So, Decapre/Dekappa/Decaffeine/whatever: Is it possible for her to make lp hands safe against Cody? I know it’s possible to space them so that all of Kens DPs whiff on block, but Codys c.lk might actually reach. It could be quite useful in this match-up, as it would make one of her best tools very risky against Cody.
I don’t have the game myself, so I can’t test it right now
So I’m guessing Poison’s Love Me Tender is unpunishable during a blockstring? I tried to punish it in training mode after she lands but to no avail. Only way I punished it was with a Ruffian kick (Mk or HK) while she’s in the air.
Love Me Tender on block is -1, you have to punish her in the gap between her normal and Love Me Tender.
you can jab or slide under Poison’s love me tender. If you’re going to block it, stand block.
So tips against T. Hawk? I was in training mode for awhile to see what Cody could do to get out of his mini grapple vortex, but it doesn’t seem like he can do much aside from blocking. Focus Dashing his meaty j.dFP is spotty - depending on when he does it you can end up just backdashing. Was trying to see if he could delay any of his moves (example ex bingo/criminal upper), like you would a DP, and get it to hit on the other side but no avail - unless it wasn’t meaty.
For his neutral game I was having a lot of trouble dealing with empty jump-ins, noticed once he gets to about head height you can try preemptively crack kicking to stuff an empty jump-> command throw, catches low condor dives too.
Also Guy matchup thoughts? I never know when to try to interrupt/escape his pressure.
I haven’t played the Hawk match with Cody yet (at least Ultra version.) but I assume it’s a little harder now that his walkspeed is better and condore spire is silly.
as for Guy, one of the local MD Guy players was telling me that you can somewhat OS his run/stop pressure.
If he goes for run>overhead, you can slide under it.
If it’s run>stop, you can crouch tech since at best he can Jab or throw after blocked run/stop pressure.
to cover those options, I believe I was hitting LP+LK+MK while crouching so that if he does overhead kick, cr.MK will come out but if he stops, nothing comes (and you’re able to crouch tech whatever he tries or trade with his cr.LK.)
his fastest normal is cr.LK (3 frames) so at worst it’ll trade with your cr.LK. If he does any other normal, it’s getting stuffed by cr.LK. If he throws, hopefully your timing is on point for crouch teching and you tech it.
Outside of corner pressure, you don’t want to be in the corner so that you have to deal with that guessing game. I personally like U2 but either Ultra works in this match. (U1 for jumpy Guys, U2 for horrible spacing Guy players.) Since he got a walkspeed buff also, it’s somewhat hard to stop him from walking you down and harrasing you with his good normals. (s.MK, s.MP, s.HP, cr.MP.) Cody’s S.HP can whiff punish his s.MP if you’re on point.
Also test jumping on Guy. While his cr.MP is no longer silly stupid as a AA, he has s.LK and s.HK as AAs and I don’t think a lot of folks are used to it yet (could be wrong but test and see.) They are definitely good AAs but if they’re not attempting to challenge, well abuse that.
And of course watch out for EX Tatsu when there’s meter. Guys WILL do it if they want space. Bait it and punish hard.
Hm i’ll have to mess around with that in training. LP+LK+MK would be OSing a crouch tech c.mk… not sure how you could also OS a crouch tech cr.lk in that scenario.
So his runstop pressure is at best even? From the way you describe it if we’re trading cr.lks.
I found against Condor Spire you can react with mk ruffian, crack kick, also lp. bingo if you are looking for it.
I think the hugo matchup is worse than for other projectile characters. The only real way for hugo to gain ground while avoiding projectiles is to jump or focus dash forward. Cody can just hold the rocks and anti air him/ get him on the recovery of the focus attack. I feel its at least 7-3 in codys favor. Maybe even 8-2. Its the only matchup I feel that holding rocks gives him a big advantage over other characters with projectiles.
Anyone got an os for wake up burnkick? Was testing stuff the other night and couldn’t find anything :c. Problem being to make it whiff you need a meaty low attack I think.
Meaty slide is a good option but kinda sucks if she blocks it or does ex siesmo.
