V2013 wishlist for Cody

How could I forget? I wanted that so badly for v2012!

Dust => 1st pipe hit.
If 1st pipe hit whiffs, the ultra ends. So if you hit an airborne opponent, you’ll recover in time.
If 1st pipe hit connects (hit / block) it remains as it is currently (so you either hit / juggle the opponent or he blocks).

This way the ultra doesn’t become too good as half screen anti air that leads to ~500 damage, but making it usable as anti air that leads to 100-ish damage and can safely be used mid-combo for a bit more damage.

@Calico What about Sakura’s lk tatsu? If it connects, it leads to 300-500 damage, depending on meter. How do you feel that that blows up throw attempts, do you think that’s crazy too? Or Cammy’s EX Dive, Rufus divekick, C. Vipers burnkick, E.Ryu’s hopkick etc. etc. All lead under the right circumstances to about 50 % of your health.

My original post was wrong, I went by the grainy image and tried to outline the green sections since it is pretty difficult to tell where hurtbox/hitbox overlaps as I didn’t look up the debug viewed files. Ignore my post go by the one from the debug video. That said, don’t forget that during the recovery of the move, Cody’s hurtbox reverts to his base model so that extended leg/foot is fully hittable. I was trying to emphasize how his hurtbox and hitbox overlap since many people seem to think that where there is the red section on those images there is no hurtbox since the images don’t make it very clear that they overlap not cancel each other out.

@calico We (or at least afaik most of us) are asking for it to be airborne after frame 8 on startup, not from frame 0 or 1 or 2. It would only “blow up throws” if the person was throwing really really late since other than Fei/yang/fei no throw is slower than 7F startup AFAIK. Things like meaty c.LP OS Command throw would blow cody up easy. Remember, Cody has no way to avoid that simple OS without meter. He has NO throw invulnerable moves on startup without meter and his backdash has some of the least airborne frames in the game as well as the longest recovery and shortest distance. (Ryu for example has 9 airborne frames after his invincibility wears off and 8 grounded recovery frames. Cody only has 6 airborne frames and 16grounded recovery frames after the invincibility wears off.)

Plus also remember, because Cody’s f.HK is tagged to “never hit crouching” it ALWAYS loses to any crouching normal that it doesn’t hop over (and the hurtbox is fairly large). c.LP from almost any character beats it cleanly, c.HP def beats it clean from everyone if your reactions are on point. Plus the move is pretty free to any focus attack since it’s only one hit, at best Cody is forced to block the released focus attack because it has 12F-14F recovery (depending on if you hit on the first or last active frame) at worst Cody tries to beat the focus with a c.LK right after he recovers and gets counter hit into a full combo.

@Adn I’m ok with U2 not working on airborne opponents, what I’m NOT ok with is U2 HITTING and then letting the opponent recover before the wrench swing starts because they got pushed back out, or because a fireball absorbed one of the dust hits, or because randomness.

@Eternal Also, when I’ve been practicing reaction U2 on Sagat, I’ve noticed that the wrench might connect for the first hit, but then the rest of it’s hits can be blocked.

Alright, I’ve typed up my novel request list I’m going to post when Cody becomes available. Now, obviously some of you will disagree with some things others with other things. Before you read this remember at the end I specifically note that I don’t even expect HALF the stuff I list to be changed. I’m trying to bring ALL of the possible changes to the forefront, all of the bugs and errors as well. The purpose is to try and give Capcom as much information to work with as possible and allow them to decide how to proceed from that so here it is (warning it is very long as I go into a lot of detail for EVERY change.)

[details=Spoiler]This is going to seem like a laundry list of changes, however I have taken a lot of time and effort to not only examine many many matches of Sasaki, Momochi, Furanjisan, and many other lesser known Cody players, but to also examine the actual files for Cody and to test some of these changes myself as I am part of the modding community for SF4.

I’m going to start off by listing ALL of the bugs/transposed numbers/missing data that Cody has. These are things I believe Capcom actually screwed up on and aren’t so much balance issues as they are bugs.

