How’re you getting hit by it in the first place? Off a jump in? On wake up? Ex zonk solves all problems if your up close, but there’s not much cody can do
I either neutral jump but sometimes they just delay it. I’ve just been running into abels going ape shit with it lately so im not used to dealing with it.
@ManiacMIke313 I’m surprised at how many times Sensei Guy got hit after a slide under cr.MK after Guy’s elbow drop. You had established pretty quickly and often that you were going to go for that a lot yet after most of the slide unders Guy still hit buttons on landing.
Btw, is there a particular reason in that matchup you didn’t go for far HP anti airs at all?
Hey, I was having trouble with the Viper matchup so I headed to training mode to try and make new setups. I noticed that post HP.CU you can immediately jump forward HK for a safe jump, and add an EX.CU OS in case she uppercuts or backdashes. But, this seemed weird because the j.HK wiffs against most other characters after HP.CU. Does Viper have a different wakeup time or is this a hit/hurtbox issue?
Also, any Viper specific setups would be much appreciated!
I just tested this on almost the whole cast. I found that it is a safejump on: Viper, Honda, ADON, Gen, Fei and Chun-Li. The j.RH hits Deejay, but is not a safejump against EX upkicks.
I realise this is a very basic setup so all you veteran Cody players will already utilise it, but I still don’t understand why this happens.
This safe jump was discovered a while ago, we need to actually put together a list of this crap so that people like you don’t have to spend all this time researching stuff that was already researched and can put that effort towards finding new stuff like you obviously might be able to!
The reason it doesn’t work against EX Up kicks is that it is a 4F startup the safe jump is only safe against 5F or faster though i believe you can do a different CU to get a different timing.
I think he was curious as to why you can even hit these characters with a jump attack after HP.CU, regardless of whether it’s a safe jump or not. As if whiffs on the majority of the cast.
If the setup hits Adon, and Deejay wakes up a frame slower, then it doesn’t follow that Deejay would be hit. This setup wiffs on Cammy, Sagat and Blanka primarily because of their slower wakeups.
Yes sir, this is my main question. Any suggestions apart from the hitbox idea? Can moves cause different amounts of time on the ground due to the way they hit certain characters?
Close, actually its the exact opposite. I misunderstood what you were asking originally. The thing is that different characters get different amounts of AIR time from Criminal Upper. If you do a criminal upper on Deejay you’ll notice that he doesn’t fly up nearly as high as Dan for instance. I’m not sure exactly what causes this, I’ll look into it at some point, but that is what is happening. Characters that fly higher (like Dan/Guy/ect) wont get hit by the fj.HK because more time passes before they hit the ground and can perform a quick rise so Cody starts the jump too early for it to work as a true safe jump.
Deejay for instance because he lands SOONER the fj.HK isn’t a safe jump after a HP Criminal Upper. I don’t think there is any character with a 4F reversal that the safe jump will actually hit at all, some it is too slow so you get hit (deejay) others it is too fast so you land before they do a reversal (Guy/Dan/Cammy)
Also, Adon’s wakeup timing doesn’t apply to quick rises, only hard knockdowns such as a sweep or LK/EX Ruffian or a throw.
Also remember wakeup frames don’t start counting until the character actually hits the ground, so doing for instance: f+HK - EX Ruffian Kick while it is a hard knockdown, the long float before hand from the juggle is not counted towards the wakeup frames so the opponent has a MUCH longer wakeup time than usual because they have to land before it even starts the wakeup animation.
Lastly, don’t rely TOO heavily on quickrise based safe jump - OS because quick rises can actually be delayed by a few frames, I’m not sure the EXACT amount but I think you can delay a quick rise up to around 4F which means that if you did a jump in - OS then your OS may go off because the jump in would whiff and having your OS occur could be really bad given the fact Cody can’t FADC most of his specials and they are ALL unsafe on block.
Thanks for the help guys. I’ve been playing this game for 4 years and I’m still learning new stuff about the basic mechanics. This game is ridiculously deep.
I had a brain storm tonight thinking about Cody’s badstone and decided to test something. I found an interesting if slightly saddening tidbit of information about it.
Cody’s badstone if you didn’t know actually has the lowest hitstun/blockstun values in the game for a fireball (about HALF as much as the average. Cody’s badstone is only 10hitstun rating while Ryu’s Hadoken is 18 and Seth’s Sonic Boom is 20 and Ibuki’s Kunai is 26)
The reason of course is that Cody has the lowest recovery on his fireball in the game (14F for LP 18F for HP). However because Cody’s badstone has such low hitstun, despite the fact it has such low recovery there actually reaches a point where other characters will catchup and pass Cody in terms of frame advantage.
If you do a HP Badstone from full screen distance and it hits you are at +29F (keeping in mind you recover 7F before the badstone actually hits the opponent.) If Ryu does a HP Hadoken from full screen he is at +38F and recovers 8F before the Hadoken hits the opponent.
Ryu’s HP Hadoken hits 53F from the moment the button is pressed to start the move if done full screen.
Cody’s HP Badstone hits 55F from the moment the button is pressed to start the move.
Basically at about half to 2/3rds screen distance even a HP Hadoken will catch up to the Badstone in terms of frame advantage thanks to having increased hitstun. So really the ONLY advantage Cody has is up close and in difficulty punishing the fireball AFTER it is active (but of course it is much easier to counter hit him).
This doesn’t change anything but it was something I thought was an interesting bit of trivia.