"You can do better than that!" Critique my Cody!

  • You only Zonked one unsafe spiral cancel in the whole set. This applies to fireball as well but I think she only did that once.
  • Raw Zonk is clearly unsafe in this MU, although I think it is sometimes worth throwing out if the Rose is poke happy with far hk etc. This one wasn’t though.
  • You threw out raw EX CU a bunch of times, including at the end of a pressure string which I don’t understand.
  • You missed some blocked EX spiral punishes.
  • You didn’t option select the back throw safe jump when she had no meter and let her backdash out for free.
  • You didn’t punish the massive soul throw whiff where she crossed into the corner.
  • After the forward throw you tried to cross her up when she had meter for EX soul throw, although I guess if you don’t have MU experience that’s not necessarily obvious. Remember that even if she has meter you can safe meaty against her with cr.lp cr.lp because the startup on EX spiral is so slow. Alternatively you can safely go for throw since EX spiral is throwable in Ultra.
  • You got the counterhit cr.hp which would have given you EX rocks > U2, but you cancelled into EX CU instead!

I’m sure you were aware of most of this watching it back yourself. This is an annoying matchup, but Cody definitely has the tools to hurt Rose. Zonking spiral is very important because once you convince her that just autopiloting those strings is unsafe she’s likely to resort to other things, like poking… except Cody can deal with that very well with buffered cr.lp xx mRK too. Remember lv3 Zonk fadc can be juggled after now, which means your max punish on a zonked spiral is significantly better than in AE2012. Raw Zonk on her wakeup is a pretty good option to mix in as well because it beats everything except crouch tech. If you condition her that EX spiral is a bad idea on wakeup you can start OSing her backdash off cl.lk. OS EX RK hits her while she’s airborne, giving you a juggle into mRK/EX CU etc. afterwards.

Here’s a MU vid that discusses some of the ins and outs. This is before Ultra but most of it still applies.

[quote=“GroundedSF, post:574, topic:109495”]

  • You only Zonked one unsafe spiral cancel in the whole set. This applies to fireball as well but I think she only did that once.
  • Raw Zonk is clearly unsafe in this MU, although I think it is sometimes worth throwing out if the Rose is poke happy with far hk etc. This one wasn’t though.
  • You threw out raw EX CU a bunch of times, including at the end of a pressure string which I don’t understand.
  • You missed some blocked EX spiral punishes.
  • You didn’t option select the back throw safe jump when she had no meter and let her backdash out for free.
  • You didn’t punish the massive soul throw whiff where she crossed into the corner.
  • After the forward throw you tried to cross her up when she had meter for EX soul throw, although I guess if you don’t have MU experience that’s not necessarily obvious. Remember that even if she has meter you can safe meaty against her with cr.lp cr.lp because the startup on EX spiral is so slow. Alternatively you can safely go for throw since EX spiral is throwable in Ultra.
  • You got the counterhit cr.hp which would have given you EX rocks > U2, but you cancelled into EX CU instead!

I’m sure you were aware of most of this watching it back yourself. This is an annoying matchup, but Cody definitely has the tools to hurt Rose. Zonking spiral is very important because once you convince her that just autopiloting those strings is unsafe she’s likely to resort to other things, like poking… except Cody can deal with that very well with buffered cr.lp xx mRK too. Remember lv3 Zonk fadc can be juggled after now, which means your max punish on a zonked spiral is significantly better than in AE2012. Raw Zonk on her wakeup is a pretty good option to mix in as well because it beats everything except crouch tech. If you condition her that EX spiral is a bad idea on wakeup you can start OSing her backdash off cl.lk. OS EX RK hits her while she’s airborne, giving you a juggle into mRK/EX CU etc. afterwards.

Here’s a MU vid that discusses some of the ins and outs. This is before Ultra but most of it still applies.

[/quote]

Thanks a bunch. The cr.HP xx EX CU was an input error, and I don’t even remember what I was thinking when I threw it out at the end of that string. Probably nervousness, because every time I fight a Rose I usually get bopped :disappointed: I have a ton of work to do on this MU.

