V2013 wishlist for Cody

There’s a few options he has: EX CU, EX Zonk, LK Ruffian and EX Ruffian. Again though, they are all unsafe or require 3 bars to make it safe.

There’s also meaty cr. LP > jump. You can hit them with j. HP before they finish recovering from the whiffed throw (tested it on SeiKano a while back :smiley: ). Though, when you jump, you still put yourself at risk.

If he had an airborne normal, like Juri’s st. cl. MK…oh how I wish.

Which is precisely why f-HK needs to be airborne even if it requires 8F before becoming airborne it’d give him a move that is safe and beats stand techs and he could get 220+ on it if he connects and does a follow up.

Plus at 8F before airborne there ARE options to cover it (which I also carefully considered when modding his moveset) for example. At 26F startup for LP Badstone he’ll be able to actually use it a little bit closer now since it’d be harder to react to, plus a c.HP - LP badstone is an option that people would have trouble punishing without mashing/godly reactions as there would be only a 9F gap between a blocked c.HP and the badstone becoming active. Not enough for a great frame trap but enough that it’d be risky to throw out a normal if you aren’t sure. Especially since I included fake badstone reduction to 24F. This means Cody can do c.HP - fake badstone and be able to block any move 7F or slower.

Now this means Cody could do c.HP (blocked) - LP Badstone (blocked) and be at +4F. You do f-HK right after. Throws have a 3F startup. That leaves only 2F window where you could be thrown and depending on the spacing you’ll likely be out of range until you reach the airborne frames of the f HK.

Actually I thought about it some more:

Forward throw increased from 130 to 140
c.LP damage increased from 20 to 30

drop these

Add this:

s.LP (with knife) recovery reduced by 1F

This gives Cody the ability to actually hit confirm into another normal while using the knife. Currently the only links Cody can perform with the knife are s.LP - s.MP (1F link)

s.MP to s.LP (1F link)

and c.HP to just about anything except far s.HK, far s.MK, close s.MK (pushes too far), and s.HP (with knife)

But Cody has no way to link to c.HP outside of another c.HP (only after a jump-in) and Cody has no real hit confirm other than c.LP - c.LP - c.LP - c.LK - special or c.LP - s.LP - s.MP (pushes too far for a c.LK)

Don’t waste Cody buffs on the damn knife!

Lol, I think that speaks volumes to how bad the knife is. Even trying to buff it is a waste in the eyes of many people.

Anyways, at 25% chip a HP would do 30damage on block. I think between that and being able to throw people the knife would become a viable GIMMICK that could be useful in one or two match ups and would be a decent way to throw people off of your frame traps by forcing them to want to attack and not block your holding the knife thus putting them in the mentality of hitting buttons. Then when you don’t have the knife and your frame traps are going they are more likely to be a bit twitchy on the buttons.

Cancel into fake rock would be cool…

So, regarding the current suggested changes:<br><br>Backwards Walk speed increased from 0.024 to 0.028<br>f.HK - Airborne 8F - Finish<br>Knife no longer dropped when throwing opponent or if opponent techs your throw<br>Knife chip damage increased from 8% to 25%<br>HK Ruffian Recovery reduced from 27F to 23F<br>Badstone startup reduced from 29F to 26F<br>Fake Badstone reduced from 31F to 24F<br>EX Criminal Upper strike invincible till 7F<br><br>I had some thoughts, and looked over both Cody’s frame data and other characters frame data as well as his hurtboxes and hitboxes.<br><br>Backwards Walk Speed increased from 0.024 to 0.026<br>f.HK Airborne from 8F - Finish<br>Fake Badstone reduced from 31 to 26F (24F is too fast IMO after testing it.)<br>Badstone startup reduced from 29F to 27F (Making LP Badstone 42F, MP 44F, HP 46F total)<br>Knife chip damage increased from 8% to 25%<br>c.MP startup reduced from 5F to 4F (brings total frame count to 17F. Cammy = 16F, Ryu = 16F, Fei = 16F)<br>far.MK Hurtbox reduced (the hurtbox width is wider than Cody’s vertical hurtbox while standing.) hitbox moved forward slightly<br>close/far s.LP recovery reduced by 1F <br>far s.MP startup reduced from 7F to 6F damage reduced to 80 (This would allow him to do things like s.HP - far MP or f.MP - far MP.)<br>

Hello v2013!

-ZONK command change (P charge) => PPP (Won’t happen tho. :<)

  • c.LP => +10 damage
    - Better Backdash
  • Improved F.HK (Crackkick) (Raise Hurtbox / Airborn)
    - EX Ruffian Kick’s projectile invincibility from 1st frame
    - Increasing the invincibility frames from EX Criminal Upper till the first active frame
  • Revisiting the Knife’s dropping properties (Keep when Teching Throws / Focus)
  • Knife: c.MP -1F start up (6F)
  • Knife: s.MP & c.MP special cancelable
  • Reducing C.MK’s recovery
  • HP to 1050

Just a few suggestions, personally, I want the bold ones the most.

I think Cody is already quite a solid character but i wouldn’t mind any of these changes.

  • Airborn crack kick

  • EX Ruffian Kick’s projectile invincibility from 1st frame
    Or maybe give it 1 armor and throwable instead? Would make it double as a risky reversal that can get you out of a vortex… sort of. Might be too good for a character that’s supposed to lack defensive options. Thoughts?

  • Improve the speed of his forward dash slightly.

