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Cody(Final Fight) (Read 110684 times)

Started by Lost_Avenger, July 20, 2012, 12:35:13 am
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Poll

Is Cody overpowered in his current form?

Yes
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No
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Total Members Voted: 11

Voting closed: September 23, 2012, 04:06:43 am

Cody(Final Fight)
#1  July 20, 2012, 12:35:13 am
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Info:
Name: Cody Travers
Hp: 1000(average)
Stun: 75(above average)
Progress: Released with the Beta 1.5 pack
Dash type: Hop
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------(Movelist)-----
Specials:

Bad stone (S)
Command = qcf+p(hold p to delay the throw). Qcf+taunt to use fake bad stone
Notes: projectile. Cant be used while holding the knife

Criminal Upper (S)
Command = qcb+p
Notes: punch button used determines hitcount. Doubles as a projectile. Ex adds a hit and is faster.

Ruffian kick:
Command = qcf+k
Notes: kick button determines which version you get. Lk is a slide, mk is a straight kick, hk is an upwards kick(anti air). Ex is a faster slide with projectile and upper body invincibility during the slide

Bad spray (S)
Command = up+3p as you hit the ground
Notes: allows Cody to throw a quick attack as he gets up. Cant be exed.

Knife pick up:
Command = down+3p
Notes: changes the properties of his punching moves. Allows the use of knife throw.

Knife throw:
Command = qcf+p(with the knife in hand)
Notes: can juggle. Ex does more damage. Punch used determines speed and damage.
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Supers:
Final Destruction
Command = 2qcf+p
Notes: input determines hitcount
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Dead End Irony:
Command = 2qcf+k
Notes: input determines hitcount and other stuff
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Final Destruction:
Command = 2qcb+p
Notes: LV3 only. Like its multi level version, if the first hit misses, the super stops.
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Knife notes:
Only one knife can be on the field at one time
You lose the knife if:
-You get hit
-You throw someone
-You throw it
While using the knife, your knife swing attacks(punches) can inflict chip damage and generally have increased damage/stun.
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Additional notes:
Ex slide can pass through projectiles and under high attacks due to its upper body invincibility. It can be used as a juggle as well.
Screenshots to come later

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Last Edit: September 11, 2012, 04:22:43 am by Lost_Avenger
Re: Cody(Final Fight)
#2  July 21, 2012, 03:50:01 am
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The only special not listed is zonk knuckle. The reason being, I need to gather more data on it(invincibility stuff, charge times, etc).
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You cant cancel the knife swing into specials or supers(kicks arent effected by this)
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His c.mk is a slide, but has a hit box on his leg so it wont pass under projectiles like Jill's or Karin's(guren slide)
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his throws are done now. He's down to supers and win poses

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Cody(Final Fight)
#3  September 11, 2012, 04:17:45 am
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Changes:
-EX slide kick doesnt sent p2 as high in the air
-EX straight and EX anti air ruffian kicks do less damage on opponents in the air
-Final Destruction(Ultimate) had an extended hittime. This was an error left over from an experiment I forgot about.

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Cody(Final Fight)
#4  September 13, 2012, 04:07:10 am
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poll added

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http://www.Trinitymugen.net/Hosted/CFJ2/
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Re: Cody(Final Fight)
#5  September 13, 2012, 04:15:39 am
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looking like the best cody for mugen. Good job.
Re: Cody(Final Fight)
#6  September 13, 2012, 05:37:44 am
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glad you like him

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Cody(Final Fight)
#7  September 14, 2012, 04:38:17 am
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Sorry, had to reupload him. Turns out I missed some things:
-Fixed air guard on some ground normals
-fixed a debug error when SCing criminal upper
-Final Destruction(multi level) does 14 more damage in all forms
-fixed a guarding glitch with his knife(his knife would disappear while guarding a hit)
-ex straight kick is now safer on block

