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Let's See if We Can Do Something About Our Boredom~ Q&A Thread

DivineChaos97DivineChaos97 ThorhalenJoined: Posts: 928Registered
Didn't see one so I decided to make one. General questions folks, match up specific stuff goes in the match up thread.

Alright, first post update. (7/27/10). Yes it's long overdue, I'm lazy and it's the first time I've done this, so bear with me.
Q: How is Cody best played?
A: This might be too soon to call, but the general concensus seems to be as a Rush Down character and occasionally, a zoning character.

Q: What are some of Cody's best moves?
A: Cody is one of the few characters where each move has a specific job to do. b.MP is a great AA, Crack Kick (f+hk) goes over lows and moves you towards the opponent, c.lk is a great poke (which can be OS'd into Mk Ruffian Kick), etc. etc. tl;dr, there is no "best" move. They're all just tools for their own purpose.

Q: What are Cody's AAs? (Anti-Airs)
A: His best (arguably) is b.MP, it beats most jumping attacks and puts your opponent within a sweeps distance. HK Ruffian is also an AA but must be inputted early for it to land and not trade. Other unconventional AAs include, Slide (c.mk), and Zonk Knuckle.

Q: I main ____ , is Cody a good secondary?
A: That is all personal preference, and to me, personally, a bit counter productive. Why would you want a secondary that plays like your main?

Q: Which Ultra is better?
A: Match-up Specific. "OK, well to answer Cobras' first question- LDD vs FD is really down to who you are up against. If you are against an opponent that can zone you out relatively easily (Sagat/Akuma/Sim/Seth) you are going to want to pick up LDD for fireball/teleport option select punishes. Against all others you will want FD. FD is AMAZING...simply put, the reason being is for 2 reasons (despite the fact it deals tasty damage) 1; It is a fantastic anti-air, similar to Dans ultra1. 2; It has amazing combo potential from FADC, one I find so easy and amazing is cross up j.Mk > c.jab, c.jab, c.strong xx HK RK, FADC -> ultra. " - Keldorn87

Q: What are some better BnB's besides jumping in followed by cr.jabs xx special? - InfernoOmni
A: Courtesy of Raynex
"Notable bnbs include:

st.HP > cr.MP
st.MP > cr.MP
cr.LPx2 > cr.LK
f+MP > cr.LP > cr.MP (for opponents who whiff and are just out of range)

Enders: into HP CU if you want straight damage. LK Ruffian if you want to safe-jump on em'. MK Ruffian to push them to the corner."

Q: What's a safe blockstring to use?
A: To be frank, he doesn't really have one, but most end with LP Criminal Upper. However it is punishable by some characters, so our cellmate, zUkUu has created an LP Criminal Upper 'Safe' Chart, which can be found here: http://shoryuken.com/f330/lp-crimminal-upper-safe-chart-243147/

Q: How Do I cancel Criminal Upper into Super?
A: Input the super before the tornado comes out. You have to cancel into super on the initial hit of CU.
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Comments

  • Crimson CobraCrimson Cobra Gigas Breaker!!! Joined: Posts: 1,653Registered
    2 questions

    1.I Use the last dread dust most of the time but is final destruction worth considering as my ultra?
    2.is cody the best choice of a backup secondary for t.hawk?(already asked that but figured it would get better responses here)
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  • DivineChaos97DivineChaos97 Thorhalen Joined: Posts: 928Registered
    1. I find LDD to be better because its better for punishing and I almost never remember I can FADC into U1 and I am always in need for a good punisher. I pick U2 all the time, but thats my preference.

    2. Funny you ask. That was my set up before. (Cody as a secondary, Hawk as a first). I found myself liking Cody way more. Character wise, not too sure. Your call.
  • JehoediJehoedi making ALL KINDS of gains Joined: Posts: 256Registered
    1. Final Destruction is definitely worth using. Even more so than LDD. LDD has very little combo potential, it's only use really is to go through fireballs. And even then you need to be pretty close. Final Destruction however has some pretty easy setups (FADC).

    2. What you're generally looking for in your secondary is that it's compliments your main. i.e. Honda does bad against projectiles, but pretty good versus the rest of the cast. So if you were to choose a secondary to compliment your Honda it would be a character who is good against shoto's.

