"Hey! Let's do this for real." Concept/Discovery/Match-up Videos

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  • RammaRamma Team Blockstring Joined: Posts: 1,511
    Made a very basic Cody Combo video. Was playing around with the YouTube feature for USFIV. Came out pretty good I guess for my first video I think -

    I'll probably do some more advanced stuff or maybe a Poison one soon.
    PSN/XBL: RammaCricket | CFN: BS_Ramma
    SFV: Cammy/Necalli | Fun Subs: Ryu, Alex, Gief
    USFIV: Cody | Alt: Zangief
  • TenchiTenchi Double Crack Kick. Get Money. Joined: Posts: 115
    edited June 2014
    Cody vs Guile : When Cody does a back throw and you attempt to do a safe jump; If Guile does delayed wake up you pop up on the other side of him. Great stuff right there.

    @Ramma‌ Nice work on that combo video my friend.
    Question: How do you kill that which has no life?
    Answer: Cancel their World of Warcraft account.
  • SeikanoSeikano zaymax/yungzay Joined: Posts: 166
    edited June 2014
    found a cross-up jf.HP set-up on Hugo.

    Ex ruffian > cls.mk > cr.lk > jf.hp.

    Similar to the Balrog unblockable with j.hk

    I think you have to delay the cs.mk a split second, you'll understand when you guys try it.

    Remember if they block the cross up immediately back dash otherwise Hugo can scoop you while you recover since the j.hp hits Hugo's head.

    So far Hugo cannot crouch, ex lariat, ex meat squasher or ex back breaker.

    Edit: if they try to mash dash forward they'll get hit. If they mash backdash you can follow up with whatever you want.
  • mapleleafs791mapleleafs791 Joined: Posts: 866
    edited June 2014
    Seikano wrote: »
    found a cross-up jf.HP set-up on Hugo.

    Ex ruffian > cls.mk > cr.lk > jf.hp.

    Similar to the Balrog unblockable with j.hk

    I think you have to delay the cs.mk a split second, you'll understand when you guys try it.

    Remember if they block the cross up immediately back dash otherwise Hugo can scoop you while you recover since the j.hp hits Hugo's head.

    So far Hugo cannot crouch, ex lariat, ex meat squasher or ex back breaker.

    Edit: if they try to mash dash forward they'll get hit. If they mash backdash you can follow up with whatever you want.

    Damn man not one but two normals to time and a possible mandatory pause?

    Im gonna check it out later.

    Long time no see/play man lol

    Forgot to re-add you on my new account then i purged my new account. Send me a pm if your down to play sometime. Been a while since i was watching you and Ramma duke it out in a cody menage a trois ;)

    My info is in my sig
    http://www.blockstring.com/ 
    XBL GT: Chilaisho
    SSF4 AE 2012: Cody, Evil Ryu, Yun
    SFxT: Law x Kazuya
    UMvC3: Magneto, Dormammu, Doom 
    Smash Bros Melee: Marth, Shiek
    Heroes of the Storm, Hearthstone:
    SpoR | 1589
    My Personal SF4 Dropbox Folder of tipshttps://www.dropbox.com/sh/irhsi8omjpubcss/AAA7GYqwfB1cEFwDuixkLrgUa?dl=0 


  • ADN2ADN2 Le Frame Trap Joined: Posts: 15
    Btw guys, we need new setups on all the characters against whom Cody slides over to the other side after Ex Ruffian Kick.
  • SeikanoSeikano zaymax/yungzay Joined: Posts: 166
    Gouken unblockable;

    After ex ruffian > cls.hk > st.lp > jf.hp

    the ways out are dwu, ex counter and crouch. If you notice they keep crouching for whatever reason. Use j.mk to hit their crouch. With j.mk the ways out for Gouken are a well timed low short, ex counter & dwu.