All of Cody’s crouching knife attacks are considered “standing” this means moves like High Tiger Shot, Guile’s Back Fist, Zangiefs Lariet (after first hit), or numerous other moves that are tagged to not hit standing opponents will hit Cody during any of his crouching knife attacks. It also means moves that gain extra frame advantage on standing opponents (many overheads) get the bonus as well.

Cody’s Badstone is the only move with a “charge” type move that is unable to cancel the move and release the current level. What this means (for example) is that if the player releases the button on 22F the game will not throw a level 1 badstone right away. Instead it waits until 41F and throws a level 2 badstone. It is the ONLY move that works like this, Sakura’s Fireball, Makoto’s Hayate, Cody’s Zonk Knuckle, Balrog’s TAP, Oni’s Fireball, Gouken’s Fireball, Focus attacks, ect ect ALL will immediately stop charging and release the current level of power immediately. This is because the “Flow” section of Cody’s badstone was set up improperly and only allows the move to cancel ON the frame where it reaches a certain level instead of between two points.

Cody’s Heavy Punch Badstone levels 2 and 3 both have transposed numbers in their “Speed” settings. The end result is that level 2 and level 3 HP Badstone end up having an additional 7F of startup BUT also have 14F less recovery. (The move is +16F on hit)

Cody’s bMP is unable to be counterhit on startup. This is due to an empty flag state that wasn’t properly set.

Cody’s crack kick (f.HK) is not actually airborne. Similar to Cody’s bMP not being counter hittable this is due to an empty flag state on his move for the frames designated to be airborne (8F - finish) while this is a bug, changing this would be a fairly hefty buff as well and I list it among the “buffs” section.

Cody’s far s.MK and far s.MK with knife have different size hurtboxs and hitboxes. The hitbox extends farther on far s.MK with knife, as does the hurtbox. By a fairly large amount too.

Cody’s super regularly drops people, many times even when used properly as an anti air or on grounded opponents. I have created a video showing numerous instances of how unreliable the move can be.

Cody’s Badspray from a face up knockdown has 20F more recovery than his Badspray from a face down knockdown. This is due to a missing “interrupt at frame” setting on his face up knockdown which forces him to go through the entire animation. Either way Capcom chooses to fix this (buff face up bad spray recovery or nerf face down badspray recovery) it should be changed as it is extremely arbitrary and merely adds a difficult to control aspect to the game.

///

Now on to NON-bug related changes.

Cody needs a faster backwards walk speed. Something along the lines of 0.027. Cody’s current overall walk speed is the 5th slowest in the game, as a frame trap based character Cody needs to be able to get in and out to bait throws and reversals, unfortunately Cody’s backwards walk speed (0.024) is tied for the 3rd slowest in the game. In addition his back dash has unarguably the worst in the game having the same range as dry hakan, having only 6 airborne frames and 16 grounded recovery frames (Ryu has 9 airborne and 8 grounded for example.) this makes it very difficult to “gootecks shimmy” or even space your anti airs and footsies properly. If you watch Sasaki or Momochi you’ll see them randomly just jump backwards at mid screen and then move forward again because it is simply easier/safer/faster than trying to walk backwards into the position you want to be in. Cody is meant to be a somewhat slow character though, a walk speed of 0.038 forward (his current speed) and 0.027 backward (currently 0.024) would make his overall walk speed only 0.01 faster than Zangief who is currently FASTER than Cody. (Gief’s walk speed is 0.035 forward 0.03 backward)