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Cody(Final Fight)
#8  September 22, 2012, 04:01:13 pm
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His EX Straight Ruffian Kick should seriously have its command switched with EX High Ruffian Kick. If you look at how Juri's EX Fireball is set up in SSF4, you'll notice how it's low=LK+MK, center=LK+HK, and high=MK+HK. Also, to give LVL 3 Final Destruction something over Ultimate Destruction, the latter shouldn't have startup invincibility. It'll at least make it a bit more useful as a meter-spending reversal. Also, EX Bad Stone tends to miss (at least it misses KFM) when chained from Crouching SP. I never had this happen with normal Bad Stone. Also, how do you do Bad Spray? (or whatever the name of his gets-up-and-tosses-dust move)

     Posted: September 22, 2012, 04:02:26 pm
Bad Stone (all versions) also misses in the corner point blank. I seriously hate it when this happens with fireballs.
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Re: Cody(Final Fight)
#9  September 22, 2012, 04:36:09 pm
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This cody looks pretty neat. im have to try it out
Re: Cody(Final Fight)
#10  September 23, 2012, 12:18:13 am
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Invincibility is the same as Alpha 3 iirc. Unless I had a typo or something. Im not going to buff the super much more.

I had the commands like that before. I can switch them if need be.

Stone probably is missing my projectile treatment. I'll look into it. Edit:  Yeah it was Hh's projectile. I fixed it.

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Last Edit: September 23, 2012, 12:24:08 am by Lost_Avenger
Re: Cody(Final Fight)
#11  September 23, 2012, 12:20:13 am
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I was mentioning my wish for Ultimate Destruction not having invincibility to prevent Final Destruction from being rendered completely anemic by comparison. Also, I'm trying to get the timing down for his c.SP<EX Bad Stone loop. It's difficult, I still haven't been able to run his meter out quite yet.

     Posted: September 25, 2012, 12:56:14 am
Maybe you could increase the startup of Bad Stone a small bit? I can link c.SP<LP Bad Stone into itself in the corner, it'd make more sense if only the EX version allowed that. Speaking of which, what news have you of EX Bad Stone whiffing on KFM (my main testing dummy) during combos?

     Posted: September 25, 2012, 12:58:14 am
Also, shouldn't Cody say HA HA right as he throws the stone, not as he picks it up?
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Re: Cody(Final Fight)
#12  September 25, 2012, 04:45:59 am
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Odd, I guess the message didnt send?

That sounds like the push bug. I'll look at it.

Stone is linkable in both forms. It does less damage to make up for this

Not sure, I did a lot of Cody's sounds based on memory(360 is dying).

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Re: Cody(Final Fight)
#13  September 25, 2012, 04:47:16 am
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I've got access to SSF4 at just about all times, he laughs as he throws the stone. Also, I'm very sure that the Ultimate Destruction's start up quote is different from Final Destruction's. It's slower. I still think it'd be a simple fix.
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Re: Cody(Final Fight)
#14  September 25, 2012, 04:55:15 am
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It is a slower quote... I wanted it to be. One is a taunt sound, the other was from his Ultra.

I don't know why I didn't notice this before. Its not the corner bug. Though it is push related. I'll tweak the loop to make it not as possible.

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Re: Cody(Final Fight)
#15  September 25, 2012, 04:56:19 am
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Yeah, better to spend meter for loops. Also, I didn't know that was intentional. Nor did I know he had it as a taunt as well. I guess I just don't mess with his taunts enough.
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Re: Cody(Final Fight)
#16  September 25, 2012, 06:18:16 am
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I removed the loop entirely

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Re: Cody(Final Fight)
#17  September 25, 2012, 06:20:05 am
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I guess you'll remove loops unless they require meter? I suppose by that logic you're just removing infinites. I'm confused now.
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Re: Cody(Final Fight)
#18  September 25, 2012, 06:29:09 am
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Yep. It's pretty much an infinite and I hate infinites.