    @mapleleafs791‌ I always use my phone for srk so I don't see sigs. Feel free to add me though!
  • ADN2ADN2 Le Frame Trap Joined: Posts: 15
    Awesome Seikano I'm gonna add that one to the notes I'll be sharing soon.
  • C100C100 Turn tha beat back! Joined: Posts: 163
    edited June 2014
    Saw this video on Eventhubs and it looks pretty neat. Talks about meaty cr. mk combos.
  • TechtunTechtun Frame Trap Happy Chap Joined: Posts: 209
    edited June 2014
    That's really sick, I bet you can react to technical off the ex ruffian and delay the slide too!
    Gonna be very good against balrog, bison and viper I think, I gotta test some OS's with it.
    Th_Cody_red_tossrocks.gif
  • Shin OniShin Oni Mr. Gimmicks Joined: Posts: 6,269
    edited June 2014
    more on the meaty cr.MK setup, I found another setup for it:

    cl.MP>cr.MP>MK ruffian. Dash>(wait a sec)cr.MK

    if they quick rise it's a free meaty. Though you have to wait about a milisecond after Cody's dash ends then do cr.MK for it to connect.

    anything > LK ruffian. crack kick>(wait a moment)cr.MK

    i'll try to get vids up on this tomorrow after work hopefully. The first one is actually pretty useful considering how quickly people quick rise after MK ruffian.

    EDIT: Just a heads up, the meaty setup off MK ruffian seems to not work on Poison midscreen. Guess her hurtbox is too small.
    Post edited by Shin Oni on
    I don't got those.
  • PredatorFTWPredatorFTW Mariachi Joined: Posts: 81
    You can do a fake meaty to bait dps or the recovery of cr. MK is too big?
    JA-JA! *throws a taco*
  • mapleleafs791mapleleafs791 Joined: Posts: 866
    edited June 2014
    If anyone can find frame perfect true meaty setups im so down for trying it. i'm just hesitant as without a perfect meaty linking into cr lp is a 1 frame link and hit confirming a cr mk into cr lk xx CU is waaay harder than hitconfirming a f+mp. plus the idea that if you hit the setup perfect it wiffs makes me say "eh."

    I love the idea dont get me wrong. just knowing that, for example, ex ruffian, dash, neutral jump, cr mk wiffs if frame perfect is a buzzkill as i would rather go for the 4 safejump setup.

    Im gonna hunt for some setups myself later once i figure some other things out first.
    http://www.blockstring.com/ 
    XBL GT: Chilaisho
    SSF4 AE 2012: Cody, Evil Ryu, Yun
    SFxT: Law x Kazuya
    UMvC3: Magneto, Dormammu, Doom 
    Smash Bros Melee: Marth, Shiek
    Heroes of the Storm, Hearthstone:
    SpoR | 1589
    My Personal SF4 Dropbox Folder of tipshttps://www.dropbox.com/sh/irhsi8omjpubcss/AAA7GYqwfB1cEFwDuixkLrgUa?dl=0 


  • Shin OniShin Oni Mr. Gimmicks Joined: Posts: 6,269
    my main gripe with meatys in this game are that there's not many true meaty setups. This one looks like another that isn't really a "meaty" on the whole cast but will work if they don't block/fuck up reversal/do something that isn't invincible frame one.

    they're nice just don't rely on them too heavily.
    I don't got those.
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    You can do a fake meaty to bait dps or the recovery of cr. MK is too big?
    Way too long, crMK recovery is 13F + active frames of 7F meaning it's up to 20F depending on how you time it. 13F though is too long period. Actually if the opponent performed a DWU on a hard knockdown crMK meaty attempt then unless you got it FRAME PERFECT you can be thrown out of the recovery. (11F DWU vs 14F recovery at minimum = 3F where you are still in recovery and opponent can punish)
    http://ink-gaming.com/ono/doku.php The new home of the Ono Tool official wiki.
  • ChaosTheory0ChaosTheory0 Pitiful creature, prove to me your worth! Joined: Posts: 25
    Is it me, or does Cody's CU send Decapre higher in the air than other characters?
  • Shin OniShin Oni Mr. Gimmicks Joined: Posts: 6,269
    it was pointed out somewhere (I thought here) that derpcapre getting hit by CU is.....different.
    I don't got those.
  • ChaosTheory0ChaosTheory0 Pitiful creature, prove to me your worth! Joined: Posts: 25
    Honestly, I figured it would be I just didn't see it nor could I find anything on it. I don't know what causes it, but I was curious if there was someway to take advantage of it.
  • PredatorFTWPredatorFTW Mariachi Joined: Posts: 81
    If you throw L.CU you can follow up with EX CU midscreen! lol
    JA-JA! *throws a taco*
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited June 2014
    You can do that on a bunch of character if you kara EX CU using farMK/HK >.>
    http://ink-gaming.com/ono/doku.php The new home of the Ono Tool official wiki.
  • GroundedSFGroundedSF Joined: Posts: 632
    Eternal wrote: »
    You can do that on a bunch of character if you kara EX CU using farMK/HK >.>

