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, 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'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'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's also not a true slide, the active frame hitbox doesn't move at all so there's no way to space it more safely (not sure if that'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's a useful link there (didn'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 & 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'd expect for an invincible reversal. You can't reposition yourself at all for a stronger punish<br><br>-LP Criminal Upper whiffs incredibly fast, and on block it'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'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't think it'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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