Matchups
SRK Matchup thread archive: https://archive.supercombo.gg/t/we-finished-practicing-now-cody-match-up-thread/98500
The majority of these matchup information suggestions are taken Blockstring forums matchup thread (site now offline), provided by Ramma
Abel
Abel (Slightly Unfavorable, 4.5-5.5) [character page] |
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General Strategy: Mid-Range: Rocks have their uses, but one bad rock will lead to Roll > Command Grab and you're screwed. Fake rocks are good for baiting roll and Ultra 1. All the same, use rocks and fake rocks sparingly, and focus more on beating him with footsies. Unfortunately, you can play a perfect footsie game for 60 seconds, and one mistake leads to you losing the round in 15 seconds. You have to play smart. Don't be predictable. Keep him at the spacing you want him at. Pressure vs Pressure: You'll get a feel of what time of Abel player you're going against just by how they go for pressure when knocking you down. If they are peppering with you jabs and light attacks, trying to lock you into place, you're in much more trouble than against someone who goes for a lot of command grabs and cr.HPs to catch you running away. The latter is committing where as the former is conditioning. Both dangerous all the same. Don't show Abel's pressure game too much respect. You better believe he won't show yours any. Notes:
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Adon
Adon (Unfavorable, 4-6) [character page] |
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General Strategy: Adon can pretty much blow you up in any category, so you really just want to get this match done fast. And don't be afraid to play dirty, because Adon players are not afraid at all. Keeping a distance for a while and chucking rocks isn't bad to do as long as you have a zonk stored in case he tries to special his way in. Mid-Range Game: Stepping on the Jaguar's Tail: Dealing with Jaguar Pressure: |
Akuma/Gouki
Akuma (Unfavorable, 4-6) [character page] |
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General Strategy: Getting in on Akuma is a hell of a feat to say the least. Cody has no great option against Akuma's air fireballs. Sliding and focus dashing under poorly spaced ones are an option. EX rocks can be good if you can time and space them for Akuma to land on them (it gives you a chance to dash in a bit). EX Ruffian Kick works great on all grounded fireballs for the record. But even when you get passed Akuma's fireball game, his mobility and footsies blow Cody out of the water. With this in mind you really need to capitalize big on Akuma's mistakes and/or get a solid whiff punish. For example, Akuma's st. far HK is very bad on Cody because the second hit whiffs on block. This allows Cody to do a pretty good punish leading into a knock down. The Lack of Oki on Gouki - Keeping him locked down: Your go to OS in this match is crack kick. Note that the crack kick is supposed to whiff. It's your follow up that catches him. Cody can't OS to catch his teleport with anything but crack kick. After F+HK, you can follow that up with a Ruffian Kick or U2. This OS will also cover his back dash but will obviously lose to DP. Sweep can also be OSed during block strings if he's back dashing. Being Vortexed: Trying to focus attack out of his demon flip is a terrible idea. For starters, palm and throw will beat it and more times than not the dive kick will recover in time. Back dashing will just get you OS ed by a sweep if the Akuma player is good. If he's not option selecting...BACK DASH! Your best option is to be patient and find your opening. Notes:
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Balrog/Boxer
Balrog (Close/Even, 4.5-5.5 or 5-5) [character page] |
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General Strategy: Mid-Range - Cuffs vs Gloves: Pressuring the Boxer: Getting the Mike Tyson Treatement: Try to end every combo you get with EX Ruffian. If the ex ruffian is spaced as anything but max-distance, you will pass under Balrog. After you recover from your ex ruffian, input st.mk, cr.lk and do jump forward HK. This is an unblockable Practice punishing his dash punches with cr.lk and st.lp. Here would be a great opportunity to re-wire that stick of yours and start plinking lp with select so that the punish is a bit easier. Corner combo when stunned, jump-in hk, cl.mp, cl.mp, cr.hp xx HK Ruffian xx MK Ruffian. You can even link without using meter to U1 after HK Ruffian, but I don't prefer that ultra. Theoretically, as f.HK has the same start-up as U1, you should be able to connect with that and end the combo with EX CU, but I haven't tested it, just thought of it. Notes:
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Blanka
Blanka (Even, 5-5) [character page] |
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General Strategy: Neutral Game: Pressuring the Brazilian: Once he does have meter or ultra, you need to be much more careful and delay your normals just outside of his throw range (they love to wake up throw too). Your delayed buttons will not eat his ultra or upball, but will catch his rainbow ball. Dealing with Blanka Gimmicks: Notes:
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C. Viper
C. Viper (Very Unfavorable, 4-6 or 3.5-6.5) [character page] |
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General Strategy: Mid-Range: Viper's cr. MP xx Thunder Knuckle string is not safe. Feel free to zonk Viper ( :kappa: ) between the two. Although, this match doesn't always leave the most room for using Bingo. Pressuring the Milf:
Jab pressure (with sweep OS) on wake up is a good way to start off, just don't be predictable and also bait things. A meaty jab can make Thunder Knuckle whiff, allowing you to punish when she lands behind you. It'll also catch her mashed Burn Kick and can deal with some Seismos or Seismo feints. A meaty cr. HP on wake up isn't a bad idea when Viper has meter and you're predicting a EX Seismo to escape. It'll land you a counter hit cr. HP that you can cancel into EX Rocks > U2 for big damage, or combo from easily with cr. LK xx HP Criminal Upper. To be honest, this all sounds easier on paper than it is in reality. If (When) You Get Knocked Down: Notes:
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Cammy
Cammy (Unfavorable) [character page] |
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U1 and RH Ruffian punish hooligans. Train yourself to punish hooligan on reaction. |
Chun-Li
Chun-Li [character page] |
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cr.MK beats her st.HP and st.HK clean since they hit high and it slides under.