[quote=“GroundedSF, post:574, topic:109495”]

  • You only Zonked one unsafe spiral cancel in the whole set. This applies to fireball as well but I think she only did that once.
  • Raw Zonk is clearly unsafe in this MU, although I think it is sometimes worth throwing out if the Rose is poke happy with far hk etc. This one wasn’t though.
  • You threw out raw EX CU a bunch of times, including at the end of a pressure string which I don’t understand.
  • You missed some blocked EX spiral punishes.
  • You didn’t option select the back throw safe jump when she had no meter and let her backdash out for free.
  • You didn’t punish the massive soul throw whiff where she crossed into the corner.
  • After the forward throw you tried to cross her up when she had meter for EX soul throw, although I guess if you don’t have MU experience that’s not necessarily obvious. Remember that even if she has meter you can safe meaty against her with cr.lp cr.lp because the startup on EX spiral is so slow. Alternatively you can safely go for throw since EX spiral is throwable in Ultra.
  • You got the counterhit cr.hp which would have given you EX rocks > U2, but you cancelled into EX CU instead!

I’m sure you were aware of most of this watching it back yourself. This is an annoying matchup, but Cody definitely has the tools to hurt Rose. Zonking spiral is very important because once you convince her that just autopiloting those strings is unsafe she’s likely to resort to other things, like poking… except Cody can deal with that very well with buffered cr.lp xx mRK too. Remember lv3 Zonk fadc can be juggled after now, which means your max punish on a zonked spiral is significantly better than in AE2012. Raw Zonk on her wakeup is a pretty good option to mix in as well because it beats everything except crouch tech. If you condition her that EX spiral is a bad idea on wakeup you can start OSing her backdash off cl.lk. OS EX RK hits her while she’s airborne, giving you a juggle into mRK/EX CU etc. afterwards.

Here’s a MU vid that discusses some of the ins and outs. This is before Ultra but most of it still applies.

[/quote]

Thanks a bunch. The cr.HP xx EX CU was an input error, and I forgot what I was thinking when I did it at the end of that string. Probably out of nervousness, because I usually get bopped when I fight a Rose :disappointed:

  • You only Zonked one unsafe spiral cancel in the whole set. This applies to fireball as well but I think she only did that once.
  • Raw Zonk is clearly unsafe in this MU, although I think it is sometimes worth throwing out if the Rose is poke happy with far hk etc. This one wasn’t though.
  • You threw out raw EX CU a bunch of times, including at the end of a pressure string which I don’t understand.
  • You missed some blocked EX spiral punishes.
  • You didn’t option select the back throw safe jump when she had no meter and let her backdash out for free.
  • You didn’t punish the massive soul throw whiff where she crossed into the corner.
  • After the forward throw you tried to cross her up when she had meter for EX soul throw, although I guess if you don’t have MU experience that’s not necessarily obvious. Remember that even if she has meter you can safe meaty against her with cr.lp cr.lp because the startup on EX spiral is so slow. Alternatively you can safely go for throw since EX spiral is throwable in Ultra.
  • You got the counterhit cr.hp which would have given you EX rocks > U2, but you cancelled into EX CU instead!

I’m sure you were aware of most of this watching it back yourself. This is an annoying matchup, but Cody definitely has the tools to hurt Rose. Zonking spiral is very important because once you convince her that just autopiloting those strings is unsafe she’s likely to resort to other things, like poking… except Cody can deal with that very well with buffered cr.lp xx mRK too. Remember lv3 Zonk fadc can be juggled after now, which means your max punish on a zonked spiral is significantly better than in AE2012. Raw Zonk on her wakeup is a pretty good option to mix in as well because it beats everything except crouch tech. If you condition her that EX spiral is a bad idea on wakeup you can start OSing her backdash off cl.lk. OS EX RK hits her while she’s airborne, giving you a juggle into mRK/EX CU etc. afterwards.

Here’s a MU vid that discusses some of the ins and outs. This is before Ultra but most of it still applies.

  • You only Zonked one unsafe spiral cancel in the whole set. This applies to fireball as well but I think she only did that once.
  • Raw Zonk is clearly unsafe in this MU, although I think it is sometimes worth throwing out if the Rose is poke happy with far hk etc. This one wasn’t though.
  • You threw out raw EX CU a bunch of times, including at the end of a pressure string which I don’t understand.
  • You missed some blocked EX spiral punishes.
  • You didn’t option select the back throw safe jump when she had no meter and let her backdash out for free.
  • You didn’t punish the massive soul throw whiff where she crossed into the corner.
  • After the forward throw you tried to cross her up when she had meter for EX soul throw, although I guess if you don’t have MU experience that’s not necessarily obvious. Remember that even if she has meter you can safe meaty against her with cr.lp cr.lp because the startup on EX spiral is so slow. Alternatively you can safely go for throw since EX spiral is throwable in Ultra.
  • You got the counterhit cr.hp which would have given you EX rocks > U2, but you cancelled into EX CU instead!

