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Muskau
05-09-2003, 08:26 AM
Hope no-one minds me starting up this thread, I just thought theres a real lack of strat and vs character info for Cody, I mean there are some VC's out there but no strats and matchup guides. I'm not sure if this thread will get any responses since I have no idea how many Alpha 3 players are still using Cody.

What are Codys good pokes? Tricks? Mindgames? Setups?

Is Cody a good corner pressure character? Seems I do extremely well if I get the opponent in the corner, but out of the corner his only weapons seem to be a jump-in or Crack Kick. What's his options in the ground game? Crouching Strong is a great poke but sometimes gets beaten out speed-wise.

Is crouching Fierce a good poke/anti-poke? I already know its a good anti-air but I end up trying to use it like Sakuras B+HP, I have invarible success with it depending on the matchup.

Should Cody try to Anti-Air jump-ins most of the time or try to jump up there and take them out? Is Cody better in the Air or on the ground? Seems Cody does have a lot of Options for Anti-air on the ground, SP, RK, cr. FP, RK Ruffian Kick, you can even use the cr. FK to slide under anti-airs :lol:

Is the knife a viable option? It does cause block damage, but he drops it when he gets hit...

Anything interesting about Cody's Supers in different isms? Does the A-ism Final Destruction even useful? Is it possible to perform a similar combo manually during the X-ism Final Destruction?
Does Cody usually combo into supers???

I've had some strange results with the X-Final Destruction comboing infinitely when Cody hits just with the tip of his fist, the person will just stay in hit stun while Cody jabs away...

Are the other Cody ism's viable? Or are the VC's the best way to go? What are Codys best crouch cancels???

Hope someone responds, all I have to read for Cody strats at the moment is the old 98-99 alt.sf2 archives :D

Nibor
05-09-2003, 02:26 PM
i made a pretty long cody document its in msword format i posted it on alpha 3 Q&A its somewhere near the 150th post. It came hand in hand with kawaks movies but i actually have the movies all compiled together in wmv so if anyone feels like hosting it i can put it up it has v-isms, infinite setups, corner traps, block chains, tricks etc...

Muskau
05-09-2003, 07:47 PM
Thanks heaps :)

The post didnt show up until i searched for '*cody' posts instead of just 'cody'

The Cody notes are really helpful thanks

BTW do you usually try a cc. attack off a air major counter hit without VC? Or just try for a ground juggle?

Best I've been able to do so far is jab criminal upper, jump SK cc. jump RK in the corner. lol Are there any other crouch cancels outside VC or counter hit?

Also been mucking around in the other isms, A-Cody can link a Final Destruction on the end of a JP Bad Stone outside sweep range, he can also link a FK Ruffian kick but it takes better timing.
The good thing is the Bad Stone causes opponents to stand up when getting hit, so its guaranteed Final Destruction if the bad stone hits, (its an overhead as well isnt it?)

Another nice combo is up close cr. JP, cr. JP, cr. SK, FK Ruffian Kick.
Ruffian kick is the only thing that will combo lol

Also, had much experience with Cody outside of V-ism???

An old alt.sf2 posts says you can do the manual X-Final destruction just like the A-Final destruction, you just have to do it manually. 2x JP, turn away, turn towards 2x JP repeat.

I was able to get the same effect just by hitting with the tip of Codys fist, but its interesting... it could mean X-Cody could have a viable super option in mid-screen.

Anyway I'll do more testing with that.
Thanks again!

Muskau
05-09-2003, 10:36 PM
Update:

Looks like X-Codys Final Destruction super seems to have a kind of bug.

If X-Cody's final destruction is activated, and the punch is a counter hit, all following punches will be counterhits as well, it seems to store the counterhit, so if you time it properly you can jab away infinitely, although im not sure if it will only store the counterhit if the punches keep comboing, I don't really have anyone to test it out on....

yes4me
05-19-2003, 10:56 PM
I am really a pathetic beginer on V-ISM, and Cody. Hence, trying to learn Cody V-ISM is hard. My best custom combo is... ok start to laugh...

c.MP, tornado MP(or whatever it is call)... do it non stop.

Half of the time I am the one end up in the corner after doing this custom combo. Anyhow I was able to win a few matches against the computer, but Chun Li on expert level is really impossible. Not even a single round!!

How do you beat a Chun li that keep on cleaning you off the floor with bunch of c.MK, super kicks, and a lot of GRABS?

Middlekick
05-20-2003, 01:48 AM
Originally posted by Muskau
Update:

Looks like X-Codys Final Destruction super seems to have a kind of bug.

If X-Cody's final destruction is activated, and the punch is a counter hit, all following punches will be counterhits as well, it seems to store the counterhit, so if you time it properly you can jab away infinitely, although im not sure if it will only store the counterhit if the punches keep comboing, I don't really have anyone to test it out on....

It's not a bug. The Opponent can't flip because Cody isn't recognized to be in a neutral state during the super. The standard juggling sequence is:

Anti-Air(e.g when they flip from a jab tornado): activate Final Destruction-> [low punch-> standing punch-> jump up kick] x n

Anti-Ground: activate Final Destruction-> Jump kick-> [low punch-> standing punch-> jump up kick] x n

If they opponent starts to float too low, use more low punches.

Big cc combo:

Counter hit jump fierce-> crouch cancelled jump roundhouse-> low jab(cps chain)-> stand fierce-> final destruction-> [jump up kick-> low punch-> standing punch] x n

The above juggles only work in the corner. If you're just outside the corner, say 3 character lengths away, you can do: Anti-Air: activate Final Destruction-> low punch-> jump towards kick-> corner sequence.


He also has a damaging non-juggle(but very hard) corner combo involving pressing the punches to start the auto combo then turning away from the oppoent to whiff one of the hits then linking back into more punches.

Muskau
05-20-2003, 04:18 AM
CPU Chun-Li really is annoying, but I think Guy is more annoying sometimes.

Most of the time a well timed standing FK works on CPU Chun-Li, as well as a sweep. But really just try and get her in the corner and do repeated crouching LK, jab criminal upper, Crack kick the CPU never retaliates and usually messes up and eventually gets hit, just keep doing that for everyone and you should be fine.

I think CPU guy is the bigger problem with his superior speed, range, and priority on the ground, but then again im playing Hard 5 on the Arcade version so the CPU is a bit more insane than the console version.

What I meant middlekick is that if the Final destruction is a counter hit on the ground against a standing character, all subsequent punches that combo will have the same counter hit property. It happened when i was fighting CPU Gouki once.
I activated Final Destruction and hit Gouki as he was punching, the jab did really long stun for some reason, not sure if it was a one off fluke or not. And I mashed on punch and cody just kept jabbing every half second up to 17 hits.

An old easy V-Cody mid screen VC was: VC3 crouching LK/SP, jab criminal upper, (crouching FP, FK Ruffian Kick, standing FP, FK Ruffian Kick) repeat till corner.

Then in the corner, FP Criminal upper, standing FP repeat
or crouching RK, RK Ruffian Kick repeat.

Problem with codys corner VC's is sometimes cody ends up behind the opponent its annoying.

SaBrE
05-20-2003, 09:07 AM
Originally posted by Muskau

Problem with codys corner VC's is sometimes cody ends up behind the opponent its annoying.

thats because you need to do a better corner pattern to not end up on the other side. i use s.fierce, wiff jab criminal over and over. you an still end up crossing under, but if you time it to where you land the s.fierce when the opponent is low, it wont happen...

Muskau
05-22-2003, 01:39 AM
I was thinking if I tried to hit low with the standing fierce, then the jab criminal upper would have ended and would've given a flip opportunity?

Also, I was wondering how you incorporated the Bad stone into play? I've been using it whenever the opponent is at 1/2 or more screenlength except against dhalsim, or someone with a full screen super charged.

I was thinking, on special occasions it could be used to combo into the final destruction in the corner, as long as the opponent doesnt block, im not sure if the bad stone knocks down if the stone is a counterhit. Alls if have to do is motion the super after throwing the jab bad stone against an opponent getting up from a knock down in the corner, and press the button after you see the hit. If its blocked, crack kick and resume pressure poking.