    You can do it on some without the kara as well.
  • PredatorFTWPredatorFTW Mariachi Joined: Posts: 81
    That was the joke...My bad, sarcasm on the internet doesn't work like it should be.
    JA-JA! *throws a taco*
  • TenchiTenchi Double Crack Kick. Get Money. Joined: Posts: 115
    I found something that I don't know if it's known or to be honest is even worth mentioning since so far it seems useless. I just am posting in hoping @Eternal‌ could shed some light on it.

    Cody's c.MP with the Knife moves him backwards.

    Now it doesn't move him backwards normally. Also, it doesn't move him backwards if you mash it. But it does move him back if you time the c.MP back to back.

    I'm wondering if there is some property we don't know about?
    Question: How do you kill that which has no life?
    Answer: Cancel their World of Warcraft account.
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    Tenchi wrote: »
    I found something that I don't know if it's known or to be honest is even worth mentioning since so far it seems useless. I just am posting in hoping @Eternal‌ could shed some light on it.

    Cody's c.MP with the Knife moves him backwards.

    Now it doesn't move him backwards normally. Also, it doesn't move him backwards if you mash it. But it does move him back if you time the c.MP back to back.

    I'm wondering if there is some property we don't know about?

    Same thing that moves him forward if you do far MK and hold down crouch after. It has to do with the position of the origin point. When you do crMP - crMP you are canceling the transitional frames and Cody's origin point is farther back than normal at that point so he moves backwards. I did a more in depth breakdown of how the origin points work here:

    http://forums.shoryuken.com/discussion/comment/8934202/#Comment_8934202

    You'll notice Cody moves back if you do crMP and then let go of the stick so that Cody will stand up as soon as the crMP recovers.
    http://ink-gaming.com/ono/doku.php The new home of the Ono Tool official wiki.
  • GroundedSFGroundedSF Joined: Posts: 632
    Couple of Cody players I haven't seen before at NLBC:

  • RammaRamma Team Blockstring Joined: Posts: 1,511
    I was testing the YouTube upload feature and decided to make a combo video while doing it. Nothing fancy or special, but I think it came out pretty decent all things considered.

    PSN/XBL: RammaCricket | CFN: BS_Ramma
    SFV: Cammy/Necalli | Fun Subs: Ryu, Alex, Gief
    USFIV: Cody | Alt: Zangief
  • C100C100 Turn tha beat back! Joined: Posts: 163
    edited July 2014
    @Ramma For most of the one frame link combos in this video, is there a certain thing you look for to get the timing down? I seem to get the combo right, but it's not really consistent. Also, do you think plinking makes it easier? I've been doing it with just the one button the whole time. Btw Nice video
  • markr155markr155 Joined: Posts: 21
    @C100 I've found that it's not something that I look for, it's just a rhythm. Something you just have to put an incredible amount of time into if you want to do consistently. Plinking is 100% a plus, it essentially turns any link from 1f to 2f, other than fadc, cr.lp unless you use back plink. It will increase your consistency by a lot.
    (AU) Steam: yangr155, twitter @yangrrr
  • RammaRamma Team Blockstring Joined: Posts: 1,511
    edited July 2014
    @C100 I haven't been plinking very long (you could actually see in my inputs that I messed up quite a few plinks, but I was also rushing and not really worried about showing clean inputs), but yes, I find it to make combos much easier, especially for me who would hit buttons earlier rather than later. If you play online a lot, it's important to plink. Online is online. You should plink. It's in the game. Use it. Daigo practically plinks his character select lol.

    Break the combo down in pieces and find the rhythm. For example, the Momochi combo. Do F+MP > st. MP 10x in a row. Then do st. MP > cr. HP 10x in a row. Try to get 10/10 on both or a higher success rate with both, then put the combo together and do that 10x in a row. Then go back to F+MP > st. MP, then st. MP > cr. HP, then the full combo.

    That's typically how I learn combos. Just breaking it down and drilling.


