More matchup vids coming soon
@Kyros85 Good video! But why would you ever want Sim come to you? When I get in on Sim, I try to stay in like a rabid badger until he’s KO’d. I never back off.
yeh it goes without saying if you in on him dont let up but if u have a life lead at full screen dont go in cause you wont have the lead for long
s.HP - c.MP - HK Ruffian - forward jump HK is a 3F safe jump. You wont hit them but it’s safe against earliest quick rise reversal DP.
s.HP - c.MP - HK Ruffian - Dash Forward - Forward Jump HK will cause earliest quick rise reversal DP to whiff.
Bored, looking for safe jumps.
4F safe jump off of EX Ruffian Kick (only tested on Cammy so far) - walk forward 1F - crack kick - neutral jump HP or MK.
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Weird stuff:
Just found out that at point blank badstone will entirely whiff on a crouching Bison, Vega, Sakura, and Dan. Also from point blank to about the edge of throw range an EX Badstone only gets 1 hit on a blocking Chun/Cammy. The second hit just flies past after the first is blocked.
Dunno if this was already known: crack kick avoids Chun Li’s Hozanshu overhead (the flip kick). Any time you see Chun start a hozanshu do crack kick you’ll either beat the move or avoid it and be able to throw her.
Very helpful, thanks.
Everything beats Chun li’s hazashu: cr.lp, cr.lk, cr.mp, cr.hp, cr.hk…
The point was that it goes over the hitbox for hozanshu entirely. Not that it just stuffs it. So for example Chun is doing far s.MP - HK Hozanshu, you do a cr.LP/cr.LK/cr.MP/cr.HP you get an air reset and then things are back where they were. You do a cr.HK you get a hard knockdown which is actually pretty good.
If you do a crack kick right after the far s.MP you’ll EITHER hit her out of the air during the active frames (no counterhit but you get a followup MK Ruffian.) hit her during the startup (counterhit and whatever followup.) or completely dodge the move and recover at point blank range able to do a back throw before she recovers. Or if you timing is absolutely perfect you can actually dodge the hozanshu with the crack kick and do cr.LP while she is in grounded recovery allowing you to do a MUCH stronger punish than if you had hit her out of the air (you are even close enough to do cr.LP - s.MP - cr.HP if your reactions are insane, but if they aren’t you can still do cr.LP cr.LP cr.LP cr.MP - LK Ruffian for a hard knockdown setup.)
The whole thing though was just giving new options new techniques, new stuff.
Not sure but I THINK this setup was posted before for a 4F safe jump.
EX Ruffian - Dash - close s.LK - NJ MK.
Also I found a meaty setup after a back throw.
Back throw - crack kick - close s.HP hits on the last frame so you can link to cr.HP after.
Some amusing I found with airborne crack kick (potential 2013 tech)
If Cammy hits you with a HK spiral arrow from relatively close up (doesn’t have to be point blank) while you are in the air, you’ll flip out (obviously) air reseting right behind where she ends up. The best part? Depending on how close it was done you’ll actually recover BEFORE she does and can punish the spiral arrow. Despite the fact she hit you. Gimmicky but funny.
Other good info regarding airborne crack kick: it will avoid Ibuki’s neckbreaker, Hakan’s oil slide, Blanka’s amazon run, and can actually hop over Deejay’s slide for the first 5 or so frames (once Deejay’s leg goes up though you’ll get hit, and because you’re airborne Deejay can actually combo after.)
Of course, while MOST of the time the crack kick being airborne is a good thing. There are some instances of things that previously would not work that do work now. Obviously a number of moves gain additional properties hitting airborne enemies, for instance Zangief’s green hand causes a knockdown on airborne. Also, many moves can now hit Cody but TBH most of these wont ever be gone for in a real situation. I’ve tested all of these and they all work against crack kick if it gets airborne frames. Rose’s Soul Throw, Abel’s Falling Sky, Makoto’s Fukiage (LP is most consistent.), Guy’s Izuna Drop, every characters air throw (Cammy/Chun/Elf/Vega/Hakan, though Hakans is for some reason really hard to land against Cody’s crack kick the others are easy.) Thawk and Gief’s Ultra 2, and Dhalsim’s Yoga Blast.
Hmm so it is a bit of a trade-off. The only issue I really see though is the green hand knocking down (even though there’s a chance Gief might get some sort of green hand knockdown properties in 2013 anyway…I hope not). The other moves aren’t really used in footsies unless the Cody player started spamming crack kick.
