Greetings fellow Crusaders, and it’s time for another look into the world of Eternal Crusade. Actually, this week we are going to look, not only at Eternal Crusade, but at some other Games Workshop titles that are currently in production that have piqued my interest.
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Bingo! Learn How to Effectively Use Cody’s Negative Edge and Unusual Throw Properties in Ultra Street Fighter IV
GroundedSF has another reel of Cody technology lined up today in the fourth installment of their Notes from the Big House series. This particular video explains the intricacies of negative edging with regard to the pinstriped pugilist, as well as a handful of other minor things of note.
Since releasing any punch button after having held it for a brief period causes Cody to throw a Zonk Knuckle, it can be difficult to have one waiting in the wings when you need to actually perform a combo using the held button for something like a Criminal Upper. Luckily, there are input longcuts–don’t get to say that much outside of King of Fighters–that can make the release of the held button throw the desired special instead of an errant Zonk.
In addition, GroundedSF dedicates the next segment of the video to the inconsistent nature of Cody’s forward throw. Something about being in, or even near, the corner causes the fighter to toss his opponents at different distances than if he were to perform the same throw in the middle of the screen. This makes for some interesting situations surrounding any okizeme setups that Cody players apply after such a throw.
It then closes out by demonstrating all of the FADC pass through glitches that directly affect Cody. These don’t come up all that often, but they’re worth keeping in mind in case an opponent decides to fight dirty, or in the event that simply scooping up a knife from the pavement isn’t quite underhanded enough for your Cody.
Source: GroundedSF