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Re: Cody(Final Fight)
#19  September 26, 2012, 12:20:12 am
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Yeah, I mostly prefer meter-requiring loops over infinites.
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Re: Cody(Final Fight)
#20  September 27, 2012, 03:08:01 am
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It wasnt entirely an infinite, but it did waaaay too much damage with full meter. I adjusted the start up time on the rock pick up. He tosses the rock into the air before throwing it now. I may change this though

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Re: Cody(Final Fight)
#21  September 27, 2012, 03:49:09 am
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Ok.
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Re: Cody(Final Fight)
#22  September 30, 2012, 07:35:10 pm
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why not add last dread dust as his level 3 move?
Re: Cody(Final Fight)
#23  September 30, 2012, 07:37:05 pm
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I'm not going to say I'm speaking for LA here, but I think it's because he's already got his EX Ruffian Slide for punishing projectiles.
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Re: Cody(Final Fight)
#24  September 30, 2012, 08:46:26 pm
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The SF4 version of LDD? I dont have the sprites for that and I dont want to split his level 3 into another super(adding extra hits to his level 2 for his level 3 version). The only reason I might consider splitting is that his current level 3 is pretty useless

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Re: Cody(Final Fight)
#25  September 30, 2012, 08:47:37 pm
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Well, useless aside from canceling from Criminal Upper. Frankly, I think that should be its only use, otherwise it'd overshadow level 3 Final Destruction in every way.
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Re: Cody(Final Fight)
#26  September 30, 2012, 08:50:54 pm
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The other reason being just how different his level 3 LDD is from his level 1 and 2(start up is different too)

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Re: Cody(Final Fight)
#27  September 30, 2012, 10:47:58 pm
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Well he's not overpowered but he is pretty frustrating to fight. I can't grab him at point blank range most of the time and it may just be me but does he have a lo of blockstun too? And yeah, he throws pebbles all day and they actually beat King's double strike. I find some characters aren't able to handle him up close very well (The aforementioned King being one of them).
Re: Cody(Final Fight)
#28  September 30, 2012, 10:49:58 pm
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Yeah, I've seen him pull off some interesting stuff. Also, King isn't exactly the best up close, while Cody is among the best. I've seen him to his Bad Spray and knock some of Ren Idagawa's cans right back at him. I couldn't stop laughing at that. Wait, beat two projectiles? Which King were you using?
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Re: Cody(Final Fight)
#29  October 01, 2012, 02:54:51 am
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Zero's
Re: Cody(Final Fight)
#30  October 01, 2012, 02:55:09 am
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Was he using his EX Bad Stone?
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Re: Cody(Final Fight)
#31  October 01, 2012, 02:57:55 am
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No, just his regular stones. They eat both of the projectiles and the low startup let's Cody throw more pebbles before King's strikes that travel above them and hit King. That's my experience most of the time.
Re: Cody(Final Fight)
#32  October 01, 2012, 02:58:39 am
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Might be how Double Strike was coded. How does Venom Strike react?
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Re: Cody(Final Fight)
#33  October 01, 2012, 03:01:55 am
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Well he's not overpowered but he is pretty frustrating to fight. I can't grab him at point blank range most of the time and it may just be me but does he have a lo of blockstun too? And yeah, he throws pebbles all day and they actually beat King's double strike. I find some characters aren't able to handle him up close very well (The aforementioned King being one of them).

