You’re the goddamn man, zUkUu. <3 no homo.
a little write up about dudley by me, nothing too pro but a beginning - feel free to add stuff or comment any false information:
Cody vs Dudley
This is considered a 6-4 Match up in Cody’s favor, some say 5-5.
Dudley has a lot in common with Cody. He is also more offensive orientated and wants to be in your face most of the time.
He deals good damage and has a lot comboability on his moves; also he has a decent poking game and can close in effectively.
He has 1050 health/stun and similar to Cody lies his weakness in his poor defensive. Due to their bad wakeup game, one knockdown on either can be enough to decide the round. Cody has easier ways of scoring a knock down than Dudley, giving him a slightly advantage in that part.
Footsie:
Dudley wants to close in and stay there for most of the time. To keep track, he makes use of his decent walk speed and his Duck (HCF+K) move, which also has projectile immunity on start up.
Tough with LP-Rocks and proper spacing you’ll recover in time to block any follow up or tech his Throw. You can bait the Duck with Fake-Rocks and punish him. Be careful, a trade isn’t in your advantage. Also, don’t get into a Rock “scheme”. A predicted Rock can be countered by any MGB on start up. Even at full screen he can counter you with EX-MGB, so keep his Meter in your eye.
At mid-range he’ll poke you with his s.hp and f.hp [both moves are alike but f.hp moves him a little bit forward], which comes out in 7 Frames, has -2 Frame Disadvantage on block and +2 on hit, is not special nor super cancelable, but has a rather good reach. Even though, he can’t combo off it, it does 130 Damage and 163(!) as counter hit.
On the other hand, the fact that it hits high makes it also perfectly counter able by Zonk, which you should charge during Footsie often. You can also use c.mk to slide under it and beat it clean. However, don’t get spamable with it; a Focus Crumble with follow up hits hard.
Due to Cody’s arsenal against jump ins he won’t jump you very often.
S.hk is also a good choice to deal with him at mid-range. You’ll often stuff his f.hp dealing some decent damage.
Offensive:
You want those knock downs! Dudley is as free as you on wake up. His Jet Upper have 6 Frames start up for LP and MP, and 4 for Hard. Due to the lack of invincibility, you can beat out any of them with any meaty move or Safe Jump, which when paired with an option select against Back Dashes, will give him a hard time dealing with your okizeme.
His only reliable Reversal is Ex Jet Upper, which has a 4 Frames startup and takes 3 Bars to make it safe. While it’ll beat your meaty moves, you can still safe-empty-jump him (For instance after Back Throw) to bait it out. Another risky option for him is Cross Counter. It’ll counter any non-armor breaking move and deals damage to you. He still takes the initial damage, making this move rather unuseful - depending on the situation, even in your favor.
You can counter this by using a Throw, Ruffian and Zonk or simply take the Damage if you’ve some life lead. However, keep in mind that he can combo U2 after the EX version.
Other then above mentioned moves, he can only really interrupt your pressure with his 3 Frames fast c.lp. His Short Swing Blow gets stuffed by any lower hitting move (c.lp, c.mp, c.lk etc) - even EX.
The knife comes in very handy. He has no answer to s.mp and c.mp. The “walking forward s.lp” is also a great shutdown tool. However, it only yields minor damage.
Defensive:
MP-MGB is -4 on block and HP-MGG -5, both punishable. EX is even -8 on block, making it punishable by U2 (pro tip: mash it out :3)! This alone is reason enough to use U2 in this MU.
Dudley can apply safe pressure with LP-MGB. LP-MGB is -2 on Block, giving you no option to punish it. He mostly combos it out off s.hk, which is hit confirmable after a c.lp / s.lp. BUT this is no true block string! It’s a 2 Frame gap between c.lp and s.hk. If you time Zonk you can reversal his s.hk clean. Note that he can combo s.hk even after 3 lps from closest distance, but even when you let go too early, Zonk just won’t come out due to block stun. Like any other trick, don’t abuse it or he will bait you.
Instead of MGB he can go for a LK-Duck as a mix up, either into Upper (Kick-Follow up), Straight (Punch-follow up) or nothing and follow up with any move or Throw. Both straight and upper are punishable with -6 and -5 Frames respectively and therefore not to be expected very often. Note that both leave him out of reach for a normal Throw, so utilize c.lk.
This has written “Tick Throw” all over its face and regardless of what he does, in 3 of 4 cases, it’s safe to simply use Throw no matter what. If he follows with a Throw, you tech it; If he back dashes your Throw will “whiff”, but recover in time to block; against any normal you Throw him out of it; Your only disadvantage is a Jet Upper that’ll beat your Throw. Unless you don?t get too recklessly with it and use late tech as well, you should doing fine.
Wake Up
Since he has no real cross up (this strange j.lk aside [similar to buttslame, hard to hit with, situational], his okizeme is next to the standard options limited. The main danger lies in his f.hk overhead. It can lead into a combo and therefore another knockdown, but can be countered by back dash and late Zonk.
