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

I like forward dash > whiff c.lk > meaty cl.hp/throw.

More hypothetical tech for Cody if they make his crack kick airborne. If you do a forward throw against someone who is in the corner, crack kick will hop over them (obviously) however if you do forward throw - forward dash - crack kick you wont hop over them.

Just found something interesting I’ll post a video about it later. Turns out Cody’s close s.MK is actually NOT as useless as I thought it was in frame traps. It actually has a use. The pushback on it is perfect for making DPs whiff entirely on block. You do cls.MK on block and just crouch block and it’ll make a BUNCH of reversals whiff entirely.

Ryu’s LP/MP DP. HP hits. EX is blockable
Ken’s LP/MP DP. HP/EX versions hit on the 5th frame and are blockable.
Akuma’s LP/MP/HP/EX DP all whiff.
Dudley’s LP/MP/EX all whiff.
Zangief MP/HP/EX SPD all whiff (I wouldn’t change is though as LP SPD is still in range and so is gief’s cr.LP)
Adon all rising jaguars whiff.
Fei’s are all blockable (5F startup move is only -4F on block) but they do reach far enough so don’t hit a button.
Guiles wins every time (don’t even try it.)
Guy’s EX Tatsu is blockable.
Evil Ryu LP/MP whiff. HP Hits but only 1 hit (the first hit though) EX is blockable or whiffs.
Cammy LK/MK/HK/EX ALL all whiff entirely.
Dan’s will hit every time.

The other interesting thing is that it is actually SAFER if they stand block it. You’d think it’d be the other way around (that crouch blocking would leave you farther away due to the wider hitbox on crouching) but I found that if I did stand blocking some of the moves that would hit but be blocked while crouching would end up whiffing entirely. For example, if Evil Ryu stand blocks the cls.MK instead of crouch blocking it, then the HP and EX DP both end up whiffing entirely.

So yeah, if you are experiencing mashers try doing f.MP - cls.MK instead. If it hits then you can special cancel if it is blocked then you are unsafe to hit a button but if they mashed a reversal then you can massively punish them which might not have been possible if they had FADC’d it on block. Plus you look alot more vulnerable than you actually are.

More info in the “discovery/video” thread.

How do I fight Yun/Yang? I think the twins are giving me the most trouble out of all the matchups I’ve played so far. My anti-air reactions arn’t the greatest yet and the divekick pressure is causing real problems. And general advice?

Dive kick characters are really tough for Cody imo. The lower the height requirement on the dive kick the worse it is for him. For Yun you have the advantage that his main reversal cannot be FADC’d on block to be safe. You bait that and even a simple cr.HP - HP Criminal Upper punish will do nearly 30% of his health. Yang has worse damage than Yun so you get a few more chances with him and he has 900health 950stun so Cody can really put the hurt on him.

Of course you need to watch out as Yang has a 3F cr.LK. Yun has a 4F cr.LK. Both of them however can convert any cr.LK into a combo as they are both +4F on hit so if you mess up a frame trap or they read a throw early you could end up taking 200+ damage.

As you can see here, all it took for Sasaki to win the 2nd round was to punish an up kicks MASSIVELY and then read a backdash and OS for it.

In this match you see things go bad REAL fast. You don’t want to put yourself in the corner under almost any circumstances. Cody needs to be the one dictating the pace of the match because if you let Yun push you into the corner it’s damn near impossible to get out again thanks to Yun’s speed and generally faster moves.

When it comes to the Yang matchup. I dunno much tbh, but I do know you need to make your hits COUNT. Yang’s dive kick and damage may be worse than Yun’s but his frame traps, light attacks, and speed are much better.

any advice against adon? he is the match up that I most fear. is it possible to safe jump his dp? what is the best way to pressure him and not get DPed or owned by his crossup and neutral jump HK?

This match-up is so fucking hard. You can forget about playing this match-up correctly online though. Offline, you can punish his HK with your crack-kick. Online, treat it like a projectile. If you read it, jump over it. Adon really blows up Cody in his st.HK and cr.HP range, so you need to try to get inside it. Can’t focus though, st.HK hits twice. So good luck.

You can try to keep him away with your st.hk, and you can also try to anti-air him with it, but if switches timing on his mid-air jaguar kick, he will get a full combo plus a potential ultra on you, so you think about that when weighing the risks about throwing one out there.

