Ultra Street Fighter IV/Cody: Difference between revisions

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{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch {{HK}}|100|100|60|L|-|7|3|24|33|18|-|-9|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch {{HK}}|100|100|60|L|-|7|3|24|33|18|-|-9|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Stand LP Knife|Stand Jab Knife|lp Knife||Stand {{LP}} Knife|40|50|20|HL|ch|4|3|6|12|11|15|2|6|Deals 5 chip damage, chained version does not cause proximity blocking||||||Reset|Reset|-|-|-|-|-|-|JP: 3 [Chained version JP: 0]|}}
{{USFIVFrameDataGlanceRow|Stand LP Knife|Stand Jab Knife|lp Knife||Stand {{LP}} Knife|40|50|20|HL|ch|4|3|6|12|11|15|2|6|Deals 5 chip damage, chained version does not cause proximity blocking||||||Reset|Reset|-|-|-|-|-|-|JP: 3 [Chained version JP: 0]|}}
{{USFIVFrameDataGlanceRow|Stand MP Knife|Stand Strong Knife|mp Knife||Stand {{MP}} Knife|40*40|100|40|HL|su*-|6|2*2|10|19|12|15|0|3|Deals chip 8 damage||||||Reset|Reset|-|-|-|-|-|-|JP:3*3 [Close version JP: 3*0]|}}
{{USFIVFrameDataGlanceRow|Stand MP Knife|Stand Strong Knife|mp Knife||Stand {{MP}} Knife|40*40|50*50|40|HL|su*-|6|2*2|10|19|12|15|0|3|Deals chip 8 damage||||||Reset|Reset|-|-|-|-|-|-|JP:3*3 [Close version JP: 3*0]|}}
{{USFIVFrameDataGlanceRow|Stand HP Knife|Stand Fierce Knife|hp Knife||Stand {{HP}} Knife|120|200|60|HL|su|8|3|17|27|18|23|-2|3|Deals chip 10 damage||||||Reset|Reset|-|-|-|-|-|-|JP:3|}}
{{USFIVFrameDataGlanceRow|Stand HP Knife|Stand Fierce Knife|hp Knife||Stand {{HP}} Knife|120|200|60|HL|su|8|3|17|27|18|23|-2|3|Deals chip 10 damage||||||Reset|Reset|-|-|-|-|-|-|JP:3|}}
{{USFIVFrameDataGlanceRow|Crouch LP Knife|Crouch Jab Knife|d + {{lp}} Knife||Crouch {{LP}} Knife|40|50|20|HL|ch|3|4|7|13|11|14|0|3|Deals chip 5 damage, considered to be a standing attack||||||Reset|Reset|-|-|-|-|-|-|JP: 3 [Chained version JP: 0]|}}
{{USFIVFrameDataGlanceRow|Crouch LP Knife|Crouch Jab Knife|d + {{lp}} Knife||Crouch {{LP}} Knife|40|50|20|HL|ch|3|4|7|13|11|14|0|3|Deals chip 5 damage, considered to be a standing attack||||||Reset|Reset|-|-|-|-|-|-|JP: 3 [Chained version JP: 0]|}}
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{{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch {{HK}}|100|100|60|L|-|7|3|24|33|18|-|-9|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch {{HK}}|100|100|60|L|-|7|3|24|33|18|-|-9|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Stand LP Knife|Stand Jab Knife|lp Knife||Stand {{LP}} Knife|40|50|20|HL|ch|4|3|6|12|11|15|2|6|Deals 5 chip damage, chained version does not cause proximity blocking||||||Reset|Reset|-|-|-|-|-|-|JP: 3 [Chained version JP: 0]|}}
{{USFIVFrameDataRow|Stand LP Knife|Stand Jab Knife|lp Knife||Stand {{LP}} Knife|40|50|20|HL|ch|4|3|6|12|11|15|2|6|Deals 5 chip damage, chained version does not cause proximity blocking||||||Reset|Reset|-|-|-|-|-|-|JP: 3 [Chained version JP: 0]|}}
{{USFIVFrameDataRow|Stand MP Knife|Stand Strong Knife|mp Knife||Stand {{MP}} Knife|40*40|100|40|HL|su*-|6|2*2|10|19|12|15|0|3|Deals chip 8 damage||||||Reset|Reset|-|-|-|-|-|-|JP:3*3 [Close version JP: 3*0]|}}
{{USFIVFrameDataRow|Stand MP Knife|Stand Strong Knife|mp Knife||Stand {{MP}} Knife|40*40|50*50|40|HL|su*-|6|2*2|10|19|12|15|0|3|Deals chip 8 damage||||||Reset|Reset|-|-|-|-|-|-|JP:3*3 [Close version JP: 3*0]|}}
{{USFIVFrameDataRow|Stand HP Knife|Stand Fierce Knife|hp Knife||Stand {{HP}} Knife|120|200|60|HL|su|8|3|17|27|18|23|-2|3|Deals chip 10 damage||||||Reset|Reset|-|-|-|-|-|-|JP:3|}}
{{USFIVFrameDataRow|Stand HP Knife|Stand Fierce Knife|hp Knife||Stand {{HP}} Knife|120|200|60|HL|su|8|3|17|27|18|23|-2|3|Deals chip 10 damage||||||Reset|Reset|-|-|-|-|-|-|JP:3|}}
{{USFIVFrameDataRow|Crouch LP Knife|Crouch Jab Knife|d + {{lp}} Knife||Crouch {{LP}} Knife|40|50|20|HL|ch|3|4|7|13|11|14|0|3|Deals chip 5 damage, considered to be a standing attack||||||Reset|Reset|-|-|-|-|-|-|JP: 3 [Chained version JP: 0]|}}
{{USFIVFrameDataRow|Crouch LP Knife|Crouch Jab Knife|d + {{lp}} Knife||Crouch {{LP}} Knife|40|50|20|HL|ch|3|4|7|13|11|14|0|3|Deals chip 5 damage, considered to be a standing attack||||||Reset|Reset|-|-|-|-|-|-|JP: 3 [Chained version JP: 0]|}}

