SFxT v2013 - Cody Changes

cody

#1

•Close MP - Frames increased by 9F for boost combos (on hit -6F/On block -10F)
•Close MK - Frames increased by 2F for boost combos (on hit -5F/On block -9F)

  • Push back on block for boost combos reduced
    •Close HP - Frames increased by 9F for boost combos (on hit -10F/On block -16F)
    •Close HK - Frames increased by 6F for boost combos (on hit -12F/On block -18F)
  • Push back on block for boost combos reduced
    •Far LK - Hit box reduced
    •Far MP - Frames increased by 9F for boost combos (on hit -8F/On block -12F)
    •Far HP - Frames increased by 6F for boost combos (on hit -13F/On block -18F)
  • Push back on block reduced
    •Far HK - Frames increased by 7F for boost combos (on hit -14F/On block -19F)
  • Push back on block reduced
    •cr. LK - Startup increased from 3F->5F
    - Hit box reduced
    - Frames increased by 3F (on hit ±0F/on block -4F)
    •cr. MK - Frames increased by 5F for boost combos (on hit -9F/on block -13F)
    •cr. HP - Frames increased by 8F for boost combos (on hit -12F/on block -18F)
  • Push back on block for boost combos reduced
    •cr. HK - Frames increased by 6F for boost combos (on block -20F)
  • Push back on block for boost combos reduced
    •MP (with knife) - Frames increased by 10F for boost combos (on hit -9F/on block -13F)
  • Push back on block for boost combos reduced
  • Hit box reduced
  • Hurt box reduced
    •MP (with knife) - Frames increased by 5F for boost combos (on hit -9F/On block -13F)
  • Push back on block for boost combos reduced
  • Hit box reduced
  • Hurt box reduced
  • Now cannot be canceled
    •HP (with knife) - Reduced frames by 4F (on hit +5F/On block ±0F)
  • Frames increased by 4F for boost combos (on hit -12F/On block -17F)
  • Push back on block for boost combos reduced
    •cr. HP (with knife) - Push back on block for boost combos reduced
    •Zonk Knuckle - Push back on block reduced
    **•EX Zonk Knuckle - **Knock away changed to shoot straight up on hit
    - Damage decreased from 160->100
    - Push back on block reduced
    •EX Bad Stone - Startup reduced from 30F->28F
    •Guard cancel - Became a 2-hit move
    •Prisoner Throw - Damage increased from 120->130

Special move meter gain
•Bad Stone: whiff 15->5
•Criminal Upper (L): on hit 5×4(20)->20+8×3(44)
•Criminal Upper (M): on hit 10+5×4(30)->20+8×4(52)
•Criminal Upper (H): on hit 10+2×5(20)->20+8×5(60)
•Zonk Knuckle: whiff 15->10/on hit 20->30
•Ruffian Kick: whiff 15->0/on hit 30->50


#2

just wow. he gets nerfs across the board.

but hey… his throw does 10 more damage and ex stones have 2 frames less start up…

tho, you might can combo mid screen after ex zonk now.


#3

Wow, nothing but nerfs indeed. But my rocks gain more meter if I want to whiff them lol! This is the only character I play too. But lets buff Kazuya…a little crying from the casual/people who refuse to learn the matchups goes a long way. Could end up dropping this game now…


#4

sorry to break it to ya… but rocks build LESS meter now on whiff x)

I highly doubt that the 2 frames will make ch c.hp xx ex rocks possible, they seem too slow.


#5

He’s just going to be really dull to play. What does he have left, constant jumping in to throw?


#6

sitting in the corner waiting for the opponent to mindlessly, constantly jump in, to use his still godlike anti air, obviously.


#7

Well, no incentive to play this game anymore. Capcom has not understood that buffing everyone instead of nerfing one character is the way to go.


#8

such a bummer, im glad i didnt want to play cody in this game to fuck up my timing in sf4 but shit :frowning:


#9

Personally i thought Cody was already pretty damn boring in SFxT, nothing like how he is in SSFIV.
And seeing people just go for the boost chains with him isn’t making it any more exciting, still has that b+mp AA though :slight_smile:


#10

Not happy to see him get nerfed like this. I already wasn’t in love with his SFxT counter part (I liked him at first, but meh now. I haven’t been playing SFxT anyway since he came out. Been playing AE).

