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

a lot of the info in that video is wrong too even in vanilla AE(I main blanka)

Oops. I meant to write that some of the info in the link and video was dated. It’s not a bad reference point. A lot of it is still true. Edited that in.

On hit EX Vertical Roll obviously doesn’t work any more considering it causes knockdown, but the regular versions can be punished on hit or block. LP version of Forward Roll can be punished with EX Ruffian Kick on hit still as well though the punish is tight.

You can make lp roll completely safe on hit(and block) vs. cody.

People still don’t know crap about Blanka.

I didn’t know you could make LP roll safe on block versus Cody (are we talking vertical or forward roll?). And I’ve never seen it either. Not saying I don’t believe you, but obviously most people don’t or can’t do it.

lol and no, I don’t know everything about a character I don’t play. I don’t even know everything about the characters I do play.

EDIT: And I say this in a non-sarcastic way, educate us. Break down the match.

As if the Cammy matchup wasn’t full of enough BS. Just found something interesting, block a spiral arrow at close range. Reversal MK or LK Ruffian will pass through Cammy entirely.

Can we talk about the balrog matchup? I’ve got no idea how to fight him. all I know is to zonk full screen dash punches but no half decent rog does that anyway so…

Rog is pretty susceptible to ambiguous crossups on knockdown that prevent his headbutt from auto correcting. You are going to catch alot of Rog’s crouching too so get that overhead out to train em to stand up like a man then kick in the legs (sweep the leg johnny!)

All of Rog’s armor breakers are relatively slow and/or telegraphed so use that wrench. If you get knocked down I found there is really nothing Cody can do to beat a meaty forward jump HK so don’t even try. Zonk is too slow and everything else loses. However you don’t need to worry about crossups with Rog at all so just block high, then block low, then tech the throw if you suspect it.

It’s one of those matchups where I really feel it shows that Cody needs a better walk speed or backdash because of Balrog’s great sweep and the fact Balrog can so easily weave in and out of Cody’s footsies while Cody can’t really respond in kind. However that is my opinion. The matchup is still not too tough in my experience but if the opponent is good at teching without taking the frame trap bait you are gonna have a much harder time.

so meanwhile, it seems like no one really knows the Blanka matchup now. So how about we find some more stuff on this? because it’s pretty serious.

Veserius described the matchup in the tier list thread a few weeks ago.
Matchup is slightly in Blanka’s favour now.

What do people think of the Juri matchup?

We are actually discussing this match over in the Juri forum. Some say it’s in Cody’s favor, most say it’s even. I think it’s quite even. The reality is Cody can’t get in on Juri all that well. If the Juri is a good zoner, the match tilts towards her. If the Juri isn’t a good zoner or the Cody really knows how to make ground better than Juri can zone, it is in Cody’s favor. Just a matter of who has the better game plan.

Cody can get around Juri’s fireballs easier than he can get around other characters fireballs (easier to slide under her MK fireball than any others, and crack kick goes over her LK fireballs) but it’s about navigating a minefield. You guess wrong and you gotta work your way in again. Plus Juri’s fireballs have a similar recovery time to Cody’s badstone and a faster startup (even with the charge move added to her fireball release it is still faster than Cody’s badstone from start to finish) And her dive kick can be really threatening if you are trying to walk forward sometimes.

If Cody gets in though Juri is about as limited on her options as Dhalsim when it comes to dealing with Cody’s frame traps. Everything is easily stuffed except EX Pinwheel or her teleport counter and her teleport can be dealt with via ruffian kicks and pinwheel is still stuffable even with EX (though only for 1F) if Cody starts abusing his focus attack Juri has to take to the skies with her dive kick or hold onto a fireball for a buffered normal.

It’s a pretty dynamic match, with lots of momentum based decisions. At least that is how I see it, I don’t have A LOT of experience with this match up.

Any suggestions for dealing with Sakura’s derpcopter and EX derpcopter? I swear that thing is stupid as fuck, hit her out of it? air reset. Safe on block, leads to ultra 2 for 1 bar, leads to a hard knockdown, leads to 300+ damage, deals chip damage, beats Cody’s back hop, and breaks armor.