Everyone seems to get nailed when Cody has someone trapped in the corner, and they try to jump out, walk back standing jab works almost everytime, and against the problem opponents like vega and chun-li, jumping jab works wonders. Keeping them in the corner makes things so much easier for Cody, since he doesnt have to work so hard to get inside the opponents effective range.

I have real problems against V-Dhalsim though, unless i start guessing every normal he throws out. I can see why people use V-Cody in comp now, it allows him to get inside so much easier.

Oh yeah one extra thing, if you can do this combo against an opponent this would look kewl

Opponent in corner: Jump-in RK, cr. JP, cr.SK, JP Criminal Upper, Jumping Fierce, crouching Strong, FP Criminal Upper *opponent dizzy* Jump-in RK, cr. SP, Final Destruction Lvl 3, cr. SP, FP Criminal Upper (41 HITS!!!)

Never actually tried doing that one, mostly cause I can't do the super motion fast enough on the arcade sticks yet. It should work in theory. The opponent has places to flip but the jumping FP and crouching SP should snag them. Does anyone know if this is the biggest possible A-ism combo any character could do???

Heh I prolly sound like a scrub now just cause I think high hit A-ism combos are kewl :lol:

SaBrE
05-22-2003, 05:20 AM
do j.jab then j.fierce cc's after the jab criminal uppercut, more hits and if they flip, they'll usually eat the jab hella more than the fierce

Muskau
05-22-2003, 06:45 AM
Yeah most good players dont get caught by the jumping jab after they've played me a bit, they usually flip out *just* out of reach, but if you finished that combo with a JP criminal upper then, did a jump JP, then cc. FP or would they be too low for it? In that case use cc. RK, then finish with crouching SP into FP Criminal upper, if they dont fall to the ground. Should be 48 hits or so, not that its of much practical use, but it would look kewl... :D

I think I'll stick with A-Cody until I can pull a crouching SP, 2xQCF Negative edge consistantly. Then I might muck around with V-Cody, but I'd worry too much about getting GC'd because any comboed hits following a high or low attack will still combo, seems like most characters could crush your guard in one combo. No to mention Gouki's and Zangiefs little quirks of the dodge they can exploit. How do you V-Cody guys handle that? Just VC all jump-ins and crack kick/FK all footsie pokes? I wish I could find some V-Cody vs footage somewhere. :bluu:

SaBrE
05-22-2003, 09:07 PM
akuma air fireball is easy to avoid. during the dodge glitch. you can vc, special, or f+rh out of the glitch. when akuma is in range to make you block, hes in range to get hit by a VC during the air fireball recovery or do a forward ruffian kick or f+rh depending on range. pretty easy to avoid. gief on the other hand, is hard as hell to avoid. just gotta be quick on reaction to the banashing fist which is really tough. i face it all the time and still rarely get out of it. gotta keep your distance on that beast...

Muskau
05-24-2003, 06:19 PM
Yeah but isn't Zangief a monster to everyone anyway?
Man CPU Chun-Li is almost unbeatable, I've been playing CPU Chun-Li at expert Level and she pretty much kicks your butt most of the time unless you can keep her in the corner without her doing a super to your crouching LK. I found the computer is less likely to super when you cr. LK at near maximum range.

Also, alot of people I play have been getting really annoyed at my Cody, (mostly A-Akuma players). Some even walk off when I offer them a round.

Found out jumping JP and crouching JP are the best ways to handle Vegas wall drops. Just mix up the jump JP and crouching JP so the opponent can't time the hit perfectly.

Was playing as X-Cody the other day, at the start of the round, activate super, then jump kick. If the opponent doesnt DP or super, you can juggle to the corner on a counterhit. Cody's attack priorities are huge during the super, and opponents are unable to flip if you get a juggle. If the opponent blocks the Autocombo, you can D+P/K at the end to throw them. Now I wonder if Cody has any CPS chains....

_MJ_
05-25-2003, 03:49 AM
gimme some practical V-Cody CC's. Thanks.

Muskau
05-25-2003, 06:58 AM
Most of the VC's are already listed in the A3 VC thread.

I still can't get the corner JP criminal upper, standing FP to work right, I mean after the first upper, how early to you FP? And how early do you cancel into the next FP? I keep getting the shadows of my Criminal uppers hitting so it messes my timing bad.

_MJ_
05-25-2003, 08:44 PM
i need ground vc's though the ones listed are anti airs.

_MJ_
05-25-2003, 09:05 PM
Originally posted by Muskau
Most of the VC's are already listed in the A3 VC thread.

I still can't get the corner JP criminal upper, standing FP to work right, I mean after the first upper, how early to you FP? And how early do you cancel into the next FP? I keep getting the shadows of my Criminal uppers hitting so it messes my timing bad.


its easy to do you just do whiff jp criminal upper and hit with FP. I do it in VC2 to.

Muskau
05-26-2003, 02:04 AM
Mid-Screen ground start I usually use is, VC3, cr. SK, JP Criminal Upper, (cr. FP, FK Ruffian Kick, st. FP, FK Ruffian Kick) until corner

SaBrE
05-26-2003, 06:14 AM
dont start vc with a criminal, if you do, all the damage scaling will happen in that move since its so many hits. activate, c.short or c.strong(doesnt matter), medium ruffian kick, s.fierce, wiff medium ruffian kick etc....

Big_Bad_Geif
05-26-2003, 05:48 PM
with those cody V-combos im finding that the standing feirce starts to push them out of range... is this just me or do i need to change the combo at certain lengths?...

SaBrE
05-26-2003, 06:01 PM
switch off between the s.fierce and f+rh after each ruffian wiff once opponent gets far

_MJ_
05-27-2003, 03:19 PM
heres some CC setup vids..

copy/paste:

http://www.geocities.com/mvcbugs/v-codycc.zip
http://www.geocities.com/mvcbugs/v-codycc2.zip
http://www.geocities.com/mvcbugs/v-codycc3.zip
http://www.geocities.com/mvcbugs/v-codycc4.zip

Muskau
05-28-2003, 06:07 AM
Yeah there's two options you can do really, go for a cr. FP every second hit instead of standing FP, or start with cr.SK/SP >> RK Ruffian Kick, to knock them closer to you at the start.

Alternatively, if you like to keep your opponent in the mid screen combo, or you'd like to trick someone into getting stuck into V-Cody's infinite, you can try VC3: cr.SK, RK Ruffian Kick, st.SP, (RK Ruffian Kick, cr.SP) repeat. just remember not to wait too long to hit the cr.SP otherwise the opponent might get hit with the Ruffian Kick, the cr. SP hits a bit higher than you think.

Also, anytime you like you can just do a st.SP where you put a cr.SP and then start the infinite. I haven't fully tested this VC yet, but it seems to work ok, but there is a point where the opponent can flip before you jump to start the infinite.

SaBrE
05-28-2003, 09:17 AM
but the trick is that you wanna take the opponent to the corner as fast as possible so you can combo into the infinite. using the rh ruffian dont do that well at all. plus starting a vc with whatever normal attack into the rh ruffian kick is a terrible idea unless its an AA VC. that rh ruffian will miss so much unless are as close as possible on the opponent. chances of it missing is greatly increased if the character is small, and even greater if the opponent was crouching. always start off a ground vc starter with normal xx medium ruffian. or just start with ruffian if you are looking to blow through or start at a distance. thats the only way a ground vc should start with him...

Muskau
05-28-2003, 04:57 PM
Yeah your prolly right about the distance thing, but you can still start the infinite mid-screen as long as the opponent doesnt flip during the jump startup.

SaBrE
05-28-2003, 11:50 PM
see now you are relying on what the opponent will do. all the opponent has to do to avoid the mess is neutral flip. you wont get a good player with that after they see the situation. atleast when you get to the corner, you have hella options to land it. like doing corner juglle into s.jab, j.short,infinite. that works well and is easier since no true setup is required, but its relying on what the opponent does. atleast in the corner, you can setup with guarunteed stuff like a true combo into a cc series or you can do guarunteed resets into cc's for fast kills. plus, in case you mess up, the opponent is now stuck in the corner where cody completely dominates. no need to try for a midscreen vc into a midscreen infinite when you can travel to the corner with a better and more damaging vc and get more options, and options that are far more reliable...

