Art of Fighting 3/Rody Birts

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ロディ・バーツ, Rody Birts

Introduction

Difficulty: Easy Playstyle: Rushdown

Rody Birts is a cop with a cool attitude that doesn't mess with anybody, and his batons will make sure you know that he means business. Being a rushdown character, he's pretty fast and packing pretty solid mixups out of his pressure. Rody can either go for his double sweep out of 1BB, or blindside foes with his 6B launcher that hits overhead. Add this on top of his straightforward, highly damaging combos and Rody can quickly swat rounds off the match, acting as a constant threat on okizeme. Why Rody is packing double batons is beyond us, but he most definitely knows how to weild them. He easily stands out better than most characters in the Art of Fighting series thanks to his aggressive playstyle.

That's not to say Rody doesn't have at least some flaws. Although he carries his momentum incredibly well, he can lose it quite easily from one bad read since both 6B and his 1BB sweep have steep recovery, especially 1BB which leaves him at somewhere lower than -20 on block. Ouch! If the opponent can consistently look past his mixup game, then Rody's fighting an uphill battle where he has to play a lot more respectfully, despite lacking good defensive tools. And against Ryo, Rody has no choice but to zone him out or else suffer a deadly death combo, as a character who cannot zone well. Look past his shortcomings though, and you have a character who refuses to play fair and will always charge in to apply deadly pressure.

Strengths Weaknesses
  • Solid rushdown
  • Looping setplay with his rush attacks
  • Incredible damage
  • Has one of the few “command grabs”
  • Low meter reliance
  • Simple combos that are all variations of one another
  • Bad projectile that is high risk with low reward
  • Lightweight leaves him prone to juggles
  • Cripples when he loses momentum
  • Hard to fight back with if the opponent sees past his mixups
  • Super comes out fairly slow
  • Suffers tremendously against Ryo since Ryo can TOD him quite easily
Player 1 Color Player 2 Color
AOF3 Rody Birts 1P.png AOF3 Rody Birts 2P.png

Move List

Grounded Normals

5A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Rody flings his baton at the enemy. Not the most amazing jab, but it has good reach and will do its job as all other jabs will in this game.

5B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Rody kicks straight forward. Ordinary kick, has good range and makes for a solid standing poke, but not all that good for combos.

5C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Probably the fastest 5C in the game that also launches, albeit the only real follow up Rody gets out of it is his 6AA > 6BB rush combo. Still, that’s a pretty hefty reward for a quick strong attack. Rody quickly kicks the opponent forward, which gives good wall carry as well, making it Rody’s easiest and most rewarding combo with no Spirit cost. Even the recovery is quick!

2A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Rody swipes his baton at the enemy’s legs and scoring a soft knockdown. Good range makes it an effective low poke that the enemy will likely not always see coming if used sparingly, though if blocked Rody will probably lose his turn. The main issue is its slower speed, which gives the opponent some leeway to react to it.

Full Crouch 2A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Same as 2A, but without a knockdown. Not as much damage but it’s much quicker overall, meaning it’s safer to use.

2B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Rody kicks at the enemy’s legs and staggers them momentarily. This is actually faster than his 2A at the cost of less range, enough so that it’s probably not worth using. It puts Rody at a frame advantage but it’s not by a whole lot.

Full Crouch 2B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

This is much better than Rody’s normal 2B, as it comes out just as quickly, but also gives him a higher frame advantage as well. While you won’t be able to confirm anything after FC 2B, you still stagger the enemy long enough that Rody recovers early enough to rush back in, allowing Rody to keep his turn.

Jumps

j.A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Rody pokes his baton downwards. This is the attack to use for jump ins since it’s angled low.

j.B/C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Rody kicks straight ahead in the air. Comes out very fast, making it good for combo attacks and air-to-airs.

Command Normals

3B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Rody does a dash in version of his 6B. It will unfortunately not launch high enough to give any follow ups, but it packs much better range because of the dash in while also still being fairly fast. You cannot cancel it, so if your opponent catches you using it, you might suffer a pretty bad punish, but it’s still a solid tool overall.

