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Cody - USF4 - Update: June 13, 2014 (Read 29945 times)

Started by Mr. I, December 04, 2013, 01:49:25 pm
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Cody - USF4 - Update: June 13, 2014
#1  December 04, 2013, 01:49:25 pm
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This character was updated on June 13, 2014.

Cody has been updated to match USF4 standards.







Spoiler: changelog (click to see content)

This update is available here: http://www.mediafire.com/download/et8e0dkttg2eev0/Cody_SSF4.rar

Spoiler: Original Release Post (click to see content)
The double-curse of Blue Beard Baboon lies in these words you see. Read them once, then read them twice and your island is history.
Last Edit: June 14, 2014, 11:20:24 am by Mr. I
Re: Cody - SSF4 AE: 2012 -
#2  December 04, 2013, 09:36:50 pm
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tested the character out, pretty awesome my friend. Wish i could give more feedback but i dont necessarily like cody in sf4 and i dont have the game on me to runs some tests out anyways.
Re: Cody - SSF4 AE: 2012 -
#3  December 04, 2013, 10:21:46 pm
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Thanks for yet another awesome conversion. :)

- Dead End Irony misses on the last hit against a few opponents (e.g. Kyo by Jmorphman, SSJ Goku Z2 by Balthazar and me).
- I don't recall Last Dread Dust being a castrating move on the last hit. ;P
Re: Cody - SSF4 AE: 2012 -
#4  December 04, 2013, 10:22:16 pm
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Oh yea!
Keep making those SF4 chars, amazing work.
I'm still waiting for Dudley and Deejay.
Re: Cody - SSF4 AE: 2012 -
#5  December 04, 2013, 10:30:53 pm
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I'm still waiting for Dudley...
I can't wait!
If he makes him, that would be amazing!

Thanks for another excellent release Orbinaut.
A question: do you intend to use the anim 10500 for the focus attack custom state, other than for the Crumple KO animation (die with a light attack)?
Re: Cody - SSF4 AE: 2012 -
#6  December 05, 2013, 02:25:14 am
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Awesome release, he plays almost exactly like he does in SSF4 AE: 2012.
Some things i've notice...
- His super BG doesn't fit the whole screen if you and your opponent is near a corner, you can see the square outline where the bg stops in the sprite.
- Cody shouldn't be able to connect his Forward+Hk into his whole super(Hk version of Dead End Irony) only the beginning kick should hit your opponent while in a corner, if you and your opponent is in mid screen it shouldn't connect at all.
- Just like what Cybaster has said any version of the super doesn't fully connect on some characters
- The command input for picking up the knife is wrong instead of pressing all three kicks it suppose to be all three punches
- He can't cancel out of his taunt even though he should.
Re: Cody - SSF4 AE: 2012 -
#7  December 05, 2013, 02:50:34 pm
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Very nice release!!

What stages are those in the 1st screenshot and the 1st spoiler screenshot?
UltimateBiosparkJ a.k.a J-Wizzy, Themes on Deck!!


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Re: Cody - SSF4 AE: 2012 -
#8  December 05, 2013, 03:43:34 pm
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What stages are those in the 1st screenshot and the 1st spoiler screenshot?
Ask that in the Request board, please.

Some things I noticed,
- the transition between anim 5052 and 5062 doesn't look good, it doesn't flow naturally (they are the ones in which Cody spins when getting hit).
- Anim 5210 loops itself (I think it needs a loopstart in the last frame).
Last Edit: December 05, 2013, 03:51:02 pm by Alex Sinigaglia
Re: Cody - SSF4 AE: 2012 -
#9  December 05, 2013, 06:04:46 pm
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Great release!

When everything seems to be going against you, remember that the airplane takes off against the wind, not with it. - Henry Ford
Re: Cody - SSF4 AE: 2012 -
#10  December 05, 2013, 06:07:32 pm
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Tested and approved. Really great release. Thanks for that dude :D
Re: Cody - SSF4 AE: 2012 -
#11  December 06, 2013, 02:37:50 am
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I fucking love this, but there's some issues:

-his throw leaves him unsafe(neutral)
-since he cant quick rise any char with otgs rape him for days. I have no real fix for that

more to come later
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119/150 Chars, I'm not dead yet....the true surprise is in my thread.
Hahahah fuck you photobucket.
Re: Cody - SSF4 AE: 2012 -
#12  December 06, 2013, 09:51:49 pm
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big thank to you for this great work on SSF4 AE
Re: Cody - SSF4 AE: 2012 -
#13  December 08, 2013, 04:00:19 am
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Changed the download location.

I will reduce the juggle height on the last few hits of the super.

Forward throw will send opponent to the hard knockdown state for a guaranteed setup/advantage afterwards.

I never thought of using the chip ko as the crumple animation and will probably make that the animation for his crumple state.
I will fix the transition of the diagup animation (the spinny state)

It is difficult to cover any more bg during the super animation. Unfortunately, the clipping of the super animation will persist  for now until I discover some other method to get it

The command input for picking up the knife will be fixed. During development, i just used down+start and didn't really use the down+punches. I wonder myself why I made it kicks?

I will give control to the player earlier during the taunt animation.
The double-curse of Blue Beard Baboon lies in these words you see. Read them once, then read them twice and your island is history.
Re: Cody - SSF4 AE: 2012 -
#14  December 08, 2013, 04:20:39 am
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this is terrible and you are terrible
by terrible of course i mean beautiful

Out of curiosity, any plans to update him to Ultra system changes once it comes out? Or will you let him stay as-is? I was tired ok
Last Edit: December 14, 2013, 04:32:19 am by Shwa
Re: Cody - SSF4 AE: 2012 -
#15  December 08, 2013, 08:03:51 pm
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this is terrible and you are terrible
by terrible of course i mean beautiful

Out of curiosity, any plans to update him to Ultra system changes once it comes out? Or will you let him stay as-is?
he said he would.
Want to feel useful for a useless show? click here
119/150 Chars, I'm not dead yet....the true surprise is in my thread.
Hahahah fuck you photobucket.
Re: Cody - SSF4 AE: 2012 -
#16  December 10, 2013, 03:14:10 pm
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Cool! He's my favorite! I'm looking forward to more update.
Re: Cody - SSF4 AE: 2012 - Update: Apr 28, 2014
#17  April 28, 2014, 09:28:53 pm
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This character has been updated. First post has info.
The double-curse of Blue Beard Baboon lies in these words you see. Read them once, then read them twice and your island is history.
Re: Cody - SSF4 AE: 2012 - Update: Apr 28, 2014
#18  April 28, 2014, 09:42:30 pm
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Excellent Mr. I. Your work always impresses with its amazing accuracy and attention to detail. Thank you!! :2thumbsup:
All of your Mugen Portrait needs may be found HERE.

I'd like to report two robots on the MFG forums: One is EXShadow. The other is Saikoro.
There should be a Saikoro plugin for Photoshop.
Re: Cody - SSF4 AE: 2012 - Update: Apr 28, 2014
#19  April 29, 2014, 02:41:44 am
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Awesome character, but I've found one really small accuracy problem with Final Destruction and Last Dread Dust being mapped to all 3 kicks instead of all 3 punches. 
Re: Cody - SSF4 AE: 2012 - Update: Apr 28, 2014
#20  April 29, 2014, 03:16:44 am
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Super awesome!