"We finished practicing now?" Cody Match-up Thread

So I just finished testing the ex.ruffian kick j.hp cross-up corner set up. It works on most of the cast. The characters it doesn’t work on are mostly because the ex.ruffian slides right under them, effectively putting Cody in the corner…not an ideal situtation obviously. There were only a few characters where the ex.ruffian worked but the j.hp whiffed.

Works on

Ryu
Ken
Ibuki
Makoto
Dudley
Seth
Dan
Sakura
Yun
Juri
Chun Li
Dhalsim
C. Viper
M. Bison
Dee Jay
Cody
Guy
Yang
Evil Ryu
Guile
Blanka
Zangief
Rufus
El Fuerte
Fei Long
T. Hawk

Doesn’t work on

E. Honda*
Gouken
Akuma
Gen
Oni
Abel
Sagat
Cammy
Hakan
Vega*
Balrog
Adon*
Rose

*ex.ruffian actually works but j.hp whiffs

Would it be possible to note whether or not it is a fake or true cross up on each character? and also sometimes when i try this setup, I will be able to block the jump in both ways, so against some people it may not be viable at all.

The usual setup is a non-crossup and crosses up with j.mk instead of j.hp. Blocking both ways is a timing issue :frowning:

alright thanks for the info. And Im having trouble against deejays flashkick on wakeup. is there a way to make it whiff using meaty low attacks?

Yes crouching meaties make it wiff

how do you guys handle ibuki’s kunai?

^ After her DP or from full-screen? I know after her DP you can HK ruffian through the kunai follow-up

my bad, i should’ve been more specific, I meant her regular one. when she does jump back kunai i block and walk forward, with the occasional focus through, but when she does jump forward kunai -___- idk what to do, but i know i SHOULD be doing SOMETHING about, i just couldn’t figure it out.

You can jab the kunai out of the air or jump over it. Ibuki has quite a bit of recovery when she lands.

Also for punishing ibuki’s ex DP, you can dash forward after blocking and it’ll go under the kunai. You’ll be in her face for the punish whether or not she threw a kunai afterwards.

Okay, figured instead of complaining that nothing gets consolidated, I’d start the ball rolling with actually GATHERING all the info here.

C. VIPER:

PRE-AE:

ZodiacLucien says: "B.strong and RH ruffian beats out vipers flame kicks consistently."
S0viet says: "also i’ve used cMK to slide and stuff them kicks as well."
dallencore says: "i find that cmk messes with her spacing pretty well when she’s burn kicking, but a good viper applies so much pressure from so many directions i eventually forget which way to block and how to tech a throw and not to throw my controller"
ice_rei says: "I find the c.viper matchup is 5/5 . Reasons why are Cody has the tools to mess up vipers pressure. I use f.hk and ex rk to get around her seismo. Crack kick actually hops over her seismo allowing for a punish. There’s no real way to defend against her burning kick other than blocking the right way. However if you anticipate one a hk rk will beat it clean. I also find it’s useful to safe jump os ex zone viper. She has no option that can beat that os other than block. You can set it up oft a back throw but he timing is A bit different from usual so hop into training mode and get that down. But I honestly don’t have trouble with viper at all."
Pieguy says: "U2: OS jump-in ultra beats backdash+ex seismo, OS s.lk beats backdash + seismo, eats counter-hits often unless she suicidally throws out hp thunder knuckles, ex burning kick -12, U1 ain?t a bad choice though considering how often she?s airborne"
Dukefleed says that it’s possible to safejump HP TK after ending a combo with L.Ruffian, by immediately hitting LP and then neutral jump HP.

POST-AE (PRE-2012):

Otori says: "Crouch tech with cr.mp+cr.lp+cr.lk. Beats burn kicks and overheads. Careful with frame traps.

Always OS cr.hp. It beats backdash, EX seismo, burn kicks, covers everyone of her options on wakeup. Stuff like meaty cr.lp, cr.lp+hp is really strong.

In theory, Viper is really free to frame traps and stuff, but unfortunately all Viper players are extremely button happy and will always Thunder Knuckle, EX Seismo and burn kick every gap you leave, so my initial approach versus any Viper is to bait and punish. I also recommend you end your combos in this matchup with LK Ruffian, since she’s so easy to safe jump and option select.