Bad Stone vs Fireballs Careful about crouch teching against her. Cody can have a hard time against her especially if she uses her overhead kick after blockstrings, on wakeup and if she chooses to do it randomly in your face. It's safe on block and it will go over his crouch jab and low so if you must crouch tech, do it with by pressing crouch jab, low and fierce to option select it to smack her out of the air in case she does it or throw When he was trying to run away with fireballs, I found it effective to just out-run-away with Bad Stone. Her fireball can't really keep up, and you can gain positioning by dashing once after a Stone. A few times of seeing that sequence made him weary to try to keep up, and he started trying to do other things. So after that stuff got understood, we found ourselves at mid range a lot, just kinda playing footsies, and without his st.HP and st.HK feeling strong, he was using a lot of st.MP which beats Cody's cr.MK, and is his last super long range poke (but basically the best one). I quickly found that f.MP beats her st.MP clean every time. As a bonus, you hit her CH and I was able to link sweep on reaction multiple times. Believe it or not, Chun's recovery on her fireball is not good. But due to the fact that most Chuns back up before they shoot it, they don't fear the jump in too much. Chun are usually very obvious about their fireballs so if you see one walking back, odds are they are going to shoot a fireball sooner or later. At near full screen If you see this. walk forward with her while mentally preparing to input the fireball motion. Match her back walk speed with your forward walk. EX slide will easily punish the fireball due to its slowness. You won't be at risk of getting hit by it on startup like in the shoto matchup because it moves forward much too slow. On her wakeup, meaty standing strong and Fierce is a good option rather than jab because they both put you at advantage on block and will clip her out of the air if she decides to wakeup with overhead kick which will beat out and crouch jab option. cr.HP xx MK Ruffian works as a counter poke but use it sparingly and at the proper spacing as it is easily whiff punished Remember to use fake rocks especially if Chun is rocking ultra 1. Cody has a slow ass fireball so many Chuns will definitely try to punish with overhead kick. You a fake rock to bait out an overhead kick which you can immediately focus attack after fake rock. Leads to great damage. Alternatively instead of baiting it out, you can also focus attack dash in on reaction to an overhead kick and punish with crouch low into Criminal upper. Lastly, once Chun has her ultra 1. Look to see if she's waiting for you to throw a fireball. Many players totally forget Cody even has fake rock in his arsenal. 1 fake rock at 3/4 screen is sometimes all you need to take the round. If she's knows you have it in your arsenal or you've been using it heavily in match already. Throw it out randomly a lot to scare her from using Ultra 1. |
Cody (Mirror)
Cody (Even, 5-5) [character page] |
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General Strategy: Pressuring: Being Pressured: Notes:
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Dan
Dan[No Data] [character page] |
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Decapre
Decapre [character page] |
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Punishes:
Scramble:
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Dee Jay
Dee Jay (Favorable, 5.5-4.5 or 6-4) [character page] |
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General Strategy: Pressuring the Jamaican: Dee Jay on the Offense: Notes:
need the damage rather than the spacing to finish him off). |
Dhalsim
Dhalsim [character page] |
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cr.MK is a great option to close the distance on Dhalsim. If he does j.HP and you can slide under to make it whiff, or cause a trade. Either way you can start to back him to the corner quickly. |
Dudley
Dudley (Slightly Favorable, 5.5-4.5) [character page] |
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General Strategy: Mid-Range Game: Notes:
SSF4AE Team PIE Concept Match: PIE Chin (Cody) vs PIE Smug (Dudley) |
E. Honda