Revision as of 07:42, 16 September 2022

Ultra Street Fighter IVUSFIV-Header.png

Cody

SSFIV-Cody Face.jpg

Lauded as a hero in the rescuing of Mayor Mike Haggar's daughter Jessica from the Mad Gear Gang in Metro City, it was expected for Cody to live a promising future as Jessica was also his girlfriend. However, the lure of combat from battling Mad Gear never left his blood and Cody turned to a life of constant fighting out of boredom! Eventually, his penchant for picking random brawls landed him in jail, and his relationship with Jessica was permanently ruined. But from time to time, Cody escapes prison almost at will and returns to the life of fighting, now taking to the Street Fighting circuit to find opponents.


In a nutshell

Cody is a good, all-around character who is similar to Ryu in this regard, and only this regard. Despite being easy to learn, Cody's true strengths lie in one of the most advanced aspects in all of Street Fighter - frame traps. Cody is, for lack of a better word, a demon when it comes to frame traps. The moment he gains momentum in a match, he can and will keep you under constant pressure, waiting for that one opportunity to tick throw or punish should your guard be broken down. Because of this, however, Cody's defense is one of the worst in the game. He has very few options for when he ends up getting pressured himself. Despite this, if you want a solid character who plays different from the norm, give Cody a try.


Click for Omega SF4 version

Players to Watch

BJ Unchained (USA), Sasaki (JP), PIE Chin (USA), Gucci Durag (USA), Packz (UK)

Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Back Dash: Distance slightly increased
  • Crouch MK: On hit is now -1 from -3, on block is now -3 from -6
  • Jaw Crusher (B + MP): When struck during startup, it is now treated as a Counter Hit like normal
  • Crack Kick (F + HK): Now considered airborne starting at 8th Frame (until which frame is unknown)
  • Knife Throw: Now given Armor Breaker properties
  • Knife Attack: All grounded versions given Juggle Potential 3; can combo after L Criminal Upper for example
  • Zonk Knuckle: Can now be EX Focus cancelled
  • Bad Stone: After being held, the stone is thrown immediately at button release
  • EX Criminal Upper: On block, the distance the opponent is pushed back is reduced by half; now Strike and Projectile Invincible until 1 frame before active. Throw invincibility 1-9F removed.
  • Dead End Irony (SC): Hard version's float of opponent on hit changed
  • Last Dread Dust (UC2): Damage reduced to 466 from 506; forward movement slightly increased

(New to Ultra SFIV Console Digital Release)

  • Walk Speed: Forward walk speed slightly increased
  • Pick up Knife: Now treated as a Special Move, can be canceled into from Special Move cancelable Normal Moves
  • Criminal Upper: Light version on block now -4 from -5