I have to test stuff out again. I just remember by play of it in my head (and the little bit I did use when he told me.) you wouldn’t get cr.MK if he does run>stop because of blockstun but if it was run>overhead kick, you’d get slide. (Might have to double tap all 3 buttons so if overhead does come, you get cr.MK but if he does run>stop, nothing comes.)
Run stop get 1 frame less of recovery IIRC but you can still challenge whatever he does after it.
I don’t know about 8-2. MAYBE 7-3 and I still think that’s a stretch. Hugo can also do command hop over projectiles (his 3s universal overhead d+nMK) but you have to read it. Otherwise Hugo has enough life to just take chip or focus rocks while walking Cody down. But once he’s in and gets that knockdown, it can be pretty rough for Cody to get back up. I don’t think Hugo ever has to really jump in this match. It just makes it easier for Cody to AA with whatever. As Cody you don’t want to lose space (obviously) so you have to make sure not to get cornered and keep Hugo at bay with normals. Hugo can just s.HP whatever Cody does in the air. (Or just U2 if he has it.) and you’re in that situation you don’t want to be in. I’d really say this is 6-4 just because Hugo needs a knockdown for Cody to feel like it’s a problem and he has enough life to spare.
For some odd reason I thought in AE he could use his regular OS on her with j.HK~cr.MK and it beat all her options (including HP TK due to the nerf) but I must have been mistiming something whenever I tried. Can’t you just do cr.LP~cr.MK? I’d try this but i’m at work right now. Unless HP TK still tags you (which I assume it would.) but it should cover burn kick and ex seismo.
EX Criminal Upper OS should still beat everything from Viper including wakeup burn kick.
I was kinda hoping for a non meter option but oh well. Capcom doesn’t seem to want that with Cody.
That’s fine by me in terms of offense Cody doesn’t get great mileage out of his meter. His EX Moves all pretty much are mediocre. EX Badstone is good but only in comparison to his other badstones, as a whole it’s still shit slow and it’s not like other characters don’t have equally damaging faster fireballs (Hell, Akuma’s EX Shakunetsu is 19F startup +18F on block, does 141 damage and 240 stun. His EX Fireball is 120 damage 200stun just like Cody’s in and the fact Cody can combo out of EX BS only really matters when used as a 7F frame trap or from a counterhit since from mid-> full screen it’s usually better to have a knockdown for positional advantage.
EX Criminal Upper is pretty shitty as a reversal and in terms of combo stuff? 180 damage 230 stun is good as it’s own but there are plenty of better moves that do comparable damage. Dudley’s EX Jet Upper is 180 damage 200stun, 4F startup, fully invincible till active, and gets a bigger bonus on counterhit as the first hit is 100 damage. Juri’s EX Pinwheel is also 180 damage 185 stun and better overall except on counterhit. Fei’s EX DP is 190 damage 200stun and so is Oni’s. Gouken’s EX Tatsu is 200 damage 200stun. Sakura’s is 180 damage 200stun and gives you a week to confirm it hit for an FADC for up to 135 damage 140stun before a followup and has a huge hitbox.
EX Ruffian is probably one of the worst anti projectile moves in the game due to having no projectile invincibility on startup, relatively short range, always negative on block, and 130 damage 150stun only. Though it does at least have a pretty quick startup for an anti projectile move and moves quickly even if it doesn’t move far or have much active frames.
EX Zonk is really just good for catching people who have bad habits. I call it the “two for flinching” move since if you don’t flinch when you see the move (and you got plenty of time to see it coming) then it’s pretty much useless. You just get hit hard if you feel the need to challenge it even though you KNOW it’s invincible on startup.
Only thing Cody gets out of his meter is the occasional FADC combo and the ability to make EX Zonk safe and use it as a tool to get in from mid close range into throw range or the ability to beat some obvious tactics (like Yun’s EX Lunge punch).
I never feel meter starved as Cody like I do when I play Makoto.