E. Honda (Close/Even, 5-5 or 4.5-5.5) [character page] |
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General Strategy: This match is easier if the Honda isn't willing to be patient. If Honda is a :turtle: , this match becomes more difficult. Most Hondas like to turtle. If you have the life lead, or at the start of the match, there is really no reason for you to go in. Start a match with a zonk stored as you would with Ryu. If he tries to headbutt or buttslam, "BINGO!" Once you've established a significant life lead, you can hang back or continue to pressure if Honda has no meter. Barraging a meterless Honda with pressure is always safe when you're Cody. Once Honda has meter, everything changes. You have to bait EX headbutts, deal with random EX headbutts, and EX hands are nasty, and if you don't have the life lead, good luck. Your main goal is KEEP THE LIFE LEAD. Once Honda has the lead, and even more so if he has meter, this match turns into 12/-2 in Honda's favor. Cody has no great options to get in on Honda, as Honda can keep him at bay pretty easily. You're going to have to inch your way in and make a read that guys Honda knocked down. From there, again, if he has meter, find away to neutralize EX Head butt by crossing him up and making him lose his charge. If you have a round to spare, it's not a bad choice to build a bunch of meter and cause him to waste his leading into the next round :wink: . Sad that that's one of your best options. :failfish: Mid-Range Game: Cody can keep Honda away with rocks, st. HK and anti airs easily enough. Once Honda has meter, the match completely changes because of EX headbutt. Being that you don't need HP for much, you want to keep zonk stored incase the random head butt, or even butt slam (B+MP can stuff this), come your way. It's good to use cr. LK xx OS MK Ruffian in this match because of it's reach and speed to deal with Honda's st. HK (which is -6 on block). Never sleep on Honda. You have to have your anti-airs ready at all times. You need to pay attention to Honda's charge. Rocks AND Fake Rocks are not an option when Honda has meter and is sitting on downback, because reacting to the start-up is easy enough. Do something to make him move. If you have the life lead, do nothing until he moves or inch your way forward if you're really far out.. If he doesn't have meter and goes for HP or MP headbutt, you can punish them with MK Ruffian or U2 on block (stand vs MP version). Zonk will beat regular versions and EX Zonk will beat EX HB, so if you need to avoid chip, do so. Pressuring Honda: When Honda is meterless, just do it! Have your Zonks and OSes ready all the same when pressuring Honda incase he backdashes or tries to butt slam. Standard traps all work and just do your thing. Once Honda has meter, you need to be very careful. On block, EX head butt is completely safe and not easy to stuff from the ground. Luckily you can bait EX headbutt with jump back. When you land, it's a free cr. HP xx HP Criminal Upper punish. Knocked Down/The Fat Man is in: Honda's pressure can be pretty scary. His HHS and oicho throw can be hard to deal with. His well spaced cr. LP will shut down most of Cody's buttons for free (knife is good vs it, but if Honda is in, you can't pick it up, so...If you're cornered, you need to find your opening and get out. Honestly, you might have to take a risk or make a very good read to do so. Between Honda's nj. HP and his cr. LP, Cody is pretty damn locked down. B+MP is actually a godlike anti-air (vs all of Honda's jump ins, cross up or not) and Butt Slam stuffer when cornered. It just seems to take care of everything with almost no strict timing. It's important to note that meaty cr. MK will avoid or stuff all of Honda's wake-up options with the exception of EX headbutt. Some meaty slide set-ups (leaving you at +5 on hit, +8 on counter hit) will go a long way in this match-up. Notes:
more damage. A good Honda won't head butt once they see you have Ultra 2 though. U1 is useful if you can react to Head Butts, Butt Slams (their wake up, or yours) and can be used to anti-air Honda. Plus, if you're knocked down, you have the threat of a safe combo into Ultra with EX Zonk or Bad Spray FADC combos. I prefer U1, as do others. But I think U2 remains the popular choice.