yeah, and i tried picking up a knife, by pushing down and the 3-punch buttons
Re: Cody(Final Fight)
#34  October 01, 2012, 03:03:08 am
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It seems to act normal, though the pebbles go above it. Depends on how you time it. It may just be a bad matchup actually. I can take him with Buckus' Haggar with relative ease.
Re: Cody(Final Fight)
#35  October 01, 2012, 03:04:01 am
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Yeah, King's just not a good match-up for Cody. He's an up-close monster, flat out. His Bad Stone is to annoy, build meter, and start combos.
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Re: Cody(Final Fight)
#36  October 01, 2012, 03:24:39 am
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But we both agree on the blockstun, right?
Re: Cody(Final Fight)
#37  October 01, 2012, 03:26:03 am
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I don't know, most of his attacks are punishable on block.
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Re: Cody(Final Fight)
#38  October 01, 2012, 03:28:29 am
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Hmm, which ones? I can't punish his slide to save my own life.
Re: Cody(Final Fight)
#39  October 01, 2012, 03:30:22 am
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Odd, it's got quite a few negative frames and he moves forward even on block. This would make it easy to punish, since he's wide open. The only of his attacks really safe on block is his EX Ruffian Straight, and that's because it can't be punished if spaced correctly. Criminal Upper leaves him open but pushes him a safe distance back (maybe LA should remove the pushback?).
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Re: Cody(Final Fight)
#40  October 01, 2012, 03:36:35 am
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Well I tried again. I can only punish it with light normals. Not with throws though. And yeah, a little bit less pushback on the Criminal Upper would make it a little more punishable since normally I have to cross him up and it won't always work.
Re: Cody(Final Fight)
#41  October 01, 2012, 03:37:08 am
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What distance was he using the slide from?
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Re: Cody(Final Fight)
#42  October 01, 2012, 03:39:05 am
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It's usually after blocking his normals, so not very far.
Re: Cody(Final Fight)
#43  October 01, 2012, 03:39:45 am
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I still don't believe it's that difficult to punish. Perhaps your timing is off or you're mashing?
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Re: Cody(Final Fight)
#44  October 01, 2012, 03:45:52 am
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Yeah, that might be it. I'll just need to get better at timing it. Can you punish him with a throw after it?
Re: Cody(Final Fight)
#45  October 01, 2012, 03:46:32 am
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I'm not in the mood to test that out right now. What character's throw were you attempting to use?
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Re: Cody(Final Fight)
#46  October 01, 2012, 03:49:50 am
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King's kick throw.
Re: Cody(Final Fight)
#47  October 01, 2012, 03:50:07 am
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Hm, maybe I'll test that out later.
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Re: Cody(Final Fight)
#48  October 01, 2012, 04:42:30 am
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Cody's worst match ups are grapplers. I'll look into the double strike. I might have left something in the code by accident. Stone passing over projectiles might need to be adjusted though. It wouldnt take much to fix that

He has a decent amount of hit and block stun on some normals(his command normal and Cl.hp come to mind) to allow some of his links.

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Re: Cody(Final Fight)
#49  October 02, 2012, 04:05:37 pm
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Can someone give me a link to Cody's SF4 recordings of all his movements and attacks. I'm supposed to make his dash animation and I figure I'll be making a few more things from this game for him. I have no idea where everyone is getting the recordings from SF4 ripping purposes.
Re: Cody(Final Fight)
#50  October 02, 2012, 07:23:09 pm
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Last Edit: October 02, 2012, 07:28:34 pm by Lost_Avenger
Re: Cody(Final Fight)
#51  October 03, 2012, 09:57:24 am
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Spoiler, click to toggle visibilty
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Re: Cody(Final Fight)
#52  October 03, 2012, 10:59:40 am
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Oh hey. Thanks! I don't know if JNP started on the dash yet or not, but this would probably help a little more than the video one imo.

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Re: Cody(Final Fight)
#53  October 03, 2012, 10:52:12 pm
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Yeah this is a lot better. The video was way too low on quality and only gave each dash 2 frames. Thanks a lot!
Re: Cody(Final Fight)
#54  October 09, 2012, 02:12:32 am
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feedback stuff

-ex rocks is supposed to have different voice
-rocks miss up close in corner
-f.mp should slide or something other wise its next to impossible to link after it hits.
- QCF lk does not have fall.recover=0 thus people can  tech it
- I think QCF lk should be a little bit faster when it moves foward and should move slightly further, like 15 more pixels tops
-if you hit with QCFx2 lk too far away he'll only hit like 3 times then they are too far away to get hit
- c.lk into qcb p whiffs if p2 is too far away. that never should happen
-the AI auto tech code happens way too often even for lvl 8 I made it 50% of the time, not to mention that if they were attacking they cant tech which they can here
-adjust his air width, cross up whiffs on a lot of my roster
- his c.mk hitbox should be lower, it should go under all projectiles.
-why exactly can't he air tech? This is probably how you missed that sweep bug
-why can he whiff cancel, this is not kof
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Re: Cody(Final Fight)
#55  October 09, 2012, 02:45:15 am
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I can't link after EX Bad Stone at all in the corner. I thought the point of it having a lot of hitstun was to allow links afterwards?