Juri is my most fought matchup, mainly because a friend mains her, anyway i think it is pretty even also, but still n Juri’s favor, and i personally think it’s a really interesting matchup. It does indeed come down to this, Juri controls the mid and long range, Cody close range, and has the damage output to make it even with one right moment. Early in the match if Juri doesn’t have meter you can simply keep on throwing her and os her backdash…if you can get in ofcourse.

Her pokes overall are better, her low pokes are perfect to stop Cody’s, long range pokes that either move him forward or go “high”, thus losing out. Her other high and medium high pokes simple beat his. When she stores a fireball right out of Cody’s range where you will not get put into blockstun you can just press hk for some damage.

You cannot focus and throw rocks, atleast not alot, Juri can simply react to Cody’s long throw animation, and every cancelable poke can be released with her fireball, or ex fireball, can’t get around it that easy. Juri’s corner game is imo scarier than Cody’s especially if she has meter, which is alot of the times. She can carry people to the corner easily with an FADC combo, and while applying pressure keeps buidling meter. Also instead of AAíng Cody…she can react and jump with her j.mk and juggle you for a knockdown or reset.

Going past her wall of fireballs, Anti-Airs and even air to airs is pretty annoying but Cody does have the tools for it, slide for the higher figher balls and and crack kick for the lower ones and generally focus…though not advised. This Juri i fight, has a very anti Cody style haha. Far range Juri can neutral jump in anticipation if Cody ill focus, jump or crackkick over low fireball and do a divekick. Midrange Juri wants to use alot more medium and high fireballs because eating a jump in is far more scary than a slide. Most of the times Juri has a low and medium fireball stored, if the medium is released before the low, might want to try a well spaced jump after that, won’t punish her but atleast gets you in. If you want to jump to simply get closer then jump to outside her poke range, again beware of medium fireball, she can also juglle after it(dash-> senpusha) Close range during footsie crackkick is not bad, goes over her cr.mk, but hate to have it focused…lol.

Her counter after activating it, the one going up can be stuffed with b.mp, hk ruffian also i believe…but how often happens that.
Her EX senpusha can be stuffed with well timed setups, close hp, cr.hp for instance, crossup which causes air reset.
Cody’s zonk and his U2 lose to her U2. I’ve tried chipping Juri with a rock and u2 after it, mistimed and her counter or her u2 will get her out. What this Juri player also like to do is cr.lk and very late cr.mp to stuff bad played crossups, the cr.lk causes her hitbox to go so low that mk crossup will not hit unless you do it late… Cr.mp goes under zonk, and doing a slide to avoid crossups by Juri doesn’t work as great as other characters, she has a short jump-arc where she can still hit you with j.lk. Overall slide is pretty good in this match in footsie range. If i want to focus through fireballs i eat senpusha or ex fireballs that come straight after it. Badspray, do not use this in the corner, get’s stuffed by the fuhajin store move. Juri can stop Cody from forward dashing away with j.hp(downward kick)

She also has some annoying blockstrings like fuhajin getting blocked and her doing a divekick after it, in the corner cl.mp into ex fuhajin. Light senpusha keeps you standing on hit and safe on block, so she has multiple options after that.Haven’t mentioned her IA divekick yet, but imo it’s very effective when applying pressure, i only use zonk to beat the darn thing She canbuild meter alot fast without too much risk, while Cody can’t so when applying pressure you have to worry bout her EX senpusha…which she then can FADC.

Instead of things that Cody should do, it’s more like the things Cody shouldn’t do…if the Juri player is on point with zoning it’s very difficult.
But like i said, one good combo/setup is all it takes.

This is my experience against Juri…lol.

TBH Zonk in my experience loses to a lot more things than it should in ALL matchups lol. Especially since Level 1 and 2 zonk lose their minor amount of upper button invincibility before they even start their forward movement, and Zonk only has 3 active frames :(Yoga Blast, Sim s.LK, sim s.HP. Blanka c.LP and s.HP, Seth s.LK and close s.HK, all Blanka Balls, Rufus s.LK close or far.) Basically anything that the hitbox goes lower than thigh height or higher than shoulder height beats it as well as any overhead or low. It’s really a move that needs a rework to how it functions IMO since at 16-18F its not really good for whiff punishing or stopping block pressure and it’s unsafe to use to get around fireballs anywhere but full screen, It’s a weird move.