When Cody has the life lead, or at the start of the match, E.Honda will have to take risks if the Cody player is as patient as he is. To get in and steal the life lead back, Honda has to give up his favourite D/B position, lose buttslam and headbutt charge, and walk forward. When he does walk, realise you can jump in for free or at least trade with him and keep your life lead. Honda's main goal at this point is doing damage by footsies with cr.jab x HHS (and gain meter), he'll ignore the normals he gets to his face along the way. If the Honda player is unable to do cr.jab HHS, he'll probably walk forward and do some st.HK pokes (gets blown upped by your own f.HK), st.HP or neutral jump (risky). What he'll most likely do of all, is walk in midscreen range and wait until you throw a rock from mid screen (fake or real), react to it and do chip damage with HHS or get in with an oicho throw. You should not fall for his obvious attempts. From midscreen Honda can also do some desperate stupid stuff like medium buttslam and jump forward. buttslam, jumping forward (when Cody does nothing) and st.HK are the most risky options Honda can do. He can't do much without charge and if Cody's in the air, maybe a chop (st.HP) or 2. When E.Honda has the life lead, he'll give you hell and sit on it with all his might. He can just D/B from fullscreen and not give a fuck. if you walk forward and you're close, he can do some random cr.jabs (if the player can cr.jab x HHS). if the cr.jab connects, he's going to HHS to get more EX.headbutt meter and give you even more hell. He can also jab headbutt to beat your focus attempts when he feels like it and be completely safe. worst case scenario, he can do nothing and just react ex.headbutt towards everything you do. Unless you're playing a reaction god monster, you can still walk forward with cody (even though he's slow as a snail), bait ex.headbutt, jump back and punish with an ultra or your biggest combo. If the life difference isn't so much, you can throw 5 chip rocks to set the record straight. when choosing this approach, watch the timer you might get the win this way. Last but not least, I think Cody can also set the record straight with knife poking and baiting ex headbutts or buttslams. Cody Match-Up Tips: E. Honda (USFIV) by Ramma |
El Fuerte
El Fuerte[No Data] [character page] |
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Elena
Elena [character page] |
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Evil Ryu
Evil Ryu (Close/Even, 5-5 or 4.5-5.5) [character page] |
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General Strategy: This match is pretty even. Evil Ryu is going to want to get you down pretty quickly and take advantage of a meterless Cody or he may go for the zoning approach at first. You want to find your opening and get Evil Ryu down. From here you need to be OSing whenever you aren't baiting a reversal. Evil Ryu's will still use that terrible teleport (OS U2 or LK Ruffian) and they will back dash. You really can't afford to low him and his low health get away. Mid-Range: It's important to keep a zonk charged when mid-range to react to a fireball, just like vs Ryu. However, doing a zonk through cr. MK xx Hadoken is not possible unless done at max range (you only get touched by Evil Ryu's toes). If ER is doing a lot of fishing with cr. MK or sweep, you need to be throwing out that cr. LK xx MK Ruffian to stuff it and pretty easily whiff punish it. Like most characters, Cody doesn't have much to go against ER's st. MK, so if he's using it a lot, try focusing it, using your own st. MK to stuff it or even use the knife (st. MP). It is important to be weary of Evil Ryu's dash and kara dash, just to note it. He covers distance quickly in general. Dealing with the Angry Shoto: When it comes to pressuring Evil Ryu, there's really nothing special for you to know. There are a few things to keep in mind when being slapped around by Evil Ryu. For starters, his EX Axe Kick is -4, so punish it with cr. LK xx whatever. Evil Ryu has some decent frame traps, but if you don't see him using any, tech your ass off. You can EX zonk all of Evil Ryu's axe kick cancels the way you would any other cancel that's not a true string. Pay attention to what he does in the air when he's jumping in when you're knocked down. That dive kick can be tricky. After a blocked MK Axe Kick, it's best to press nothing and really delay your tech. Evil Ryu is -2 on block. However, a typical trick of the trade is for Evil Ryu to rip an SRK in hopes to catch you pressing anything. That, or he'll do a kara throw (which a delayed cr. tech will tech but not come out and get caught by the SRK). It's best to just let Evil Ryu do what he wants to do. If the range of the MK Axe is really bad, you can actually opt to back dash/kara back dash away pretty safely (just don't be predictable with it). Oh, and...don't get cornered. Evil Ryu has some pretty nasty set-ups and fake cross-ups on Cody in the corner. Couple that with his ambiguous dash after a LK tatsu reset, and you'll find yourself in serious trouble. Notes:
Cody Match-Up Tips: Evil Ryu (USFIV) by Ramma |
Fei Long
Fei Long (Even, 5-5) [character page] |