Cody’s f.HK (Crack Kick) needs to be airborne from frame 8 until it finishes recovery. This would match its settings in both Alpha 3 and in SFxT and the empty state settings that are in the move for SF4 but capcom missed setting properly. There is multiple reasons for this. Cody has to rely heavily on footsies to get in as none of his special moves are safe or fast. In addition all of special moves lose to lows and many of his normals completely whiff on crouching opponents. If you watch any match of a top Cody vs a top Ryu or Akuma you’ll find that getting around their c.MK/sweep is extremely difficult for Cody as he is unable to alter his jump arc OR focus dash safely against c.MK OR zonk it. In addition because the move is tagged to not hit crouching any move that cody’s f.HK doesn’t avoid will simply beat the move entirely, this is especially bad against Evil Ryu when trying to get around his c.MK which beats all of Cody’s pokes in both range, hitbox, and being cancelable. Cody has to do a risky f.HK which if read by the opponent Evil Ryu can perform a full 350+ damage punish on him as Cody will be considered grounded and wont air reset after the c.HP or c.MP - fireball - fadc. In addition making this move airborne would make it so that Cody is able to hop over many slides that would simply remain active and beat f.HK when it is in recovery (Vega’s slide, Guy’s slide, Ibuki’s slide, ect.) these all currently due to being grounded Cody is unable to pass over the opponent but the slide is still active when the lower body invincibility wears off. It also would give Cody the ability to corpse hop on knockdown greatly improving his somewhat lacking mixup game. This is arguably the single most important change for Cody.

Make Cody’s far s.LP +7F on hit. Currently Cody has no way to hit confirm into his sweep or c.HP outside of his close s.MP which generally means hit confiming a 1F link (f.MP - s.MP - c.HP all 1F or c.LP - s.MP - c.HP also all 1F and you can’t perform 2 c.LPs as you’ll be out of close normal range for the s.MP) this would also make the normal a bit more useful as currently it is mostly outshined by his superiour c.LP which while 1F slower has 2F more active frames and a much better hitbox.

Allow Cody to special cancel far s.MP the move has a 7F startup so it is only able to be comboed after his close s.MP or (if buffed) his far s.LP. This would give Cody an additional way to apply pressure from outside of throw range while not having to rely on his crouching normals. Possibly reduce the damage from 90 to 80 to compensate for this addition.

Cody either needs a slight adjustment to the hurtbox on his c.MK OR alternately have it go slightly farther. As it stands the move is the single shortest slide in the game by nearly 15% (I’ve measured). In addition his hurtbox while goodish requires very strict timing to go under fireballs and that timing varies based on the speed of the fireball the opponent throws. Cody is actually completely unable to slide under a LP Sonic Boom or LP Air Slasher as he will get back up while it is still above him. Not only that but it is functionally impossible to get the move to hit on the last active frame without performing it meaty on a knockdown due to how little he moves forward. This means that he cannot make it better than -1F on block or +2F on hit (the move is -6F on block -3F on hit normally but has 7 active frames.) adjusting the movement to go a little farther would actually allow him to space it out more.

Cody’s fake badstone should be 26F not 31F. At 31F the move is the slowest feint in the game by a large margin (most at 21-24F) and it makes it very difficult to take advantage of the feint to anti air. As it stands, some characters can actually ultra punish the feint just as easily as they could his badstone.

Move the hitbox on Cody’s far s.MK slightly forward and/or reduce the hurtbox slightly in width. Currently the hurtbox width is one of the largest in the entire game (larger than Rufus’s c.HP or T.Hawk’s splash) and the hitbox ends at his ankle. Considering that the move has an 8F startup and only 70 damage it should be a little better. As it is Cody has to perform the move early AND spaced perfectly to beat moves like Ryu/Evil Ryu’s c.MK and even then sometimes it loses.

Reduce the startup on fj.MP from 9F to 7F and make it a 2hit move similar to ryu’s fj.MP. Cody has no way to alter his jump arc, and in addition he has the 4th SLOWEST set of air normals but only the 8th most active frames. In addition Cody has no way to convert an air 2 air attack into additional damage, and no way to beat an armored move on a jump in. Plus 9F startup and 3F active on a medium attack with such a huge hurtbox is nuts.

