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

Cody’s long range normals like cr.lk, cr.lp and other normals that advance like f.mp, cr.mk & f.hk also help with footsies. A better sweep would be nice that’s the only move i never use unless i’m linking from cl.mp for the untechable knockdown or after f.mp at max distance, just seems kind of redundant with the range on his cr.lk.

recently as well as using cl.mp / cl.hp to set up tick throws & frame traps i’ve been using cr.lp, st.lk after a cross-up mk, if they’re blocked i can go for a tick throw or frame trap, if they connect i can link from st.lk to cr.lk xx CU / EX Ruff / HK RK FADC. This seems very versatile but i don’t see any other Cody players using this, is it bad ?

Of course combo into sweep is kind of rendered unimportant for Cody since he has LK/EX Ruffian which is a hard knockdown and many many ways to combo into them. A combo to LK ruffian can easily take the place of combo to sweep for Cody.

Cody’s sweep is ‘ok’ its god solid range (not as far as Ryu or Ken though) it’s average startup speed (7F) it is however one of only 3 of Cody’s unsafe normals (c.MK, c.HK, and f-HP are all unsafe to varying degrees. Far s.HP is -3F but the pushback on it on block is so far that no one can punish it short of a super/ultra.) IMO c.MK could use more of a buff than his sweep, the slide requires such precise timing to go under fireballs, and it has so little range considering its 13F recovery and lack of combos.

That or another buff to his f-HP, like making it +3 on crouching opponents so he can combo off of it (since it is only comboable on standing opponents) or make it FADCable on the first hit so you can keep pressure on if it’s blocked. One OR the other would be nice.

I just want Crack kick to be airborne.
Nothing else.

Haha me too Shinbojan. Airborne crack kick would be so sick =)

Any tips for the Seth Matchup? Having a couple issues, came straight to the back when I saw nothing in the first page. Thanks in advance.

I dunno about NOTHING else (I’d love some changes to the knife, or a backdash buff, or make EX CU invincible till active or tons of other changes. I don’t think he needs ALL of those, but picking 1 or 2 would be cool) that said, everyone wants crack kick to be airborne, frankly it’s stupid that it’s not. It’d give Cody a way to push grapplers away a bit safer, and (imo) more importantly it’d give Cody a true mixup tool on knockdown beyond “crossup, meaty, or throw” because it would let Cody corpse hop if at point blank, and if slightly short of point blank it would not corpse hop.

I would love the airborne crack kick more than anything. i remember trying to set up counter throw/crouch tech meaties untill i was like, how the fuck am i throwing myself out, im off the ground :(.

We have it airborne in SFxT i guess lol

and yea cr mk under fireballs is such a bitch vs certain chars. gouken isnt to bad but ryu feels impossible, but then we have zonk so cant have it all

I’d agree if it wasn’t for the fact that Zonk is pretty ass for dodging fireballs from anywhere farther than a little bit LESS than half screen.

Level 1 zonk loses upper body fireball/strike invincibility before it starts to move forward (only 11F invincible move has 16F startup and you on’y start your forward movement on 11F so unless they did like an EX fireball you’re going to get counterhit because you’ll lose invincibility while fireball is still on you.
Level 2 Zonk loses invincibility on frame 14 and has a 17F startup. Thankfully it can be used against mid speed or fast speed fireballs but the range on it is pretty terrible still (Level 2 zonk has less forward movement than Fei’s LP rekka. It’s almost the exact same range as Cody’s slide) Level 3 zonk is the only really useful one for fireballs. But it’s 18F startup (and STILL doesn’t have upper body invincibility till active only 17F) the problem is that on whiff it is SUPER punishable making it bad for dodging fireballs unless you are going to hit the opponent with the Zonk (which even then is potentially punishable)

Zonk is situationally either great or terrible.

That said, EX zonk is awesome all the time except when you whiff and you are more punishable than even a whiffed LP SRK

Well, I’ll keep it brief.

Don’t be reckless with rocks. They are useful for keeping Seth out, but they aren’t brain dead easy like in the T. Hawk match.

If you don’t have time to throw out a HK Ruffian or st. HP, use cr. MK to beat all of his wall jump options. I strongly suggest you do not use B+MP for it. If Seth changes his drop speed using dive kick, you will be hit and hurt.

If it wasn’t for my inner flashiness wanting to land U2 so badly, I’d use U1 in the match. Beats his jump/wall-jump in BS and, because of his health, is still really devastating. Having the ability to FADC into ultra forces Seth to respect your wake-up a lot more (true for any character, but again, Seth has a glass jaw). U2 is still good, and against a really good Seth, who is less likely to make lots of silly jump ins, I’d use U2.

Zonk is super important in this match. There is almost no reason to ever wake-up using EX zonk. Seth rarely pressures from the ground on wake-up. The time to let a zonk go is during his resets and mix-ups. Hit or miss, when he sees it, he’s likely to go into EX Zonk bait mode and will probably neutral jump after his next reset attempt, be ready to anti-air. Then again, random EX zonks is equally as unsafe and mashed DPs, so keep it honest.

You need your punishes to be on point. cr. HP xx HP Criminal Upper isn’t enough. I’m not saying you need to throw out the Momochi/Sasaki special, but at least have st. HP > cr. MP xx CU down. Every little bit helps vs. Seth. Your anti-airs need to be on point. If you are not in Seth’s mix-up game, there is NO REASON to take a risk. Stay mobile and mix-up your pressure/wake-up pressure game.