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General Strategy: All fundamentals. Fundamentals wins this match for both characters. This is one of those matches where Cody really only has to worry if he's cornered. Cody can work his footsie game quite well here. Keep the game neutral and don't back up too much. You definitely don't need to in on Fei too hard. When he has you knocked down, the damage can add up, and if he ends up landing a nice 3 Rekka combo on you, you've lost a lot of space. If you got the life lead, it's better to let him back dash on trouble than put yourself in a knocked down situation. It's worth mentioning that there's little to no reason for you to risk jumping in. Unless it's some Fei spamming slow normals that you can get an easy jump in combo on, there's no reason to go for a jump. Playing Footsies with Bruce Lee Buffered *cr. LP* and cr. LK are very strong in this battle. A max spaced cr. LP can stuff Fei's godlike cr. HP. A buffered cr. LK can catch a lot of things as well. In regards to st. HK, it's not as useful vs a good Fei. It's slow and easy to whiff punish. Once he recognizes that you use it a lot, he'll beat it clean with cr. HP or crumple you for some big damage with his focus attack. Use it sparingly and strategically at most. Keeping HP Bingo stored is quite good as well. Any Fei that uses chicken wing or focus a lot is going to take a lot of zonks in the face. Rekkas are easily stuffed with Bingos (if you react fast enough and other normals such as st. HK. Rekkas are very easy to whiff punish with cr. HP (buffered) and cr. MP (buffered) if you stay at the right range. In USFIV, Rekkas took quite the nerf, so Fei players won't be as liberal with them as they used to be. Rocks are great from more than half screen because you can pretty much react to anything Fei tries from this range. Any closer range could lead you getting focus crumpled, chicken winged, or ultra'd. Know your spacing jailbirds. Pressure vs Pressure As stated earlier, Fei can do some nasty things to Cody in the corner. Luckily in USFIV he lost his 3 frame chainable cr. LK, so his empty jump cr. LK gimmick is sort of out the window. However, with Cody's back to the wall, the options are still there. Look out for a jump attack (cross-up or regular) into Tenshin grab (particularly EX grab now that it's 10 frames in USFIV). It's a Fei tradition. If Fei is pressuring you and he gets cute with a second Rekka that is blocked, or if he's feeling really risky, a blocked 3rd Rekka, punish him hard. All 2nd and 3rd Rekkas (except second EX Rekka) is 8 on block or much worse. Meaning all of them are U2 punishable. All in all, avoid being knocked down as per usual, but Fei's pressure is manageable. When it comes to you getting the business done. Fei's going to have a 4 frame cr. LK in USFIV, which is going to make him even easier to frame trap. If he's mashing LP to be a regular Balrog, just throw him a lot or jab stagger. Standard pressure really does apply here. Watch his meter when he has two bars of course. When pressuring Fei, Safe jumps are great. Probably even so in USFIV, just don't rely on them as much. Your go to OS on safe jumps is cr. HP. It catches back-dash. It stuffs Chicken Wings (great for when they want to escape the corner) and will not come out if they DP (unless delayed wake up of course). If you have to opt for keeping him knocked down, sweep and MK Ruffian are good as well. Notes
for 35 frames
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Gen
Gen (Close/Even, 5-5 or 4.5-5.5) [character page] |
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General Strategy: Mid-Range Game: Pressuring Gen: Ruffian is Down: Notes:
you can't do a combo.
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Gouken
Gouken (Favorable, 6-4) [character page] |
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General Strategy: Mid-Range Game: Pressuring Papa Ryu: A meterless Gouken is a free Gouken. Once he has one bar you have to worry about EX counter, EX Tatsu or ex demon flip. At that point it's just about making reads. As per usual, EX Zonk will beat or avoid all of his reversal options. Notes:
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Guile
Guile (Unfavorable, 4.5-5.5 or 4-6) [character page] |
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General Strategy: Getting in on the Family Man: If Guile is chasing down his sonic booms, and thanks to ADN for pointing this out to me, there is usually a gap between when the sonic boom hits you and his st. HP. You can squeeze in a cr. lK xx finisher or zonk after the sonic boom. Now, once you do it, he might try to bait it so, use it sparingly. Pressuring the American: Definitely establish your throw game BEFORE you start going for frame traps (you should be doing this anyway, but a reminder is needed here). Some Guiles mash LP when being pressured and some Guiles try to walk out of pressure as well (if you notice this, you can sweep them too). If you get Guile cornered, keep him there. Unless you are setting up an unblockable or have a trick up your sleeve to finish the match/get the stun, keep him locked down, be ready for a jump or bazooka knee to get himself out. Notes:
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Guy
Guy [character page] |
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cr.MK is amazing in this matchup, as it beats/neutralizes his Bushin Flip and even some of his mixups. Since it gives you forward momentum you will usually end up behind Guy while he is still recovering. |
Hakan
Hakan[No Data] [character page] |
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Hugo
Hugo [character page] |
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Ibuki
Ibuki[No Data] [character page] |
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Juri