Oh and cr.mk xx Thunder Knuckle is not a true blockstring. If the viper player is too happy with that, charge bingos to interrupt it. Unfortunately, the low TK will beat regular bingo, so you have to use EX. After blocking a TK don’t press anything, she has frame advantage. I’m surprised at the amount of pro players that still eat Wolfkrone’s “random” fierce TKs after a blocked TK.

Most of fighting Viper is fighting her regularly, so you start to recognize the mixups. If you want to dive into the matchup, go to the viper forums and check some of her setups. Unfortunately, I don’t have much experience against her myself so the best advice I can give is that, after a forward throw, her super jump HK will cross Cody up (dash forward) and DO NOT stay close to her when she’s backed in the corner. Statistics show that 11 out of 10 vipers will do the burn kick shenanigan that crosses you up and Ultra you.

cr.mk has mild usefulness for going under burn kicks. Toy with it."

Dukefreed agrees with the “cornered Vipers will try to crossup TK into Ultra” thing.

POST-2012 PATCH:

Canadian_Sk8tr says: "the OS EX CU off of back throw found by Packz is really helpful."
Solifidesoulja says: "Crmk goes under her flame kicks and crack kick F.HK goes over her seismos… those are some good things to know in that matchup. regardless the best way to get better at the viper matchup is to find a decent viper player and just continue playing against them… its just one of those matchups u gotta keep playing so u can start feeling a little more confident in your play. but of course be ready to get frustrated and beat up a little in the beginning. =)"
melovegames says: "Frankly I don’t have a problem vs viper. I feel like Cody handles her very well since having a DP vs viper doesn’t really help. Just recognize the ranges where she can go for a tick throw and recognize that her ground game is very weak and capitalize."
HeavensCloud tested the EX Ruffian J.HP corner crossup thing, and says it works on Viper.

And that’s it so far for Viper.

You should probably make a new thread if you’re going to start consolitading stuff because otherwise it’ll get lost in this one.

I’m working on a spreadsheet for setups and stuff, veserius mentioned it and it never ocurred to me to have all documented lol. The hard part is actually a good format and the seemingly endless amount of setups cody has, having acess to a lot of untechable knockdowns and good air normals lol

really appreciate that someone wants to update all this info. Ill try n pitch in where ever I can

All right, I’ll do that! Mind you, that’ll just be the gathering-the-info thread, then someone with better forum-editing (and Cody-playing) skills could actually make a decision on what’s still useful and up to date, and make a PROPER gathered matchup thread.

And we’ve got it started. Got Ken and C. Viper so far. CODY MATCHUPS: Gathering info from the other thread

Guys, I seriously need advice on the Chun-Li match-up. How do you get in? I tried focus dashing through normals, but I couldn’t get the cr.lk to connect, am I doing it wrong? And if I engage her in a projectile war, the dash-up overhead kick is pretty nifty for her in winning it, and since I can’t punish it, what to do? The only thing I can punish is the reversal which she does on wake-up.

EDIT: Also, how do you deal with the back dash?

Just compiled all the Chun posts I could find from this thread. Maybe you’ll find your answer somewhere there: CODY MATCHUPS: Gathering info from the other thread

I’m starting to have a lot of trouble with the Guy matchup. I used to think it was 5-5 or even 5.5-4.5 in Cody’s favor, but it seems like Guy players have stopped using bushin flips and stuck to run stop pressure. I feel like once Cody gets knocked down there’s literally nothing he can do to stop Guy from running a train on him, especially once he’s put in the corner; which Guy does no problem.

I think a perfect run-stop after a blockstring puts him at -3 doesn’t it? If you notice a improperly timed run stop after their blockstrings punish with a c.lk buffer into special of choice. you probably already know c.mk can stop guy’s air attempts. You could also always keep zonk charged to beat his run > overhead attempts. I feel when blocking all of guy’s pressure they resort to run stop throw which EX criminal upper could beat. eh, just my 2 thentz.

is there anyone out there that can help me with spacing? i’m having trouble figuring out where i need to be against my opponent.

That is character specific, you have to know the character your playing and the range of their pokes vs your own.

http://sonichurricane.com/?page_id=1702 shoutouts to maj