  • Increase the range of his back dash.

  • Decrease the recovery on Hk.Ruffian

  • Don’t drop the knife while teching throws.

  • Don’t waste buffs on the knife, it certainly feels like a gimmick and would probably be a bigger gimmick if it actually was good.

  • I like the idea of armour on ExRK. Either that or invincibility frames of EX Criminal Upper untill the first active frame would be good.
  • Buff his backdash: more range and slightly less recover (Cody is stuck in place for ages at the end of his backdash)
  • Buff his backward walk speed
  • Lp CU not punishable on block (between 0 and -2 would be good)
  • Reduce recovery on cr.MK
  • To be at 0 after Criminal Upper fadc instead of -1

That’s more or less what I feel important. Plus some of ridiculousness found by Eternal (can’t wait to read his post on the capcom forums haha).

I suggest that when it is Cody’s turn, we all go and give these suggestions followed by a few words on why these changes should be implemented. The more we argument over our points the more chances we get to see them implemented.

? :3

All I ask is that Cody say ‘Ha-ha’ on all of his Kirk-Fu normals.

I think we should come to a consensus on whether to ask for knife buffs or just leave them out completely.

I would really like to hear some of the good Japanese Cody players giving their suggestions to Capcom, players like Momochi, Sasaki, Furansujin for example.
As for me the bold are the ones i would like most:

Increased range on backdash
Cody his backdash is one of the worst in the game, the range is so small that its practical use is very limited.
Having a better backdash improves Cody’s defense, he’ll be able to deal with overall pressure better, and from this he can reposition himself to turn the tides.

EX Ruffian Kick projectile invincible from 1st startup frame
The projectile invincibility only kicks in when the move becomes active, from frame 11. As such the move cannot be even used from around midrange on reaction.

Increased invincibility frames for EX Criminal Upper
The only good use of EX criminal upper is to get a lucky guess on when a grappler might throw you because of the throw invincibility property.
Adding invincibility frames to this move will give Cody a ‘real’ reversal option. Like Cody’s zonk he will need three bars to FADC to safety.

Airborn Crackkick
Due to Cody’s terrible walkspeed he needs to use normals to move himself forward, one of the is his crackkick.
Crackkick is a way for Cody to maintain momentum which for a frametrap focused character is essential, however due to it not being airborn(still getting hit by hakan’s U2…) it will get hit by low moves which he should have been able to hop over. Making it airborn will decrease the risk of this move and when Cody does get hit he’ll flip out of it.

Faster walkspeed
Cody has great buttons, unfortunately he cannot apply them very well due to his slow walkspeed, walking in and out of range of his opponent isn’t a really viable startegy for Cody.

Decrease startup/recover of Fake Bad Stone
The fake badstone is incredibly slow compared to other feint moves and the gain from throwing a real stone is minimal at best.
Minimal damage and no knockdown.

The knife
It is still 'useless ’ as a trade or a throw (tech) and focus will make Cody drop the knife. It’s one of the things which makes Cody really unique, there is no real benefit for Cody to pick it up.

I remember when people saw the list of changes for AEv2012 and everyone thought Cody would become amazing, the long list was mostly full of useless buffs, hopefully they’ll get it right this time.

http://www.youtube.com/watch?feature=player_embedded&v=dv2FTjw2I3A#!
Remember to post your suggestions to capcom unity when it’s cody week. Lets get him the buffs he deserves

I’m almost certain they will.

I hope Cody doesn’t become too buffed, i like being able to say i don’t play top tier lol.

I like all the buffs that people are suggesting (buffing the ex moves and the walkspeed/dashing), but I honestly think that an airborne crackkick is not a good idea, at least if the properties of the move remains the same. It’s a bit crazy to get around 350 damage from a move that is un-throwable (500 on some that the Ultra 1 connects on from it). Fixing the hurtbox, though, is a sober idea and should definitely be done. However, to adjust the problem Cody has with pressuring some characters, I think the right way to achieve this would be to buff his dashes and/or walkspeed forward and backward. I mean, what’s the point of having a character designed for frame-trapping, that is unable to back off from a opponents wake-up trying to bait a reversal. He is always there, so just do the reversal. He can’t backdash away from it, so it’s cool. For instance, much fun has been had trying to deal with Adon’s pressure, when you can’t backdash the 50/50 situations he puts you in.

The recovery on stones would be a welcomed buff. At the moment, you can’t even bait some ultras with the fake rock. That’s a bit silly.

Also, I think that the HK ruffian would need a buff on the hitbox/hurtbox and/or start-up frames. It’s too bad at the moment against some moves.

I also think that buffing the slide wouldn’t be a very good idea, it’s fine as it is, at least concerning frames. It’s scrubby to get in using any form of slide, and should be punished (Hi Rose players!). If anything, the only adjustment could be to lower the hurtbox, buff the hitbox, so that it would be a viable option to e.g. dodging burn-kicks and anti-airing psycho reversals.

I think the slide should be -2 on hit, not -3 because bison can actually punish it from os if he does a frame perfect crouching short

I agree with this. We need to all agree on reasonable buffs unanimously, and not spout out stupid shit that they’ll never go for, like Bingo being safe on block.

OTG Crack Kick
Better invincibility on EX CU
Better Walk Speed
Faster recovery on Fake Rocks
Maybe a better Forward Dash if we want to be greedy.

That’s all I care about really. Otherwise, leave him be.

EDIT: P.S. Fk the knife.