Juri (Even, 5-5) [character page] |
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General Strategy: Getting In: Pressuring on Wake-Up: Juri's FSE (Ultra 1): Notes:
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Ken
Ken (Even but obnoxious, 5-5 or 4.5-5.5) [character page] |
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General Strategy: Mid-Range Game: Notes:
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M. Bison/Dictator
M. Bison (Even but obnoxious, 5-5) [character page] |
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General Strategy: Mid-Range Game: Pressuring Bison: Bison's seem to have a habit of using EX PC or a Reversal after a F+MP for whatever reason, so be ready for that. EX Ruffian or a delayed U2 will punish EX PC, and cr. LK xx finisher will punish EX Scissors. If the Bison player likes mashing LK under pressure, jab stagger Bison as you would Balrog or Vega. Ruffian Under Pressure: Don't abuse it and it's a risk, but you can cr. MK after a blocked scissor. If he tries to scissor again or goes for his st. HK, you'll stuff him, giving you some space. You can also buffer a cr. LP xx MK Ruffian after a blocked Scissor which will beat most of what he follows up with (except an EX or ultra for example). Again, this is like a once, maybe twice, in a match move to pull, and Bison can bait it if he presses nothing and whiff punish you. It's an option, but it's not a go to. All and all, his pressure is hell to deal with, and it's just a matter of you making the right read to get out. Notes:
(from BJ Unchained's post on EventHubs) Cody has an answer for most of Bison's options:
In addition, lightly charged rocks is great for Bison approaching, and will allow Cody to recover in time to beat out Bison's floaty jumps consistently. However, it is difficult to open up a Bison with life lead, and the matchup boils down to who can establish and hold the life lead. |
Makoto
Makoto (Slightly Unfavorable, 4.5-5.5) [character page] |
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General Strategy: Mid-Range Game: This is another match where the knife does come in handy. St. MP is not only great in footsies as it will beat everything Makoto does, but it is also a great wake up pressure tool. Don't rely on cr. HP as an anti air though. Makoto is great at getting around it. Momentum - Pressure vs Pressure: When Makoto has you locked down, it's a matter of making a good read. Trying to EX Zonk her off you right away is a poor decision, as many Makoto's like to keep the pressure going off the knockdown with Axe Kicks. You do have options to deal with Axe Kick. You can dash forward or backward depending on the height. You can also wake up with focus, which more times than not will give you a crumple. You should try to react to overheads, not anticipate them. They are very slow and if you're watching, you'll see it. Back dashing out of pressure also works quite well, but don't over use it, or you'll just end up eating an OS dash into Command Grab. Even in USFIV, Cody's back dash is still one of the worst in the game. Notes:
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Oni
Oni (Even or Slightly Favorable, 5-5 or 5.5-4.5) [character page] |
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General Strategy: Playing Footsies with a God: As I stated earlier, buffered pokes all day with a mix of some rocks. You can control space all day with buffered pokes. If you can do that with a zonk stored to prevent Oni from doing any random specials or fireballs, you're golden. Oni might start doing the Oni Shuffle in the air where he's flopping all over the screen like an idiot. Bop him with some rocks or clip him with a HK Ruffian and that'll stop really quick. Hell. Let him give up space and move forward a bit. Don't play into any shenanigan he plans on trying. They love that Air EX Tatsu. Pressure vs Pressure: Dealing with Oni's pressure can be a bit of a guessing game (and very difficult to deal with online). After a blocked LP Slash, Onis will either go for a throw, a DP or a Sky Dive if they want to mix you up there. Focus back dash can deal with the latter two depending on the strength. Delayed tech or stand tech will get caught by Sky Dive. If you happen to predict a sky dive on your wake up or during pressure, you can focus crumple it. Notes:
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Poison
Poison [character page] |
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Rolento
Rolento [character page] |
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Rose
Rose (Even, 5-5) [character page] |
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General Strategy: Mid-Range Game: Pressuring Grandma: Dealing with the Fortune Teller Lady: Notes:
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Rufus
Rufus (Unfavorable, 4-6) [character page] |