     Posted: October 09, 2012, 02:47:12 am
Delayed Bad Stone should do some extra damage.
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Re: Cody(Final Fight)
#56  October 09, 2012, 02:57:55 am
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Nah delayed bad stone is for mind games. That was the  entire point.
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Re: Cody(Final Fight)
#57  October 09, 2012, 02:58:25 am
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It does more damage in SSF4. That's my point.
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Re: Cody(Final Fight)
#58  October 09, 2012, 04:54:38 pm
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feedback stuff

-ex rocks is supposed to have different voice
-rocks miss up close in corner
-f.mp should slide or something other wise its next to impossible to link after it hits.
- QCF lk does not have fall.recover=0 thus people can  tech it
- I think QCF lk should be a little bit faster when it moves foward and should move slightly further, like 15 more pixels tops
-if you hit with QCFx2 lk too far away he'll only hit like 3 times then they are too far away to get hit
- c.lk into qcb p whiffs if p2 is too far away. that never should happen
-the AI auto tech code happens way too often even for lvl 8 I made it 50% of the time, not to mention that if they were attacking they cant tech which they can here
-adjust his air width, cross up whiffs on a lot of my roster
- his c.mk hitbox should be lower, it should go under all projectiles.
-why exactly can't he air tech? This is probably how you missed that sweep bug
-why can he whiff cancel, this is not kof

Side thing, what's the point of quoting a text if it makes the message box show up under the message you are quoting?

-I can fix this when I get back, I dont have my 360 with me in Illinois
-I need to adjust his rock clsn. Lowering the blue box and extending the red
-I can adjust that, I probably forgot a posadd
-Will add
-I used the vel from alpha 3 iirc. I can adjust it though
-I'll look into that. Might need to adjust my vels
-What range is it whiffing from? Its only whiffing for me at the edge of his c.lk range and it does the same thing in Alpha 3? All of his vels and clsn came from SFA3(except ex moves)
-Ive adjusted that in the new system. The individual characters dont have this yet. I can patch that into them though
-will do
-Im using the Alpha 3 clsn, but Im considering doing that though.
-I dont allow air teching(except for cc).
-Which move? The only characters that can cancel after their active frames are Chun-Li and some light normals that only have like 3 frames. I'll probably need to tighten that.

C.A.N stuff:
-I can still link it? Do you mean its not showing up on the combo?
-That it should. Did in Alpha 3 too. It was a mind games thing, but I can change it back though.

Thanks for the testing guys. I'll get on it in a bit.

Edit:
-
-fixed the clsn. Its further back and down now. 2nd frame loses a little of this though
-Added a posadd on the frame it hits on, but it doesnt look that good
-added
-He travels 14 ticks further now(increased the vel by .5)
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-He has the new throw tech now
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-
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-side thing, I reduced the file size by a tad. Fixed his air tech on jumping normals

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Last Edit: October 09, 2012, 06:16:14 pm by Lost_Avenger
Re: Cody(Final Fight)
#59  October 10, 2012, 12:18:55 am
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Yeah, it's not showing up on the combo counter or anything. I'm able to link an EX Bad Stone into a crouching SK for a knockdown in SSF4, for example.
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Re: Cody(Final Fight)
#60  October 10, 2012, 01:08:41 am
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odd, Im still linking it with no issues? Oh I see. Its only a +7 up close now. My bad

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Cody(Final Fight)
#61  October 10, 2012, 01:10:20 am
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Are you using the version hosted in your CFJ2 folder? Because it's a +7 and I still can't link anything.

     Posted: October 10, 2012, 01:11:26 am
You can Super Cancel Bad Stone before the rock even comes out.
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Re: Cody(Final Fight)
#62  October 10, 2012, 03:00:26 am
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Sorry about that, I editted that post before to mention it was a +7. I probably nerfed it and forgot.

Probably a test thing I forgot about. Let me double check it

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Cody(Final Fight)
#63  October 10, 2012, 07:43:39 am
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What I meant by whiff cancel is that if I try to link c.lp into c.mp into QCF mk. Sometimes he would do QCF mk before c.mp came out at all. It was weird. as far as the whiff range, most of my feedback comes from sf4 cody experience so I guess that's why I would have an issue with somethings. The Air tech thing is not a problem as long as you have fall.recover=0. I only wanted air tech because my mugen features chars that if you dont air tech can do ridiculous things.
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Re: Cody(Final Fight)
#64  October 10, 2012, 08:48:06 am
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Hmm... He should be able to air tech outside of my mugen. Just not inside of it(all of my moves disable air recovery in theory). Im told by a couple people that he auto air recovers against their stuff(AI mode).