Badstone needs 2F cut off of the startup on NONEX versions (don’t touch EX version) Making the total frame count for LP 42, MP 44, and HP 46. While the recovery time on badstone really helps at times, the thing to realize is that not only does badstone do poor damage (especially chip damage) it also has a 29F startup which means 29F that Cody can be counter hit. While other fireballs can be FADC’d to be made safer and reduce the recovery or extend combos, Cody has no system to make badstone FASTER. If Cody blocks say a HP low tiger shot at full screen and tries to reversal LP Badstone he will get counter hit by the next HP low tiger shot from FULL SCREEN. In Addition the badstone doesn’t go full screen on any version and is easily avoided by neutral jumping (and many characters can simply use it to build meter with things like air tatsu.) Cody is unable to combo into badstone (and should NOT be able to.) and even at 27F Badstone would be unable to be a viable Counter Hit bait off of a cr.HP as the gap would be 10F between the blockstun and the badstone becoming active. This simply allows Cody to apply pressure and chip slightly better.

Making LP Criminal Upper slightly safer on block (Between -2F and -4F) on block would greatly help his pressure. Currently Cody has NO safe special he can cancel into during pressure. Even spaced perfectly LP CU is -5F and many characters can tag him with a special cancelable move (Sakura’s c.MK, Vega’s c.MP, Akuma’s c.MK, Ryu can even raw sweep him, Zangief SPD) plus c.LK - LP Criminal Upper is not a true block string anyways and can be reversaled between to hit him. The move shouldn’t be SAFE due to Cody’s 3F c.LK but making it a little bit safer would at least help him maintain pressure or perform chip damage.

EX Criminal Upper should be invincible till frame 8 to strikes. The move is -11F if not FADC’d and has a 7F startup, and loses to neutral jumps or crossups. Even changing this would make Cody easily pressured as 7F for a reversal is easily safe jumped and as I said it wouldn’t cover things like crossups which he has NO way of dealing with on wakeup as EX Zonk also does not hit most jumpins.

HK Ruffian Kick needs adjusting. Currently the move does not fufill it’s role as either a combo oriented tool OR an anti air particularly well. It does them both, but it does them both fairly poorly. HK Ruffian has a 7F startup and his hurtbox actually gets LARGER rather than smaller, this defeats the purpose of an anti air. In addition due to not actually rising up but instead moving horizontal many characters are able to simply jump over the HK Ruffian if not performed late. However because it has a 7F startup and no invincibility and larger hurtbox than normal Cody can’t perform it against a deep jump in usually as it will get counter hit or trade. Plus the move has more recovery on whiff and is more unsafe on block than a LP SRK or most invincible AAs. All of this wrapped up in the fact it only does 100 damage and 100stun. As a combo tool, due to the long recovery unless you hit late in the active frames or hit a person at the very top of the hitbox to get the maximum launch height you will not be able to followup the move without an FADC. The move is unable to hit crouching opponents, has no airborne frames, has no invincibility, and is -19F on block. It needs to perform one of it’s two roles better (NOT BOTH as that would be WAY too good) it should either be a better anti air (reduce the startup to 5F, reduce the size of the hurtbox to end at the upper portion of his waist so he is still suseptible to grounded pokes or make it straight up invincibile on startup since it can’t hit crouching anyway. OR make it better as a combo tool by reducing the recovery frames from 27F to 24F allowing Cody to perform HK Ruffian - MK Ruffian mid screen more consistently or perform HK Ruffian - f.MP in the corner without an FADC or special setup to hit on the last frame in a combo.)