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General Strategy: Mid-Range: Buffered pokes such as cr. LP and cr. MP are great to catch Rufus coming in but again, he'll bait a buffered poke just to jump over it and he's in. Jumping back LP can get you out of that if you have the time to. Stray away from over using st. HK. Rufus's cr. HP will go right under it. St. MK can stuff a lot of Rufus's stuff as well. If he goes for a Galactic Tornado to get in, you can stuff it with MK Ruffian Kick or land a full neutral jump combo (great way to start a round too). You can also Ultra it on reaction. Putting some leather on the Fat Man: EX Messiah Kick is an obnoxious special to say the least. It's got crazy invincibility frames. Does decent damage and FADC can lead to ultra. On safe jumps you can avoid it with OS Bingo (don't need to EX). If they mash it out, you can punish most of the follow ups with HK Ruffian (you can avoid the overhead with dash under > cr. HP xx HP CU. You can punish ALL follow ups or no follow up with a non-reversal Ultra 1. To do non-reversal Ultra 1, you need to slightly delay your U1 after you're out of block stun. Once you practice it a bit in the lab, you'll find the timing to be very easy. One more option to delay with a wake up EX Messiah is jb. HK to avoid chip. It's a read and Rufus could make you pay for it, but it's an option. The Fattest Pressure in the Universe:
It's a matter of making the right read with which option to use to be honest. Whatever you do, don't get predictable in your defense and remain patient. Sometimes it's simply better to just weather the storm. Knowing how to deal with Rufus's pressure does come from practice, so find yourself a Rufus training partner. Cody L Upper Beating EX Messiah Notes:
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Ryu
Ryu (Even, 5-5) [character page] |
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General Strategy: You have no reason to take any action once the match begins. Let Ryu make the first move, and punish him for it. He might fireball (Zonk), jump (HK Ruffian), focus (just wait). If he back dashes or whiffs a st. LK from the get go, you already know he's gonna try to zone you and wants to get out of your zonk range or see if you're ready to punish those fireballs. If he dashes in, he wants to get you knocked down more likely. It's important to know what type of Ryu you're dealing with. The zoning Ryu, IMO, is much easier to deal with than the pressure Ryu because of Cody's bad wake-up. Cody definitely has comeback potential against Ryu and visa-versa, so it's important to not give Ryu the chance to rally. Ryu doesn't have the relentless pressure of Cammy or Sakura, but he can certainly put the heat on Cody, especially a meterless Cody. Dealing with Fireballs: Footsies and Crouching Medium Kick: Knockdown Pressure: Obviously, his 3 frame SRK and Super are not safe-jumpable, so you have to mix in your safe jump set-ups with empty jumps to bait his reversals. It isn't a bad idea to opt for a empty jump (delayed throw/crouch tech) in your first attempt to see how he reacts, particularly in a longer set. In the corner, you have so many options to use on Ryu. You can go for the EX Ruffian set up, a damaging EX Criminal Upper juggle, an unblockable and even a cross under reset. The first option will corner you, so be careful when using it. Know when to use it. See the Data Thread for those set-ups. Ryu Has You Down: Notes:
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Sagat
Sagat (Even or Unfavorable? 5-5 or 4-6, Sanford says Sagat wins) [character page] |
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General Strategy/Footsies: Getting in on the Tiger Lord: From further out rocks have their uses, such as negating fireballs and giving you a safe approach (they can even sneak over low Tiger Shots on occasion), but that is about where their uses end (outside of frame traps of course). Your slide can go under high tiger shots with loose timing as can crouching, but the slide will bring you closer and is safe to whiff from the right spacing. From up close, you can Bingo for a free punish. For low shots, you can neutral or forward jump, focus them, or block. Use all your options so your opponent doesn't know what to expect. I cannot express the importance of using EX Ruffian to get yourself in. Reacting to Sagat's fireballs are not very difficult, but a good Sagat player is going to shoot them outside of zonk range. And once you're in zonk range, they'll probably start mixing in a lot of st. LKs and st. MKs to space you out. Possibly so they can space you for a safe Tiger Knee. Zonk Knuckle is useful, but the range of EX Ruffian Kick can not underestimated. Yanking the Tiger's Tail - Pressuring Sagat and Notes:
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Sakura
Sakura (Unfavorable, 4-6) [character page] |
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General Strategy/Footsies: Basically keep Sakura out until she gets herself knocked down and then get to work. Pressuring Ryu Jr.: Sakura Got You Down? Notes:
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Seth
Seth (Unfavorable, 4-6) [character page] |
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General Strategy: What Cody does have going for him in this match is his stun and damage vs Seth's health. That said, all combos and punishes need to be optimal in terms of your output. Your single goal is to not get knocked down at any cost. There's no secret to what Seth is going to endlessly do. Mid-Range Game and Pressuring: Once Seth knows he can't jump in, he's going to start fishing for dash in SPD, Tanden Engine and he'll use his atrocious fireball. If you have a bar, Seth should almost never get away with a fireball. EX Ruffian Kick will be there ten minutes before Seth is done recovering. When Seth is down, it's all about reads. Is he going to reversal, teleport, wait to mash or do nothing? There's no good OS you can use on Seth unless it's a safe jump setup. Only OS when you're looking to punish a teleport or avid some sort of chip. Boss Character Doing The Beatdown: Notes:
