CodyBot v1.0

Difficulty Advanced

Focus Multi-Punishes and Tick Throws


The intention of this bot is to increase the number of punishes you are capable of mentally 'holding on to' all at once while maintaining the other standard parts of your play and under constant stress. This bot is also designed to help you build familiarity with the mid-neutral game Cody is well equipped to use. Through the point system, you are put in many situations where you must space yourself in the mid-range neutral relative to CodyBot. This ensures that like many of our more advanced bots that require you to learn and keep up with punishes, you are in a constantly stressful situation where you must maintain as much mental flexibility as you can, simulating the real world stress of a match against another player. Being able to perform your punishes under stress requires consistency, but unlike some of our other 'punish' focused bots, it also requires a high degree of mental flexibility to keep your mind on multiple different TYPES of pieces of your game plan, rather than just 'doing damage and reacting to opponent mistakes'.

To input this bot requires a general understanding of edge shifting techniques. Depending on which input set you choose, which V-Trigger the bot is optimized for will change and should therefore be another consideration for what inputs you choose to put in. Additionally keep in mind which V-Trigger you feel your character's tool set and own playstyle may have most trouble with when choosing which. Some suggestions are given in the Goals section below. When viewing the videos on this page meant to help you see the inputs, please note that for this bot, the final 'edge-shifted' quarter circle motions (236 and 214) may not show a specific consistent version.

Part of the complexity of entering this bot will be held buttons along with held charge while doing other things. While the inputs for this bot may seem easy due to the less complicated hidden inputs compared to other bots, the neccesity of certain first frame inputs, and holding buttons during executing the action, may cause certain players difficulty and create a need to alter their control config to make certain inputs easier. Additionally, if a player is struggling with FirstFrame inputs, they should practice doing so before trying to do the full input. See our Glossary for a more detailed explanation.


Gauge Settings

As with all bots, 1P Health should be set to "Normal". 1P CA Gauge and 1P V-Gauge should be set according to the player's character preference, aim to use the settings that will help best train the punishes/confirms you are aiming for, or force more awareness, as needed, but in this case we strongly suggest setting both to "Normal".

Settings for 2P are Health - "Auto-Recover", V-Gauge - "Normal" (can use other settings if specifically trying to work against Cody's weapons), CA Gauge - "Normal".


Goals

Completing each action gives 1 point. Try to get to 10 points without dying, and before Cody gets to 10 points. In all cases, give Cody 1 point if you fail to punish a blocked V-Skill or Ruffian Kick.

Points System

A special note for this bot comes up as a result of how the various options for how to do the endings of the main inputs, affect it and which may be most relevant to some characters. Our suggestions are shown below.

Difficulty Levels

Action #1

For mainly "VT1 Cody" usage

5MP+MK (hold MP+MK for a little bit), hidden [5LP 5LP 5LP(hold until end)], 236, end recording immediately.

For mainly "VT2 Cody" usage

5MP+MK (hold MP+MK for a little bit), hidden [5LP 5LP 5LP(hold until end)], 214, end recording immediately.

Failing to hold the MP+MK results in some extra Zonk Knuckle in the bot, so we suggest to make sure you do it on this input. If you want more Zonk Knuckle, see Action #2. Mash the 5LP quickly but try not to go over 3 presses (if the third happens to be a 2LP this can sometimes be okay). For VT1 the edge shifted motion is meant to give Cody more forward movement when combined with Action #3. For VT2 he uses the other motion, to avoid overuse of the rock and give him a standing Light Kick. If you need VT2 Cody with more L Ruffian Kick, do not use the VT1 version here in order to get it, use the Action #4 VT1 variant and use the VT2 Variant here as suggested.

Action #2

For mainly "VT1 Cody" usage

5MP+MK (hold MP+MK for a little bit), hidden [5HP+HK 1HP+HK], 214, end recording immediately.

For mainly "VT2 Cody" usage

5MP+MK (hold MP+MK for a little bit), hidden [5HP+HK 1HP+HK], 236, end recording immediately.

As with #1, failing to hold the MP+MK results in some extra Zonk Knuckle. If that is what you need, this is the input to do it with, not #1. This input is relatively lenient and easy, but vital to the bot's rhythm and almost impossible to tell 'how good it is' by itself. We advise re-recording this occasionally just to see what differences appear. Once again, if you need VT2 Cody to use L Ruffian Kick, do not try to switch this input's final motion, use the ones in #4 and #5.

Action #3

5LP+LK, hidden [6PPP (hold until end), hold 9], hold 1 once in air, end recording just after peak of jump.

This input is actually the one most likely to need to be re-recorded, in order to get optimal jump-in attacks, however the bot can be used with it even if the jump-ins are not as strong, and various attempts to refine it can be done when the player has the time available for that. Make sure to hold the PPP to the end (set it to a single button). You can check if it was done correctly by replaying this Action into itself and watching to make sure that when it loops you only see a LK input.

Action #4

For mainly "VT1 Cody" usage

FirstFrame 1LP+MP (hold until end), 5HK (can be hidden but does not need to be), 236, end recording immediately.

For mainly "VT2 Cody" usage

FirstFrame 1LP+MP (hold until end), 5HK (can be hidden but does not need to be), (63)214, end recording immediately.

Doing the full 63214 in this input allows Cody to use his command grab when in VT2 but he will tend to cancel it out of HK causing it to whiff more often, and will not do HK->Rock Toss cancels (these are rarer anyway). The VT1 input will allow him to use more L-Ruffian Kick (but not Tornado, that is related to Action #1 and #2 Variants). If you want VT2 Cody but focused on L-Ruffian Kick and do not need HK->Rock Toss or grab, use the VT1 variant here and also in Action #5 (but make sure you used the VT2 variants for Action #1 and Action #2).

Action #5

For mainly "VT1 Cody" usage

5MK+HK, hidden [66 6HP+HK (hold the HK only, until end)], (63)214, end recording immediately.

For mainly "VT2 Cody" usage

5MK+HK, hidden [66 6HP+HK (hold the HK only, until end)], 236, end recording immediately.

This input is actually relatively lenient but the faster/stricter you can do it (the V-Trigger input can be plinked, for example), the less predictable the bot is. Doing the full 63214 in this input adds Cody's command grab capability when he is in VT2 if you were very fast with the rest of the input and managed to hide the 6HP+HK, but this is not necessarily recommended. If you use it, however, and intend to use VT2 Cody more often, check if the command grab synergizes with the style you want to practice against. Use the VT2 input to enable Cody to combo MK or HK Ruffian Kick out of his 6HK (you can also release instead of holding the HK in order to get more EX Ruffian Kick and Tornado, if you hold it he will usually just do a Negative Edge H-Ruffian Kick if he shifts into Action #4).




In-Depth

Still in progress.