His Thunderbolt (Charge down , up + K) must be blocked standing, however this can be seen miles away and should be no problem to block.
Just thought I would correct some things in your post.
All of Sakura’s light normals come out in 3 frames, and her crouching jab on hit puts her at +6, not +4. On block it’s +3.
It would be useful to note which MK you are referring to as being punishable, but I assume you’re talking about crouching medium kick. Cody can only punish it with a throw, and if she’s in that range she’s going to be cancelling the c.mk into LK Tatsu, so there’s no way to punish it. If the Sakura player gets into a habit of trying to do a hadoken at the end of their block strings you can just bingo right through it as her fireball is terrible.
Her far roundhouse is actually +2 on hit and 0 on block, the frame data you have there is from vanilla.
EX Tatsu is +4 on block (as you have stated), so be wary of trying to push buttons after you block one as you will eat a fat counterhit setup.
Against Sakura’s who do st.jab pressure, be wary of backdash. Cody’s backdash is slow enough and doesn’t move him back enough that they can walk up throw or just sweep and get the knockdown.
Her tatsu rarely cross over, unless it’s the EX version and a good sakura player (unless they have dropped their combo, which unfortunately brings up the question “Are they good?”) is not going to drop their combo. If LK tatsu crosses over for whatever reason (happens occasionally), it’s as safe as if it was blocked on the correct side. If it hits, it still puts her at +4 and she can combo off of it.
She has a crossup tatsu, but it’s only effective in the corner and only one Sakura player does it (until I get the timing down in training mode once I get my xbox) so I wouldn’t worry about it too much.
From my experience of getting bodied by Ryan Hunter (I am a Sakura main), Cody’s rocks do wonders in this matchup. Both characters have superb anti-airs, so neither of them can jump at each other (b.mp for cody, c.FP for Sakura) so it’s a very ground based battle in my opinion.
When I beginn to talk about tatsu starting with “lk tatsu” and using “mk”,“hk” or “ex” immediately afterwards it should be obvious (or not? O_O) that I mean the respectively tatsu strength :3 -if not, sry about that; on a side note, if I mean a normal move, I ALWAYS use c., j. s. etc beforehand, but “jab” or “sweep”-
the +4 was meant for “lk tatsu on hit”. it’s kinda missplaced. I just wanted to note that if you start a c.lp (which many players tend to do) hers will come out before - beacuse lk tatsu is +/- 0… and +4 on hit (the tatsu, that is)
I see, I got jumbled around then haha. Sometimes I go to forums and people mash as much info as possible into one paragraph, so they could be talking about tatsus at the beginning of the paragraph but by the third sentence they are talking about god know’s what.
It just so happens that actually c.mk is -3 on block coincidentally and standing RH USED to be -2 on block and even on hit (back in vanilla), so that’s why I got confused.
To be on topic though:
There are only three real tatsus you are going to see from a Sakura player:
LK tatsu, EX tatsu, and RH tatsu (In order of most useful and most likely to appear).
Some useful tips against Sakura players who effectively use LK tatsu:
Sakura is an excellent character to fish for counterhits against people with slow normals and poor reversal options. This has Cody written all over it. If she gets a knockdown, doing a LK tatsu on Cody’s wakeup so that it hits him meaty puts Sakura at frame advantage (or if she mistimes it, 0 as usual).
In this situation, you absolutely don’t want to push a button of any sort. Doing this LK tatsu puts her close enough to do a cl.FP (3-frame startup!) cancelled into another LK tatsu. If you get hit by this, it’s st.lk xx FP shouken, st.lk xx EX Tatsu, or if you are close enough c.FP xx Shouken or EX Tatsu (All these options combo off of the +4 on hit that LK tatsu provides).
It gets worse though, because if you block the cl.FP xx LK tatsu, you are put into a similar situation. Both characters are at even, but Sakura’s normals are much faster than Cody’s. Cody’s jab has 4-frame startup, and Sakura’s cr.FP also has 4-frame startup. If she goes for a cr.FP after the second LK tatsu, if you tried to push jab the best case scenario for you is that it trades and you don’t eat a counterhit combo.
Be wary of Sakura’s who try and throw while doing LK tatsu pressure, it’s very effective because unless you are reacting to their throw attempt teching is a very risky thing to do unless you want to eat big damage.
After about 3 reps of her doing LK tatsu, it pushes her out far enough that Cody can try and land CH cr.FP xx EX Rocks, U2. If you don’t want to commit to a cr.FP, then just try and counter-poke with cr.MP to get her away from you because Sakura up close is a scary beast.