I’m sure you were aware of most of this watching it back yourself. This is an annoying matchup, but Cody definitely has the tools to hurt Rose. Zonking spiral is very important because once you convince her that just autopiloting those strings is unsafe she’s likely to resort to other things, like poking… except Cody can deal with that very well with buffered cr.lp xx mRK too. Remember lv3 Zonk fadc can be juggled after now, which means your max punish on a zonked spiral is significantly better than in AE2012. Raw Zonk on her wakeup is a pretty good option to mix in as well because it beats everything except crouch tech. If you condition her that EX spiral is a bad idea on wakeup you can start OSing her backdash off cl.lk. OS EX RK hits her while she’s airborne, giving you a juggle into mRK/EX CU etc. afterwards.

Here’s a MU vid that discusses some of the ins and outs. This is before Ultra but most of it still applies.

  • You only Zonked one unsafe spiral cancel in the whole set. This applies to fireball as well but I think she only did that once.
  • Raw Zonk is clearly unsafe in this MU, although I think it is sometimes worth throwing out if the Rose is poke happy with far hk etc. This one wasn’t though.
  • You threw out raw EX CU a bunch of times, including at the end of a pressure string which I don’t understand.
  • You missed some blocked EX spiral punishes.
  • You didn’t option select the back throw safe jump when she had no meter and let her backdash out for free.
  • You didn’t punish the massive soul throw whiff where she crossed into the corner.
  • After the forward throw you tried to cross her up when she had meter for EX soul throw, although I guess if you don’t have MU experience that’s not necessarily obvious. Remember that even if she has meter you can safe meaty against her with cr.lp cr.lp because the startup on EX spiral is so slow. Alternatively you can safely go for throw since EX spiral is throwable in Ultra.
  • You got the counterhit cr.hp which would have given you EX rocks > U2, but you cancelled into EX CU instead!

I’m sure you were aware of most of this watching it back yourself. This is an annoying matchup, but Cody definitely has the tools to hurt Rose. Zonking spiral is very important because once you convince her that just autopiloting those strings is unsafe she’s likely to resort to other things, like poking… except Cody can deal with that very well with buffered cr.lp xx mRK too. Remember lv3 Zonk fadc can be juggled after now, which means your max punish on a zonked spiral is significantly better than in AE2012. Raw Zonk on her wakeup is a pretty good option to mix in as well because it beats everything except crouch tech. If you condition her that EX spiral is a bad idea on wakeup you can start OSing her backdash off cl.lk. OS EX RK hits her while she’s airborne, giving you a juggle into mRK/EX CU etc. afterwards.

Here’s a MU vid that discusses some of the ins and outs. This is before Ultra but most of it still applies.

[quote=“GroundedSF, post:574, topic:109495”]

  • You only Zonked one unsafe spiral cancel in the whole set. This applies to fireball as well but I think she only did that once.
  • Raw Zonk is clearly unsafe in this MU, although I think it is sometimes worth throwing out if the Rose is poke happy with far hk etc. This one wasn’t though.
  • You threw out raw EX CU a bunch of times, including at the end of a pressure string which I don’t understand.
  • You missed some blocked EX spiral punishes.
  • You didn’t option select the back throw safe jump when she had no meter and let her backdash out for free.
  • You didn’t punish the massive soul throw whiff where she crossed into the corner.
  • After the forward throw you tried to cross her up when she had meter for EX soul throw, although I guess if you don’t have MU experience that’s not necessarily obvious. Remember that even if she has meter you can safe meaty against her with cr.lp cr.lp because the startup on EX spiral is so slow. Alternatively you can safely go for throw since EX spiral is throwable in Ultra.
  • You got the counterhit cr.hp which would have given you EX rocks > U2, but you cancelled into EX CU instead!