You can safe jump him using your 4 frame safe-jump (ex ruffian, dash, cr.lk, nj.hp). All other safe-jumps will fail. He has a godlike autocorrection on his dp, probably the best in the game, so think twice before trying any ambiguous stuff on him. (DISREGARD, Tried it out and it doesn’t work. You can’t Safe-jump Adon at all).

As you have no reversal, you are pretty much fucked when he gets his pressure going. One good way to keep him from really spamming jaguar kick is to charge a zonk, and release it after a cr.mp xx jaguar kick when he starts getting predictable. You’ll learn to react to it eventually.

I use Ultra 1 in this match-up, as Adon really hasn’t got anything that punishable. Also, you can react pretty well with U1 on jaguar kicks. U2 has the tendency to sometimes catching him mid-air, and you know what happens then.

Double post

You can safe jump adon but you need specific adon safe jumps because his wakeup timing is different than others. Its not as bad as it was in Super were it was like a 5F difference but it’s still different. Same deal with safe jumping Blanka. It’s one of the reasons I hope that they make all wakeup timings universally the same in 2013.

AFAIK, there is only manually timed safe-jumps on Adon and Blanka. Please, correct me if I’m wrong.

I believe Adon’s wake up timing was fixed to be similar with the majority of the cast, where as Blanka wake’s up a frame or two slower. Adon’s DP is 5 frames and Blanka’s EX up ball is 4 frames but with his wake up being delayed you could consider it a 5-6f reversal.

Adon’s reversal is 5 frames, but a safe-jump from a backthrow does not work. Hence, Adon wakes up faster than the rest of the cast, so what you write is not really true.

Same thing with Blanka. You cannot safe-jump him with Cody’s regular 5 frame safe jump, if I remember correctly. So I think you are wrong on both counts.

You can theoretically safe-jump them, but it has to be manually timed from a sweep, lk ruffian or ex ruffian. AFAIK, that is.

Ah okay, I remember hearing someone on commentary saying Adon’s wake up was fixed, guess not. From the Makoto thread it says he wakes up 1 frame faster then, 21f compared to the rest of the cast (20f) with the exception of other chars with different wake up timings (sagat, cammy, blanka, hakan)

The backthrow setup does indeed work on Blanka, this I have tested before.

And 4f safe jump setups such as ex ruffian > dash > crlk > nj fierce will work on Adon.

Oh man, are you serious? Have to check it out then, the Blanka stuff. I was 99 % sure you can’t safe jump him from a back throw.

Will also check out the Adon stuff. I’ll tell you what I found out.

Checked out both, you were right on both accounts. The Adon stuff I understand that I’ve missed, but the Blanka stuff… jesus christ.

They fixed it in the sense that it isn’t 4 or 5F faster than normal like it was in Super. It’s basically “less broken” since now it’s only 1F difference.

@ostkatten It’s okay man! We were both wrong somewhere along the lines, lol. Now we know!

@Eternal Ah, thanks for clearing that up!

Been experimenting in training mode and I was wondering if anyone here has tried using Cody’s knife in the Evil Ryu matchup? Cody’s s.MP and cr.MP with knife seem to be really good ways to deal with Evil Ryu’s main threat: c.MK. And holding the knife makes Cody’s far MK reach further as well. cr.MP with knife completely out ranges Evil Ryu’s cr.MK and the hurtbox on Cody’s arm is high enough off of the ground that it doesn’t get tagged by the cr.MK even if it’s active already. s.MP with knife doesn’t technically out range Evil Ryu’s cr.MK but it’s hurtbox (while large) is again positioned high enough off of the ground to avoid the cr.MK and the hitbox is positioned far enough and reaches low enough to catch Evil Ryu’s body during the cr.MK. Plus both of these pokes are faster to startup than far MK, and are less likely to lose to OTHER pokes besides cr.MK as their hitboxes actually reach outside of the hurtbox (unlike far MK)

It seems like in the neutral position the knife might have some use in this matchup simply due to those 2 buttons. Of course this is only really during the neutral phase of the rounds, once either play is in then it’s time to ditch the knife as the combos are weaker.

The loss of focus and/or throw tech of course is the big issue, hopefully these are sorted out in AE2013, but even if not I can still see the knife being useful in this matchup potentially. If nothing else it’s such an unused tool there is a good chance that the Evil Ryu wont know the ranges he can stand to avoid the cr.MP and s.MP with knife as they are much further than most of Cody’s pokes.

stupid question but what’s the best way to avoid random U2 by abel?