Quick question: does f.HK combo into medium Ruffian on every character? I messed around with it in training mode earlier and couldn’t get it to combo on Ryu.
Yes, every character you can combo MK Ruffian after F+HK in neutral. Just keep practicing it.
Yeah it’s harder on certain characters though, for example.guy.
Something that I’ve been thinkin about in regards to Cody’s badstone. Does anyone else have trouble sometimes with timing in matchups vs charge opponents? Typical rule of thumb in most charge character MUs is to watch when your opponent has charge and time your attacks for when they don’t have charge. However sometimes I find it hard to do with badstone since the startup is sooooo slow. You need to react to them moving very early if you want to get the badstone on screen before they get charge again, regular fireballs have the threat of the fireball itself on screen keeping the opponent from rushing in during the recovery frames if they don’t have an EX move to bypass the fireball but badstone doesn’t work that way. The is especially true of Vega with his 42F charge time and high mobility I find.
Anyone experience similar issues vs charge characters?
Ya actually. I think the buff will help a lot with the honda MU. He has no really good way of getting in so mixing up fake stones as well as normal and slightly charged helps but I feel it is waaaaaaaay too slow to react in time to release when charged
Damn, Cammy vs Cody is borderline 7-3 and now we have to face another one…
The cammy vs Cody matchup is depressing as hell. It’s the only matchup where I find myself 4 button teching out of fear of her mixups. I don’t think we have to worry too much about decapre tho. Cammy best tools are her ex cannon strike and mixups after spiral arrow that involved her dive kick. This was also scary because of how effective her vortex game was, but vortexes essentially got nerfed ultra.
Looking forward to abusing level 1 red focus with cody. It’s gonna make him so dangerous 3 bars. No more having to do CU fadc cr.lp xx st.mp xx cr.hp xx CU. Three 1 frames links in row is torture. Idk how momochi does it…
I just block Cammy players the best I can. Don’t crouch tech OS nonsense. It’s just asking for a counter hit. Just block EX cannon strike (because you know it’s coming with meter) and just block if you have to. At the very least she gets her vortex game started off a throw (which is better than her getting it off CH damage/stun)
Most Cammy players are going to do CH setups before they realize that they should try throwing. But again, more rewarding to take a possible throw then eat CH damage/stun and end up in the same situation as a throw with less health.
still an annoying match because you’re going to get knocked down at least once.
Yea crouch teching gets you killed hard by cammy. That’s why i mentioned cammy is one of the few characters I force myself to 4 button tech against her. Doesn’t make you throw out normals that get counter hitted and sometimes it will catch ex cannon strikes with the focus attack in place of her fishing for crouch techs. Very useful for the cammy matchup in the current version but essentially 4 button teching will be gone in ultra once the red focus is implemented…
http://www.tokidoblog.com/2014/03/nuki-chun-li-vs-karipaku-cody-for-first.html
FT7 between Nuki and karipaku. some nice chun vs Cody sets.
I need some advice for this matchup.
You played that pretty much how it should go. Space Oni out until you get your pressure started, punish those slashes with a cr.jab or cr.short>special of choice. Throw rocks to either match fireballs or have Oni come to you.
Once you got a knockdown you basically got started. But most of the match you guys were really just challenging each other’s normals and you punishing unsafe slashes. The Oni player didn’t get too gimmicky and start mixing up slashes so you didn’t have anything to really fear outside a throw.
How do you guys handle a decent gen? I just played it really lame and patient but he seems so fast with the whiff punishes. Any tips? Plus that jump arc is insane lol
Don’t get stuck in the corner for one. If the Gen knows their infinites, Cody loses.
Otherwise it’s pretty tough. 3 frame punish (hands) that leads into super>Ultra plus follow up potential off both. I don’t play enough, but I briefly played Yeb’s Gen in casuals and NEC and it wasn’t all that fun. Because he will set up unblockable nonsense.
The jump arc is probably the biggest thing. But Cody’s AA game is so good you can just choose which to choose from. (b+MP if you want to keep it simple. If you have good reactions, HK ruffian each time.) cr.MP, cr.MK, cr.HK will be the go to pokes most of the time. (I have to look up the stances as I don’t know each normal in each stance but I assume they’re from mantis stance.) If you get knocked down, I can only hope you guess right or actually tried to look into Gen’s ambiguous setups off knockdows with j.mk.
I’d personally play it a bit lame and chuck rocks from a distance. Once you get the usual knockdown you can kind of start things. Just be weary of his DP. I’m still learning this match as time goes.
Infinites? I didn’t know Gen had an infinite after SF4 hands pushback got changed. Or do you mean unblockable?
my bad unblockable lol. I had a complete brain fart when I wrote that. (dunno why since I haven’t played marvel seriously in about a year.)
let me change that.
Thanks to the new SF4BV tool I was able to finally capture the difference between Cody’s far MK with and without the knife. Should help show how much of a difference there is which in turn also helps emphasize it’s usefulness in MUs. The reach difference is good enough to actually help a bit in the E Ryu MU IMO. Between that, crMP and F+HK you have solid tools to counter evil ryu’s crMK attempts.



It also looks like the hitbox moves up and thins out slightly.
basically knife s.MK is how Cody’s s.MK is supposed to act. The hurtbox on knifeless s.MK is a bit lower than knife version. along with the obvious hitbox buff (well really not a buff…the way it’s supposed to be.)
this is why i’m always bothered when a shoto cr.MK or just a crouching normal stuffs that move knifeless because it doesn’t hit it at all and it should be flat out losing somewhat like Rose’s s.MK. (lows should catch it in the recovery frames but not before the move is even out or is out.)
The hitbox/hurtbox on the knifeless version is the same position height wise just I didn’t take the image at the exact same frame because I couldn’t record a video since the HBs don’t show up with fraps due to how the program works and go frame by frame so I kept having to hit sMK - print screen on my keyboard.
The difference is just in width of the hitbox and width of the hurtbox. E.G. it extends farther forward.
Here is the exact numbers:
Without Knife hurtbox (on upper body)
Positioned on X axis at 0.7 (this is the position based on the body part it’s attached to.) (X axis is left / right ---- )
Positioned on Y axis at -0.2 (Y Axis is Up/Down | )
Size: 0.85 wide (-- this direction) and 0.35 tall ( | this direction )
With Knife hurtbox (on upper body)
positioned on X axis at 0.75
positioned on Y axis at -0.2
size 0.9 wide and 0.35 tall
Without knife hitbox
Positioned at 0.5 on X axis.
Positioned at 0.00 on Y axis
size 0.45wide 0.15 tall
with knife hitbox
positioned at 0.65 on X axis
positioned at 0.00 on Y axis
size 0.45 wide 0.15 tall.
The thing about hitboxes and hurtboxes in SF4 is that they are always attached to some part of the characters model. Such as the chest, head, ankle, waist, wrist, ect. so when that part of the body shifts during an animation the hurtboxes/hitboxes also shift. Most hitboxes aren’t actually attached to the limb they appear to be. In the case of Cody’s far MK it’s actually attached to his chest not his leg. His hurtbox is actually attached to his head not his torso (that is why they have to move the center of the hurtbox down -0.2 because his head is higher than his torso)
So when Cody’s head moves during the animation, the hurtbox on his whole upper body moves. Likewise when his chest / stomach area moves the hitbox moves.