EX Tatsu notes:
Cody is one of the unfortunate characters that if he blocks a cr.FP and Sakura cancels into an EX Tatsu, Sakura does not fly over Cody and end up on the other side. Cody has to block the EX tatsu which puts Sakura at +4, which is a place where Cody does not want to be! Backdashing after this is easily option-selected, hell it’s easy to react to it and punish it accordingly. You’re going to have to be on your feet about what to do against her in this situation.
Thanks alot man. I was working on some of these, But I’lll leave it to you.
Also @ Zukuu Thanks for the sakura write up.
My PS3 is RIP now , so I won’t be doing anything SF wise for a minute.
@ DanielRGT & Zukuu: Thanks a lot guys, I really appreciate the info! You’re both fucking awesome.
i never learned the fuerte matchup and i’ve got a noob question: what are my options against his running throw(tortilla or tostada, the one where he goes from run to air and whirlwind scissors your head, the nerve of him!)? if i don’t have time to aa him, am i just sol?
i do good in this matchup, until he gets a strong mixup game happening with the splashes, then when the throw comes out im helpless
i just need to know the possibilities bc training room isnt much help due to the various spacing and stuff, i can’t block, i can’t throw tech, but is there anything other than pre-emtive hk ruffian?
Good question. I could use an answer to this myself. I find I win a lot vs. elf, but with no real match up knowledge. He health is just so low…that I’ve found if I just keep moving around…not allowing him to home in on me, that I end up winning. When I mained blanka it was even more so since blanka is so very mobile, he could never pin me down for mix ups.
wake up
vs Tostada Press (Either Direction) => forward / backward dash; blocking; focus attack
vs Tortilla (forward run) => forward / backward dash, any move that makes you “airborn” including jump, simple “crouching” [hits only standing]
vs Propeller Tortilla (back run) => forward / backward dash, again airborn, can hit crouchers so you’ve to do something
vs slide => crouch block, ultra :3, backdash if it’s spaced
he has other options aswell, but those are the ones of any other character (run stop => overhead, throw, ex guac, meaty s.hp etc etc)
Final Fighters matchup: Cody v Guy
I got blown up by Guy today and it wasn’t pretty. Though i overcame my previous bad matchup against Ibuki, Guy took her spot.
Help! Those shenanigans do a ton of damage.
c.mk to slide on the other side against elbow drop works wonders. and his crossup hits you crossed even with the tip of his shoe. so don’t get fooled by that and block accordingly. rest should be nothing special.
So is it too early to ask…but what are Cody’s options against Yun/Yang’s dive kicks? (Do they share the same properties or are there differences? I only seem to play Yun right now.)
It seems in my very limited playing of AE that a cr. mk or b+mp done EARLY will stop/avoid dash kicks? I remember stuffing two of them but I’m not sure which version Marn was doing (or maybe he was starting them at different heights, I have no idea how Yun’s divekick works). I guess I should’ve asked him but I didn’t think about it at the time. I’m sure HK Ruffian is another option too?
c.mp should work to an extant. also I heard s.lp can be utilized. range dependend s.hk. however this is merely my “imagination” as I didn’t touched AE yet, as have 99% of the ppl posting on cody board. ^^
Well if anyone wants me to try anything let me know. I’m pretty mediocre though so nothing too complicated.
I’m gonna be going to Super Arcade sometime this week, hopefully during a time when there aren’t 11+ people in queue. XD
Simply concerning divekicks, they are dumbed down rufus, the way i see it. They can’t do them instant so RH RK.
And don’t let them build meter with the palms, how i fought them in 3s.
I fucking hate how 9/10ths of all the footage of AE cody has been trash and him getting crushed. one vid had him using new crack kick juggles and such. He looks like he didn’t get much but we’ll see if the 3 frame cr. short really helps out.
any tactics for ryu?
here is a good write up with some nice basic stuff to keep in mind vs ryu.
hi! i’m new here and i need some help
what you guys do against claw and dhalsim
claw beat all my normal moves and escape all the time
dhalsim…euh what can i do ?(except counter pick^^) do we(cody player) have any solution?
plz help me
vs claw: zonk is a good friend. beats any barcelona clean. on block u2 him.
just block his pokes - really. don’t bother counter poking when he got ya on c.lp range (and its damn huge with claw equipped). wait for openings and find your way in or put some space and zone him.
vs sim: counter or trade with his limps. namely c.hk, c.hk, c.mk. mk ruffian works as well. any move with long active frames a trade is ALWAYS in your favor. when you try to close in you just WILL get hit - u can’t avoid that. but it’s not THAT much damage and your reward for closing in is incredible, he is a glass cannon. f.hk also jumps over low limbs. once you’re there try to STAY there. you can counter every escape option he has. also when he hits you with yoga sniper (neutral or backjump instant hp) you can still reversal his jump and/or dash in. hk ruffian works also well vs air limbs. if you see him port to you in the air just press any normal. you’ll hit him out of his recovery no matter what.
due to his slow fireball recovery he’s easy to u2 on reaction in mid distance, keep that in mind.