I honestly have a difficult time creating any sort of frame trap game against Seth. In a long set it’s easier I guess. Between SPD, DP, and Teleport, it’s almost impossible unless he’s cornered.

I don’t fear this match all that match, but I have lots of Seth experience as Cody.

On a sad/side note, Seth has a pretty easy to do unblockable on Cody off a LP SPD using j. LK. Good luck.

That unbockable also works with HK which is even worse : (

Working on some crossup fj.HK/fj.HP stuff and I found a couple that work on Ryu (haven’t tested others)

If you are as close as possible to Ryu (works well with a crack kick after a knockdown) 3x jab (blocked) and fj.HK will cross up (make sure you don’t move forward at all before the jump otherwise it’ll whiff! If you want to really throw them for a loop, if you land a c.LP and don’t want to end it in a combo. 3x c.LP (HIT) will make the fj HK hit in the front but makes the fj HP a crossup instead. (Because hits cause less pushback than blocks)

close s.HP - c.LP (both blocked) - fj.HK will cross up

f.MP - c.MP (both blocked) - fj HP will cross up

These are mostly just useful for opening people up with normal frame trapping and such isn’t working. I’ll see if I can find some for actual knockdown setups

Edit:

Found 1 techable knockdown setup.

c.LK - LP CU. Do c.MK - hold up and forward, fj.HK crosses up on Ryu. This only works if you do the c.LK at point blank or nearly point blank (so like f.MP blocked - c.LK or empty jump c.LK work well)

Great stuff dude Thanks a lot, I could visualize everything you were writing. I had been doing the slide on wall jumps but I don’t know if he caught on or what because he started punishing it I guess I became too predictable, got to mix it up more, as far as punishes I have Cody’s links down pretty decent so I can def do St HP to Cr Mp xx CU, thanks alot.

O

Ouch! This may explain alot, Seth I play is no slouch, he’s beaten Flash down here locally(I’m down here in Miami), not often but he is at a different level I’m trying to reach.

I’m not sure if it was mentioned but cr.mk goes under all his fireballs (not sure about ex, although what seth uses ex fireball often?)

It wont go under EX because he fires two. Cody’s slide is pretty ass for what slides are meant for (avoiding high attacks, projectiles, or gaining some ground in a zoning war.) It is pretty good for anti airs though (unlike most slides except Deejays)

I really really really wish they’d either increase the distance Cody moves by like 15-20% or make it so that Cody’s hitbox is lowered longer/sooner during the move. Only char I can consistently slide under their fireball is Gouken and maybe Sakura. The rest of the cast I have trouble doing it consistently since they can change the speed of the fireball and fuck up my timing.

Edit:

On another note, I just found something out I don’t think many people will know about, because rather than being something extra that shouldn’t be there, it is something that is missing from one of Cody’s moves that is a good thing.

Cody’s b-MP has NO COUNTERHIT STATE. It is 100% impossible to counterhit him during b-MP. He can have it get stuffed on startup, but it wont be a counterhit.

Probably one of the reasons it’s such a god-like anti-air haha

Probably, it def seems like something they just “forgot” because his b-MP in SFxT has a counterhit state during it’s start up.

For clarification, every move in the game has state markers sometimes multiple markers. These are linked to specific frames and have flags that tell the game what state the character is in during those frames of a move for example those states can be “Counterhit, Air, Crouch, Stand” among a couple others more related to the engine (Can_turn, Immovable Myself, Invis Myself, Ect.)

With Cody’s b-MP there IS a “State” set for frames 0-6F (the start up frames of his b-MP) but they forgot to check mark a flag for “Counterhit”

Likewise his f-HK has a flag set for frame 8 through 25 (the final frame of the move) but they left it empty which is the same thing they set for SFxT but they set it as Airborne in SFxT.

Who has some info or tips on Cody vs. Blanka? I have no fucking clue how Cody is supposed to do anything against Blanka outside of not throwing rocks mid screen. (or really at all.)

Pressure all day. Once you corner Blanka, he has all but lost the match. Don’t be afraid of his randomness, just kick his ass and be done with him.

B+MP is your best anti-air outside of HK Ruffian. Forget everything else.

His wake up is crap. Meaties destroy most of his wake-up options except some of his EX ones. If you OS Ex Ruffian Kick (or even st. HP) with st. LK, Blanka can’t do anything (only Ultra can beat it). Don’t bother trying to cross him up on wake up because you’ll eat electricity.

Know how to punish his wake-up options on block and his specials in general. Cody can punish EVERYTHING on block. Cody can punish some of Blanka’s stuff on hit (lol seriously). As soon as you start making Blanka pay for even hitting you, you’ll be in good shape (they might even break).

These should help you some as well (EDIT: Although somewhat dated):

[media=youtube]8GKewBW5lSE[/media]

http://www.option-select.com/strategy/matchup/?m=183&c=10

I don’t agree that Cody should lame this match out. He should lay back until he scores the KD, but once he knocks Blanka down, it should be ALL offense. I used to cringe when I saw Blanka. Now that I know the match-up, I grin :smiley: <----- Just like that

That info is obsolete, due to the changes in 2012.