Muskau
05-29-2003, 05:50 AM
Thanks for the corrections Sabre, I'm not really used to V-Cody yet :D

Was Playing more X-Cody today, he does pretty good damage, Classic Cody takes obscene amounts of damage from the CPU players, it takes like 4 hits to do 50% damage.

Anyhoo X-Cody can use the super as anti air, by activating the super as they are jumping in, and then simply meet them in the air with the Final Destruction Kick. Land, then jump kick again or standing jab, jump kick, to juggle them into the corner and then you can start his 80% corner juggle, which can also be started on a corner cr.SK, JP Criminal upper. The super can also be used to pressure in the corner, you can just get the opponent in the corner then activate, or use the super invincibility to go through an attack and perform his x3 punch +throw combo to get them into the corner. Then simply mix up the jump kick and standing and crouching attacks, it does quite a bit of damage if you can confuse the opponent.

I was playing against a guy I play all the time today, played against his Charlie, and won, but then he chose chun-li and I was throughly creamed, he told me most of the girls beat Cody up :lol:
Anyways if you dont play Cody in V-ism then you've got two options against the female characters strong poking abilties.

1) Go for the knife: Not only does the Knife give extra range and speed to your punches it also give a slight boost to hit priority. Cody is actually able to be on even poking terms with some characters when he has this. Not to mention the block damage :)

2) X-Final destruction: X-Codys super jumping kick has got huge priority and nothing bar a super or DP will beat it as long as you get a good angle, just dont get predictable, otherwise players try to hit you underneath or over the top of the hit area.

Muskau
06-03-2003, 12:51 AM
Question: If I do a crouching SK >>> JP Criminal Upper, then jump up after them and get a counter hit Jumping JP, I should be able to go into Cody's crouch cancel infinite right???

_MJ_
06-03-2003, 03:34 AM
Originally posted by Muskau
Question: If I do a crouching SK >>> JP Criminal Upper, then jump up after them and get a counter hit Jumping JP, I should be able to go into Cody's crouch cancel infinite right???



ya i believe its possible..

SaBrE
06-03-2003, 09:34 AM
technically you can after the j.jab. but for the most part, no. the only way you can go into an infinite is from a vc or inflection. this is the case for any cc infinite with any character(not counting the semi dizzy infinite with chun on 1p side). reason why infinites dont work if you arent in a vc or inflection is because for the infinites to work, every hit has to put the opponent in major counter animation. In a normal cc combo situation like the one you just gave, you landed the j.jab, then follow up with a cc j.short. The j.short wont inflict major counter animation so the opponent will fall fast and you wont connect another one. If you want to infinite from that setup, land the j.jab, then cc back up and acticate vc then continue then you can go into the infinite loop.

just remember only vc/inflection will cause major counter on every hit that is landed, even in the middle of a combo, thats how infinites work

Muskau
06-09-2003, 02:49 AM
X-ism:

If you get a counterhit while using the Final destruction super against a jumping opponent, all subsequent hits will have the stored counter hit property just like a VC, making it easier to juggle, and also during a juggle with the Final Destruction super, the opponent is unable to flip out.


Cody vs. Chun-Li CPU:
Found out an easy AI hole to exploit chun-li, just get at crouching SK range, then do: cr. SK, SK Ruffian Kick.
This will work 90% of the time; Chun-Li will usually try and reversal the cr. SK, and will get countered and knocked down with the SK Ruffian Kick.

Muskau
06-12-2003, 06:58 AM
I've been playing X and A Cody at the arcades for the past few months against a few different players, and I came to the conclusion that X-Cody is probably better than A-Cody, because once a good player knows how Cody works, A-Cody's supers become useless unless you can combo into super on reaction to a crouching LK.

A-Cody's only redeeming features are his roll and possibly his AC.
Only Amateur players get caught with the Dead End Irony more than twice.
Only Amateur players get juggled with the Dead End Irony in the Corner.
Only Amateur players let Cody roll past them after a knockdown.
Only Amateur players will get caught by a rock throw into Final destruction.
Only Amateur players actually get dizzied so you have a chance to perform a lvl 3 super on them.

X-Cody on the other hand, does take more damage and block damage, but does more health/guard/stun damage, has the longest guardbar out of all his isms and possibly can perform CPS chain LK>FP>JP Criminal Upper. X-Codys damage is huge even on regular LK>JP Criminal Upper + Follow up combos, and he can do around 40% on a cornered opponent, not to mention if he launches the opponent near the corner, he can activate super and juggle for up to 90% damage. the super can also juggle to the corner on an air-to-air counterhit and then juggle in the corner for big damage too.
X-Cody is tougher to use however, and getting the timing for the Final Destruction can be tough and possibly the CPS chain.

V-Cody takes the least damage of all his isms, but also does the least damage, and has the shortest guardbar out of any character in the game. He can AC, recovery roll, and can dodge most mid section attacks _except_ when its a combo started with a jumping or low hit, as well as certain super combos. Most of V-Cody's best VC's begin with an Anti-air hit, and then proceed to the corner to start his corner infinite. I think V-Cody seems to be a good character, but I think if a player has experience dealing with V-Cody, he dies very fast. Most of the time V-Cody will depend on a jump-in to activate VC, if the opponent doesn't do a VC-able jump-in then V-Cody will probably try to force a jump-in by being aggressive, or try a point blank blowthrough VC. And thats only if V-Cody can get through the opponents ground pokes. If the opponent knows that V-Cody cant dodge low hits, then I think Cody is in trouble. I just think V-Cody's success rate really depends on if the opponent deals with V-Cody's regularly.

Anyways I just think X-Cody and V-Cody are possibly as good as each other, the reason for using one over the other is purely based on the opponents choice. If the opponent uses a V-ism character very well then you'd prolly go for V-Cody just for the VC defense. If it was an average V, A or X character then I'd prolly go with X-Cody.

yes4me
06-30-2003, 10:12 AM
It is just my imagination or it is impossible to crossover with Cody V-ISM?

_MJ_
06-30-2003, 05:35 PM
Originally posted by yes4me
It is just my imagination or it is impossible to crossover with Cody V-ISM?



what do you mean?

yes4me
06-30-2003, 06:32 PM
Most of the time, when you want to crossover your opponent, you use j.MK and maybe even j.HK. However with Cody, I was not able to find one move that allow such thing. Somehow I keep on missing my opponent.

_MJ_
06-30-2003, 08:16 PM
Originally posted by yes4me
Most of the time, when you want to crossover your opponent, you use j.MK and maybe even j.HK. However with Cody, I was not able to find one move that allow such thing. Somehow I keep on missing my opponent.


yea only works on tall characters like sagat, zangief

_MJ_
06-30-2003, 08:28 PM
Speaking of Zangief he has a weird hitbox because when I start my VC on him with Foward Ruffian, FP the FP completly doesnt connect even when im standing right next to him but if you wait 1 second after the ruffian then it connects. I guess because he's a tall sprite or something. Weird.

Muskau
06-30-2003, 10:20 PM
Cody's jumping FK works against gief, birdie, sagat, vega, bison i think, basically any tall people.

One weird thing that has happened is that ive got a jumping RK to work as a crossup sometimes, its happened once or twice against crouching characters, I think it was Adon and Birdie. *shrugs* not sure

SaBrE
07-01-2003, 09:15 AM
cody's weakness is definitely lack of reliable crossup which only works on large characters. and even then, it dont work well on some of them cuz they can crouch it. i usually dont bother to crossup any character, not really worth it.

and as for vc vs gief. yeah its a bitch to vc him cuz his hitbox in the air is the size of servbot. it takes unorthodox timing as opposed to everyone else to get it to work right midscreen. or you switch it up to get closer to him faster. like after the first medium ruffian on vc startup, juggle with the f+roundhouse first rather than s.fierce. then alternate from then on. the f+roundhouse will always hit, and it gets you close to the juggled body early on in the combo so the fierces will hit later on in the combo.

hope that helps

Subliminal UK
07-07-2003, 09:36 AM
i need help against chun-li :/

imo i'm starting to think that V-chun is broken. What can cody do to stop her?