1B~5B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Rody does a low hitting sweep attack up to two times. Just like his 6B (or 3B at a distance), this is one of Rody’s killer moves in the game. Since it hits low, it compliments his 6B overhead in close range, giving him a constant 50/50 mixup he can apply. The range is also decent, packing just slightly more range than his 2B, while the second sweep will push Rody forward a hair for slightly more reach. However, the biggest issue is the move is incredibly punishable both on block and whiff. The frame disadvantage he loses is so high that the opponent could theoretically follow up with almost anything. Rody learned not only from Akira, but Lion too. Man, what a knucklehead.

5AB
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Rody does a quick 3 hitauto combo. He moves forward while doing it so it has good range, and when all hits connect it’ll deal around 20% damage and score a hard knockdown, so overall not a bad reward. All 3 hits can be ducked standing and blocking, however, so you’ll mostly just use this for combos.

Launchers

6BB
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Rody does a quick knee attack that is somehow powerful enough to launch the opponent really high into the air. Well we know one thing: he was disciplined by Virtua Fighter’s own Akira, only this time it’s not a frame perfect input! But on a serious note, this is an incredibly powerful launcher in his toolkit. Both very fast and hits overhead, it will devastate the opponent’s defenses when in range. The range is abysmal, but this may not be too much of an issue when Rody has an easy time getting in anyways. Easily one of his best tools, especially since it gives him a deadly 50/50 mixup when used right. His 6BB follow up will knock the opponent away, making any follow ups more or less impossible, but it’s still really good for combos.

3A/4A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Rody swings his baton just hard enough to launch the opponent upwards. While 3A and 4A are different launchers, they are almost identical which is why they are listed together. They’re both fairly quick and pack good range for launchers, making them the go to choice if you need something from a distance because 6B won’t reach. 4A is the fast version at the expense of being a mid, whereas 3A is the slower version that hits overhead. Either way, they lead to the same combos. The 3A version also deals much less damage, but that hardly matters in the long run when Rody’s damage is decently good.

Specials

Revolving Rod
236A/C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 25%
  • A slow, boomeranging projectile. Won’t hit on the way back, but is deceptively active at the end. Best used as a very long range poke or anti air, and overall not worth the risk because up close, it leaves Rody wide open. The A version hits around midscreen while the C version reaches almost fullscreen. There is one plus to the projectile: you can’t hit it out like the fireballs. Disrespectful opponents will be easy targets with the projectile, but you won’t need to use it very often.

Middle Impact TT
236B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 25%
  • Three kicks. Your go-to special move for combos, since it does good damage and gives you a free pursuit afterwards. Outside of combos? Not much use since you have far safer options. Very good wall carry, however.

Decisive Impact
646A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 33%
  • A “command grab” of sorts. If the opponent is in range, Rody will toss up his tonfa and hit the opponent while they’re distracted. Otherwise, Rody just throws his tonfa and looks dumb. Keep in mind that it’s not a true command grab, since you can block it. But timed right, and Rody will be able to land this even from afar if the opponent tries to poke you out. It’ll take practice to time it right, but it’s a good punish that people will tend to forget Rody has.

Hyper Tonfa
64646C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 75%
  • Haohmaru’s super from SS2, but with a stick. Comes out crazy fast, and moves your hurtbox back a good bit before it actually swings, making it a gimmicky reversal option or anti air. Not the best range in the world, but it’s certainly better than Sinclair’s range on her super. Use it as a punish or hard read counter.