Cody’s knife has many problems and even after the changes to Cody’s knife in AE2012 Capcom has yet to address the actual fundamental issues. Cody needs to be getting nearly as much as he gives up for picking up the knife. Not only is the knife unreliable as Cody’s limited mobility makes it difficult to retreive and it is easily knocked away. But he gives up A LOT of his best stuff, when Cody picks up the knife he immediately loses out on: his best anti air (b.MP) his best pressure tool (f.MP) his frame trap normal (close MP) his best whiff punish normal (c.HP) his best normal period (c.LP) his focus attack (which is key to his gameplay) his throws (also key as he has no command throw and cannot combo out of his overhead on crouching and has no dive kick), and his badstone. He also loses ALL of his frame traps as almost all of his knife normals are 0F on block or negative while doing VERY little chip damage. All cody gains really is a small amount of chip damage, a good poke (s.MP) and a good anti air (c.HP). All things considered it is a HUGE loss. In addition to that, many of his hurtboxes while holding the knife are HUGE but that is ok because the reach/hitbox is generally good too except for his fj.MP with knife which needs fixing.)

Make it so that Cody is able to throw opponents and tech throws without dropping the knife. This is a big one as without this, what is stopping people from simply down backing all day?

Allow Cody to special cancel his c.HP with knife, the first hit of his s.MP with knife and his s.LP/c.LP with knife. Cody only has 2 special cancel able normals with the knife (c.LK and close s.MK) and very few actual links this would make Cody able to actually whiff punish better as well as increase his overall damage output while holding the knife.

Increase the chip damage with the knife. Currently the chip damage is 12% for lights 10% for mediums and 8% for heavy attacks (5damage 8damage 10damage) this means to kill a person with chip damage with his c.HP would take over 40 full seconds of time not including walking back into range. Increasing the chip up to the STANDARD amount of 25% for all knife attacks would make blocking the knife actually scary and would make up for the poor frame advantage on the knife. Basically people wouldn’t want to block the knife which would lead to mistakes.

Make knife throw break armor. Currently the knife loses to strikes, loses to projectiles, has a 31F startup AND can be focus absorbed to negate everything while also only doing 70 damage 100 stun. Considering that Cody only gets ONE shot with the knife throw since he has to go pick it up again, the amount of ways to avoid the knife throw should be lowered.

Make the knife fall faster, currently it takes too long after dropping the knife or performing a knife throw before you are able to pick it up again. Alternately, allow Cody to “catch” the knife in mid air by performing knife pickup while it is flipping past him.

Allow Cody to focus ABSORB but not attack without dropping the knife. This would allow Cody a way to approach opponents who have fireballs without having access to badstone. EX Focus would still drop the knife, and performing an actual focus attack would drop the knife but he could charge the focus and dash cancel to absorb a hit without dropping the knife.

Lastly, please give Cody his Final Fight Chain Combo (Light Light Medium Heavy) similar to Guy OR give Cody his knee drop from final fight (down + mk in mid air) both moves are iconic to the character and have been lost. Cody’s Final Fight Chain Combo would give him a target combo as he has none which is nice and would give him another way to launch people for combos from mid screen which he has trouble with, in addition it would be good for frame traps. His knee drop should allow him to slightly shorten his jumps (similar to Deejay’s knee shot) while also being able to cross up. This would allow Cody to have a decent mixup game with cross up or not as he has no command throw and only 1 cancelable low and no linkable overhead. In addition it would make it more difficult to anti air him which is a big deal given his slow walk speed he tends to jump in a lot for approaches. Plus, I’m a huge final fight fan and I’m sad to see Cody lose so much of his history over the years (His knee bash throw, his ff chain combo, his knee drop, his desperation tatsu kick, his V Ism dodge move, his air throw, his X-Ism Super, Cody has lost A LOT over the years :confused: )

I know this is a insanely long post, I hope you read the whole thing and take each point into consideration as I have put many many many hours of time researching, modifying, and testing these changes. I don’t expect all of them, or even half of them to make it through. However I feel it is best to bring as many possibilities to the table to allow Capcom to make a wise decision on how to proceed. More information is always better than less information.[/details]

Thoughts? Anything you think I left out? Keep in mind, as I said, I’m listing ALL of the changes I’d want and telling Capcom to cherry pick the ones they think are best.

Lots of well-reasoned stuff - good job putting it all together. I think the chain combo/knee drop is a bridge too far though! :wink:

As far as stuff you left out, I didn’t notice anything about EX ruffian issues.