On the whiff thing, you could do that in the CPS2 games(at least Alpha 3) and probably others too. I think it does that in cvs2 as well, but I could be wrong on that.

I can try to do a little tweaking to get some of the SF4 stuff to work(Guile's ex flash kick allows him to do things he couldnt(or at least I couldnt) in cvs2 for instance).

Ive adjusted the f.mp to make linking easier and I may adjust the clsn on c.mk(to allow fireball ducking), but I might tweak some stuff on it in general.



     Posted: October 10, 2012, 09:13:22 am
On the F.mp, he does travel forward 8 pixels on the active frame. It also doesnt push p2 back as far as before. Its a +6 on hit, +1 on guard now. I forgot what the SSF4 numbers were(I think you said it was +6, but they lowered it to 5?).

Stone cancel was fixed. I forgot to put a limiter. Its a 3 tick window now though.

As far as c.mk goes... In order to make it pass under projectiles, his blue clsn have to be shrunk a lot. So I reduced the upward range of his red clsn a lot to compensate(the hitbox going just past his ankle as opposed to his whole foot. And its limited by the start up(he only goes low enough on the active frame and the frame after). Is that ok or should I adjust it further?

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Cody(Final Fight)
#65  October 10, 2012, 02:47:57 pm
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yep +6,+1
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Re: Cody(Final Fight)
#66  October 10, 2012, 11:07:10 pm
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He can super cancel Criminal Upper before it hits.

     Posted: October 10, 2012, 11:09:28 pm
Why can't he follow up after Crack Kick (Fwd.C) with EX Criminal Upper like in SSF4?
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Re: Cody(Final Fight)
#67  October 11, 2012, 03:56:17 am
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Same thing as normals. I can adjust it I guess, but everyone has something similar.

I could have sworn I added that before. I'll look at it. I probably removed it on accident

Edit: Crack kick is a free juggle now. I meant for this to be in before

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Last Edit: October 12, 2012, 01:17:08 am by Lost_Avenger
Re: Cody(Final Fight)
#68  October 14, 2012, 09:30:23 pm
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Reuploading Cody. I think I got everything outside of clsn and vel related things. That and the ex sound thing(dont have my 360 with me). I'm reuploading it now.

I think I'm going to redo his snd file for the main game.

-
http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: Cody(Final Fight)
#69  October 16, 2012, 01:41:01 am
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What? No more SSF4 voice in the full game?
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Re: Cody(Final Fight)
#70  October 16, 2012, 01:54:55 am
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Im going to save the sounds in a different format to cut down on snd file size is all. Its 7mb as it is now(with some extra sound in it still)

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http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: Cody(Final Fight)
#71  October 16, 2012, 02:08:00 am
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*Phew* Alright, thanks for clearing that up. Also, is he reuploaded?
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Re: Cody(Final Fight)
#72  October 16, 2012, 02:15:51 am
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I uploaded him when I sent that message. He was up before I even finished typing iirc.

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Cody(Final Fight)
#73  October 18, 2012, 05:16:15 am
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Please get around to making EX Ruffian Straight A+C and EX Ruffian Upper B+C.
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Re: Cody(Final Fight)
#74  October 18, 2012, 06:12:17 am
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Oh right, forgot about that

Edit: I fixed it. Does it need a reupload? I'll wait a bit

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Last Edit: October 18, 2012, 06:19:08 am by Lost_Avenger
Re: Cody(Final Fight)
#75  October 23, 2012, 04:40:39 am
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when I meant he should move foward I meant an actual velocity. f+mp is useful only for the fact that it moves him forward while keeping him safe on hit or block.
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Re: Cody(Final Fight)
#76  October 23, 2012, 04:42:44 am
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That and the fact that (at least in SSF4) he can link after it.
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Re: Cody(Final Fight)
#77  October 23, 2012, 04:45:47 am
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he can in mugen but its still useless as a trap
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Re: Cody(Final Fight)
#78  November 02, 2012, 11:35:41 pm
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I forgot just how bad the mobile one looks on my phone.

