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SF4 Omega at a Glance - Cody

34K views · Jul 26, 2022 · Gaming

Comments · 56

  • @emeraldmann1329 · 4 years ago

    God I love the infinite reference in the target combo

    94

  • @christophernguyen8260 · 4 years ago

    Here’s another thing I discovered:<br><br>You can cancel the last hit of his target combo into knife throw.

    54

  • @Teebs1996 · 4 years ago

    Cody be like<br>HA HAH

    20

  • @rubbishsoldier7753 · 4 years ago

    I like how they changed his super, Dead End Irony, to better resemble how it looked in Alpha 3

    18

  • @tavianfloyd6589 · 4 years ago

    Thanks for covering these. I always wished this mode was explored more.

    48

  • @DicePunk · 4 years ago

    Is cody permanently shackled or does he put them on in the morning?

    147

  • @bugfriendz · 2 years ago (edited)

    target jabs can be canceled into knife throw as a way to link, even if the juggle potential is rather small

    15

  • @tsunapsd · 4 years ago

    I really love the direction they took with Cody on OSF4 and SFV to bring him back to his Final Fight roots, Instead of keeping him SFA-style. At first on SFV i really found him weird, with the normals taking the cake but, &nbsp;as the time flew by and playing FF1, i started to notice the resemblance between them and how they really took care to pay homage to his Final Fight original appearance.<br><br>At the time i couldn&apos;t realize but Capcom really did a good job with him. Hope they find a middle ground between SFA/SF4 and SFV on SF6 if he appears on the game.

    39

  • @Badguy10472 · 4 years ago

    Turn the Beat Back

    32

  • @i_walk_away · 4 years ago (edited)

    I hope in SF6 they will find a compromise between SFIV and SFV cody. he&apos;s kinda different and i love both versions

    60

  • @Spabobin · 4 years ago (edited)

    Finally, I have a lot to post about this busted ass character<br><br>-cr.MK is actually slightly worse on hit/block, assuming the wiki frame data is right for USF4. It&apos;s also not a true slide, the active frame hitbox doesn&apos;t move at all so there&apos;s no way to space it more safely (not sure if that&apos;s how it was in Ultra)<br><br>-cr.HK is faster at 6f, giving him easy links into it<br><br>-Knife st.MP is +4 on hit, so maybe there&apos;s a useful link there (didn&apos;t actually test)<br><br>-only LP Knife Throw was changed, and it has a bit more recovery to match the faster startup<br><br>-Rock Throw levels 2-4 have fixed startups now, instead of just releasing whenever you let go of the button, he has to catch the rock before he can throw it.<br><br>-All versions of Zonk are faster. Levels 2 &amp; 3 charge faster (90/120f instead of 120/180f) and they are safer on block (-6/-5)<br><br>-Mega Crash (3K) is only -11 on block, and the pushback is pretty high at max range making punishes a bit harder than you&apos;d expect for an invincible reversal. You can&apos;t reposition yourself at all for a stronger punish<br><br>-LP Criminal Upper whiffs incredibly fast, and on block it&apos;s really hard to punish even at -8. Cody can just spam cr.LK xx LP Upper and get a juggle on hit, while you try to determine whether or not the tornado is actually hitting you (too late, he&apos;s already doing a second one now)<br><br>-Super is now 0 on block, and also has insane whiff recovery if you manage to avoid it entirely. It also has 2 hitboxes on startup, a projectile sand kick and an upward kick, either one will lead to the full juggle.<br><br>Fun fact: the backwards hit on his target combo actually has a hitbox, but I don&apos;t think it&apos;s possible for it to connect on anyone (I tried Omega Fuerte EX run armor into sideswitch, but the TC hit is too fast)

    65

  • @luckilyduckily · 4 years ago

    wow this is REALLY sfv cody huh lmao

    24

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