Yeah I know what you mean, I try to base my Cody off of momochi and sasaki mostly, and its payed off. I wouldn’t dream of comparing my Cody to either of thiers though lol. Hopefully ill attend some majors in the future and really improve, straight weeklies for me at the moment.
The documentary for SF25th where some top players were given the opportunity to talk about the ideas, experiences and observations about the franchise and community, Mago said something about risk and reward. “japanese players concern themselves witht the risk part first while overseas player look at the potential return first when taking a risk”, this mentality can also be seen in the way Japanese do business.
I try to play solid whenever i can but i still take needless risks when i could have achieved the same result with less risk, probably don’t have the mental fortitude to be on my toes the entire match. When i attack i go in and want to keep on the offense at all costs, though i think i’ve calmed down my play now.
The playerpool of excellent players is also far larger in Asia than Europe and even the US.
Good players breed more good players, a good (arcade) scene would certainly help too.
bleh
nice ultra link from st.mp
@Seikano Nice usage of the f.mp into Ultra. One tip though, after FADC:ing for combo continuation - use cl.lp instead of cr.lp, 10 more damage and +1 more of blockstun incase you drop the combo.
Good Cody play, would defintely like to see more matches
Thanks @ostkatten, definitely is way easier.
@LockM Thank you, I intend to start up my own channel and upload my replays.
Tbh that entire set I felt was sloppy on my part. Didn’t throw much, my hit confirming was off and my HK ruffian inputs were off, I’d input the HK too early and end up getting crack kick whenever he jumped.
Plus me and him were cracking jokes and talking smack in the party.
I’ve been playing e.ryu and Balrog in hopes of dropping Cody and switching to one of them, but I can never drop the guy. Cody4evz, lol.
Great stuff That heavy ruffian at the end looked late enough for a second one to follow up for the kill, and going for the links at around 5:40 cost you game 2!
When Alex told me he’d show Yoga my replays I guess I tried to be too flashy and strayed away from playing solid the entire way, I was excited haha. You have no idea how much I wanted to hit him with the sweep combos that you show in your vids!
But thank you @GroundedSF!
Shoutout to everyone contributing to this forum sharing tech/strat etc. I’ve learned so much from you all and just wanna say thank you! =)
I picked up Yun in the hope to successfully cover alot of Cody’s bad matchups and vice versa, i feel they complement eachother very well. Not dropping Cody either at all, just trying to see if the grass is greener on the otherside hehe.
I played Yun solid for about 3 week’s after learning a lot about the character. I’ve got to say it feels so much more easy than playing Cody in most match ups lol.
I concur! Brody’s for life!
Let me know what you think.
Best Rose online. Let me know what you think.
youtube.com/watch?v=Sx0y3v3syIE&feature=youtu.be
Sorry for the bad quality. Any critique, good or bad, is appreciated. I feel like I’m a bit impatient when it comes to getting in with Cody, and I get blown up for it.
@C100 Props to you for showing us a loss. Anyways, you just said it yourself, you are definitely impatient. The thing is, when playing at your level, you don’t really get to understand how bad some habits are, when the opponent is not punishing accordingly. That’s why it’s a good idea to post a video for critique, as you obviously know
So, how do you want this to be done? Do you want me to give you a rundown on your mistakes as they happen, or just a general view on things that need to go and things that you do well?
@ostkatten If you can do both then that would be great. If not, then you can just give me a general view on what I’m doing right and wrong so I can keep it for future reference. And you’re right, it wasn’t till I went to a monthly tourney and found out how bad my habit was. Now I’m trying to get rid of this habit of pressing buttons all the time.
Okay, I’ll do both! For future reference, it would be good if you would include your button inputs!
0:00 - 0:04 : Don’t throw out a st.HK in the beginning of the round unless you expect a forward dash. It will be hit by a hadouken, and as you notice, it doesn’t have the active frames to stay out for so long that it would anti-air. If you would have done this as a reaction, you would have kept him out. After you blocked his jump-in+blockstring, I liked your f.hk to hop over his cr.mk (if you were going for this) as it’s his basic poke. For some reason he did st.mk, which will of course beat it as it has a slow start-up. To counter this, you should learn how to do cr.lp xx mk ruffian, as this will blow up that poke of his. It’s a really important thing to utilize as a Cody player.
0:04 - 0:06 While it sometimes is good to throw out a random mk ruffian, those situations are only relevant when you are backing off from full screen when you have the life lead, and you notice that your opponent is just walking towards you. Even in that case, he might be baiting it, and then neutral jumping. The hitbox isn’t that good, and it’s quite easily stuffed and punished once blocked. It also breaks armour, so it can be used as a read when you discover a focus pattern in your opponents gameplay. The start-up is too slow to use it as a reactive tool to beat focus.
0:06 - 0:12 When you play against E.Ryu, the distance where you have a slight advantage is inside his cr.mk range. While you are outside it, Cody struggles against that move. So when you get the knockdown, it would be better to start pressuring with cr.lp, cl.mp, cl.hp, than using a cr.HK, which will push him out again. Again, you also might just want to block to see how your opponent reacts to a knockdown in the start of a round. I only use Cody’s cr.hk to punish defensive players/characters that tend to start walking backwards after a blockstring, like a Guile that’s backing away. It might also be used as a whiff punisher, and works quite well against moves like Ryu’s cr.mk after you’ve learned at what distance you can throw it out.
0:12 - 0:15 You should dash or walk up instead of using ruffian kicks. Keep your zonk charged to punish a fireball, and be prepared to use HK Ruffian when you see him neutral jump. Learn the spacing for when you are close enough to punish the neutral jump. Or just air-to-air him with a jumping move, both f.jump HK and HP have pretty bad hitboxes for air-to-airing, but test it out yourself.