I can agree with you on that. Most of the time I’m sitting on a full butter of meter and not using it which is something I need to stop letting happen. Outside of EX badstone, most of my meter goes to EX Zonk FADC or FADCing something. Lately i’ve been incorporating Red Focus as a defensive tool so there’s that.
In that sense, it makes more sense. Not like the meter is going anywhere else in the Viper match.
I think it’s something we just gotta get used to. punishing shit with c.lk xx hp criminal upper is pretty common and now you can get some pretty good damage with red focusing it into ultra or whatever combo you want.
Lost a lot of matches to a Hugo last night. Meaty clap OS whatever wrecks everything Cody can do except EX Zonk, and then he can start mixing it up with whiff clap SPD to beat wake-up focus backdash attempts. I suppose that’s good conditioning, but I felt completely helpless with the never-ending 50/50s. Zoning with rocks was nowhere near as effective as previous posters have claimed - if the Hugo isn’t jump happy then he just has to stay patient and focus dash once to get in (or gamble with EX lariat - why not, he has the health!). My jaw was also on the floor after cr.lk buffered into super… and then combo into U2?!
The more I watch hugo the more I could see that being the case with him. He wrecks Cody more than other grapplers besides maybe Hakan once Hugo gets in and Hugo has a pretty OK forward dash and much better trades (and reach) when it comes to normals. Trading sHP or crMK or sMP or jumpingHP against Cody’s far HK or a badstone is almost always going to be something Hugo is willing to do. Hugos sMP is 120 damage, that alone is more than Cody’s far HK.
I’ve ALWAYS felt that badstone in the grappler match up is simply not adequate, you can’t do it fast enough to keep them from walking forward. As long as they are patient the pushback on it is low and the chip is so low that blocking 10 of them is barely 10% of a grapplers health and 1 poke (esp if it’s a counterhit) makes up that health loss instantly. You can’t even buffer normals into badstone to get more pushback like other characters can with crMK - fireball or whatever.
It’s only as effective as the grappler lets it be. It’s infinitely better than NO fireball at all, and due to the reach it’s certainly better than Dan’s in those MU but otherwise it’s just useful to bait the opponent into annoyance and thus mistakes.
One thing about Hugo to remember is that his sMP actually moves him forward, as does a whiffed clap (which you cannot whiff punish as MP clap is only 6F recovery and HP is 5F). So he doesn’t JUST have to walk forward.
You guys read my post wrong, I already have an OS for C.Viper.
I’m talking about a specific OS for wake up burnkick (not a jump in OS).
The issue is Cody needs to do the OS off a low and his only quick low is cr.lk, and it’s not chainable.
I dunno maybe I’m looking too far into this and I should just stick with meaty cr.mk.
If the OS has to be off a low than you’re fucked. End of story. Cody doesn’t do OS off of lows because he can’t chain crLK and all of his lows have too long of a recovery to be good for OSing. A meaty crLK still has to go through 9-12F recovery and any special move OS you try would get buffered into on block or hit and normal moves wouldn’t really work at all.
It’s one of the reason’s Cody’s low game kind of sucks. crLK is a great move and all but overall Cody is pretty shit when it comes to lows because his options OUT of crLK are so limited and unsafe due to lack of confirm options or viable low OS options or meaty lows that aren’t super telegraphed (like crMK is)
You already know where i’m going with this.
Pick up the knife.
Ex lariat has to be used as a guess because of how much of a gamble it is. Yea it has armor until the first active frame but if he’s doing it mid to full screen on bad stone, you should recover quick enough. (I know you will full screen. mid screen depends on the spacing) It’s also a free punish on block (it’s -6 on block.)
since Hugo doesn’t need to jump to get in, Cody has to basically hold his ground. Eternal covered most of the bad spots for it in this match. While still good to use for fake rocks, you can still fake knife throw. Meanwhile you challenge Hugo’s normals better with the knife and get some chip if he’s blocking.
But this is why I don’t think this match is all that bad for Hugo because if he knocks Cody down, he has to guess and Hugo does a great job of playing to Cody’s weakness with all his oki options.
This makes me wish cl.LK was a low because Cody might have some better options or choices for OS.