Ok i'll list my problem areas:

her J.short, J.forward , I've found that S.strong, B+strong are good anti-air chun kick normals, and obviously anti-air VC. what works well against j.fierce or j.strong ?

my problem is that even after i get a chance to land a 70% damage VC i'm vulernable to her unblockable crap :/ (vc1 j.short cross-up, c.jab, c.short, c.roundhouse, repeat becuse of distance, then 3rd time go into infinite) this unblockable reset, infinite stuff is too much.

She has too many options, C.roundhouse anti-air, unblockable katobbi stomp (possible cross-up), c.jab, short rising kick, whiff s.short, VC1 cross-up. And when it comes to playing the prioity, counter game she comes out top too.

Problem is once someone has her infinite down it rebuilds meter like crazy, 12 stomp kicks = 50% VC.

So any anti-chun ideas? strats would be great.

thanks for your time,

sub

SaBrE
07-07-2003, 12:39 PM
yeah when you land a vc on her, make sure you land the infinite. its a hard fight for cody. its no suprise that cody is hella crossup bait. he dies to crossup into gc tactics all day since he has no reliable wakeup and a short guard bar. only way to effectively stop her jumpins is early s.rh. thats what i do. sometimes a well placed c.strong AA into rh ruffian(or wiff short ruffian to give you setups) will work against her but its not reliable against her. if i play against a really good chun, i pray i dont fuck up vc into infinite. you cant really outpoke her. you can counter poke with s.forward. s.short counter hit xx short ruffian works well for me. it suprisingly beats a lot of stuff. you really need to trap her into the corner since everyone falls victim to cody corner games.

oh yeah far s.fierce xx fierce rocks works good as distant anti air at times too. depending on how far she is when she jumps will determine if the rocks will combo. but the nice thing is if they roll when the rocks dont connect, the rock will hit em at the start so its totally safe when that s.fierce hits. hope some of that helps. but overall chun >>>cody

Muskau
07-10-2003, 05:03 PM
I play against an expert A-Chun all the time, he like kills everyone in the arcade who challenges him except for one guy who was a master with X-Adon. :eek: Sometimes I wonder if they should be higher in the tiers, or if these guys are just super good players.
But X-Adon is seriously underrated, his air punches make up for his lack of air kicks.

I've been playing at this arcade for awhile now so most decent players who play SFZ3 know how to handle Cody, usually they'll throw crouching FP's or crouching SP's instead of playing footsie now so Cody gets snagged most of the time trying to get on the inside. Also they have gotten better at timing their flipouts, and whacking me afterwards. Seems like everyone is getting better here, I still need to get better with the arcade joystick though, since I still can't pull the VC's I can on the PSX controller. I've started using the Negative edge alot more I've found. I was wondering if Nibor uses it during his crouching FK into FK Ruffian kick VC juggle.

I'll rarely see V-ism players who actually have some idea of what they are doing here though, V-Dhalsim, V-Ryu and V-Vega are the ones I usually see. A-Cody's supers seem to get less and less effective the better the opponent is, Dead End Irony is saved for poking or anti poking, and rarely in corner juggles. Final Destruction works quite well as wakeup if they are a shoto player who likes to pressure with hadoken on wakeup.

Both of Cody's supers have vacuum properties, Final destruction on the first hit, Dead End Irony starting the second. I have used a lvl 1 Final destruction to escape the corner and use it as an anti-air at the same time, it also throws your opponent behind you into the corner thanks to the vacuum property, which is convenient.

X-Cody is more damaging which is a big help, the hard part is getting an air-air counter hit to juggle into the corner with final destruction, or actually getting the opponent in the corner in the first place for the final destruction. Sometimes I'll just start the round with Final destruction to force the opponent into the corner, good players usually try and jab me or something, since anything not Cody's front leg is vunerable to hits.

I'd like to use V-Cody more but when playing the CPU I get my ass handed to me just because the computer does huge damage and you do pissy damage.

Muskau
07-10-2003, 05:14 PM
Oh BTW Chun-Li is a bitch

SaBrE
07-10-2003, 07:01 PM
negative edge is HIGHLY encouraged to use if you do the c.forward, forward ruffian vc. negative edge is good for me. i use it a lot with all characters. makes things easier on my end. definitely makes that version of the cody midscreen a whole lot easier

Subliminal UK
07-11-2003, 05:16 AM
yeah negative edge is the way forward. I found the best way to land a VC with cody is to antcipate a poke and blow through it with a VC3 forward ruffian. You can cancel this into a crouching forward and back into the forward ruffian kick (using release of medium kick). Repeat this to corner then S.fierce, whiff jab torando until 20% of bar is remaining.

Then S.roundhouse, whiff C.fierce, wait for last shadow hit of C.fierce to connect then J.short, crouch cancel, J.short, cc J.fierce, cc J.fierce cc air-throw. This Combo is highly damaging and relatively easy to get in high level match play. If you wanted you could repeat the crouch cancelled j.short until death. (from Nibor's notes)

You also have VC3 c.strong anti-air, roundhouse ruffian kick, fierce tornado into mid-screen to corner VC.

If you win an air counter hit, you can crouch cancel landing into jump VC1 J.fierce cc j.fierce.

Codys cross-up:

Cody Does have a reliable cross-up that works on all characters!! it works differently to most cross-ups but i use to great effect giving myself lots of options. I use F+roundhouse as a ground cross up. Easy to get right distance after a short ruffian kick for example, just walk forward half a second. You have to time f+roundhouse to hop over them just as they are half way through their stand animation.

Once you learn some set-ups for it, you can play with the distance you start the hop-kick from to not cross them up too. So after knockdown hop cross-up ->c.short from either side, throw, c.fierce as anti-poke idea. S.forward as a high prioity poke. jump vertical and j.roundhouse if they've tried to counter poke the cross-up. Counter VC is an option if you think they'll attack or throw. Do nothing is always a good option. F+roundhouse back the other way if they're a small crouching character.

btw, yeah my cody has turned evil. no more honour from now on chun gets an infinite every round.

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Onny
07-12-2003, 02:30 PM
This Combo is highly damaging and relatively easy to get in high level match play.

which high level match play is this? "high level" kaillera play? :lol:

_MJ_
07-12-2003, 11:08 PM
Originally posted by Onny


which high level match play is this? "high level" kaillera play? :lol:


theres alot of good players on Kaillera, aside from the shoto scrubs who play on Keyboard :lol:

hadoken king
07-12-2003, 11:25 PM
i'm a newbie v cody player..

and beginner - intermediate combos/strats?

btw, i'm not new 2 street fighter, but i only started using cody yesterday.

SaBrE
07-13-2003, 08:29 AM
Originally posted by Subliminal UK


Codys cross-up:

Cody Does have a reliable cross-up that works on all characters!! it works differently to most cross-ups but i use to great effect giving myself lots of options. I use F+roundhouse as a ground cross up. Easy to get right distance after a short ruffian kick for example, just walk forward half a second. You have to time f+roundhouse to hop over them just as they are half way through their stand animation.
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thats not a true crossup. yes it can work to actually go to the other side of the opponent. but im talking about an actual jumping crossup that hits their backside, hence, the word "crossup". he has no reliable crossup. only his f.forward is crossup and only works on large characters, and some of the large characters can just crouch to avoid it. feels like stupid alpha 2 crossups where they dont work lol

as for kaillera, ive only seen like 2 players on there that are actually good. everyone else really sucks ass or they just do extremely retarded lag tactics to win. like splash over and over and over with gief. shits next to impossible to stop online, GAY! or they do random moves and do high/ low lag games with overheads and sweeps(sometimes throws) thats impossible to react to with kaillera's shitty network code. only other good player i know of on kaillera that i know the name to is Nibor. i played someone else but i dont remember his name. it was a while ago. he was really good tho. but other than that shitty. i get called cheap for streaking with v-cody, V-CODY! wtf. ill get harassed and dropped on for picking a mid tier character because i can lock down those idiots all day in the corner and they are too stupid to get out. shame ;)

yes4me
07-18-2003, 02:41 PM
Cody newbie warning:
It took me a long time but I finally got one combo down... it is actually a fairly MasterAkuma style combo... but it is easy to pull it off.