He travels forward a little, but it looks odd with a vel imo. The pos gain is slightly harder to see, but looks slightly odd too.

-
http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Cody(Final Fight)
#79  February 25, 2014, 09:23:34 pm
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Im finally updating Cody to the new system:
-Fixed several messed up chip and stun values
-F.Mp has a lighter hitpause and a shorter active window(the link feels less... paused. Its more fluid imo)
-cl.hp, c.mp, and c.hp have reduced active and recovery frames making their links easier too
-Adjusted some damage values
-more to come

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Cody(Final Fight)
#80  March 05, 2014, 04:06:02 pm
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I forgot how much damage Cody could throw out with simple combos... after I added the custom state to his 2qcf+p super, he can do longer and even harder hitting combos. He can do (corner)j.hp, cl.hp - c.hp xx ex ruffian upper - ex ruffian slide - hk ruffian xx 2qcf+Mp for like... 80% ish damage(it will insta kill S.Akuma, but that doesnt take much). This is after the damage nerf for ex ruffian upper(hk ruffian exed). Should I play with some damages or leave him as is? Cause at this point, if he gets you in a corner, you're in serious danger. Ryu and Karin have massive corner combo damages as well so I may need to do an overall system check

-
http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Cody(Final Fight)
#81  April 29, 2014, 11:03:48 am
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Update:
-damage on s.mp reduced from 63 to 49
-S.hp damage reduced to 84 from 98
-cl.hp damage reduced from 84 to 77. New animation thanks to Sean
-s.lk damage reduced from 28 to 21
-s.mk damage reduced from 56 to 49
-S.hk damage reduced from 91 to 77
-crack kick damage reduced from 91 to 77

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Cody(Final Fight)
#82  April 29, 2014, 10:40:43 pm
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So when u post updates do u update the character download?
Re: Cody(Final Fight)
#83  April 29, 2014, 11:55:01 pm
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Nope, this is just for reference. These are changes that will be in the beta. I haven't updated any of the old links in a long time

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Cody(Final Fight)
#84  June 15, 2014, 12:51:57 am
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Well, you need to get to it buddy and I mean asap.lol Would be nice to have him with the updates without the full game. If time permits, I have some old psd's that might help out. Talking about the screen pack arena, take care and peace.
Re: Cody(Final Fight)
#85  June 15, 2014, 01:26:15 am
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Psds?

I did a poll and people wanted Commando(no clue why. Its basically a patched version of warus. Its just doesn't have grooves) and Kyosuke. I don't remember where Cody ended up tbh.

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thanks again Vans/Jesuszilla!
Re: Cody(Final Fight)
#86  June 15, 2014, 01:53:25 am
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I have some old select screen wip's in psd's format's. I have to get it together and pm you, if your interested.
Re: Cody(Final Fight)
#87  June 15, 2014, 01:57:30 am
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Very lol. Ive been borrowing Jz's sp forever. Cody ended up 3rd. So Ill add him to the list. Elena still has priority though

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thanks again Vans/Jesuszilla!
Re: Cody(Final Fight)
#88  June 15, 2014, 03:31:26 pm
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Sound good I will send what I can find. Also, maybe cook up a idea or two. That Elena would be a smooth operation, good luck my friend.
Re: Cody(Final Fight)
#89  August 16, 2015, 02:50:33 pm
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bump, not sure if it's glitch in your char or not but your cody flew off the screen when he was zero countered by pots guy.
I'm going to let god handle you people ✞
Re: Cody(Final Fight)
#90  August 16, 2015, 08:24:10 pm
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Cody isnt meant to be played outside of CFJ2, but I don't know what would cause that tbh. Did it have an anim error or something in the debug?

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Cody(Final Fight)
#91  August 17, 2015, 12:26:41 am
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i was playing him in arcade mode, and while i was fighting pots' guy he zero countered my s.LP (i think) and cody just flew diagonally right untill he was offscreen.
i couldn't do anything, no buttons were responding, so i closed the game.
ill try replicating it with debug mode, ill use the same stage too.
I'm going to let god handle you people ✞