I’m sure you were aware of most of this watching it back yourself. This is an annoying matchup, but Cody definitely has the tools to hurt Rose. Zonking spiral is very important because once you convince her that just autopiloting those strings is unsafe she’s likely to resort to other things, like poking… except Cody can deal with that very well with buffered cr.lp xx mRK too. Remember lv3 Zonk fadc can be juggled after now, which means your max punish on a zonked spiral is significantly better than in AE2012. Raw Zonk on her wakeup is a pretty good option to mix in as well because it beats everything except crouch tech. If you condition her that EX spiral is a bad idea on wakeup you can start OSing her backdash off cl.lk. OS EX RK hits her while she’s airborne, giving you a juggle into mRK/EX CU etc. afterwards.

Here’s a MU vid that discusses some of the ins and outs. This is before Ultra but most of it still applies.

[/quote]

Thanks a bunch. The cr.HP xx EX CU was an input error, and I don’t even remember what I was thinking when I threw it out at the end of that string. Probably nervousness, because every time I fight a Rose I usually get bopped :disappointed: I have a ton of work to do on this MU.

[quote=“GroundedSF, post:574, topic:109495”]

  • You only Zonked one unsafe spiral cancel in the whole set. This applies to fireball as well but I think she only did that once.
  • Raw Zonk is clearly unsafe in this MU, although I think it is sometimes worth throwing out if the Rose is poke happy with far hk etc. This one wasn’t though.
  • You threw out raw EX CU a bunch of times, including at the end of a pressure string which I don’t understand.
  • You missed some blocked EX spiral punishes.
  • You didn’t option select the back throw safe jump when she had no meter and let her backdash out for free.
  • You didn’t punish the massive soul throw whiff where she crossed into the corner.
  • After the forward throw you tried to cross her up when she had meter for EX soul throw, although I guess if you don’t have MU experience that’s not necessarily obvious. Remember that even if she has meter you can safe meaty against her with cr.lp cr.lp because the startup on EX spiral is so slow. Alternatively you can safely go for throw since EX spiral is throwable in Ultra.
  • You got the counterhit cr.hp which would have given you EX rocks > U2, but you cancelled into EX CU instead!

I’m sure you were aware of most of this watching it back yourself. This is an annoying matchup, but Cody definitely has the tools to hurt Rose. Zonking spiral is very important because once you convince her that just autopiloting those strings is unsafe she’s likely to resort to other things, like poking… except Cody can deal with that very well with buffered cr.lp xx mRK too. Remember lv3 Zonk fadc can be juggled after now, which means your max punish on a zonked spiral is significantly better than in AE2012. Raw Zonk on her wakeup is a pretty good option to mix in as well because it beats everything except crouch tech. If you condition her that EX spiral is a bad idea on wakeup you can start OSing her backdash off cl.lk. OS EX RK hits her while she’s airborne, giving you a juggle into mRK/EX CU etc. afterwards.

Here’s a MU vid that discusses some of the ins and outs. This is before Ultra but most of it still applies.

[/quote]

Thanks a bunch. The cr.HP xx EX CU was an input error, and I forgot what I was thinking when I did it at the end of that string. Probably out of nervousness, because I usually get bopped when I fight a Rose :disappointed:

I choked so hard, http://youtu.be/ToYhEWD7oF4

Great effort though. That post crumple combo is so satisfying :slight_smile:

Noticed you went for the l2 hp badstone twice in first set, you’re not QUITE on time for PBS though, slightly slow to release.

tbh PBS is something I’ve totally been lagging on Eternal, I’ve seen the video and know the benefits yet I always try to do it on the fly rather than put time in the lab to get it down. Next vid of me you’ll see nothing but PBS, promise!

Lol :P.

Use it when it’s best, I’m just pointing out I noticed you were slightly off on the timing, it was still quite close and you still get most of the benefits. Hell with the 2nd one you could even argue you delayed it because Velociraptor was in the air still and you wanted to catch him with it.

Honestly I couldn’t see much stuff you did wrong at all in the MU other than very slight spacing / timing on some of the B+MPs that whiffed due to dive kick and being a little too antsy to try and get in the 2nd half of the set (which you already knew you screwed up on by the commentary and your own statement of choking.)

That I why I picked out the PBS thing, because it was one of the few areas I could just point out you could improve on because it wasn’t perfect yet. :wink:

One thing I feel you MAYBE could have tried was B+MP or sliding out during some of the jump in / dive kick corner pressure. HK Ruffian might have gotten CH since the hurtbox is so big but you probably could have slide out during one of em.

I lost a first to 10 to this Guile player and I couldn’t even get one match. Man was I frustrated. Any advice or criticism is appreciated.

