Worst match-ups

a thread about c.mk would be an idea. this move is very undiscovered, but has so many usages and stuffs a lot moves.

I bash Cody because I play him and know first hand his limitations… Dan-Cody is 6-4 because dan knee owns Cody so hard
I only seem illogical to you… if you want to call me out, unfortunately you will have to argue

dan - cody is NEVER 6-4 srsyl.

nj.hp and he think twice about lk knee spam.

yeah man nj.hp will get you out of meaty dan kick and dan kicks canceled off normals

dan kick isn’t comboable but out of c./s.hp afair. a kick out of c.mk / c.mp doesnt combo unless it’s ex version. therefore: simply block.

i mean, never underestimate a good dan, but matchups are supposed to be theoretical and therefore it’s 5-5 at worst. i think actually it’s in cody’s favor. if u get caught by lk kick => throw alot mix crouch tech with backdash.

nope wrong answer sorry.

c.mk is cancelable to Dan Kick. Doesn’t combo, but that’s not the point. Dan gets right up in your face with great frame advantage, does good chip damage and he puts you in a mixup situation. His options aren’t the most dangerous around unless he has 2 bars and U2 but Cody has no good way of escaping that pressure. You can’t gain advantage by backdashing dan kick anyway… Cody’s dash doesn’t go far enough to make it whiff, so you either eat it or block it. OR, if he did it spaced so that you back dash actually does avoid it, Dan recovers before you so he gets to punish your backdash attempt.
Sitting there and blocking it all day is not a serious option. Cody’s only clear escape from knee pressure is an EX zonk and hopefully you know the risk involved with doing that, especially since Dan can knee you, then jab, and still block your zonk.

You could have said “use far mp to stuff random dan kick” and I would respect that because it works and is low risk, unlike your answer of nj.hp.

then saying ‘if u get caught by lk throw’ use crouch tech… That’s almost insulting. Dan knee beats crouch tech, so again he can just do Dan knee, Dan knee so your crouch tech gets beat and you are knocked down again.

Also “matchups are theoretical therefore its 5-5” makes absolutely zero logical sense. You think the match is advantage Cody: how and why? do better this time

worst matchups for me are akuma, ibuki, guile. its an absolute chore to get inside and go to work on these characters. I think ibuki is cody’s absolute worst matchup. since she can rush him down all day for free, and she can run away all day for free.

i know some people said bison is a bad matchup, but i think its 5-5 at worst. cody has so many tools to stop scissor kick free (slide, s.strong, s.forward). bison cant wakeup ex crusher on cody at all, without fear of eating ex ruffian or ultra 2.

cody definitely loses to gief too. any rushdown only character will lose to gief. even tho gief’s lariat is severely weakened in super, allowing for some rushdown on gief, cody still cannot get around it, in the air. his jump attacks have some of the worst priority in the game.

so yeah, akuma, guile, ibuki, gief by far worst matchups. IMO of course

last time i checked, cody can bingo right through the dan kick nonsense. you have to face cody head on(which makes bingo a bigger threat) with dan kick pokes. regular bingo will either trade or win in cody’s favor, due to its big damage.

I thought ibuki was his worst matchup too. There is nothing Cody can do if he is getting pressured (no news here) but cody also cant zone ibuki either because the moment you throw rock she can regular slide through into vortex. I struggle with simply not knowing what to do in certain situations against ibuki since i always think i’ll get punished by something.

don’t get insulting / feel insulted. just friendly discussion.

i said its not COMBOABLE never stated about its cancel abillity. so, dont get your point… i mean if you dont mash something after c.mk it just dont hit ya? oO
mk, hk and ex leave him at frame DISadvatange. only lk is neutral with +0 on block.
crouch tech AFTER knee, but i guess you want to read what you want to… dan’s do like to lk knee and afterwards go for a throw, this is the moment crouch tech helps. it’s true that you’ve to “guess” what he does afterwards, but so he has. zonk get’s around many of his moveset at this point.
and nj.hp beats any knee kick if he likes to spam them randomly, which u stated, is your problem. dont see how s.mp could help since u’d probably get hit by knee.

i sayed “…at worst”, why do you pull out half a phrase and put it to another purpose?
cody has much better zoning tools than dan, he does alot more damage, dan has no tools at first sight [didnt studied dan’s framedata tho] against lp tornado block strings and the biggest reason dan has NOT A SINGLE matchup in his favor: he can’t hitconfirm combo into anything etc you dont even have to look very much at cody’s advantages, but dan’s disadvantages. there are many reasons dan is at the bottom of the tier list. why do you think cody is the only character worse than dan? cody do has problems, but none are versus dan. again, if you face a great dan player, it’s another thing and maybe you and me would lose 1-9 against him. doesnt change the “paper” sight at this matchups. and theoretically cody don’t have problems against dan’s tools.

again: don’t get upset or anything.

edit:
i also think ibuki has a big favor vs cody. she’s incredible annoying and has exactly the tools to counter everything cody has.

Abel and I don’t know why anybody hasn’t said dhalsim its like everybody forgets that character exists.

dhalsim is a chore. but almost the entire cast struggles to get in on him. but he has some tools to fight him. c.fierce CH fishing into low ruffian can be a good tool to get big damage from far when hitting his limbs. its incredibly easy to ex ruffian his fb since its so slow on recovery. once cody is in on sim, game is pretty much over. cody’s c.strong and sweep are also decent to stopping limbs. of course the universal focus dashing works well since cody’s dash is pretty fast.

also, sims regular fb is the easiest projectile in the game to punish using ultra 2. just dont attempt to punish ex fb with u2, shit will never work.

match is slightly in sim’s favor IMO, but not by much.

i forgot to mention, cammy is another brutal matchup for cody. he cannot control her at all. divekicks completely destroy him. since shes always coming from above from various angles, he has no choice but to block and hope for the best.