Strategy

You have ample time to dash up to the opponent after the knockdown regardless of if they quickrise, and you get to start your nasty setplay. Rody’s rush chains are unique in that he has both an overhead launcher, and low sweep, both with the same timing. Your main mixup is a blocked 6AA leading into the 6BB launcher string, or 1BB sweep string. Either of these options lets you dash up and continue to do it over and over until you need to recharge your spirit or the opponent dies/breaks out. Not to mention that nifty command grab you have to mix it up even more. That said, if the opponent guesses correctly on the mixup, Rody will crumble, especially if his 1BB is blocked, which leaves him at over -20 on block despite its other great benefits. If otherwise not trying to force the opponent open with his 50/50, Rody has really simple but effective combos that are essentially just variations of the same combo, so he's easy to learn. Rody's problem lies in when he's being pressured back, since he has great tools for combos and rushdown, but outside of that has to rely on stray pokes and wonky special moves, most of which don't carry much defensive value. His damage output is average without combos, too, but it shouldn't undermine his ability to force the opponent to guess and otherwise eat swift pressure. It should also be noted that while 6AA is good pressure and will still give him room to apply his 50/50, careful opponents can just 4C parry Rody and kill his momentum, so you should sometimes apply the 50/50 without 6AA just to be safe.

Regarding Rody's wonky specials, his projectile is a huge risk up close and should only be used from afar. His 236B is combo fodder at best because in neutral, Rody has a bunch of other better punish tools at his disposal, so there's little reason to use it. His "command grab," is an enigma half the time in how you land it, so when it does work, it's great at opening the opponent up for free, but it largely depends on how close you are and if the opponent is in an optimal position, so bad timing leaves Rody wide open. His super isn't bad, but it's lacking in range and isn't fast, but it's slightly faster than Kasumi's super. It also packs more range than Sinclair's super does, but it's generally difficult and awkward to land.

Rody does quite well generally speaking, but suffers bad matchups against Kasumi and especially Ryo. Rody's whole game structure gives Kasumi more than enough time to punish any failed attempts to open her up while also being in just the right range to eat the worst of Kasumi's pressure. Against Ryo, Rody has no choice but to abandon his rushdown strategy almost entirely because one mistake can lead to Ryo landing his infinite on Rody, who is one of only two characters in the game that it works on (three counting Wyler). Outside of this, he has pretty decent matchups, but some characters such as Karman don't struggle too much fighting back against his pressure.

Combos

Rush Combos
Combo Damage Works On Notes
6A 6B Basic Virtua Fighter-esque string, but still reliable none-the-less. Fast speed and decent reach so it makes a decent quick poke punish.
6AA 6C Rody's double punch into a strong C attack. The go-to option for raw damage or as a combo ender.
6AA 6BB One of Rody's main mixup options, by pressuring the opponent with a few punches and hoping they guess incorrectly, block low, and get hit by the 6B launcher. While you can use 6BB, there's no need to when 6b gives you ample time to juggle the opponent. It is punishable on block, however, so be very careful about going too willy nilly about this rush combo.
6AA 1BB One of Rody's main mixup options, pressure with 6AA and then combo into the double sweep hoping that the opponent guesses incorrectly. Just one problem: it's extremely unsafe on block, meaning if the opponent does guess correctly, then Rody will lose all momentum he had. Highly rewarding for Rody, but it's also highly rewarding for the opponent on a good read, especially if you're fighting against Ryo.
Juggle Combos
Combo Damage Works On Notes
5C > 6AA > 6BB (whiffs in the corner, use 5C > 6A > 6B in that case)
3/4 > micro walk > 236B
6AA > 6B > 6AA > 6BB
3/4A > 6AA > 236B
6AA > 6B > 6AA > 5AB
(corner) j.B, 5AB (1 hit), 4A, 6AA, 6AAC
j.B, 6AAB, 236B
j.B, 6AAB, 6AA, 6AAC
j.B, 6AAB, 6AA, 1BB
6AAB, 6AA, 6AA, 1BB
j.B, 5AB (1 hit), 4A, 6AA, 6AA, 6BB
j.B, 6AAB, 6AA, 5AB (1 hit), 1BB
j.B, 5AB (1 hit), 4A, 6AA, 5AB (1 hit), 4A
j.B, 6AAB, 6AA, 236B


General
FAQ
Controls
HUD
System
Training Mode
Characters
Jin
Karman
Kasumi
Lenny
Robert
Rody
Ryo
Sinclair
Wang
Wyler