This character was updated on June 13, 2014.Cody has been updated to match USF4 standards.Spoiler: changelog (click to see content)-- System --- Red Focus Attack/Ex Red Focus Attack implemented- Delayed Standing implemented/improvised- Increased back dash travel distance- Back dash is airborne from frames 9 - 13- The word "Technical" will appear when doing a quick rise or delayed standing-- Normal --- Crouching Medium Kick advantage on hit/block increased from -3/-6 to -1/-2- Crack Kick is airborne from frames 8 - 25- Crack Kick lower pushbox removed- Corrected Knife pickup input to Down + 3 Punches- Knife Pickup delegated to a special move- Juggle potential of these knife attacks increased to 3 ( juggles once after Light Criminal Upper ): - Standing Light Punch - Standing Medium Punch - Standing Hard Punch - Crouching Light Punch - Crouching Medium Punch-- Special --- Increased Knife Pickup proximity detection- Various normals can cancel into Knife Pickup- Knife Pickup can be cancelled to knife attacks as soon as Cody holds the knife- Light/Medium/Hard Bad Stone goes to throwing animation whenever button is released (minimum 22 frames)- Light Criminal Upper advantage on block increased from -5 to -4- Ex Criminal Upper strike invincibility increased from 4 to 6 frames. Throw invincibility removed.- Ex Criminal Upper block pushback reduced- All versions of Zonk Knuckle can be super/focus cancelled. Juggle potential returned to normal.-- Super/Ultra --- Both Ultras corrected input to 3 punches instead of 3 kicks- Last Dread Dust forward movement increased on first hit after sand- Last Dread Dust full unscaled damage reduced from 503 to 466This update is available here: http://www.mediafire.com/download/et8e0dkttg2eev0/Cody_SSF4.rarSpoiler: Original Release Post (click to see content)I released Cody from Super Street Fighter 4: Arcade Edition 2012. If you followed the WIP thread, check the readme.txt for the final changelog between version 7 and the release version 1.0.As requested, there is an option to disable the powerbars if desired.There will be a USF4 update to this character in the future.First the video:Now the screens:Spoiler: More screens (click to see content)This version is available here: Trinity MUGEN
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.
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.
guille_n_roll said, December 04, 2013, 10:22:16 pmI'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)?
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.
UltimateBiosparkJ said, December 05, 2013, 02:50:34 pmWhat 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).
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 thatmore to come later
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 itThe 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.
this is terrible and you are terribleby terrible of course i mean beautifulOut 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
Shwa said, December 08, 2013, 04:20:39 amthis is terrible and you are terribleby terrible of course i mean beautifulOut 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.
Excellent Mr. I. Your work always impresses with its amazing accuracy and attention to detail. Thank you!!
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.