In corner opponent is blocking:
VC3: tornado HP, (c.MK->tornado HP)

In corner opponent is not blocking:
VC3: tornado HP, (c.HP->tornado HP)

Is it worth trying to break twice the guard of your opponent in a row?


And if the opponent is not in the corner I do:
VC3: tornado HP, (c.MK->tornado HP)

I do that until until I reach the corner, then one RK Ruffian Kick, c.HK, j.HK... and that's it. If the custom is still going on, I throw a lot of stones.


BTW, these vc combos don't do a lot of damage. What would be the best way to guard break Ken guard in the corner, and setup the infinite?

Muskau
07-18-2003, 04:26 PM
I've been learning V-Cody for the past week or so, damn he does pussy damage sometimes. And if someone is able to get on the offensive for a short while your almost certain to be guard crushed. Basically my most used VC's are

VC(FP+RK) FK Ruffian Kick, cr. FP, (FK Ruffian Kick, st. FP) repeat till corner then st. FP, FP Criminal Upper.

Y'know sometimes I think X-Cody does more damage just doing regular combos, and A-Cody's Supers give him some nice pressure and surprise options.

Yesterday I fought an Akuma that was so afraid of my Cody corner trap he would AC me everytime I got him in the corner lol

SaBrE
07-18-2003, 04:44 PM
cody does pussy damage? crazy. that fool has very strong combos and strong setup potential into death combos. of course X-cody is gonna do more damage. X-ism alltogether does the most damage out of all the isms and V does the least

yes4me
07-18-2003, 11:34 PM
I am happy.

Remember the first combo I mentioned just above, the one that guard break and does 20% of damage max? Well I did it for the FIRST time ever against someone, and I won!! I am so proud of myself. Obviously, we were both scrubs, me with my newbie Cody V-ISM, and him with his Adon A-ISM... but I am still quite proud of myself for winning my first game using Cody and using V-ISM.


Since we are here talking about damage, what would be the most damaging non-infinite combo that Cody could do vs Ken... corner wise?

And I still would love to hear what kind of combo you prefer doing against someone cornered:

- break his guard twice in row using the same custom combo
- break and going for high damage
- break and going for infinite

Nibor
07-19-2003, 12:17 AM
ok cody's corner vc guard crush is good but there are some problems:

first of all you don't want to get alpha countered out, cause then you've just lost your meter and your probably on the defensive. Also cody's corner trap is SOOO good normally that there's no need to revert to using v-ism in the corner. Third, you really want that v-ism for anti air its just so good for aa and you don't want to let the opponent get in. I'd stick to throws + corner trap mixups in the corner and the occasional guard crush VC for the win or whatever.

Muskau
07-24-2003, 02:22 AM
Found that standing SK is a really good move to throw out if you want to keep the pressure on but think the oppnent is going to try to retaliate, it beats practically every low poke and trades at worse, it can also be used as an anti-poke as well.

eg. opponent in corner at sweep range:

Crack Kick, st. SK, st. fwd, SK ruffian kick.
Crack Kick, st. SK, walk foward, cr. SK, JP Criminal Upper
Crack Kick, st. SK, st. fwd, JP Bad stone

Basically just throw it in an experiment with it, I had to start using this when the guys at my arcade started figuring out how Cody's confusion patterns worked.

Also a weird combo I accidentally did today.

Opponent dizzy in corner, JP Bad stone, cr. SP, lvl 2 Final Destruction/Dead End Irony.

I still like A-Cody better, just because of the guard bar length and damage, I guess I'm just used to Sagat/Ken/Ryu/Sakura solid VC's Seems like i get the wrong move alot with Cody's VC's guess i need more practice.

Oh BTW I found out that CPU Chun-Li dies to cr. FP as soon as shes in range even at the hardest lvl. Just wait till she walks or jumps into range, and you can just cr. FP her to death.

I'd really like to hear other players tactics against good chun-li players because i haven't been able to come up with anything outside of doing an infinite on her.

Muskau
08-06-2003, 03:32 PM
Hi again everyone, I just got bored so I decided to give a go to a Cody FAQ, its only half finished so I'd like some comments or suggestions, you'll be fully credited if it ends up in the FAQ.

Take a look and tell me what you think? :)

mondu_the_fat
08-07-2003, 12:07 AM
Muskau, you using netscape by any chance? I can't read the thing on IE 5 -- all the <CR>'s are missing.

Muskau
08-07-2003, 12:40 AM
It was done in notepad

Subliminal UK
08-07-2003, 03:50 AM
nicely done :)

If someone wanted to learn cody that faq would be a good read, especially combined with nibor's notes too.

this is a fun V combo is you get a dizzied corner opponent (haha) , VC3: Fierce Tornado, juggle with c.roundhouse (needs perfect timing) end with whiff c.jab, then j.forward, crouch cancel pattern. small window of escape for the infinite set-up (only back flips will work i think) but, the combo does about 50% damage before the set-up.

here's a zip of both nibor's cody note's for those that can't find them, and a replay of that combo i described.

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_MJ_
08-07-2003, 03:46 PM
add his gaurd crush vc's

i believe its VC3 - FP tornado , cr. foward kick, x repeat

Subliminal UK
08-07-2003, 11:44 PM
Got to love that guard crush if anything for the noise it makes when it breaks.

Think there is a glitch were if opponent blocks 32 hits or more it doubles guard damage, possibly tick damage.

Don't try a guard crush if they have meter, especially A characters. Even though most V players know that counter VCs are better alpha counters i've seen people sacrifice half their bar if you show you can crush consistently.

As for the combo, VC3 Fierce Tornado x2, D+forward works better. (although single tornado is equally as valid, i find it slower and easier to lose range with. that could be me not the game though)

As my old teacher tiger bones used to say, no point in a guard crush unless you can follow it up. this is where the DC version comes into it's own, good for making cpu block, crush them, then work on follow up vcs. i found it's fairly easy to go into s.fierce, whiff tornado pattern, with the right timing and anticipation of the crush.

in case anyone likes the kawaks replays, this is the double tornado crush in action, crushing X-gief btw, just watch guard bar disappear after he blocks so many hits, see ya later block. (btw i had to map player 2 walking back to my select button, that added fun to doing the combo.

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Muskau
08-08-2003, 03:04 AM
Oh during my research for the Cody FAQ I came across something interesting. X-Codys CPS Chain:

st. JP, cr. SK + cr. FP

or

cr. JP, cr. SK + cr. FP

So basically with X-Cody you can do combos like:

Jump-in rk, cr. JP, cr. JP, cr. FP, FK Ruffian Kick

Not too shabby. :)

Muskau
08-08-2003, 03:20 AM
Originally posted by _MJ_
add his gaurd crush vc's

i believe its VC3 - FP tornado , cr. foward kick, x repeat

I already have that one in there, except i think i put vc2 start instead

Subliminal UK
08-08-2003, 03:53 AM
yeah cps chains are cool, Sakura's c.jab X 3, b+fierce, xx, super is too good.

lol at the idea of starting a combo with J.roundhouse. Jumping at the wrong times in alpha 3 = death. Expect anti-air normal move counter-hit combo'ed into super for joke damage. or most V players love for someone to jump in. for example if some muppet jumped in on my cody:

VC3: c.strong AA, roundhouse ruffian kick, fierce tornado, [forward ruffian kick, whiff c.forward] corner: s.fierce, whiff jab tornado, s.roundhouse, whiff c.fierce, j.short, cc, j.short

free round, if you have meter and they have no counter VC planned of course.

sub

guard crush: [VC3 fierce tornado, fierce tornado, c.forward] , once crushed, [s.fierce, whiff jab tornado], 20% meter left = s.roundhouse, whiff c.fierce, j.short,, cc, j.fierce, cc, j.fierce, cc. air throw.

(for infinite set-up to be unflippable the shadow of the jab tornado must hit as the c.fierce ends) (all in nibor's notes)

Muskau
08-08-2003, 04:41 AM
I'm not crazy enough to try and jump-in with a CPS chain, what's the point with X-Cody? Maybe if they were dizzy to show off, it might have been useful if he had a comboable super in X-ism, but since he doesn't, the chain isn't really useful.