(Removed from Ultra SFIV Arcade Japan)

  • Crouch MK: On block is now -2 from -6

(Unlisted)

  • Bad Stone: Minimum charge timing for a level 2 or Level 3 Badstone reduced.
  • Crack Kick (F +HK): Start up increased to 15F from 14F, lower body invincibility timing changed to start on 2F from 4F
  • LK Ruffian Kick: No longer causes a hard knockdown on airborne opponents
  • Final Destruction (UC1): Forward movement on start up increased slightly
  • Dead End Irony (SC): Pushback on first 2 hits increased for LK version on grounded hit. 3rd hit now floats lower.
  • Dead End Irony (SC): Hitbox and active frames adjusted for all versions to reduce instances of fall out.

(New to 1.04 Update)

  • Crack Kick (F + HK): Start up decreased to 14F from 15F
  • Zonk Knuckle: Charge time for Level 2 and Level 3 increased 90F and 120F to 120F and 180F respectively, Level 3 knock down after hit changed from unjuggleable to juggleable; Level 3 knockdown height after hit lowered.
  • EX Criminal Upper: Strike invincibility increased from 1-6F to 1-7F; removed projectile invincibility

Character Specific Data

Cody

VITALS
Health: 1000 Stun: 1050 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.0425 Forward Dash Distance: 1.10
Back Walk Speed: 0.024 Forward Dash Total Frames: 18
JUMPING Back Dash Distance: 0.854 [0.903]
Jump Height Apex: 1.76 Back Dash Total Frames: 26 [23]
Jump Total Frames: 40 (4+36) Back Dash Invincibility: 8
Forward Jump Distance: 1.925 Back Dash Airborne: 5
Back Jump Distance 1.925 Back Dash Recovery: 13
THROWS WAKE-UP TIMING
Forward Throw Range: 0.984 Face Up Total Frames: 31
Back Throw Range: 0.984 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Hammer Hook, Jump LP Knife, Jump MP Knife, Jump HP Knife Hard Knockdowns: Crouch HK, LK Ruffian Kick, EX Ruffian Kick
Low Attacks: Crouch LK, Crouch MK, Crouch HK, LK Ruffian Kick, EX Ruffian Kick, Dead End Irony (1st Hit) Armor Breakers: Knife Throw, Ruffian Kick, EX Ruffian Kick, Zonk Knuckle, EX Zonk Knuckle, Final Destruction
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Close HP, Crouch HP, Close HK, (With Knife) Stand HP, (With Knife) Crouch HP, Bad Stone, Criminal Upper (1st Hit)
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 64
L1 Focus Attack Forward Dash: -2 L2 FA Forward Dash (On Block): +4
L1 Focus Attack Back Dash: -10 L2 FA Back Dash (On Block): -4

*[Refers to buffered Special/Super/Ultra at the end of Back Dash - comes out up to 3f earlier]

Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close LP.png 30 50 20 HL ch/sp/su 4 3 5 3 6
Close MP Close MP.png 70 100 40 HL sp/su 6 3 8 4 7
Close HP Close HP.png 100 200 60 HL sp/su 8 4 13 1 6
Close LK Close LK.png 30 50 20 HL - 4 4 6 1 4
Close MK Close MK.png 90 100 40 HL sp/su 6 4 14 -4 -1
Close HK Close HK.png 110 200 60 HL su 8 6 17 -5 -1
Far LP Far LP.png 30 50 20 HL ch/sp/su 3 2 6 3 6
Far MP Far MP.png 90 100 40 HL - 7 3 11 0 3
Far HP Far HP.png 120 200 60 HL - 8 4 17 -3 1
Far LK Far LK.png 40 50 20 HL - 5 4 8 -1 2
Far MK Far MK.png 70 100 40 HL - 8 5 9 0 3
Far HK Far HK.png 110 200 60 HL - 10 5 15 -2 2
Crouch LP Crouch LP.png 20 50 20 HL ch/sp/su 4 4 5 2 6
Crouch MP Crouch MP.png 60 100 40 HL sp/su 5 3 10 1 4
Crouch HP Crouch HP.png 100 200 60 HL sp/su 7 3 16 -1 4
Crouch LK Crouch LK.png 20 50 20 L sp/su 3 4 8 -1 2
Crouch MK Crouch MK.png 70 100 40 L - 7 7 13 -3 -1
Crouch HK Crouch HK.png 100 100 60 L - 7 3 24 -9 -
Stand LP Knife Stand LP.png Knife 40 50 20 HL ch 4 3 6 2 6
Stand MP Knife Stand MP.png Knife 40*40 50*50 40 HL su*- 6 2*2 10 0 3
Stand HP Knife Stand HP.png Knife 120 200 60 HL su 8 3 17 -2 3
Crouch LP Knife Crouch LP.png Knife 40 50 20 HL ch 3 4 7 0 3
Crouch MP Knife Crouch MP.png Knife 80 100 40 HL su 7 4 12 -2 1
Crouch HP Knife Crouch HP.png Knife 120 200 60 HL su 7 4 12 2 7
Stomach Blow Right.gif+MP.png 60 100 40 HL - 8 3 12 1 6
Crack Kick Right.gif+HK.png 110 200 60 HL - 14 3 9 + After landing 3 1 -
Jaw Crusher Left.gif+MP.png 80 100 40 HL - 6 4 13 -1 5
Hammer Hook Overhead
Right.gif+HP.png
40*60 50*50 60*20 H - 18 1*3 21 -4 3[-1]
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump LP.png 50 50 20 H - 4 8 - - -
Neutral Jump MP Neutral Jump MP.png 80 100 40 H - 6 7 - - -
Neutral Jump HP Neutral Jump HP.png 120 200 60 H - 8 8 - - -
Neutral Jump LK Neutral Jump LK.png 40 50 20 H - 5 8 - - -
Neutral Jump MK Neutral Jump MK.png 80 100 40 H - 7 7 - - -
Neutral Jump HK Neutral Jump HK.png 100 200 60 H - 8 3 - - -
Angled Jump LP Angled Jump LP.png 50 50 20 H - 4 8 - - -
Angled Jump MP Angled Jump MP.png 80 100 60 H - 9 3 - - -
Angled Jump HP Angled Jump HP.png 100 200 60 H - 11 6 - - -
Angled Jump LK Angled Jump LK.png 40 50 20 H - 5 8 - - -
Angled Jump MK Angled Jump MK.png 70 100 40 H - 7 7 - - -
Angled Jump HK Angled Jump HK.png 90 200 60 H - 9 11 - - -
Jump LP Knife Jump LP.png Knife 50 50 20 H - 4 10 - - -
Jump MP Knife Jump MP.png Knife 80 100 40 H - 7 3 - - -
Jump HP Knife Jump HP.png Knife 120 200 60 H - 8 6 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 -21 -21
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 64 2 35 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+11 2 35 -21 -21
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 40 HL - 18+11 2 35 -15 -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 60 - - 64 2 35 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+11 2 35 -15 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Prisoner Throw Forward Throw 130 140 40 0.984 - 3 2 20 - -
Bad Stomp Back Throw 130 120 40 0.984 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Bad Stone Bad Stone Lv.1 LP.png 50 150 10/20 HL su 20+9 16 15 4 8
Bad Stone Bad Stone Lv.2 LP.png 60 160 10/20 HL su 22+9 16 15 4 8
Bad Stone Bad Stone Lv.3 LP.png 70 170 10/20 HL su 45+9 16 15 4 8
Bad Stone Bad Stone Lv.4 LP.png 80 180 10/20 HL su 90 16 16 3 7
Bad Stone Bad Stone Lv.1 MP.png 50 150 10/20 HL su 20+9 20 17 2 6
Bad Stone Bad Stone Lv.2 MP.png 60 160 10/20 HL su 22+9 20 17 2 6
Bad Stone Bad Stone Lv.3 MP.png 70 170 10/20 HL su 45+9 20 17 2 6
Bad Stone Bad Stone Lv.4 MP.png 80 180 10/20 HL su 90 20 18 1 5
Bad Stone Bad Stone Lv.1 HP.png 50 150 10/20 HL su 20+9 27 19 0 4
Bad Stone Bad Stone Lv.2 HP.png 60 160 10/20 HL su 22+15 27 9 10 14
Bad Stone Bad Stone Lv.3 HP.png 70 170 10/20 HL su 45+15 27 9 10 14
Bad Stone Bad Stone Lv.4 HP.png 80 180 10/20 HL su 90 27 20 -1 3
EX Bad Stone Bad Stone Ex.png 70*50 100*100 -250/0 HL su 24 24 16 8 15
Fake Bad Stone Fake Bad Stone - - - - Total 32 - -
Pick Up Knife Knife Pickup - - - HL su - - Total 27 - -
Knife Throw Knife Throw 70 100 10/20 HL - 26 - 20 7 -
Fake Knife Throw Fake Knife Throw - - - - - - - Total 32 - -
Criminal Upper Criminal Upper LP.png 80*20x3 70*30x3 20/5x4 HL su*-x3 13 2(1)6*4*4 22 -4 -
Criminal Upper MP.png 70*20x4 70*30x4 20/10*5x4 HL su*-x4 13 2(1)6*4*4*6 23 -8 -
Criminal Upper HP.png 60*20x5 70*30x5 20/10*2x5 HL su*-x5 13 2(1)4*4*4*3*3 28 -10 -
EX Criminal Upper Criminal Upper Ex.png 60*20x6 50x30*6 -250/0 HL su*-x6 7 2(1)2*2*2*2*2*2 30 -11 -
Ruffian Kick Ruffian Kick LK.png 120 150 20/40 L - 15 8 20 -7 -
Ruffian Kick MK.png 130 100 20/40 HL - 11 4 25 -8 -
Ruffian Kick HK.png 100 100 20/40 HL su 7 13 27 -19 -
EX Ruffian Kick Ruffian Kick Ex.png 130 150 -250/0 L - 11 7 25 -11 -
Zonk Knuckle Zonk Knuckle (Lv1) 130 200 40/40 HL su 16 3 26 -8 -
Zonk Knuckle (Lv2) 140 200 40/40 HL su 17 3 26 -8 -
Zonk Knuckle (Lv3) 150 200 40/40 HL su 18 3 26 -8 -
EX Zonk Knuckle Zonk Knuckle Ex.png 90*70 150*100 -250/0 HL su*- 16 1*2 26 -7 -
Bad Spray (Face Up) Bad Spray (Face Up) 30*30 100 0/20x2 HL -*su 25 6*6 29 -14 -
Bad Spray (Face Down) Bad Spray (Face Down) 30*30 100 0/20x2 HL -*su 25 6*6 9 6 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Dead End Irony Super Combo LK.png 60*45x5*65 0 -1000/0 L*HLx6 - 1+11 9(14)3(12)3(19)7(17)6(22)3(14)7 30 -16 -
Super Combo MK.png 60*45x5*65 0 -1000/0 HL - 1+7 9(14)3(12)3(19)7(17)6(22)3(14)7 30 -16 -
Super Combo HK.png 60*45x5*65 0 -1000/0 HL - 1+7 6(2)4(11)4(18)6(17)6(22)3(14)8 29 -16 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Final Destruction Ultra Combo 1 83*385 0 0/0 HL - 0+13 2 50 -31 -
Last Dread Dust Ultra Combo 2 23x7*42*45x4*30*53 0 0/0 HL - 0+7 2x7(24)2(12)2(14)2(12)2(22)2 47 -28 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Moves