    I'll probably do another video soon with my actually recording equipment. Maybe a character specific breakdown or some knife tech or something like that :P I had a lot of fun doing Poison and Zangief recently so we'll see.
    PSN/XBL: RammaCricket | CFN: BS_Ramma
    SFV: Cammy/Necalli | Fun Subs: Ryu, Alex, Gief
    USFIV: Cody | Alt: Zangief
  • Mo0NsMo0Ns Just like Cap but better. Joined: Posts: 443
    Got 2nd at Babylon Brawl on LI during the weekend. If you sift through it you can see some matchup stuff against Abel (Aqua), Gouken/Yang (Shine), and Rufus (Glitch)


    Still have a lot of work in SF but I'm improving. I certainly need Rufus matchup knowledge

    MoONs
    UMvC3: Nova, Taskmaster, Amaterasu / Shuma, Spencer, Doom
    SSF4AE: Cody
    twitter.com/xMOONS
  • TechtunTechtun Frame Trap Happy Chap Joined: Posts: 209
    Nice, you played the Abel matchup well.
    Th_Cody_red_tossrocks.gif
  • C100C100 Turn tha beat back! Joined: Posts: 163
    I definitely need help on that Rufus matchup too. I rush him down fine until he gets that one meter. After that, I tend to freeze up a bit.
  • Shin OniShin Oni Mr. Gimmicks Joined: Posts: 6,269
    The Rufus match is still annoying because cody's defense sucks and Rufus just does whatever he wants.

    For Dive Kick pressure, I know back in Super people would OS with LP+LK~cr.HP. I haven't used it in awhile since i'm accustomed to jumpback j.LP but try it out and see how it works for you.

    for AAs don't bother with b+MP. You'll go for it everytime and give Rufus a free dive kick hit confirm. Either use s.HP or HK ruffian (Ruffian being your overall best choice.)

    Because it's me (and I believe it helps at times.) pick up the knife. cr.HP does wonders on Rufus and you KNOW he wants to jump. You also match his buttons on the ground after you calm him down from jumping for free.

    I'd pick U1 over U2 in this match but both do well. U1 gives you easy HK Ruffian>FADC>Ultra1 confirm, blows up all EX Messiah followups, and you'd want all the damage you can get in this annoying match. (except the usual FADC follwup after the flip kick.) The only thing you'd probably blow up Rufus for easily with U2 is anything into EX Galactic, sweep, badly spaced cr.HP, and some of EX messiah followups. But the damage nerf kinda kills it a bit.

    I still hate this match even though I know what to do. A lot of it deals with cody's "get off me" moves being garbage on block (even worse now) and for the fact you still have to respect random EX messiahs. Get as much pressure started early on and when he has at least 1 bar, gotta calm down a bit and either let him waste it or be on point with keeping the fight neutral/footsie based. Along with baiting out ex messiah.
    I don't got those.
  • Mo0NsMo0Ns Just like Cap but better. Joined: Posts: 443
    I actually didn't know much about the matchup. Somebody told me to use stand hard punch as an anti air and it definitely seems more effective. I wish I would have known. As for the ultra 1 thing, I just felt like I was landing so many counter hits in the first set that I just switched to 2 but I agree that u1 is the better choice

    MoONs
    UMvC3: Nova, Taskmaster, Amaterasu / Shuma, Spencer, Doom
    SSF4AE: Cody
    twitter.com/xMOONS
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    So U1 still beats all followup options? I though with the little forward step Cody does combined with the different height on Rufus's Messiah there was a chance it might whiff or something. Good to know.
    http://ink-gaming.com/ono/doku.php The new home of the Ono Tool official wiki.
  • TechtunTechtun Frame Trap Happy Chap Joined: Posts: 209
    Well in the previous version you had to do non-reversal timing U1 and if he does the follow ups immediately it will beat them all.
    The issue is he can delay them lol, he could delay the overhead and beat the non-reversal U1.
    I haven't tested anything but I can't see how the forward movement would help that at all, I would think it would make it easier to whiff against the overhead if anything.
    Maybe it would make it harder to punish after it whiffs? That's the only positive thing I can think of coming out of that buff in this situation.
    Th_Cody_red_tossrocks.gif
  • STANGSTANG Joined: Posts: 1,200
    I tried u1 for a bit and it would go under the overhead. But admittedly I just don't like using ultra 1.
  • Shin OniShin Oni Mr. Gimmicks Joined: Posts: 6,269
    Eternal wrote: »
    So U1 still beats all followup options? I though with the little forward step Cody does combined with the different height on Rufus's Messiah there was a chance it might whiff or something. Good to know.