Also after a bit of testing, Juri’s LK Senpusha can be caught by Cody’s c.LK if Juri doesn’t have it spaced PERFECTLY (if she gets both hits on block you can punish it, if she only gets 1 hit on block you can sometimes punish it but usually not) and if she does have her Pinwheel spaced right so it is safe Cody can do a c.MK slide as a reversal she has to block it since she is at -4 and Cody’s c.MK is 7F startup and she has no 3F normals or specials that will trade with the c.MK

Curious about how you guys feel about Cody/Honda. I was playing the more aggressive version of Honda yesterday. We broke even but I don’t feel like I was getting outplayed, just losing to the random crap Honda can get away with. What are everyone’s thoughts on the match?

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These matches are from all versions not just 2012

The match shows a fair number of Cody’s weaknesses IMO. Lack of an anti air with ANY invincibility means that Cody is going to be trading a lot and Honda has more health to spare and his jumpins do as much damage as Cody’s anti airs unless Cody lands a followup to HK Ruffian which isn’t always possible without EX.

Buttdrop on wakeup has both the effect of potentially being a crossup, being safe if blocked, and beating every option Cody has if timed properly. HK Ruffian at 7F startup with zero invincbility frames gets stuffed, EX Zonk whiffs and is MASSIVELY punishable, focus backdash is easily punished, focus attack is OS able via ohicho or hand slap, focus forward dash is OSable. Cody can deal with buttdrop at a neutral position but on knockdown he has nothing.

It also shows the weakness in badstone. Honda has health to spare to deal with the very minor chip damage of badstone (13dmg) and can full screen counterhit Cody out of badstone by using EX headbutt, even if it ends up trading with badstone it’s massively in Honda’s favor since headbutt is 140-160dmg and badstone is only 50.

Ohicho and EX Headbutt means Cody can’t really stick around too long in Honda’s face to do frame traps.

Crouching Honda’s hurtbox is MUCH lower than Zangief or THawk and far s.HP far s.HK far s.LP all whiff as do less used normals close s.MK close s.HK and if honda is NOT blocking the close s.LP will whiff (Honda’s blocking animation is slightly taller than his crouching animation)

Without a way to body hop since f-hk isn’t airborne Cody doesn’t have any way to safely make Honda lose his charge after a knockdown besides a super telegraphed crossup.

That said, Cody can compete with Honda in the raw damage output areas. If Honda isn’t doing his nj.HP Cody’s fj.HK is hard for Honda to deal with from certain ranges. Cody can punish MP and HP headbutts he has no options against LP and EX Headbutts on block, though if you trust your reactions you can stuff EX safely and consistently with far HK or far HP from mid to full screen and if they do trade it is only SLIGHTLY in Honda’s favor (compared to trading a c.LP or s.LP) also you can even sweep an EX Headbutt while it’s active because Cody’s sweep has a fairly tall hitbox.

Overall it seems similar to the THawk / Gief battle where you need to rely on frustrating your opponent with badstones and far reaching normals and avoid knockdowns like the plague, the matchup is a bit faster than Gief/Hawk and you have more ability to mount your own offense since your able to do things like tic throws and not worry about eating an SPD but unlike THawk and Gief, Honda is a lot safer on his moves to abuse your wakeup or pressure you in the corner.

I dunno much from experience though, I’m going by training room testing and watching top player matches.

I have a question about random online Codys just throwing out bingos/EX bingos. Zonk knuckle requires a certain amount of charge time and has 16-18 frames of startup, but online this move is godlike.

Is there a key to predicting and baiting a zonk?

Against online Codys, I’m constantly wondering how they managed to fit a zonk knuckle in the middle of that gap in a string, because releasing a button at that exact moment seems a miracle. And I swear the gap I left was not 16-18 frames.

Zonk knuckle’s start up is invincible so even if you leave 1f of gap - if the dude releases it - it will come out and may beat your next move.

Unfortunately I run into this in the mirror match all the time (not vs anyone I typically play in mirror).

Much like when Honda does an ex headbutt or Guile does a flash kick during pressure, if there is a gap, it can come out. It’s up to you to bait it. Zonk is very punishable in most cases). Treat it no different than u would treat a masher. You bait it.