Yeah Ibuki has got to be rough because her entire gameplan is placed around putting you in a vortex or situation where you can’t tech back on your feet. She has 3 special moves that if they hit you will put you in an untechable knockdown. For Cody yeah that’s pretty bad news. I feel he can contend with her in the footsie battle a bit but it doesn’t really matter a ton when one landed footsie or jab from Ibuki can lead to you being put on your back and not being able to get back up for a while.

have you ever heard of something called “argument from authority”? it’s a logical fallacy that is very common in debates and what not.

it’s usually like this;
person X is highly respected, credible etc.
that makes his argument/ability X in the given moment to be highly respected.

and I’ve seen more logical fallacies in this forum than i can count, and BTW, pointing out fallacies is not nitpicking unless they conflict with the argument itself, which it clearly is.

I have a few bad matchups with Cody. Let’s see…for starters:

  1. Sagat

Mainly because I have a friend that plays him and he rapes me every time he goes aggressive at the beginning of the fight. He usually throws in some low pokes, then goes into lk Tiger Knee when he’s close and the pressure begins. I just can’t get out of it at that point.

All it takes is ONE guarded lk Tiger Knee and I’m screwed, lol. I can’t ever get my rhythm after that point. It’s kind of frustrating, but I’m starting to think maybe Cody isn’t that good against Sagat, despite him being nerfed.

  1. Dhalsim/Seth

I just can’t get in on this guy at all. Every time I try to, his limbs keep me away and if I just stay back and try to get into a fireball war with my rocks, he just teleports behind me and starts to combo me, then teleports away, back to throwing Yoga Fire. I can’t tell you how many times I’ve seen Yoga Fire go halfway across the screen to see Dhalsim teleport behind me and hit me anyway.

I mean, there’s like…NO way I can guard in front of me and behind me at the same time, so what do I do to get out of that? Same thing goes for Seth. I can never get in close enough to do EX RK because he keeps me away with his stretchy arms :confused:

  1. Cammy

I get raped pretty hard against a good aggressive Cammy player, lol. There was one I faced recently that just did really low Cannon Strikes throughout most of the match and I just could NOT get out of the pressure at all. She just recovered too quickly from it.

Every time I thought I had an opening, she would just Cannon Spike me, then go back to pressuring me with the low Cannon Strikes again. It was ridiculous just staying stuck in the corner because of two moves. That’s just not right, lol. Sadly, when I asked Ryan Hunter about this matchup, he also didn’t have a clear cut answer to this since it seems to be a problem for him as well.

I guess it’s one of those, “hope for the best” matchups, lol.

try c.hp against sim. it’s really effective as counter poke vs his limps. even if you trade - it’s much more in your favor.
as for teleport: jump is an option if you foresee it. and any normal will beat him aswell [if yoga fire isn’t by you allrdy].

What do you think about Rufus? I played Danimitsu’s back at Devastation and didn’t have the slightest idea of what to do. Seems like he can just go to town on Cody with dive kicks and option select Galactic Tornado’s. Reading from what you said about Cammy, just a whole lot worse.

Him and Guile would seem to be Cody’s hardest match-ups right now (for me anyways). Just so lopsided.

I main T. Hawk and Fuerte. For T. Hawk I feel like the match is in my favor because he doesn’t really have many things that can go unpunished if I bait him out correct. I think it’s 6-4 or 5.5-4.5 in Hawk favor. I think the Fuerte vs Cody is just a straight 5-5 though. What are the Cody mainers thoughts on these matchups?

how will t.hawk close in? imo this is the match up where hk ruffian shines the most. hawk has such an incredible long and high jump, that even beginners can punish it on reaction. this means total control over jumping area. as for horizontal spacing: rocks. both tools prevent spamming of spire and dive. in footsie cody has the better pokes. only thing one has to be aware off his lp spd. ridiculous range. also, a failure in a block string and a mashed spd will gettya. i would say this is in cody’s favor 6-4. ofc this is only my point of view and i do not intent to inslut anyone - just discussion, which i really like. Would be cool if the have a matchup chart for cody where we discuss the specific numbers of each matchup and why.

imo fuerte is 5-5 against nearly every char. nearly noone has a “sure” tool to prevent him from dooing mixup. either it’ll hit ya or not… so it’s random guessing game^^

Well, only scrub Hawk’s will do random jumps. It’s easy to close distance by the way, it’s called walking forward and blocking (as well as ex spire when you have meter). Once you get in on Cody with Hawk it’s over though. He really can’t do much to stop body splash mix-ups. And Cody does not have better pokes than Hawk. Hawk has some of the best normals in the game. s.mk, c.mk, s.mp, s.hp, and s.hk can stuff a whole lot of stuff. :stuck_out_tongue:

T.Hawk can be a bit of a pain, but i still think Cody has the tools to deal with just about everything. Except pokes, which you do NOT want to get hit with. Especially on CH.

SPDs are completely shut down by EX CU, and the invul frames of it seem like it’d also be great in general against an attempted poke. As for jumpins, the usual AAs are decent, but b.mp can be sketchy due to the range requirements, and rh.rk has crappy startup; both can run you into trouble with the simple fakeout of properly spacing an empty jump. For normals, i think i actually like st.fp and st.rh, but i’m starting to wonder if it isn’t more beneficial in general to hold onto a bingo to deal with jumpins for the upper-body invul.