RoninDRE
08-08-2003, 06:44 PM
I need help with Cody versus Dhalsim.

Dhalsim keeps keeping me away with fierce and roundhouse and his yoga flame.
I do his punching super right after his Yoga flame(which actually has enough reach to hit him if you stand next to the flame, suprised the F outta me and my opponent when I do it). But I can't seem to get into an attack and combo range. help. Jumping in just seems to get me pimped and his crack kick never works. I do the bad stone when he yoga flames and get a nice lil hit. and sometimes his crouching medium kick works on me getting me close to him....

Muskau
08-08-2003, 11:38 PM
A good Dhalsim is a tough fight, he's top tier for a reason, high-priority anti-air+long limbs+teleport=pain in the ass. What you have to try and do is try and find normals that stuff Dhalsims long range pokes, like cr. SP. And try to go for a knock down, Cody's SK Ruffian kick works well this way, but you have to learn to use it at its maximum range. Opponents often don't see it coming, since they think are out of range of all of Cody's pokes.

Once you get the knock down, just pressure like crazy and don't let Dhalsim get away from you. That's all I can tell you really.

Subliminal UK
08-08-2003, 11:57 PM
Dhalsim is uber tier, everyone struggles against a good 'sim' player. problem is Sim wins everything, close range, long range, air, ground. Combine his godly prioity with timing, prediction, and zoning.

I can offer a few tips though:

1) i'd say V-cody is the best choice of ism's for fighting 'sim. The dodge is useful for avoiding the zoning traps. And if you predict the low fierce guard damage attempts, you can jump and free combo. Only if you know sim will be caught in animation and won't be able to counter.

2) Attack his limbs, not his body. This is actually good practice for your poking, counter game. You don't have to get close to hurt Sim. you need to predict what move your opponent can do, and will probably do and then plan a surprise. say i expect s.stong poke, i could try something like c.fierce > bad stone as a counter from 2/3rds of the screen distance. prediction is an esstential skill

3) Sim's offense let's him down, if you get a damage advantage in the round, chill. let him come to you. it will be easier to pick off his rushdown', than to chase him and play his game. A sim player will try and pull you out of game, frustrate, force errors. don't succumb, make him come to you or fireball fight.

4) keepaway + throws. Sim's fireball attempt is poor, and i'd favour Cody even in a fireball fight against anyone. his trajectory and dodge are a bonus. beware the walk forward Sim's low fierce. Sim's air-throw is godly, you try any jumping attacks and he can pull you out of them. If you always go for an air-throw too, you will either get it, or tech his throw. good psychology, if you show yourself to be physic, ph33r.

5) since Dhalsim can escape VCs, it is important to learn where he can go, and how you can carry your combo on. If you show you can continue your combo regardless, a sim player will fear escaping VCs in case of the possible damage reset.

6) Don't try and beat his moves close range, people seem to think if they get next to sim its better. he has massive prioity combined with bufferable normals. c.strong counter, fireball, s.roundhouse etc.

i might go work some counters cody can do to stop Sim's pokes, see how busy i am today.

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Subliminal UK
08-09-2003, 01:07 AM
rule number one of street fighter: always put your foot where your opponent wants to be!! to beat sim's pokes, have your counter fully extended and in the space that he is poking to before he gets there.

Sim's poking with:

S.strong,

use c.strong, s.forward, c.fierce, c.jab, f+strong, d.forward
don't use: s.jab, s.strong, s.fierce. s.short, s.roundhouse, f+roundhouse

S.fierce (important to know what part of animation you can stuff)

use: c.roundhouse, c.jab, c.strong, c.firece, f+ strong, s.forward c.forward (jab and forward are the more risky options) f+roundhouse can hop over it, useful.
don't use: s.jab, c.short, s.strong, s.fierce, s.short, s.roundhouse

S.short ( this is hard to counter poke is sim has right range for full extension, use c.short, c.fierce at this range. if you are slight closer you have more options.

use: c.short, s.short c.fierce as your main counter pokes, (c.jab, c.strong if your close range) , F+roundhouse hops it and hits. c.roundhouse seems to trade more often than win, but trading in this case is ok.
don't use: pokes i that i didn't mention ^^

S.roundhouse
use: s.fierce, s.strong, c.fierce, s.roundhouse, f+ roundhouse, c.forward, c.jab (likely to whiff) , c.stong

don't use: s.jab, f+strong, s.forward. c.short, c.roundhouse, s.short etc.

I made a small kawaks replay of me trying counters on sim, it shows how many options you have if you can correctly predict the move, in this case sim was trying s.roundhouse. Forewarned i can choose my counter and distance. it's important to mix up your counters, and not to be be predictable in your attack timing. In the replay you can see how Cody wins everything if he guesses the move correctly.

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(waits for middlekick to correct) ^^

RoninDRE
08-09-2003, 08:45 AM
YOU GUYS ARE THE BOMB!!!!! thanks!! :D :D :D I didn't expect such good reponses(especially you subliminal!). Now I can stop wasting quarters...

Subliminal UK
08-09-2003, 10:35 AM
np :) happy to talk about cody.

yeah cody has a great counter game + a good cornertrap, V-cody needs to watch his guard bar, but has the damaging VCs and infinite.

this is a good tip, try to use the just defend method of blocking if you can. if you tap block at the exact moment you are attacked, you will flash blue and the guard damage will be halved. theorically doubles V-codys guard bar.

yeah all the counter info i posted, one top tip. we all know counters are high damage moves, so where possible you should try to follow counters with specials, 2 in 1 style. Like say if V-akuma trys his usual dive kick, s.fierce will beat it clean and you can cancel that early into a fierce bad stone. notice the damage that stone does with counter hit proerties.

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RoninDRE
08-09-2003, 01:11 PM
I would hate to fight ure Cody subliminal:D

RoninDRE-X
08-11-2003, 07:17 PM
What do you good Cody players use as ure normal jump-in combo. I'm not new to SF games by any means but I'm new to this huigh level of play. I never knew it was taken so seriously but I'm glad. Competition is great! So I'm a noob.

My jump-in is usually. Jumping MK. crouching jab into mp criminal upper and than I do I a jumping FP(sometimes HK ruffian kick or ruffian kick) for about eight hits. I'm usually able to get some more hits on the juggle by repeatedly doing jumping FPs. Sometimes they wake up and hit me though, that sucks...

I just wanna know what is the best jump-in combos u guys use. That leads for the safest and most efficient outcome...

excuse my noobness

Muskau
08-11-2003, 09:22 PM
My jump-ins with Cody are usually jump FK/RK, cr. SK, JP criminal upper.

Then i follow up with either jumping JP/air throw, or walk forward Crack Kick/st. RK/cr. SP > Bad stone.

If they are in the air in the corner then you can follow with another juggle.

RoninDRE-X
08-12-2003, 06:49 AM
Thanks I read your FAQ and it's the bomb, man! One of the best character FAQs I've ever reada. And I've read alot!

After reading ti I won't have anymore noob questions:D

Subliminal UK
08-12-2003, 08:38 AM
i would advise starting no combo with jump in attacks, unless your are certain your opponent will be caught up in their in animation. Which is rare so don't do it.

If you do want to jump in, i'd recommend only doing so after knockdowns and making sure you stuff any wake-up moves. But if i get a knock-down i prefer to go for my F+roundhouse ground cross-up game.

The jumping attacks i favour most are j.strong, and j.roundhouse.

For example you try jumping on Dhalsim, he does his standing b.strong, which comes out fast, high, and early. he counters your jump in attack clean and cancels into his level 3 kick super. That counter hit into super combo is 80% damage easy. You jump in on V-akuma, VC2 dragon punch waiting for you, again round over.

One thing i learned from playing people like V-ryu, middlekick, tiger, saeed et al was it was best to hug the ground. i pass this advice on.

put little needles near upback and upforward, so that every time you try to jump you get spiked. jk

jumping vertical on the other hand, i recommend. You can use vertical jumping attacks as counter pokes. j.,roundhouse works well like this if you do it late.