Standing Close Normals

Standing Far Normals

Crouching Normals

Neutral Jumping Normals

Diagonal Jumping Normals

Knife Attacks

Unique Attacks

Focus Attacks

Throws

Special Moves

Super Combo

Ultra Combos

The Basics

Cody is essentially a more offensive oriented version of Ryu. He has all the tools he needs to win but not dominate anyone, however, his tools are not as easy to use compared to Ryu's. His defense is bad, with only one full invincible reversal (other than his Ultras), but he has a really high damage output and probably the highest stun output in the game. He has a plethora of frame traps to beat out enemy moves while pressuring, and he also can pull out tons more damage from a counter hit than anyone else in the game.

Cody can be a very good character for people starting out, since he can teach a lot of good fundamentals, but at a high level, Cody players will have to make a LOT of good reads to win.

Frame Traps

Frame traps are basically there to beat out your opponent from pressing buttons while you're pressuring them. When you land a move, it will put the opponent in hit/blockstun for a period of time. After the active frames of the move (the part where the move actually is supposed to hit) are done, then the recovery of the move happens while the enemy is still in block/hitstun (gonna call it block for now, since that's what they will usually do). The time of the recovery of the move that got blocked compared to how long the enemy is in blockstun is the advantage that you have (how many frames ahead of the opponent where you can move but they can't).