I doubt they’ll give him either of those 2 but damnit I’m gonna ask because I miss em lol. Anyways yeah I forgot EX Ruffian I’ll add that later today to the list I wanna make sure I get the numbers all correct and such and its 7am here and I haven’t slept yet.

@Eternal It’s good to have you on our team. Good job!

Great stuff Eternal, as always!

@Eternal Did you include any stuff about Ultra 2? I read it through and didn’t find any mention of it. Maybe I missed it? :slight_smile:

EDIT: It would also be pretty nice to at least have one tool to punish blatant focus attack abuse, without handicapping you by charging a button constantly while sitting in the corner against Fei. That’s a good way to get out of the corner!

Very well thought out and researched post, hope some of it willfind its way to Capcom.

He doesn’t really need any of the stuff you listed at all besides making f+HK airborne and maybe a faster back walk speed. And making his f+HK airborne won’t make it any easier to go over lows unless they change how long he is low invincible for. He’s still going to have a tendency to land onto moves with long active frames like slides.

Cody, for the most part, is fine as he is.

@masked rider I agree, Cody is for the most part fine. However, he needs to have a better anti-air and a better backdash/walkspeed backwards. Otherwise, he has very limited tools to deal with Makoto or Cammy or Akuma or Adon, just to name a few. The f+HK airborne frames would be a very nice addition. While a sweep would indeed beat it, that’s fine. But it prevents a crouching strong from connecting and leading into a huge combo punish, by air-resetting Cody. That’s the idea. At the moment, getting in on characters like E.Ryu is extremely hard, and the f+HK hopping over E.Ryu’s cr.mk would allow it. And if it is done in a bad fashion, E.Ryu’s cr.mk will connect, but not lead into a 400 damage punish.

EDIT:
At the moment, take Makoto as an example. On Cody’s wakeup, she can OS Ultra 1, which beats all options Cody has except his Ultra. If you backdash, it catches it. If you neutral jump, the normal gets you and she gets a combo, which puts you in the corner, if you’re not there yet. If you Zonk, it beats it. Same thing if she does a axe-kick on your wake-up. If you backdash, and she does the instant version, it STILL hits you, and she gets ultra on you. If you throw, it gets you, and you get ultra, if you zonk, it goes under it, and you get grabbed and ultra’d. If you do Ultra 2, the dust connects, but the rest does not, and you get Ultra. So, you understand that Cody is a BIT at a considerable disadvantage against Makoto at the moment. Again, this is only one scenario. And it would be fixed by either changing the properties on Cody’s Ultra 2, or increasing the length of his backdash.

“a better anti air” ARE YOU KIDDING ME?

No, I’m not. Something that you could use against EX CS, Makoto Axe-kick, Burnkick etc. etc. A HK Ruffian that wouldn’t get stuffed.

Cody has one of the best anti air games in the game, including extremely low risk. b.MP is just amazing, you can even just throw it out to beat ex head stomp with it… HK Ruffian is very good against empty jumps, so is s.HK and also against short jump arcs. c.mk beats close empty jumps as well and dodges cross ups. it also stuffs burn kick and the like. He may need some buffs, but anti airing isn’t on the list.

Ok, and could you also answer me how he deals with the stuff I listed. Add to the list also Dankuyaku and Jaguar kick.

EDIT: Also, there are dozens of normals that beat ex head stomp. Also, cr.mk is punishable and option selectable if thrown out to make a cross-up whiff. It does not stuff burnkick, what are you talking about. You can’t use it at all like Ryu’s cr.mk or Akuma’s.

See I think I understand where you are coming from and perhaps it is due to a different WAY of thinking (there is no ‘correct’ way of thinking) that I can see how f.HK would help getting over lows. You are looking at it in a direct 1 to 1 approach. E.G. “Cody’s hurtbox/frames don’t change thus there is no difference for going over lows.” I look at a problem from a more wide view of the issue. Your point isn’t incorrect, he wont be able to go over SOME lows any better (being airborne does actually affect things like slides for instance as being airborne would adjust how his pushbox works so he’d be able to hop over characters entirely whereas currently he is stopped.) but more importantly, the risk attached to using the move (a 250-400 damage punish that you had no hope of being a trade since his f.HK wont ever hit crouching.) is lowered significantly by being air reset.