Missed a conversion when you had him in the corner first round.
Missed your anti-air which led to him jumping out of the corner for free.

And the problem with playing against Guile online is; it is pretty difficult to ex ruffian on reaction to sonic booms depending on connection. I know you were anticipating the booms which isn’t a bad thing, if you think you have the read, go for it. But in this video you are ONLY anticipating it in hopes of him throwing it out, even tried to U2 expecting him to boom after a blocked bad stone. That only assures the Guile player that his lame strategy is working giving him no reason to change it up.

He also was jumping back/walking himself into the corner. Which is where you want Guile. He did all the work for you, just need to capitalize on your end!

So key things:
Convert your hit confirms in to combos.
Anti-air
React to booms with either ex slide or a jump-in (regardless if it’s blocked or not Guile will be forced to block and you can start your pressure)
Neutral jump booms as well, when you neutral jump a boom you have some time before it goes off screen to walk Guile down before he can boom again.
EX bad stone is also good when you see a sonic boom, first stone will eat the boom up and Guile will be forced to block or jump the second stone allowing you to dash in to close the gap.
Practice LK Ruffian hitting at the very tip to make it safe. It is a good option at times to get in for free.

Sorry for such a longpost. You could message me as well if you have more videos or just want to discuss more things.

Oh no I don’t mind that at all. I like taking in a lot of info when it comes to what I could do better so it’s very appreciated. I plan on sending more videos in the future.

Hey C100,

I can see you uploaded the last match in a FT10 so there was probably a lot of frustration built up at this point, but as far as your approach in this matchup, a little more patience would go a long way.

What I mean by that, is that Guile does very little damage up close, he will naturally back up and throw booms. Utilizing some 'Gief pressure (walk and block, bulldogging) will eventually force Guile to act. He’ll go crazy when he realizes he isn’t getting much/wasting EX/about to hit corner. As mentioned above, you gave him little reason to have to think about the match up; he didn’t feel any pressure, when it should be all on him.

The Walk and block will make his FK useless for the most part, and his booms will only chip. Any jump in is easily negated by b. mp at worst. Any AA against Guile will give you at least 1 forward dash to get in on him. He’ll try some back fists (f. HP) because of all your bulldogging, but keep it in mind. Eventually he’ll be forced to face you up close. Taking this approach/mind set should make the matchup more calm for you :^)

EDIT: I just watched the match again. He definitely felt no pressure when he should have all the pressure. He definitely was not thinking about meter management (a somewhat clear sign he didn’t care). In most cases, if you do not have a read on your opponent, you should assume he has a read on you (like poker).

To clarify, Guile wants you to run into his AA and his space game; it is easiest to refuse to play that game. Guile has little up front “beat-you-down” damage, he gets the damage from booms, AA’s and potshots like backfist. If you let Guile play that game against you, you’re climbing up a hill from the beginning. Walk and block simplifies all of that, and one b. mp likely evens out all the chip you’ve taken up to a point.

Eventually, you will frustrate the Guile, and he’ll become readable. That is when you turn it around :^)

Also, though I am a very defensive minded player, Ill say that I wouldn’t recommend focus against Guile; If he has charge, his FK will break it, and if he has meter, its very easy for his to decide to use EX boom. Guiles don’t save for Super, and pending the Guile they may not have a priority to save for FK focus backdash; In other words, it is easy for Guiles to use all meter as they get it. I didn’t see this Guile using sweeps or backfist so I wouldn’t recommend the focus.

Perhaps this strategy wouldn’t work against high-level guiles, but I feel it would’ve paid in spades on this one.

Lastly, this Guile straight up approaches you over and over; that shouldn’t be the case. Add the fact that he tries some shenanigans with double upside-down kicks and its easy to see he was feeling himself after the 9 game win streak. Do you have a match earlier in your set?

I wouldn’t underestimate Guile’s damage output up close. His standard hit confirms off lights into FK are higher damage than Cody’s, and any upside down kick conversion is about 250 minimum to over 300 with EX FK.

