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Cody(Final Fight) (Read 112601 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
0 (0%)
No
11 (100%)

Total Members Voted: 11

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

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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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.

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http://www.Trinitymugen.net/Hosted/CFJ2/
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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/
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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?
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
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.
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
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.
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
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.

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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

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!