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

You can Zonk them, hit him with close HK, or block the first hit and FADC the second one.

is focus and then backdash safe? Cody’s backdash is beyond ass

Buttslam is -2 for Light and Medium or -3 if it’s EX or Heavy, I believe. Fortunately, EX Headbutt is punishable for Cody with Ultra 2. And, well, Command grab is command grab… EX Criminal will beat it, but it’s a read. Honestly, the best thing to do against Honda in my experience is to play lame. St. HK beats all his far jump-ins, and overall, he has few good ways of getting around Bad Stones. Well, he does have Ultra 1, so focus on baiting it, since it’s rather slow.

Of course, by lame, I don’t mean Guile lame. I mean wait until you have the opportunity to play Cody’s game (as in, Honda has no meter and/or positional disadvantage), then you might go in on him.

That’s only punishable if he has his back to the corner (same for light version).

Basically, Mp and HP doiskoi are punishable by ultra 2 anywhere. MkRK punishes hp doskoi free but it only punishes the medium version if you block it high.

I’ve been playing a pretty decent Hakan, and damn, but the oily bastard has tricks up his sleeve.

One thing I’ve learned is to watch the guy’s meter. He can cancel a blocked slide into Ultra 1, so never go autopilot on punishing them. I guess you should always keep a meter stocked for EX Criminal Upper and mash it out after blocking a slide if he’s got his Ultra stocked… And I think that should catch a FADC from him too? Or does anyone have any better suggestions as a catch-all for that?

Just came back from San Jose and played a pretty good Yun, how do I approach this MU from Mid-screen and what should I be going for when I’m in his grill? I know s.mp > shoulder pressure is zonkable, but maaaan, I was getting mauled up-close, Yun’s ability to delay divekick really negates b.mp as a anti-air, stand jab can only take you so far against certain jump-ins, s.rh is too slow to be throwing out pre-emptively while anticipating a divekick, I’ve honestly had no prior exp against a good Yun before so it was pretty overwhelming.

@t20thoughts I believe if Hakan is oiled and fadc’s forward after a blocked slide the properties of him being oiled put him at + and using c.lp and c.lk will stuff you trying to mash EX CU. The only thing I worry about are his ‘un-crouchable’ set-ups.

Dunno if this is old or not, I know there was some discussion about CU safe jumps before but I’ve found some stuff out that I wouldn’t call “safe jumps” but safe approaches at least. Good for baiting (like a safe jump) and good for simply keeping the pressure on after a soft knockdown.

MP-c.MP-HP CU // Hold up towards and then hit HK at the peak of your jump. You are 100% safe. The HK wont hit the person but if they do a quick rise and any reversal (even a 3F DP) you’ll land and block it just perfectly timed.

MP c.MP (or HP) - MP CU // You can do a HK Ruffian which will recover just in time to block a quick rise DP reversal
MP c.MP (or HP) - HP CU // you can do a MK ruffian which recovers just in time to block quick rise DP reversal

Just gives you some safe ways to continue pressure after a BnB and all of them appear unsafe against a reversal so are great for baiting.

There is similar stuff for Makoto with her overhead. Also I did a little testing and Cody can actually do the FADC cross over on a crouching (and blocking) Vega off of a close standing HP. It isn’t consistent, I’ve yet to figure out WHY it doesn’t seem to happen consistently but s.HP FADC will cross up vega anywhere, you don’t have to be in a corner. It works mid screen too, but as I said, it isn’t consistent yet.

Quick question for you guys. Are there specific timing to anti-airing Sakura’s jump-ins? I have no problem anti-airing anyone else, but for some reason I either trade or lose on anti-airs vs Sakura’s jumping normals.

Also, is it viable to slide underneath her lk tatsu if she uses it to try to get in and establish pressure?

Sakura is a bitch to anti-air for any character. Cr.mk will stuff her j.hk that Sakura players love to jump in with. I would stick to that and heavy ruffian kick off of a predicted jump-in.

Hi fellow Cody players. I was wondering what the Cody/Gen matchup revolved around.

Ok, here’s quick recording of an unblockable I came up with against Ryu.
It works midscreen and will make any DP (reversal or non-reversal) whiff. However, it can be crouched and the setup will whiff completely. So, take it with a grain of salt.

[media=youtube]KnRTKZANuiU[/media]

Sick man. The more we are trying to figure out cheap stuff with Cody, the more we will discover.

So, I was playing a Rufus this evening and he kept being hit by a setup I thought to be ambiguous at best. It turns out, it’s an unblockable.
Remember that Juri unblockable I found a while back? Well it works on the fatty too.
As a reminder, here’s the setup:

[media=youtube]4ByZ46eOwAk[/media]

Just test it out, get a hang of the timing and you’ll pull it off pretty regularly. If you misstime it, it’ll make any reversal whiff anyway.

wasn’t there an unblockable like this on the twins and cammy?

Yes, but you need to walk a little bit more to make it work on them.

[media=youtube]KV_4yQkAkNU[/media]
Critique my Cody. What am I doing good and whats somethings I still need to work on?

Dude, you’ve already posted this in another thread. It wasn’t on the right thread and this is not the “critique my Cody” one either…

What are codys weak points?

His wakeup options. That’s really his main weakness. In my opinion he doesn’t have anything else unless you want to start nit-picking.

I would say specifically in regard to his wakeup

  1. Ass poor wakeup reversals. Ex zonk is baller but is 16 frames :frowning: and ex CU runs out of invincibility before it goes active. Both moves are sweet reversals in the right scenario and vs the right char but its no srk.
  2. Ass poor back dash, nuff said
  3. horrible back walkspeed, hard to retreat

But like cynistar said he has alot of tools to deal with chars so its all good. just learn to block and delay crouch tech (still working on the 2nd). He just has so many tools if you have the execution for his damaging combos that a jump in/cross up can be crazy damage, a counter hit can be crazy damage, and AA ruffian fadc can be crazy damage, and a reversal wiff can be crazy damage. that it balances out imo if you have meter + good footsies. Plus he can zone pretty well and have the fake stone for epic baiting.

But getting knocked down especially vs people with mixup game like akuma and seth can suck.

And imo makoto is a huge pain in the ass. anyone with advice? i get wrecked by good players :(.