    Apply this to T.Hawk and the only real troublesome characters are the heavily defense one's. e.g. Dhalsim. Sim has great difficulty with rushdown characters. Now all you need to do is find the rushdown character that suits your playstyle. So Viper, Ibuki, Akuma, Rufus and Bison are the first that come to mind. Although any character can be played rushdown. These just do it the best.

    If you're not planning on playing at a high or tourney level it doesn't matter who your secondary is. As long as you enjoy playing with him. If you're looking for a similar character to Hawk then go for another grappler: Fuerte, Hakan, Abel or Gief.
  • LBoonLBoon salt the wound Joined: Posts: 77Registered
    1) a)I'm failing at my BnB Combos.. what am I doing wrong? (J.mk>c.jab>c.mp>xx.CU)
    b)I think I saw somewhere that cody is a "Plinking" character?

    2) What am I suppose to do after Frame Traps? (if successful finish a combo?, if not....?)

    3) After I connect with f.HP my only option seems to be to block. Is this true?
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  • DivineChaos97DivineChaos97 Thorhalen Joined: Posts: 928Registered
    The BnB is easy enough. Practice it, its really easy.

    There is no "one" answer here, any hard hitting combo will do.

    Block, Or you can disrespect frames and keep attacking. 2nd option is pretty risky though
  • TakariTakari Joined: Posts: 105Registered
    What buttons do you usually use for charging EX Zonk? And why?

    I like my HP button free myself, some hard hitting combo's if that hits (j. HP c.HP EX Zonk EX CU/U2) but I do miss my b.MP sometimes
  • keldorn87keldorn87 Joined: Posts: 129Registered
    OK, well to answer Cobras' first question- LDD vs FD is really down to who you are up against. If you are against an opponent that can zone you out relatively easily (Sagat/Akuma/Sim/Seth) you are going to want to pick up LDD for fireball/teleport option select punishes. Against all others you will want FD. FD is AMAZING...simply put, the reason being is for 2 reasons (despite the fact it deals tasty damage) 1; It is a fantastic anti-air, similar to Dans ultra1. 2; It has amazing combo potential from FADC, one I find so easy and amazing is cross up j.Mk > c.jab, c.jab, c.strong xx HK RK, FADC -> ultra.

    To be able to cross your opponent up and end the encounter with a nice damaging ultra is a great option to have. Even agains the shotos/sagat/fb characters, I still tend to pick FD with the exception of Sim/Seth due to that option select ultra for LDD being too good to drop.

    As for LBoon, you should really add an extra jab in there for hit confirming so c.jab, c.jab, c.mp xx Fierce CU/RK. As for getting the BnB right, go into training mode, set the dummy to auto block, and practise doing just crouching jabs into crouching strongs. If the dummy blocks your jab into strong, then speed up your inputs, if the strong isnt coming out when you press it then delay your input. Eventually you will get a rythm going and you will never drop a single link in game (unless online/lag).

    Frame traps are an important part of codys game. Cody has an amazing close strong, that gives I think, +8 frames adv on hit? and something like +6 on block? This allows you to do crazy stuff, like strong into crouching fierce, if it hits, follow up with an option select RK, if it doesnt, then you throw at some pokes or even a bad stone. The important thing with frame traps is YOU have the initiative, so you can kara-throw/tic throw, delay an input and fish for the counter hit, jump in, lots- you just have to practise and understand when to mix up these options.

    f+fierece is a good OH, but that is all. Its used when you have your opponent in a blockstring and you want him to stand up more. You cannot combo from it like dudley, but you don't have to just block. One thing I find useful is follow f+HP with another f+HP followed by a sweep if the second hits. If the 2nd is blocked then you can focus/dash/jab into more frame trapage. It's a tool, so be sure to practise using it.
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  • keldorn87keldorn87 Joined: Posts: 129Registered
    Always use jab and strong, for the reasons you highlighted. 1; HP is a decent anti air, but to be honest, EX-zonk is an even better one. 2; If you are going to be jumping in, you are going to want your HP free for obvious reasons.

    No one should ever hold anything other than jab and strong for zonky :-)
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  • JehoediJehoedi making ALL KINDS of gains Joined: Posts: 256Registered
    b)I think I saw somewhere that cody is a "Plinking" character?