Looks like Juri x Hwoarang will continue to be my main team in SFxT when I do play. AE Cody all the way though.


#11

Damn! talk about a wrong time to get on board. I just picked up the game too and focusing on Cody x Guy :frowning:
Seriously I never get a break with Capcom. I pick up Guile in the SF4 series he gets nerfed… I just started focusing on Cody and he gets nothing but nerf. Since I just started playing him I dont know much about him yet. Was he really that good to get all these nerfs?


#12

I’m glad Cody is getting these nerfs, now the fraudulent players will drop Cody and only the loyalist will keep playing him.


#13

actually most characters received buffs, and the weakest ones got some really interesting ones that change their style, not just frames and hitboxes.
The majority of his nerfs were in the boost combo area, which to be fair was universally nerfed across the roster in favor of changing the way the game is played as a whole.

Course it’d be nice if they threw him a style changing bone to influence a change in strategy but I do not see any here. Overall very boring changes.


#14

We should all be happy about the boost combo changes across the board. This benefits the game only. And other than that, there are no significant nerfs. When I think Cody, I don’t think “c.lk” anyway. I think mp->mp->mp->mp haha! And zonk still does what makes it so good.


#15

I agree. When I posted that comment, I was just salty and I wasn’t looking at the big picture. The game should be more fun and less frustrating to play. I’m looking forward to these changes.


#16

Still kind of sucks because it ruins Cody’s ability to combo after HK Ruffian outside of the corner. And unless they added recovery frames to Cody’s c.LK (rather than lowering the hitstun) you wont be able to cancel it into any move except HK and MK Ruffian and MK only if you cancel on the first frame.

They didn’t really hurt Cody’s damage potential or combos once he does hit (except mid screen juggles but his best combos are in the corner with Zonk anyway) but they potentially removed Cody’s entire low game. Cody wont be opening ANYONE up now that his overhead and low are useless and throws are still going to be I think 5F which is better than 7F but the range is still bad and doesn’t lead to anything.

Also they should have made normal throws prevent the opponent from roll teching since the damage on throws is so crappy.


#17

I respectively disagree. Throws have been consistently underrated in the current build and will be even more useful with changes already instigated into 2013. First being two frames faster makes them generally more applicable and creates more chances to tick them in. Second, throws give you an identical situation each time and with the hard knockdown gives one plenty of setups to deal with either stand up or rolls. In 2013 rolls will actually become punishable, so just come up with setups to make them pay for it rather than removing the mechanic.

Also if there were no rolls on throws than any one of them that creates distances would lead to safe raw tags which I think would make throws a little too strong.


#18

I honestly wish that they had kept cr LK +3 on hit and -1 on block, Iam perfectly ok with 5f frame start up and reduced hit box, but the block stun is like tossing out a MK for a LK which is kinda ridiculous.


#19

Yup, I feel the same way it should have either kept the startup and gotten a hurtbox/hitbox nerf and a decreased hitstun OR gotten the startup nerfed and nerfed the hitbox/hurtbox (the thing reaches farther than it does in SF4) and left the frames the same, or at least made it +2F/-1F on hit/block at worst so it matches SF4.

What they did was a pretty major change to the entire toolset of a character. This isn’t like making a move 1F faster or slower (which in itself can do a lot for a character, just look at how much making Cody’s c.LK in AE a 3F move instead of a 4F move helped him have better footsies and punishes) they changed the move by a total of 5F. Which on a light attack is a TON.

Cody in SFxT currently: c.LK = 3F startup 4F active 9F recovery (16F)
Cody in 2013 = 5F startup 4F active 12F recovery. (21F) That is an increase of 31%

For comparison
Ryu’s c.LK is 4F startup 3F active 9F recovery (16F)
Ryu’s c.MK in 2013 is 6F startup 5F active 15F recovery (26F total)


#20

So, one more week until the changes drop. How do you feel right now about what Cody is going to become?