For example, let's take a common frame trap, crouching LP to crouching MP. Since crouching LP is +2 on block you can move 2 frames before your opponent. You then do crouching MP which starts up (the time before the move is supposed to be registered as hitting) in 5 frames. So 5 frames minus 2 frames equals 3 frames, which is the gap between the two moves. So, if your opponent does just about anything between the moves, the startup of their move (unless its a perfectly timed DP or so) will be too slow, and they will be hit by the crouching MP (also getting a counter hit for a bit more damage/stun).

Hit Confirms

Most of Cody's ground combos can started by a crouching LP, which can be comboed into a crouching LK or crouching MP. Teach yourself to recognize when a crouching LP connects, and then when done so, quickly follow up with a crouching MP or LK, and then to a Criminal Upper or Ruffian Kick. This is one of his main sources of damage starting on the ground. If the crouching LP doesn't connect (blocked), continue to do LPs or start a pressure string.

Tick Throwing

Ticking, in a general sense, is throwing out a fast move like a jab (usually gets blocked by the opponent) and then quickly walking up and throwing them. If someone is continually just blocking your pressure or frame traps, tick throwing them can be a good way to break their guard. It is very important to have a strong throw game to use frame traps effectively.

Ground Game/Footsies

A list of his most important normals, you will use these the most:

  • standing MK.png - Basic poking tool.
  • standing HK.png - Makes a nice anti air from afar.
  • standing/crouching LP.png - Easy frame traps with delayed LPs, also for fishing for knockdowns
  • crouching MP.png - Combo filler/starter.
  • crouching LK.png - Very fast normal, good reach, and can be option-selected into specials if it hits
  • Right.gif + MP.png - Close the distance while still attacking, good in pressure strings.
  • Right.gif + HK.png - Hopkick, also nice for setting up throws.
  • Left.gif + MP.png - Very easy to use anti-air.

Air Game

  • neutral jump LK.png - Air-to-air or anti-air.
  • neutral jump HP.png - Attacking, can also hit-confirm into an Ultra.
  • jumping LP.png - Air-to-air or defensive anti-air.
  • jumping HP.png - Same use as the neutral jumping counterpart.
  • jumping MK.png - Cody's cross-up jump in.
  • jumping HK.png - Good range, lots of active frames.

Combos

Bread and Butter

Keep in mind that it is generally easier to link into a crouching LK then it is a crouching MP.
Also, when choosing a meterless combo ender, it depends on what outcome you want. HP Criminal Upper does the most damage, LK Ruffian Kick keeps the enemy near you, and MK Ruffian Kick has more corner carry.

Basic

Crouching LPs can start all of these combos except for crouching HP.

  • cr.LK (good for converting damage and a knockdown off a poke) →
    • xx LP Criminal Upper - (160 damage, 210 stun)
    • xx HP Criminal Upper - (180 damage, 270 stun)
    • xx MK Ruffian Kick - (150 damage, 150 stun)
  • cr.MP (standard whiff punisher) →
    • xx HP Criminal Upper - (220 damage, 320 stun)
    • xx LK Ruffian Kick - (180 damage, 250 stun)
    • xx MK Ruffian Kick - (190 damage, 200 stun)
  • cr.HP (these are THE DP punishers, you better be using these) →
    • xx HP Criminal Upper - (260 damage, 240 stun)
    • xx HK Ruffian Kick - (200 damage, 300 stun)
    • xx EX Zonk Knuckle - (260 damage, 450 stun, costs 1 meter stock)

Intermediate/Links

  • cl.MP →
    • cr.LK →
      • xx HP Criminal Upper - (218 damage, 326 stun)
      • xx MK Ruffian Kick - (194 damage, 230 stun)
    • cr.MP →
      • xx HP Criminal Upper - (258 damage, 376 stun)
      • xx MK Ruffian Kick - (234 damage, 280 stun)
      • xx LK Ruffian Kick - (226 damage, 320 stun)
    • cr.HP (this is a 1 frame link, albiet a very loose one) →
      • xx HP Criminal Upper - (298 damage, 476 stun)
      • xx HK Ruffian Kick - (250 damage, 380 stun)
  • cl.HP →
    • cr.LK (this will actually reduce the damage of the combo, so in guaranteed situations, don't do this) →
      • xx HP Criminal Upper - (248 damage, 426 stun)
      • xx MK Ruffian Kick - (224 damage, 330 stun)
      • xx HK Ruffian Kick - (200 damage, 330 stun)
    • cr.MP →
      • xx HP Criminal Upper - (288 damage, 476 stun)
      • xx MK Ruffian Kick - (264 damage, 380 stun)
      • xx HK Ruffian Kick - (240 damage, 380 stun)
  • F+MP (Stomach Blow) →
    • cr.LK →
      • xx HP Criminal Upper - (208 damage, 326 stun)
      • xx MK Ruffian Kick - (184 damage, 230 stun)
    • cr.MP →
      • xx HP Criminal Upper - (248 damage, 376 stun)
      • xx LK Ruffian Kick - (216 damage, 320 stun)
      • xx MK Ruffian Kick - (224 damage, 280 stun)