    I wouldn't say Cody is neccesarily a plinking character. He does have a few 2-and 1 frame links. The most important one's being st.MP, cr.MP (2 frame) and st.MP, cr.HP (1 frame). Plinking makes these links a lot easier to hit. So much even that I rarely miss st.MP, cr.MP.

    st.MP, cr.MP xx Fierce CU is my favorite punish.

    But if you haven't learned how to plink yet his regular BNB will do just fine.
  • keldorn87keldorn87 Joined: Posts: 129Registered
    I wouldn't say Cody is neccesarily a plinking character. He does have a few 2-and 1 frame links. The most important one's being st.MP, cr.MP (2 frame) and st.MP, cr.HP (1 frame). Plinking makes these links a lot easier to hit. So much even that I rarely miss st.MP, cr.MP.

    st.MP, cr.MP xx Fierce CU is my favorite punish.

    But if you haven't learned how to plink yet his regular BNB will do just fine.

    dont you punish with FA lvl 2/3 s.HP xx Fierce CU? I havent tested the effect of the damage mitigation with the FA, but I'd have thought it better damage? And easier to pull off :P

    I tend to use st.mp, cr.mp xx RK/CU for blockstring/counterhit scenarios.
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  • SpyxTECSpyxTEC The Elite Connection Joined: Posts: 91Registered
    Personally I punish with 4HP > 2MP > Fierce CU.

    I've 2 questions:

    1) What do you use when your opponent spam focus attack? If I don't have my zonk charged, what I could use to counter focus attack after a jump for exemple?

    2) What is the best combo after a stun? A simple BnB, or other? To hit less and strong, thanks.
  • keldorn87keldorn87 Joined: Posts: 129Registered
    Personally I punish with 4HP > 2MP > Fierce CU.

    I've 2 questions:

    1) What do you use when your opponent spam focus attack? If I don't have my zonk charged, what I could use to counter focus attack after a jump for exemple?

    2) What is the best combo after a stun? A simple BnB, or other? To hit less and strong, thanks.

    Sorry, I missed the c.MP but thats what I meant- FA level 3, cl.Fierce, cr.strong xx fierce CU/(RK into ultra)

    To answer your questions:

    1; If you are jumping in and see them starting up a focus attack, then don't throw out a limb and simply grab. If they are timing it so that you are getting nailed before you can startup your grab...then they are using FA perfectly- which means, don't jump in!

    2; Im finding im stunning my opponents EVERY round with Cody, and my followup is a simple neutral jump fierce, cl.fierce xx fierce CU/(RK into ultra). You can obviously just use ultra, or FA lvl 3, cl.fierce, cr.strong xx whatever, but you will do far more damage with the neutral jump fierce combo. You can also experiment with neutral j.HP, cl.HP, cr.MP xx HK RK > MK RK (in corner) and you can follow up with an EX-CU, but the initial punch (worth about 50/60% of CU damage) wiffs, so I generally don't waste that last EX meter.
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  • JehoediJehoedi making ALL KINDS of gains Joined: Posts: 256Registered
    dont you punish with FA lvl 2/3 s.HP xx Fierce CU? I havent tested the effect of the damage mitigation with the FA, but I'd have thought it better damage? And easier to pull off :P

    I tend to use st.mp, cr.mp xx RK/CU for blockstring/counterhit scenarios.

    I'm kinda stuck in my ST Turbo ways, I don't use FA nearly as much as I should. :rolleyes:

    And Spyx you should definitely go for a more damaging combo than his BNB after a stun. Usually BNB's are easily hit-confirmed combo's, but if you're opponent is stunned then you know he won't block anyway. In this case it's just best to do your most damaging combo. Unless you aren't anywhere near him, then just do whatever.
  • magnusprimemagnusprime Joined: Posts: 95Registered
    How can I work the close medium punch into my game. I seem to have a hard time using things that aren't quick jabs, or meaty/long range roundhouses. On knockdown do you start with the medium punch? Start with jab and quickly stand to apply the medium punch? Don't over think this question...I'm a noob to close quarters combat.
  • InfernoOmniInfernoOmni Joined: Posts: 651Registered
    I'm looking into picking up Cody a bit to see how he fairs.