Packz did a write up a while back in the match-up thread on why he thinks Guile might 7-3 over Cody. It’s in the last few pages. Obviously it assumes the Guile knows what he’s doing in the match-up, which I think is questionable based on this vid! Anyway here’s what I picked up:

  1. Don’t end blockstrings in CU. Not only can he interrupt easily with FK but he can punish with FK every time. He didn’t punish the first one even when he had charge, which gives you an idea about MU knowledge. You also completely wasted 2 bars doing a string into CU and then FADCing it back. If you really must FADC it then go forward and maintain pressure!
  2. Don’t end combos with MK ruffian against characters you want to pressurize. HP CU gives you more damage and stun and more time to get back in their face.
  3. Punish jump back in the corner. Someone already mentioned that you got the combo started and didn’t finish it, but when he neutral jumped you could have used HK ruffian or EX CU or even b.mp. He then jumped straight out of the corner, which you really want to prevent whenever possible. If this is the 10th game in the series you should by now have an idea about when he’s likely to jump. Given how hard it is to react to booms with U2 online having U2 doesn’t really dissuade Guile from throwing them. I personally prefer to use U1 in this match-up to cash-in on guaranteed damage, and punishing jump back in the corner is one way to cash-in. If you don’t have 2 bars you can still easily land it if your AA HK ruffian trades or hits them at the top of their jump arc.
  4. At the end of round 1 when you had no health you did EX rocks dash up U2. It might seem like that’s the only way you’re likely to win, but equally your opponent is probably thinking along the same lines, which makes it an incredibly low percentage course of action. (If you really want to do it, just dash up U2 and don’t waste the meter!) There are better alternatives though. For instance, you could simply start throwing rocks and try to make him spend bar on EX boom for the kill, or get him into a pattern so you can gamble on EX RK. A jump-in will kill him at this point so don’t let him off the hook so easily.
  5. far mp counter-poking his far hp was nice!
  6. Take your damage when you can get it. You got the full level 3 crumple on him and then dropped the combo because you were presumably going for the cl.mp c.hp 1-frame link. Here’s the damage for some combos you can do out of lv3 focus:

358: lv3 focus cl.hp c.mp xx hCU
362: lv3 focus cl.mp c.hp xx hCU
377: lv3 focus t.mp cl.mp c.hp xx hCU
402: lv3 focus EX rocks c.hp xx hCU

The bread and butter 2-frame link combo is the lowest, but you only get 4 extra damage by doing the next one which requires the 1-frame link. Not a good return. Even the double 1-frame link combo only does 19 more damage. Either do the simple combo or spend the bar on EX rocks for big damage and stun with virtually no execution required - Guile’s health is 950 and his stun in 900…

  1. Packz mentions it in the thread I referred to, but bait and punish FK FADC backdash. Him doing it after blocking t.mp was pretty telegraphed IMO. You also did lv2 focus dash forward > jump, which evidently loses to FK. Give him the opportunity to kill himself and make him afraid to FK. Be patient and make him question when you’ll choose to block - if you’re constantly pressing buttons or walking forward or jumping then he’s more likely to be rewarded for throwing it out.
  2. Vary your jump-in button. Sometimes it’s better to settle for lower damage by doing something like j.lp, which has more chance of stuffing a normal anti-air attempt and giving you the chance to get a surprise throw in or go for a counter-hit setup. Make him question his AA choices otherwise you’ll just get c.hp on the chin all day.

Hmm, I hadn’t thought about trying to tack on the FK ender off an upside-down kick, but it definitely makes sense now in Ultra (with cr. lp -> cr. mp link being 2 frame now). Seeing as how I also play Guile I’m glad I came to this thread. You da man Grounded :^)

Still though, I think Guile coming to a Cody up close is playing with fire; even if he gets his damage off, its a hit-and-run tactic whereas you give the Cody his chance to smack your ass if you goof it up lol. Also, upside-down kicks mostly blow up crouch-techs, I find it unlikely Guile would be the one rushing down Cody, intending to blow up Cody’s defense. But I suppose if it was to happen, it would be a situation like the vid we watched

Yeah, you can more easily do udk c.lp c.lp link FK now too, which helps the FK hit grounded for more damage in some situations.

I don’t think it’s all that crazy for Guile to go in on Cody, especially if Cody has no meter. UDK also beats backdash and throw if timed correctly. Also bear in mind that Guile going in generally means he’ll be moving himself away from the corner or pushing Cody into it - if he plays a purely zoning game then ultimately Cody will force him to the corner every round, although being in the corner isn’t all that bad for Guile vs Cody.

To be frank, most if not all of the cast can pressure Cody on knockdown pretty well.