lot of Codys and not one has told me “I’d like to see knife work.” I don’t think it’s even on anyone’s radar. I think it’s something that people think would be cool, but no one wants knife buffs over Cody buffs.
In fact, almost every Cody I’ve talked to has basically said forget the knife and let’s worry about making Cody better in general.
Not trying to argue, I just think there’s a massive difference between “What they could do with the knife since it’s there is…” and “What I want them to concentrate on is…”