Small bit of info for compilation purposes. Last Dread Dust EATS Sonic hurricane.
Also, I think if you get the spacing right: cr. jab, -> cr. jab, -> cr. mp -> lp. CU is safe on block from almost all characters and all Ultras. I usually don’t even throw the hp. CU off of cr. jab hit confirm in case I miss the cr. mp link, light still does descent damage, safe on block, and you still get a knockdown if it hits. I know the link timing is really easy with Cody for cr. lp to cr. mp, but I still need practice before it’s committed to muscle memory. I recommend only using the hp. CU to punish on Crumples, Whiffed moves, Frame traps (Since it’s pretty easy to hit confirm the cr. HP). You get the picture. Less damage and more life is better than more damage and less life. This game is all about mixup(SSF4).
Also,
I just wanted to add something to the El Fuerte match-up. Been playing a friend who has a killer El Fuerte, really annoying (This means he is playing him right, example, you ain’t Dan if you don’t taunt, haha). Basically, everything that people have been telling you about the El Fuerte match up above is all great advice, use it well. What I have to add, is that El Fuerte is one of the Kryptonite (<- Haha! Kryptonite is recognized as a real word by Spell Correct.) characters for Cody. El Fuerte excels at meaty pressure, Cody sucks at wake up options. So, basically, no matter how much you know about the Fuerte match-up, no matter how hypothetical you prepare strategies, the most important thing you should do, besides not getting knocked down, is paying precise attention to what he is doing, and what he just did. Reading your opponent is important in every fight/matchup, but you can follow routines with most characters, not with Fuerte, if wants to be in your face, he’s going to be there. So you should use all the tips above to punish him, but use your memory and observation first and foremost, reading what he is going to do is the only way to present opportunities to punish.
After playing my friend for about a day, I had the upperhand because I knew what he, and his character were going to do. I wish that I had known some of the punishes list above though, could have used that loveliness.
ive played a few decent Hawks and they outright mauled my ass they 360’d me after they blocked 1 jab … i essentialy got 360 countered the whole damn match is there anything cody has that hawk cant punish with a 360 ?
Does anyone have any advice for Guile? I’m 0-5 against Guiles of all skill levels lol
I can’t really use rocks against his Sonic Boom because the startup is too much…right?
Bingo doesn’t seem to punish his Sonic Boom unless you do it really early (unlike with Hadokens or Tiger Shots)
Jumping in seems like a bad idea since beyond flash kick that upper fierce of his stops me.
There’s EX Ruffian Kick which is my best answer…is it just focus and dash forward and ???
T. Hawk is cake, once you try this strategy, he should be cake for you too. I’ll keep it simple, you can experiment or read back a few pages for some more T. Hawk info.
Throw some rocks, maybe fake a rock throw here and there, he will jump and condor dive, they always do. HK Ruffian that mothalicka, it beats it clean. Just make sure you pay attention to his timing on the condor dive, that is essentially his mix up when dealing with your pesky rocks. Just cause he isn’t Zangief, doesn’t mean that he isn’t Zangief. Don’t get close if you don’t have to. This strategy is more than enough to frustrate your opponent and give you the life lead, just punish when appropriate. I wont cover his other specials, or his normals since at that point it just comes down to playing smart, and you just can’t teach that.
Anyone else liking Zonk on wake up less and less? 95% of the time I just try to guess right and gtfo.
Word.
Was in a match with a nasty Guile. Both got 1 round and 5 pixels left on 3rd round. He sat in the corner spamming SBs. I gradually got close and when I was in range for his Hurricane, he used it… I reversal’ed with LDD. So funny, the dust not only nullified the hurricane (lol no logic at all) but hit for 1 hit as well, allowing the crank combo to follow up.
It was awesome, maybe I should upload it sometimes…
This SAME thing happened to me, minus the 1st initial hit. You just reminded me that I can find my old reply ;]
I was in awe.
focus them from a little farther than mid range then after the dash go straight into ex.rk if you predict another SB
I havent fought many Rogs yet with Cody but from my experiences so far, I would say be very patient. Tech grabs, be prepared to play footsies, and have a Zonk ready to punish Dash punches (watch out for the low one though).
I can effectively zone a Zangief and score an easy win…to a certain extent.
Once he gets a knockdown I find it extremely hard to escape his pressure and mix-ups.
EX Zonk seems unstable (tough apparently the only option I have but blocking), if I slightly mistime it I’m done for and if he blocks it’s even worse.
Any advice?
Forward dash.
In the first post it is mentioned something about the T.Hawk matchup being 8-2 (in favor of Cody)…
Isn’t this a bit too much?
I have played against T.Hawk a lot (offline), and it certainly doesn’t feel like 8-2.
I’m not trying to say the opposite of course since I need to invest more on this particular matchup, but when I saw this 8-2 in here, I feel I must be doing something wrong…
yeah, i would say Cody vs any of the grapplers is 8-2 or 7-3
You can punish the normal version of the low one with ultra 2 too.
thats a joke. T Hawk out pokes the hell out of cody and its not exactly like cody has the mobility to easily play the run game.
id give it 6-4 TOPS more likely 5-5 with players of equal skill. Bad stone is a horrible start up, everything else can pretty much be punished by a good t hawk
ex zonk FA Backdash is a 3 bar get away but it works if youre gonna die
I agree. All of the day 1 “T. Hawk is free” nonsense was misguided. I still believe it’s 6-4 Cody due to quality zoning and Dive/Spire punishment tools; however, a good (read: patient and brutal) T. Hawk can footsie with his powerful normals and apply nightmare wake up shenanigans after he scores a knockdown.
Some T. Hawk match up stuff:
- punish Spire on reaction with MK Ruffian
- punish blocked Dive with MK Ruffian
- meaty stones from distance for chip (beware of being too close – EX Spire and EX tomahawk will catch you…but you shouldn’t be getting close to T. Hawk)
- at distance, fake stones can bait Dives (block and punish)
- c.MK can beat Dives clean at certain distances/angles
- do not try to safe jump or meaty cross up Hawk, as his DP will catch you every time and you’ll fall into T. Hawk wake up hell
- watch for empty Dive into command throw/360 or well spaced Spire into command throw/360; these moves cover a LOT of ground quickly and you’ll be eating 360s
- footsies v Hawk is tough; c.MK under his st.HK; st.MK from distance is solid; focus can be effective as well but watch for c.HK (aka Guile’s c.HK on roids)
- punish his mistakes HARD; if you bait a wake up DP, get max damage out of the situation (general advice, I know, but especially important in this MU given his ungodly amount of health)
- if he gets in on you…good luck; some options: EX LK Ruffian escape; forward dash; EX Zonk; pray
you havent played a good abel.and no match up is “free” especially a character who can spd between block strings for 200 plus damage.i actually do lots more damage close range than spacing t.hawk because i can throw out a jab then neutral jump to bait spd.then i come down and land a meaty combo then run away lol but hawk usually beats me up pretty good i rarely win but i zone decently he just put out more damage than i can dish to him.guess i just need more experience vs him
This data makes sense but T.Hawk (and Geif, really) seem like easy game for Cody. HKRK shuts down anything they can do in the air. So long as you watch spacing and look out for wiffed spire>throw, you should be good. As soon as they leave the ground though HKRK all day. Not to mention, on Hawl at least, AA HKRK gives you free MKRK followup.