Zoning is important, control the space. don't jump in and give away any advantage.

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RoninDRE-X
08-12-2003, 10:18 AM
So Cody's feet ALWAYS stay firmly planted on the ground??

Subliminal UK
08-12-2003, 11:07 AM
this is me messing around online with cody.

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http://www.subliminal69.pwp.blueyonder.co.uk/subvspsi.avi

Muskau
08-12-2003, 04:48 PM
Heh, nice work man, I was hoping to see someone do a VC ground start with Cody.

I've seen Nibor and you both play against people and it seems everyone who plays Cody has their own technique, its quite interesting to watch how other Cody users deal with situations.
I supposed the different offensive/defensive approaches are dictated by the types of players you go up against.

_MJ_
08-12-2003, 05:15 PM
i always use ground start vc's with Cody, its easy.

RoninDRE-X
08-12-2003, 07:13 PM
OK, I went to the chinatown fair Arcade(CTF) to compete with my Cody. And yeah I did better, I almost beat Dhalsim!!! Then the guy came out with Sakura and it was pretty much over for 1.50 worth of Quarters... I had been experimenting with Xism cody and his infinite. but I kept getting guard crushed like crazy and he takes damage like a bitch so I switched to Aism. Also, it seemed every other second Sakura was DIZZYING CODY!!! So frustraing. Also, the crack kick seems to just go over Sakura!!! WTF:mad:

On the brighter side i was using the bad stone pretty well and mixing it up. And I got Sakura's energy down to like zero while I had 20% of my bar left, but I'm not used to playing against others so I got nervous and lost:( . I've also realized that Jumping FP has nothing over jumping jp, NOTHING!!! My corner game was alright. Muskau's faq has helped alot. I was reading it on the train! but I kept fluking and losing great oppurtunites to juggle. Also I kept using S.jp as a anti air which kept getting snuffed by sakuras jumping FP, even in the AIR!!! WTF:wtf: I've decided to stick to the Aism, especially since I don't think I'm ready to handle VCs.

Also, what do you think of this corner trap pressure technique when the opponent is blacking. i think it's good but that's my opinion.
It's crack kick, cr.jp into jp criminal upper then (again) crack kick, cr.jp criminal upper (then mix up). But sakura's sprite is to small for me to use it. if my execution was better I definitely would of won more and beat that good ken player that beat the Sakura player. thanks for helping me out again!

Also what player plays those avi files??!?!?

Subliminal UK
08-13-2003, 09:41 AM
Originally posted by RoninDRE-X
So frustraing. Also, the crack kick seems to just go over Sakura!!! WTF:mad:

I've also realized that Jumping FP has nothing over jumping jp, NOTHING!!!

Also I kept using S.jp as a anti air which kept getting snuffed by sakuras jumping FP, even in the AIR!!!

Also, what do you think of this corner trap pressure technique when the opponent is blacking. i think it's good but that's my opinion.

Also what player plays those avi files??!?!?


Where did the name crack kick come from? i know i've seen it on a few faqs, but damn i hate that name. anyways, F+roundhouse hopping a crouching sakura is normal. learn to use it to your advantage, i use it to cross-up an opponent that is standing up from a knockdown.

Sakura is a little easy to use bitch. if you do both jump, j.jab is a good option. its all about predicting what your opponent can do, will do, and having the knowledge to counter. learn the animations, the prioity of a move will change depending on execution.

standing jab is not a good anti-air counter. S.fierce will beat her j.fierce but it's all about timing and distance. Also mix in s.strong, c.strong, s.roundhouse as good AA's too. one move will not just beat another move for free (unless you count chun's j.short)

Cody's cornertrap is the best in the game imo. Did you read Nibor's Cody note's? here's the cornertrap info from those notes:

On cornered opponent:
1. c. short -> jab criminal upper (qcb +jab)
i.Walk forward a bit and do another c. short -> jab criminal upper but at the right distance so only the tornado part off the criminal upper hits and not the uppercut part.
a.Repeat “i” until guardbreak or opponent gets hit

2. Walk forward a bit and do c. fierce -> qcf + jab
a.f + roundhouse (go back to “i”)
b.Walk forward and repeat “2” etc
c.Walk forward and go back to “1” etc

3. Walk up and throw (go back to “1” when they get up)

4.Jump in with j. roundhouse then start again with “1”

5.Walk forward a bit and do c. fierce -> qcf + short [if you see a sweep or something coming only]
a.Do s. roundhouse [if you think they are going to try to jump]
b.Activate custom [if you think they are going to try to attack] and do:
qcf + forward -> [s. fierce -> whiffed qcb + jab] repeat brackets etc.

that video file was in divx, go to www.divx.com and download the latest driver.

sub

RoninDRE-X
08-13-2003, 10:55 AM
thanks subliminal Your the man!!! I"m not gonna stop playing SFA3 even though I think they've stopped tournaments for it(but there's always comp at ctf. I hope cody's in CvS3(probably since Capcom likes to put in obscure characters,I hope).

Muskau
08-13-2003, 03:46 PM
Sakura is a real problem in skilled players hands, which is why shes top tier pretty much. She can use standing RK and FP Shou kens to punish lag and her ground and air attacks usually have more priority and do more damge.

You'll find against good players a jump-forward JP after a criminal upper will often be out-prioritized because players will flip during Cody's best window to hit and counter air-poke. If this starts happening try to mix it up with ground juggle follow ups or throw a bad stone and time it so they will be hit or so that they will have to block when they hit the ground, then followup with shallow jump-ins and start poking.

People will usually start poking back when you start to use the Crack Kick, learn not to rely on it. Start using regular pokes, the ruffian kick, and the bad stone more often, otherwise players will predict it.

man those sfchina vids are damn good, its so nice to see some good footage of some top playing. Some of those players were just crazy :lol:

Kyokuji
09-03-2006, 03:04 AM
Figure I might as well res' this topic instead of making a new one. Lot of good informaton in here anyway.

I'm having problems with Sakura's jumping LK. It stuffs his RH/FP/c. MP/c. FP.

Jumping straight up works if I see it coming, but if I mess up and they get in, there doesn't seem to be much I can do to get them away again. Chicken blocking doesn't work against good players, because they'll either keep chipping at me, or if I roll, I get combo'd.

They'll poke me so they're just out of range of his c. FP/LK, and then jump-in again, and nothing I have seems to be able to stop it. Especially if I'm in the corner.

Lots of trouble with people who have higher jump arcs or high jump attacks as well.
Rose, Bison, Blanka, Vega, Rolento, Adon etc.
Basically anyone who I can't reliably RH/FP/c.MP/c.FP out of the air really throws me off (Rose I find I can FP if I time it right, but her c. MP is a pain in the ass).
People have said that it's best to stay relatively grounded with Cody, but I find myself being forced to jump a lot during certain match-ups if my ground AA's don't work.

Could also use some help with punishing Gen's wall kick.

Having a lot of trouble with getting constantly guard crushed as well. Especially against aggressive Akuma/Sakura players. Usually I can just defend and then push them away, but with Cody I can't afford to be blocking very long.
Seems like if I get GC'ed once, I'm screwed for the rest of the round.
I counted. After my bar shrinks again, it only takes 4 hits to break my guard, which is not fucking good.
I see why people tell you to jump a lot with him now, because I have to keep doing that to avoid blocking.

ssjtin
09-22-2006, 03:24 AM
hey can anybody send me nibor's notes on cody?

Xenozip.
09-22-2006, 04:18 AM
I'm having problems with Sakura's jumping LK. It stuffs his RH/FP/c. MP/c. FP.
-snip-
Sak's jumping short? At what range?

V-Cody's standing and crouching jab both beat it. It'll trade trade if you time it late. But a trade is better than putting yourself in a bad spot.

An early Strong (neutral/back Strong) or an early c.Strong also beats it cleanly, you just need to make sure it's stuck out there before she gets in range. If it's stuffing c.MP then you're timing it too late.