This in turn means that Cody is able to use f.HK a bit more often and not have to worry as much, thus he will be able to use it to get over lows better simply because the risk carried is lower. Thus the risk vs reward ratio changes and that is the key here.

I’ve created a video to show the difference between the two. You are free to disagree with it from a BALANCE standpoint or what the character “needs” standpoint. From a TECHNICAL standpoint though, as I said in my OP. I’ve done a ton of research on this AND tested it. I know what I’m talking about when it comes to the technical aspects of the game. All of those bugs listed at the start? I was the one who found those. Most of the recent non-knockdown setup based tech of recent (e.g. non-safejump/unblockables) was found by me taking apart the game piece by piece and examining how they are put together.

@zukuu c.MK does not stuff burn kick but it does go under them. HK Ruffian is not really a good anti air at all because (as I said in my post) the hurtbox actually gets larger on startup/active than Cody’s normal hurtbox, in addition it has a 7F startup, if the opponent is going for an empty jump and they go low you can’t hit them because it doesn’t hit crouching opponents. Not only that, but if you do HK Ruffian early it tends to whiff on many characters due to them simply jumping over it. HK Ruffian is best used from 1/2 - 2/3rds screen against often fairly obvious jump ins. I’d say it’s about as good an anti air as Fei’s far HK, decent but not good.

In addition, Cody’s far HK while a good anti air against grapplers and the like, is a 10F startup and the hurtbox is even with the hitbox on the top part.

Cody can’t really ever REACTION anti air with anything but b.MP which only covers slightly in front of him for 1F and directly above him for 3F and with far HP which only covers a very specific spot and even then is an 8F startup with a large hurtbox, and c.MK which has to be spaced extremely well and still loses to a number of dive kicks which even if he is just AVOIDING the dive kick they’ll recover before him(most notably Demon Flip and Cammy’s EX Cannon Strike). The thing is that Cody commits to just about everything he does and often has to do them before the opponent even does the move he is trying to counter. That is just the very nature of the character. However from a balance/archetype area Cody wants to be doing 2 things: Bullying the opponent, and REACTING to their attempts to stop him. Just like Fei or Balrog. But currently instead he has to GUESS how they are going to try and stop him because he can’t react since everything he does is slow to start up to perform what should be a fast option. Because of this, he either needs to be faster with those options (which would go against his design as a somewhat slow character) or he needs to be much less likely to trade/be stuffed entirely once the move becomes active (which happens far too often.)

http://www.youtube.com/watch?v=OP1DLRePSr4 (It’ll be up in about 15minutes after posting this)

It’s a valid option against burnkick, that is what I mean.

Cody has a very solid and legit anti air game. I don’t want an safe, reliable, usable in every situation move like ostkatten seems to want one, I mean if it can’t beat all options from all characters it’s a bad move, right? I’m being sarcastic here and I don’t want to come off as too harsh, but it’s just wrong and would buff cody in the TOTALLY wrong area. He needs other stuff taken care of, like his defense options, and not his anti air game buffed. I mean are you seriously saying that using the RIGHT anti air in the right circumstances is a disadvantage? That’s just how the game works. Even shoryuken isn’t omni-usable and loses to certain options, OSes, spaced empty jumps, cross ups and what not. The statement that he NEEDS a better anti air is just ridiculous to me. He needs everything BUT a better anti air. Any buff to his AA game would be a “bonus”, not a requirement to make him viable. If you’d ask me what the lowest priorities are for a balance patch for cody, I’d say “counter hit reward and anti air game”.