Situational

Corner Only

  • LP Criminal Upper → EX Criminal Upper - (240 damage, 310 stun, costs 1 meter stock)
  • cr.MP xx HK Ruffian Kick (cr.MP pushback causes the HK Ruffian Kick to hit rather late) →
    • MK Ruffian Kick - (264 damage, 280 stun)
    • EX Criminal Upper - (304 damage, 384 stun)
  • EX Zonk Knuckle → EX Criminal Upper - (280 damage, 430 stun, costs 2 meter stocks)

Counter Hit

  • F+MP →
    • cr.HP →
      • xx HP Criminal Upper - (303 damage, 501 stun)
      • xx HK Ruffian Kick - (255 damage, 405 stun)
      • cr.HK - (175 damage, 225 stun)
  • cl.HP →
    • cr.HP xx HP Criminal Upper - (353 damage, 626 stun)
    • xx EX Bad Stone → cr.HP xx HP Criminal Upper - (437 damage, 764 stun, costs 1 meter stock)

Juggles

  • F+HK (Crack Kick) →
    • F+MP (Stomach Blow) - (170 damage, 300 stun) - Air reset.
    • MK Ruffian Kick - (240 damage, 300 stun) - Corner carry.
    • EX Criminal Upper - (290 damage, 430 stun, costs 1 meter stock) - Little bit more damage, than MK Ruffian, but better stun.

FADC Starters

  • HK Ruffian Kick
  • EX Zonk Knuckle
  • Bad Spray
  • Lv3 Zonk Knuckle

FADC Followups

  • MK Ruffian Kick
  • neutral jump HP (HK Ruffian Kick only)
  • Crack Kick → EX Criminal Upper
  • EX Ruffian Kick → EX Criminal Upper

Combos into Ultras

Assume that every Ultra meter is fully charged, and no damage scaling

Final Destruction (Ultra 1)

  • HK Ruffian Kick xx FADC, Final Destruction - (478 damage, 100 stun, costs 2 meter stocks)
  • EX Zonk Knuckle (1 hit) xx FADC, Final Destruction - (468 damage, 150 stun, costs 3 meter stocks)
  • Lv3 Zonk Knuckle xx FADC, Final Destruction - (527 damage, 200 stun, costs 2 meter stocks)
  • Lv3 Focus Attack, Final Destruction - (471 damage, 200 stun)
  • EX Bad Stone, Final Destruction - (498 damage, 200 stun, costs 1 meter stock)
  • Lv2 Focus Attack (backdash), LP Bad Stone, Final Destruction - (402 damage, 270 stun) - Can be done off a Lv3 Focus, but you have to wait a bit for the LP stone after the focus

Last Dread Dust (Ultra 2)

  • cr / cl.HP (counter hit) xx EX Bad Stone, Last Dread Dust - (576 damage, 450 stun, costs 1 meter stock)
  • F+MP (counter hit), Last Dread Dust - (453 damage, 125 stun)
  • Lv3 Focus Attack, Last Dread Dust - (476 damage, 200 stun)
  • Lv3 Focus Attack, EX Bad Stone, Last Dread Dust - (517 damage, 360 stun, costs 1 meter stock)
  • nj.HP, Last Dread Dust - (498 damage, 200 stun)
  • EX Zonk Knuckle, Last Dread Dust - (274 damage, 250 stun) - This should ONLY be used as a KO combo, as only the dust will hit and you will be open for punish after the opponent wakes up.

Tips

To practice counterhit combos, go into training mode and set the dummy to random block and random counterhit. Also use the memory function so that you don't have to watch U2 when you hit it nor use the restart.