: neutral/back Strong has a really far vertical reach, so it's OK to time it early. I would recommend experimenting with it in situations where you were already crouching at first. Meaning, you're crouching and you see them jump, then you go immediately into back+SP. If you're worried about VC activations, try experimenting with jabs/c.jabs.

^ Try timing it so that she "lands" on your hitframes, rather than trying to "hit" her out of the air.

And FYI, if you counter her out of the j.SK, you can hit with qcf+FP if it was at close range (far range whiffs). But if you want a knockdown you can intentionally whiff qcf+K so you can rush her.


Also, chicken blocking is mostly useful for when you know the opponent is going to time their attack really early. The idea is to jump block really low to the ground while they are still kinda high in the air -- that way you can actually land before they do, and can punish them.

Rose's c.MP is indeed a pain in the ass. But the poor girl's gotta have something going for her. :B

Kyokuji
09-22-2006, 12:12 PM
I'm guessing the jab is best for stuff that comes out more horizontally? Because shoto RH and some other stuff seem to beat it clean. Or is that just me timing it too late again?
And when is c. MP better than c. FP? In all the videos I've seen, all they ever use is c. FP, and in my experience, the only time you'd use c. MP is if they jumped and you didn't react quickly enough to use c. FP.

Any advice for fighting Chun'? She gives me the hardest time next to V-Akuma. Her jumping FP and MK seem to go through everything, and then there's flip kick crap.

Xenozip.
09-23-2006, 01:24 AM
I'm guessing the jab is best for stuff that comes out more horizontally? Because shoto RH and some other stuff seem to beat it clean. Or is that just me timing it too late again?
And when is c. MP better than c. FP? In all the videos I've seen, all they ever use is c. FP, and in my experience, the only time you'd use c. MP is if they jumped and you didn't react quickly enough to use c. FP. Right. Jab isn't exactly a solid anti-air (c.JP is actually a little better). But since you specifically mentioned Sakura's j.SK I just thought it might help since JP's are really quick.

Also right. I dunno what your experiance with CvS2 is, but CvS2 Mai comes to mind (3S Ibuki also). There's really no reason to anti-air with her far Short when you can use far Fierce. But, there are situations when the opponent has the drop on you and far Fierce is simply too slow, thus you can't use it. Again, most anti-airs work best when you have the hitbox extended and force your opponent to land on them. And if the opponent is already too close or too deep, then you're not going to have time to put the hitbox out there before they're already in range to stuff it which is where Mai's far Short comes in handy. Since it's quick, you can get the hitbox out there a lot sooner than you can with Fierce. I like to think of Mortal Kombat uppercuts for some reason...

You might want to ask some one with the Good Book for some information about V-Cody's hitboxes. I don't know which attacks has the best vertical area with the lowest vertical hittable box. I assume it's c.FP too, but I dunno.

Kyokuji
09-24-2006, 09:10 PM
Still having way more trouble with jumpers than I should, but I think I've pretty much exhausted that topic.

Any tips for fighting Blanka? I fought one guy who would jumping FP, FP, then super and guard crush me. From there, he could GC me in 2 hits, and I was basically screwed for the rest of the match. Next round, he would just repeat the same thing.

Vega's giving me problems too. He has a huge range advantage that's making it difficult for me to punish anything.

FrostyMy
09-25-2006, 04:10 AM
Ah,Blanka,the guard crush king.
IMHO,from what i observed,Blanka players usually use these two methods to attack/guard crush.
1)Jump in FP - Standing RK should work fine most of the time.But using Cody i usually treat this as my best chance to deal damage by using anti-air VC.

2)Rolling Attack - This one is tough.What i usually do is maintain my distance my distance with Blanka while doing random jp,mashed jp or c.mp,or s.lk when he's near.Basically stuffs which can stuff the rolling attack while waiting for a chance to jump in mp.
Another thing i like to do is jump block.Now iirc,depending on the timing and choice of the blanka player's roll,there's a chance that you will air-block the roll,land and still have time to start a VC with FK Ruffian Kick and hit Blanka while he's recovering.Worked for me sometimes.Someone correct me if i'm wrong.

Its also nice to know how to do the crossup anti-air with round 50% when you have your back against the corner.Quite useful to me as i find myself cornered every now and then when fighting Blanka or Akuma.There's always a high chance that Blanka players will jump in on you eventually when you're cornered.

Of course air to air counter would also be nice,which with meter can deal big damage to Blanka since Blanka jumps a lot.

Once you have demonstrated that you can anti-air VC consistently,then you will have one less worry as Blanka with be more hesitant to jump in anymore.Allowing more room to play your game.

Well,whenever i meet Blanka,Sakura or Akuma,i always pray i don't fuck up anywhere.As one small mistake like getting sweeped or dive kicked might mean eating a link of normals that could very well guard crush Cody or leave him on the brink of being so.

Kyokuji
09-25-2006, 12:06 PM
It's just ridiculous because 2 hits puts me in to danger.
At some point, I'll be forced to block, and when that happens I end up fucked for the rest of the round. It's starting to sound like the only consistent way to beat him is to run away and build meter.

Kyokuji
10-08-2006, 01:52 PM
Compiled a list of who Cody's cross-up works on since people seemed confused about it (including myself for a while).
You might be surprised at some of the people it's useful for. Generally you have to do it earlier on the taller characters, but it should be combo-able for all these people. For characters like Sodom and Rolento, aim for where their shoulder is. I'm sure you'd see more people using it if you saw match videos of Cody fighting someone other than the top 4 sometime. Honestly, everytime I see a Cody player, he's fighting Akuma.

Works on (Standing)

Zangief
Blanka
Birdie
Boxer
Dhalsim :D
Claw
Rolento
Gen (Have to do it really late, but it works from almost anywhere)
R. Mika (Have to do it really late, but it works from almost anywhere)
Sodom (Easier from farther away)
Sagat (Easier close-up)
Honda
Cody (Too spacing dependant to be useful)
Guy (Too spacing dependant to be useful)

Works on (Crouching) (Gotta do it really late and from farther away. Not as practical for most, but at least you know it works.)

Zangief
Birdie
Claw
Dhalsim
Dictator
Honda
Cody
Sagat
Blanka (Max distance only)
Gen (Only from a very specific distance)
Sodom (Not practical at all. He's really tiny crouching it seems)

Works on (On wake-up) (Gotta be deep in, so it's only semi-practical. Might be useful after a hopkick hit that knocks them too far away for hopkick shenanigans) (Would've been more useful if everyone got up at the same speed, although I have seen people use this against shotos)

(All characters listed in the first category)
Rose
Charlie
Ryu
Ken
Akuma
Dan
Adon
Cammy
Juni
Juli
Dictator

Works on (If they block the wrong way/walk back when you do it) (Not practical)

Dictator
Dan
Ryu
Ken
Akuma
Cammy
Juli
Juni
Rose
Charlie
Adon

Characters it doesn't work on at all

Chun-li
Karin
Sakura

Also, Cody's hopkick misses on these people even when they're standing:

Chun-li
Karin
Honda

Cody's RH misses on these people even when they're standing:

Chun-li
Karin
Sakura
Honda
Gen
R. Mika

It seems that Cammy and the dolls have a pretty big hitbox despite their small stature, and I was surprised that it didn't really work on Cody and Adon the way he's leaned back, but it did on Gen and Mika. Sagat's is surprisingly more timing dependant than most as well. It's a shame it doesn't work on Chun', Karin and Sakura since those are some of his tougher match-ups.

Also, as a side note. Cody's hitbox in the air is pretty small. Certain moves will hit him a fewer number of times when you have VC1 on. Birdie and Zangief are the same way. I'm not sure if it's that or the fact that they bounce differently when they're knocked up in the air. Zangief and Cody react the same way, Birdie seems to bounce straight up. However, Cody will also bounce straight up if you hit him from exactly one space away.

For example, Cody's :d::mp: :qcf::mk: only hits 3 times close-up on VC1 instead of 4, and if you do
:d::mp:, :qcf::mk: from exactly one space away with VC1 on, watch how Cody bounces.

Found this out when my usual VCs weren't working on these characters.

Kyokuji
10-15-2006, 12:23 PM
Nibor's Cody notes:
http://youtube.com/watch?v=3hCSdWtv23w