0:15 - 0:25 Always block the Axe kick standing, as the EX version is an overhead. Also, you notice him doing a dp, and this should tell you that he is a pretty bad player. Shrug it off, and keep it in mind. Don’t let it get to you. Be prepared to bait it and punish it with U2.
0:25 - End of round. Not much to say here, a decent gimmick to go for EX Zonk after cr.mk. The cr.mk is at worst -6, which makes it punishable by a dp, but it’s not easy to react to it. The SRK in the end was a decent one, but again, he would have lost if you would have backdashed and punished with U2, which is something you should have maybe picked up in the earlier moments of the round.
Okay, so going into the second round you have learned a few things from your opponents playstyle. I would shut his gameplan down by using zonk to punish his fireballs, and cr.lp xx ruffian to punish his whiffing pokes, as he isn’t very strong in footsies. Keeping outside of his cr.mk range, but at a distance where you have enough time to react with a zonk, would be a good zone to be in.
2nd round start - 0:50 Ok, you should have either eaten a DP or hit him, for some reason he chose to block. After this you would be in a tough mix-up as he had meter to cancel his DP and end it with a MK(?) Axekick which gives him a set-up. But he isn’t very good, and this should also show you that you can pretty safely jump in. Also, throwing EX Rocks is usually a waste of meter outside of combos, and has a very slow start-up, so you shouldn’t do it that close.
0:50 - 0:56 Here I can see that you charged a zonk, as you whiffed a HP from half-screen. You should try to mask this by throwing a rock and keeping the punch button charged, or dashing, or whiffing other fast normals to hide that you’ve sacrificed your HP to zonk. This also let’s the opponent know, that you are not ready for anti-airing as you are expecting a fireball. At high level play, this is also something that you can exploit, to bait your opponent to jump as you faked your zonk charge. This is of course a little gimmicky, and will work once, tops. But the spacing where you charged is good, you can punish a fireball from this distance. Also, be prepared to anti-air with b.mp when you have a zonk charged, as a HK Ruffian might be hard to input.
0:56 - 1:00 Good block on the DP and Focus. He failed it, and you could have punished with U2, which you didn’t have, but also with MK Ruffian. By playing, you will learn to look for some things like a failed focus dash.
1:00 - 1:06 Ok, so here you walked in a little too close. I would probably have jumped at the range right before you got hit by cr.hk, as he hasn’t really shown that he knows how to anti-air. At this distance, use cr.lp xx hk ruffian to try to punish his whiffed moves, or FADC his normals and punish him. As a general note, jumping in from a close distance is usually a better idea, as the opponent with a fireball tends to feel threatened when walking him down. At half-screen distance, he is more ready to anti-air than at sweep distance.
1:06 - 1:11 Here you got punished for using random ruffian kicks. Instead of throwing the move out, you could have gotten a HK Ruffian combo for 300 damage.
1:11 - The End. Ok, so here you exploited his lack of anti-airs, which is good. People say, do what ever works. When people say “don’t jump”, that’s a good rule of thumb for beginners, but that doesn’t mean that it’s bad to jump. It’s extremely good sometimes, as it also sends a message to a fireball character that he can’t hadouken for free, you will jump over it sometimes. But after your combo, you went a bit crazy with your normals. When you are outside of your normals reach, it’s good to buffer a mk ruffian to your cr.mp for instace, as this will blow up most focus attempts. As Cody’s longer pokes are pretty slow, you can’t really trust them to hit a focus twice before he releases it, so you will most probably always get crumpled. He punished well, and that’s all she wrote!
Ok, this is a wall of text, but please read it and ask questions so that I don’t feel I wrote it for nothing
@ostkatten Wow, thanks for the info man. I’ll put my button inputs in for the next time I post a video. I looked back at the video again and again and I realized what I could have done after reading your text. I’ll keep this in my notes so I can refer to it in training. I really wish I had questions but you pretty much answered all of them in your post. Thanks for the advice.
@C100 Ok, thank you! One thing that might have been unclear when I read through the beginning of the post: when I mean that you should learn how to do cr.lp xx mk ruffian, I meant cr.lp buffered into mk ruffian. This means that if the cr.lp whiffs, the mk ruffian won’t come out, but if it hit’s something, it will. This is done by pretty quickly inputting the motion for MK ruffian after the cr.lp. Go into training mode and you will learn it. If you do it to slowly, it will come out anyways even if the cr.lp didn’t connect.
Here is an example of it in action:
During this match you will see him doing just cr.lp, and when the cr.lp connects at 6:32 that is what happens. It is important that you do it at a range where it will whiff, but connect IF the opponent throws out a move. The reason why it’s important that the opponent is NOT next to you, is that if the cr.lp connects while he is blocking, MK Ruffian will come out and he’ll get a huge punish.
EDIT: The best way to practice this is to go to training mode, and record the training dummy to perform a move, say st.mk with Ryu. Then move Cody (that you control) to a range where the move st.mk from Ryu won’t hit you, and start inputting cr.lp xx mk ruffian. If the st.mk from Ryu doesn’t come out when you input cr.lp xx mk ruffian, neither should your mk ruffian. But if it comes out at the same time, you should see that your mk ruffian comes out and beats it.
Good luck!
@Ostkatten, when i played against your Cody i would get hit by your cr.lp buffered into mk ruffian atleast 1 once per round i think, gave me thought on how usefull it was and how underused it was in my gameplay.