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T. Hawk
T. Hawk (Favorable, 6-4) [character page] |
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General Strategy: Zoning T. Hawk: If Hawk is using Condor Spire or sweep to wiggle his way in, you can easily react to it with a HK or MK Ruffian Kick and send him back across the screen. If Hawk is focus dashing a lot, feel free to tag him with an EX Rock, or a buffered poke if he is in range. You can bait the hell out of T. Hawk using your rocks and fake rocks. They work really well in this match. If Hawk lands on a rock, be sure to follow it up with a MK Ruffian. The only time you should be worried about T. Hawk is when he isn't afraid to just walk forward (a.k.a. a Good Hawk player). When Hawk is patient and willing to take some chip and hits to get in. You have to play footsies well (again, knife works well here). So keep him out with st. HK and st. MK, but watch for his sweep (which is safe). Keep your st. HK spacing, and be ready to whiff punish. Notes
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Vega/Claw
Vega (Even, 5-5) [character page] |
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General Strategy: There isn't anything too match-up specific about fighting Vega outside of punishing what he does. All of Vega's blocked specials with the exception of roll can be punished with U2 and MK/EX Ruffian Kick. His slide is easy to whiff punish and punishable on block. You can use EX zonk to avoid any chip out he attempts and to avoid his Super or Izuna grab. Trading with his roll is never a bad thing because it does like no damage off a single hit. |
Yang
Yang[No Data] [character page] |
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Yun
Yun (Very Unfavorable, 3.5-6.5) [character page] |
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General Strategy: Until you have Yun knocked down, do your best to make him pay trying to come in. If Yun is playing the neutral jump game while waiting for an opening, you can always delay a rock so that he falls on it. HK Ruffian and st. HK are great for keeping Yun out of the air if he's in range, but his neutral jumping can bait those both really well. So be sure to mix in st. LP to knock Yun out of the air. This isn't a great keep away tool because it doesn't do a lot of damage, nor does it push him back, but it stops Yun from getting in, and that's a big enough battle in itself. Once you have him down, start frame trapping. A lot of Yun players like to make you respect his wake up right away so be wary of this. Again, in USFIV, Yun will have no good wake up option without meter, so a meterless Yun is free to pressure. Once you get him down, keep him locked down unless you read reversal. Then punish him hard. If you're pressing buttons on his wake up, you need to OS. Like Rose, Makoto and Vega players do, Yun players love to back dash away. His 4 frame cr. LK is good for frame trapping. Once Yun has 3 bars or more, you need to be careful. Tighten those footsies right up, because if he gets a jump in or if he whiff punishes something...it begins...and it's going to be a ton of damage and he's going to drag you all the way to the corner where he can pummel you some more on wake up, or go for a reset. If you can force Yun into any situation where he blows some meter, you do it. Never let Yun sit there and start whifing palm for meter. Like in 3S, Yun without bar is Yun racing to get bar. Yun with bar is Yun in control. Keep him from gaining control. The Twin Has You Down: Unfortunately, you simply have to weather the storm and find an opening. EX Zonk is not going to get you out of dive kick pressure very well. There has been relative success vs Dive Kicks with EX Criminal Upper (and this may be even more true in USFIV when it gets a strike invincibility buff), but use it sparingly. If Yun hits you with a dive kick very high, you can go for a throw. Especially if it's LK dive kick (which is almost a completely vertical attack). Making a good read on a dive kick with jb. LP will work wonders as well. Notes:
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Zangief
Zangief (Close/Even, 5-5 or 4.5-5.5) [character page] |
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General Strategy: Keeping the Russian Out: Gief's st. HK, cr. HK and cr. MK are very easy to punish and whiff punish with a simple cr. LK xx MK Ruffian/HP criminal Upper, so there is no reason to just block. Always punish. Greenhands are all unsafe on block and some on hit. Punish every single blocked green hand and punish it well. Most Giefs will mash an SPD after a blocked green hand because they know they will be punished. EX Greenhand is very unsafe on block and is a free U2. What's even better is that whether Gief does a FADC on his blocked EX Greenhand or not, Cody can still U2 it. Gief can FADC forward or backward or not at all, but no matter what, he's getting ultra'd. :wink: Take not that EX Greenhand is +1 on hit and can combo into Red Focus, so be wary when he has meter. Rocky gets knocked down by Drago: When you are cornered, be ready to react because Cody loses the match here. If Gief throws out a normal to inch in for an SPD cr. LK xx Ex or MK Ruffian to give yourself some space. Be ready to anti air. Watch Gief like a Hawk (T. HAWK :kappa: ). If Gief looks to set you up for the Snackish (focus > dash forward > then SPD or U2 guess), react to focus with a zonk or ruffian kick. Notes:
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