HK ruffian is also viable. You’re making it sound a lot worse than it actually is eternal. Given the right circumstances, it beats pretty much everything clean or at the worst, trades in your favor (follow up). I don’t know what you mean with that he can only “react” with b.MP. I don’t throw out random HK Ruffians as anti air or s.HK ( except as footsie tool). It’s perfectly useable like any other anti air. 7F isn’t so slow either.

c.MK is not good against dive kicks to begin with. s.MP/s.LP works a a lot better against deep dive kicks.

The only thing (and still with extremely low priority) I could accept is buffing his HK Ruffian hit box slightly (or making it connect on crouching characters - that would up his damage output and meter conversion as well). Buffing s.HK’s start up would also be acceptable, but I’d rather see it as as footsie buff than anti air.

What kind of anti air do you want ostkatten? Which character has a suitable anti air you’d consider cody “needs”?

@zukuu Frankly, Cody’s HK Ruffian should be more along the lines of a worse version of Makoto’s Fukiage. Better at dealing with moves in front of him than fukiage but unable to deal with crossups (fukiages’ strongest aspect) and have a larger hurtbox than fukiage but smaller than it does now.

Here is the thing, I’ve gone through the videos and the data files. Cody’s HK Ruffian Kick hurtbox is currently aprox 30% larger than the next largest non-invincible anti air special. it is larger than Gief’s Lariet (which has upper body invincibility on startup and only 4F startup.) Larger than Dudley’s LP Upper (and far more recovery and more unsafe), Larger than any LP SRK, larger than any Fukiage, Larger than Abel’s falling sky (by quite a bit), larger than Adon’s LK Rising Jaguar, ect ect ect.

Here look at this way. Cammy’s LK Cannon Spike hurtbox is 0.35wide 0.5tall on startup. Cody’s HK Ruffian Kick has TWO hurtboxes (For some reason Capcom put extra effort into characters added in Super to make sure that they ALL had a hurtbox on their head for all their moves, while characters in vanilla still don’t have them.) One is 0.35wide and 0.8 tall and the one on his head is 0.2wide 0.2tall. Thank about that for a moment. Total Hurtbox size for Cammy’s LK Cannon Spike = 85 on startup, total hurtbox size for Cody’s HK Ruffian = 155 on startup. Almost DOUBLE. And that isn’t even including his hurtboxes during the active portion of the move which are pretty large on their own (The one on his head grows to 0.4x0.4 the one on his torso shrinks to 0.3x0.7 and then he gains another one on his leg that is 0.35x0.45. He has 3 hurtboxes and 2 of them are only 0.05 smaller than the ONE hurtbox on Cammy’s DP and the 3rd hurtbox is 0.15 LARGER

O yeah and Cody gains 3 other additional hurtboxes attached to his arms from frame 3-8F to make sure he is able to be more easily crossed up on startup. These hurtboxes simply follow the model and are aprox 0.1x0x1 in size. Similar to what is done for Adon’s far HK to make it not cause jump ins to whiff as much.

In addition Cammy’s cannon spike does more damage, is invincible until 1F before it becomes active, has a 5F startup, has 7F more active frames, is airborne, and it has 32F recovery (20F of which is airborne) compared to Cody’s 27F recovery entirely grounded, AND hits crouching.

Also the hitbox is bigger on cammy’s cannon spike too. 0.3x0.55 vs Cody’s 0.3x0.5

Now obviously Cody’s HK Shouldn’t be as good as Cammy’s Cannon Spike that’d be stupid. However it does need to be BETTER than it is now. The hurtbox is simply too big, especially given it’s lack of any invincibility or airborne frames and 7F startup. Now, as I said the alternate option besides making it be a better anti air is to make it be a better combo tool by reducing the recovery so that Cody is able to follow it up WITHOUT having it trade with an anti air or hit late int he moves active frames. Make the move ~-14 or 15F on block by reducing the recovery from 27F to either 23 or 24F would greatly help him. But as it stands the risk vs reward vs effectiveness is not in line with ANY other anti air special in the game.