    Who would you guys say is Cody's hardest match-ups at this point? Styles of play included.
  • jeenyus1jeenyus1 Kuroda WIll Get Better @ SF4 Joined: Posts: 2,043Registered
    I'm looking into picking up Cody a bit to see how he fairs.

    Who would you guys say is Cody's hardest match-ups at this point? Styles of play included.

    Bison - dealing with Scissor Kick pressure is hard. Very hard. His new Ultra can punish any Bad Stone. And his safe Psycho Crusher BS makes getting in on you very likely so at one point or another you WILL have to face Scissor Kick pressure.

    Ryu/Sagat/Akuma - simply cus they're better in every aspect.
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  • SweetJohnnyVSweetJohnnyV Streets ahead! Joined: Posts: 1,972Registered, Moderators
    Q: What do you do when you're the one getting frame trapped? I've had a few people using Balrog, Dudley, Rufus, etc. that just started spamming me down with attack after attack, mixed with an occasional throw. I've tried charging up Bingo and using that when I see an opening, but that seems really hard to do especially during mixup hell. Most of the time they throw in an extra jab I wasn't expecting or I just plain let it go too early during blockstun, lose the Bingo, and eat some attacks/throws. Is there a better way to deal with this crap?
  • 8ighty6ix8ighty6ix Joined: Posts: 101Registered
    I'm looking into picking up Cody a bit to see how he fairs.

    Who would you guys say is Cody's hardest match-ups at this point? Styles of play included.

    Seriously, I think any character with a descent rushdown game is equally hard with a good player behind him/her. I'm sure the Cody players here can agree that when you are up against a really good player, they score a lot of damage off just a single knockdown opportunity. Those matches really come down to who gets the knock down first.
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  • MixupMasterMixupMaster Mindless Rush Down Joined: Posts: 512Registered
    Seriously, I think any character with a descent rushdown game is equally hard with a good player behind him/her. I'm sure the Cody players here can agree that when you are up against a really good player, they score a lot of damage off just a single knockdown opportunity. Those matches really come down to who gets the knock down first.
    yea i agree especially abel he can do work on cody after a knockdown! i personally have problems with t.hawk,boxer,fuerte,and chun.everyone else is 5-5 imo
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  • keldorn87keldorn87 Joined: Posts: 129Registered
    How can I work the close medium punch into my game. I seem to have a hard time using things that aren't quick jabs, or meaty/long range roundhouses. On knockdown do you start with the medium punch? Start with jab and quickly stand to apply the medium punch? Don't over think this question...I'm a noob to close quarters combat.

    You have multiple ways to get your cl.MP off. You can jump in (and cross up if you'd like) into it and it's definately safe on block; you can knock your opponent down and apply it as you would a jab, just get your timing down; during anti-air situations, where the opponent lands at your feet, you can throw it out then as they will either be blocking or trying to tech a throw, so they'll eat your cl.MP.

    There are other ways, such as off a FA, but they are pointless, as fierce options are far better.

    I use it like a jab really, and if it hits I get to do a nasty combo. Don't go too much looking for it though at first, get it down in training. I would say your towards strong is FAR more important to master, as you can completely lock an opponent down using that 1 single move.
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  • keldorn87keldorn87 Joined: Posts: 129Registered
    I'm looking into picking up Cody a bit to see how he fairs.

    Who would you guys say is Cody's hardest match-ups at this point? Styles of play included.

    Cody doesn't have any real hard fights- at the minute he struggles a bit with Sim/Sagat as they can zone him out effectively. As for Ryu/Ken/'The Grapplers' they are relatively simple to deal with, use your bad stone/fake to build meter/keep out of harms way/induce a jump in, and have your jab zonk held down so if you advance you can use this to go through fireballs or even anti-air jump ins.

    If you get knocked down, then FADC back/forward to absorb the first hit and evade problems- it's standard with most characters except the shotos/characters with invisible wake up moves, and even they can be baited and eat massive combos, or be forced to burn 2 EX-bars to get back to their feet.