Found a new body type specific combo that I’ve never seen used. I dunno if this is known yet though. It works on wider characters only (Rufus/Abel/Honda are ones I’ve tested it works on for sure.)
s.HP - b.MP - cr.MP - whatever. Does 18more damage than the standard optimized damage of f.MP - s.MP - cr.HP. Works mid screen or in the corner. Works crouching or standing (as s.HP forces stand.) the links are all 1F though but it does 228damage and 380stun.
In addition, in the corner on certain characters due to the way cr.MP cancels you farther back (since Cody’s center line doesn’t actually move forward when he lunges forward for the punch) you can do HK Ruffian - whatever. On Abel at least it is possible to do s.HP - b.MP - cr.MP - HK Ruffian - EX Ruffian - EX Criminal Upper for over 400 damage. This part does not work on Honda as the HK Ruffian will whiff. But you can still do s.HP - b.MP - cr.MP - MK Ruffian or EX Ruffian or LK Ruffian or get just the tornado hits of the criminal upper.
Cool! The combo is known, but not very much used. Packz has once done a video where he used b.mp, st.lp (check out his videos if you haven’t already, lots of stuff that I had already forgotten about).
Maybe it’s worth looking into it!
I’ll keep looking into tech. The one thing I love about Cody is I always feel I can delve a little deeper and find something new. I never quite feel that way when I play Ryu or Cammy. I guess it’s cause Cody has a lot of awkward stuff that doesn’t work in a straight forward manner (crossup heavies that require specific spacing, moves that can be comboed into if spaced specifically, weird hitboxs.) I guess that is why I like Cody, Makoto, Juri, Gouken, Dan, ect. I even kind of like Oni’s playstyle but I hate him as a character design (not a fan of the super angry dbz character stuff.)
Something interesting:
s.HP - b.MP - far s.LP - HP Criminal Upper does the exact same damage as f.MP - s.MP - cr.HP - HP Criminal Upper.
Also, god I hope that they give Cody the first hit of his s.MP with knife as special cancelable. I know this is character specific but on Sagat (and I’m sure a few other characters.) you an do fj.HP - cr.HP - cr.HP - far s.MP - MK Ruffian for 446damage meterless, mid screen or corner.
I realized another thing picking up the knife currently causes you to lose. You are unable to a combo with LK Ruffian or Zonk AT ALL. Cody’s cls.LP pushes him too far for cls.MK (his only other special cancelable normal besides cr.LK) and you can’t combo Zonk or LK Ruffian off of cr.LK. That’s a fairly big deal (at least for me.) as I often do cr.LP cr.LP cr.LP cr.MP LK Ruffian as a BnB for the hard knockdown normally. If they make it so that s.MP with knife can be special canceled you’ll be able to cancel it to LK Ruffian from anywhere but max range (sort of like how absolute max range cr.MP - LK Ruffian wont combo). Though s.MP with knife still wont combo to Zonk.
More character specific combos. This one is actually surprisingly easy to time and def worth using
E Honda you can do close s.HP far s.LP (hit 2nd frame) cr.HP
There is no special spacing requirement, it works off of a jump in, works standing or crouching and it’s actually surprisingly easy to time the far s.LP compared to some other character specific mid combo meaties. I was able to land nj.HP - s.HP - s.LP - cr.HP - HP Criminal Upper 5 times in a row without a problem earlier today. And that is a 410damage meterless combo.
On the downside, I also discovered that at no range is it possible to do cr.MP - HK Ruffian on Honda. Doesn’t matter if you are point blank or at max range or do s.HP - cr.MP. The HK Ruffian wont connect while Honda is in hitstun and he’ll end up blocking it, which kind of sucks since that means no s.HP - cr.MP - HK Ruffian - EX Criminal Upper in the corner unless you FADC.
Cool combo I’ll def try it out.
Afaik, cr.mp - HK RK doesn’t work on Blanka too Dunno about anyone else.
Actually I tested that one out right after I discovered it not working on Honda. It DOES work on Blanka if you are point blank. Honda it doesn’t work under ANY circumstance.
What setup(s) do you usually use after lk ruffian?
Either the standard nj.HP safe jump setup, a non-safe ambiguous crossup, or empty jump throw/low.