    If he does overhead and you do reversal U1 it still whiffs IIRC (I literally went through the options a day before leaving for Evo so I could be forgetting already.) But considering if he does anything besides the flip kick, you can wait and do U1. Problem there is that he may not do anything. (Gotta love how great EX messiah is. -_-)

    At this point i'm accustomed to just blocking because honestly i'm a bit afraid to attempt anything especially if it's a Reversal. If focus didn't lose to reversal moves, then it wouldn't be a huge deal.
    I don't got those.
  • LockMLockM Joined: Posts: 2,623
    edited August 2014
    A few videos with Sasaki at the Isshun Sengeki Cup in Osaka.
    Thanks go to KarinSF4 for uploading the YT videos:


    GGXrdR2: Jam, Baiken
    T7:  Jin
    SFV: Juri
    USFIV: Yun, Cody, Guy





  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    Those matches are like perfect to show examples of each of Cody's strengths and weaknesses

    Pros:
    1. Always still in the match if he can grab momentum.
    2. Has an option for most situations.
    3. High damage poke buffers.
    4. F+HK can allow him to punish some buffered pokes thanks to the air reset.
    5. Ultra 2 is a great punisher.
    6. F+MP is amazing

    Weaknesses:
    1. Never has a position he is dominating the matchup in almost any matchup. Gets out footsied by many characters. Frame traps are very linear and lose to stand throws all day (see: Vega match for a ton of this). Full screen, up close, mid range he is always "passable" but never "exceptional" he relies on putting the opponent mentally on tilt and a lot of good reads.
    2. Mixup game is somewhat poor. Often relying on just letting the opponent get up and trying to do a meaty crLP or max range throw mixup. Alternately a simple un safe crossup / empty jump low mixup available to most characters.
    3. Zoning game is butt
    4. Lack of a low hit confirm or way to stop backdashing against his block strings.
    5. Armor breakers are unsafe. (Most chars are like this, but usually frame trappers have at least 1 safe AB)
    6. Reversals and defense still suck.

    /my opinion.

    That Vega comeback was pretty crazy.
    http://ink-gaming.com/ono/doku.php The new home of the Ono Tool official wiki.
  • TenchiTenchi Double Crack Kick. Get Money. Joined: Posts: 115
    @eternal I'm hoping I can pick your brain here for a second. I'm sitting here trying to look over some Frame-Data but I'm coming up a little short on the technical aspect and I'm hoping you can help. I'm trying to figure out the FADC Advanatage/Disadvantage on Codys move set. So the most direct question is; given all the available Frame-Data numbers is it possible to calculate FADC data as well? or do you need something more...?

    So I'll present to you an example.

    Cody - LP Criminal Upper. It's Knockdown on hit and (-4) On Block. I heard that if you FADC Forward that Cody is at (-1). I'm reading all the Frame Data trying to figure out how to calculate these numbers but I believe I'm missing some kind of information since I'm not coming up with anything that seems close to what people are concluding it to.

    All I can seem to calculate is the On Block Advantage and I'm not 100% sure I'm even doing that right, but I seem to come to the right numbers. I'm going off the USF4 Bible. My process is to add Start-Up/Active frames which is 30F and then subtract the Recovery Frames (22) to give me a total of 8F. The Bible says they add 1F for start up and I, to my knowledge, there is 3F of Hit-Stun. So I then take 8F minus that 4F and come up with 4. Which is Cody's On Block Advantage.

    I did these calculations across every Criminal Upper and came up with the proper numbers. Now, I can't for the life of me figure out how to calculate any FADC numbers. I feel like I'm being dumb and over looking something... but there might be some kind of voodoo that isn't public knowledge that I may be missing.

    My process so far is to take the start up of 13F, adding 1F for the first active frame, then since the FADC cancels everything after that I then add Codys total dash frames being 18F, totaling 32F. I honestly don't know what to do from there....

    Any help would be greatly appreciated. Any help from anyone. Thanks in advance.
    Question: How do you kill that which has no life?
    Answer: Cancel their World of Warcraft account.
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