    Cody is a beast, he's quite unique, but relies heavily on frame traps and hit confirms into huge damaging/stunning combos. In my opinion he only has those 2, possibly 3, bad matchups in Sagat, Sim and arguably Seth (get 1 combo on Seth and it's GG) but we will probably get a better picture of his bad matchups, if there are any, come battlefield 15/16/17+ when we see the pros use him.
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  • magnusprimemagnusprime Joined: Posts: 95Registered
    You have multiple ways to get your cl.MP off. You can jump in (and cross up if you'd like) into it and it's definately safe on block; you can knock your opponent down and apply it as you would a jab, just get your timing down; during anti-air situations, where the opponent lands at your feet, you can throw it out then as they will either be blocking or trying to tech a throw, so they'll eat your cl.MP.

    There are other ways, such as off a FA, but they are pointless, as fierce options are far better.

    I use it like a jab really, and if it hits I get to do a nasty combo. Don't go too much looking for it though at first, get it down in training. I would say your towards strong is FAR more important to master, as you can completely lock an opponent down using that 1 single move.

    Oh dear...I think I meant towards strong...which is the one with crazy frame advantage on hit/block. Sorry for the confusion. I never use it, but it seems it's a core component.
  • 2ToN2ToN Crime doesn't oil up Joined: Posts: 246Registered
    isnt f+mp plus 1 on block? cl mp is plus 4 on block if i recall...
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  • faux123faux123 Tryin' Cammy Harder Joined: Posts: 1,069Registered
    Q: What do you do when you're the one getting frame trapped? I've had a few people using Balrog, Dudley, Rufus, etc. that just started spamming me down with attack after attack, mixed with an occasional throw. I've tried charging up Bingo and using that when I see an opening, but that seems really hard to do especially during mixup hell. Most of the time they throw in an extra jab I wasn't expecting or I just plain let it go too early during blockstun, lose the Bingo, and eat some attacks/throws. Is there a better way to deal with this crap?

    Yeah, anyone have answers for this? I main Cammy but yesterday I decided to pick up Cody as an alt. I spent the whole day yesterday trying to play against every character and the conclusion is that Cody has very few answers against rush down characters with good frame traps such as Cammy, Rufus, Dudley, and Bison... I tried Zonk as SweetJV mentioned, it is very difficult during mix ups... I tried back dash but I got option selected to death so that's not helping either... The only thing I can think of is EX Ruffian as an escape but that just an escape... Is there anything that can stop the rush down?

    Thanks....
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  • keldorn87keldorn87 Joined: Posts: 129Registered
    isnt f+mp plus 1 on block? cl mp is plus 4 on block if i recall...

    Thats correct. f+MP is also +6 on hit and cl.MP is +7 on hit (which means you can ultra 2 off cl.MP). Both are crucial because they allow for cl.MP, cr.MP etc etc or f+MP, cr.jab etc etc. They are important for Cody and his in close game.
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  • InfernoOmniInfernoOmni Joined: Posts: 651Registered
    1.) What are some better BnB's besides jumping in followed by cr.jabs xx special? I'm looking for a BnB that takes advantage of his +frames and/or does more damage. Of course this BnB should work against a crouched player.

    2.) Is cr.lp, cr.mp a 1 or 2 frame link?
  • DivineChaos97DivineChaos97 Thorhalen Joined: Posts: 928Registered
    1.) What are some better BnB's besides jumping in followed by cr.jabs xx special? I'm looking for a BnB that takes advantage of his +frames and/or does more damage. Of course this BnB should work against a crouched player.

    2.) Is cr.lp, cr.mp a 1 or 2 frame link?

    1) From a jump in I normally go for c.HP xx special that will benefit me the most. From cross ups I do c. MP xx special of choice

    2. No clue, but theres no way it can be a 1 frame, its too easy.
  • KazahashiKazahashi Turn the Beat Back! Joined: Posts: 6Registered
    Ok, Cody's 24th Trial....how in the nine layers of HELL, do I go from his EX Focus Attack to c.lp?? I'm stuck right there....
  • DivineChaos97DivineChaos97 Thorhalen Joined: Posts: 928Registered
    FADC the CU before the tornado comes out, it should only hit once. From there, its all about timing.
  • KazahashiKazahashi Turn the Beat Back! Joined: Posts: 6Registered
    *Face palm* OF COURSE!! Jesus...I'm a moron. Thanks dude.
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