When to use EX Red Focus

  • Worth it to combo into a Raw U1 or U2.
  • Not worth it when using W Ultra if you could just ruffian FADC U1 [cr.LK xx CU being the exception]
  • Worth it to connect a combo off a cr.LK xx Criminal Upper if the normal FADC combo is too hard or you have
  • Not worth it to extend into a normal combo followup as a normal FADC combo is about the same damage and saves a bar while Ruffian FADC crack kick EX CU would do more damage and stun for the same meter
  • After Red Focus only use cl.HP cr.MP xx HP Criminal Upper (Momochi combo[(F+MP, cl.MP, cr.HP xx HP Criminal Upper] is not worth its ~ 5 damage/stun diff)
  • Only use empty jump cr.LK xx LP Criminal Upper when you can FADC into combo or RFC into combo/ultra

Dizzy Combos

If you stun someone off of a long combo just follow with nj.HP, cr/cl.HP xx HP Criminal Upper. If you stunned them from a single hit or small combo then follow with FA3, EX Bad Stone, cr/cl.HP xx HP Criminal Upper. If you want to save bar you can do nj.HP, F+MP, cl.MP, cr.HP xx HP Criminal Upper or nj.HP, cl.HP, cr.MP xx HP Criminal Upper if you're worried about the 1 framers.

Strategy

Far Range

  • The only thing Cody can do in this range is build meter and pester the enemy from afar, so you should be throwing lots of Bad Stones. If you're not looking to hit the opponent for some reason or you want a shorter recovery for safety you can use LP.png Stones. No real reason to use Fake Stone here unless you are fighting someone who can punish from fullscreen (Chun, Abel, Seth, etc.)

Mid Range

Getting In

Here are some moves you can use to close the gap between you and your opponent:

  • Crack Kick (Right.gif + HK.png) - Slow and whiffs crouchers, but can be confirmed into a short combo for a reset or corner carry.
  • crouch MK.png - Can go under some fireballs, use sparingly
  • Focus Attack - Has good range. Can also be canceled into dash very quickly for increased distance + the benefit of absorbing a hit (known as focus dashing)
  • LK Ruffian Kick (Qcf.gif + LK.png) - Very risky, but hits low and is hard to punish if done at max range. Best as a one-time use surprise only.
  • EX Ruffian Kick

Jumping is a nice option, but I only recommend jumping in these situations: 1. Your opponent has not shown they can anti-air well 2. You are still above 50% health. 3. You think your opponent is about to throw out a fireball or a slow move (and they aren't Guile).

The Knife

http://blockstring.com/forum/viewtopic.php?f=19&t=540

The knife, while very underused by Cody players, can be a really nice tool. He is the only character that can pick it up and use it, and I suggest that you use it to your advantage.

While holding the knife, all his normal punch attacks have longer range and do chip damage, at the cost of not being able to special cancel said moves. Also, he loses the ability to do Bad Stone and Fake Bad Stone, but they are replaced with the Knife Throw and the Fake Knife throw.

Actions that drop the knife:

  • Focus Attacking
  • Throwing (attempting, teching, and landing)
  • Taunting
  • Doing a super or ultra
  • Getting hit
  • Throwing the knife (QCF + P while holding it)

Spaced properly, it can be a very good tool in the neutral game, especially his ground MP.png attacks, which have good range. However, you have to able to play very defensively as well in order to not lose the knife.

Knife Combos

  • st.LP x2 st.MP - (??? damage, ??? stun)
  • cr.LP x2 cr.LK (you have to delay the cr.LK slightly because it will chain and lose its cancel ability) →
    • xx HP Criminal Upper - (208 damage, 294 stun)
    • xx MK Ruffian Kick - (187 damage, 210 stun)
  • cr.HP cr.LK →
    • xx HP Criminal Upper - (268 damage, 426 stun)
    • xx MK Ruffian Kick - (244 damage, 330 stun)
    • xx HK Ruffian Kick - (220 damage, 330 stun)

http://www.youtube.com/watch?v=_D6sBJ4WEo4

Safe Jumps

  • Back throw, forward jump HK (5f safe jump)
  • HP Criminal Upper, walk forward ~1f, j. HK. (4f safe jump)
  • Combo ender LK Ruffian, quickly crouch, neutral jump HP. (4f safe jump)
  • EX Ruffian, forward dash, cr. lk, neutral jump HP. (4f safe jump)
  • Ex Ruffian, fake bad stone, neutral jump mk. (3f safe jump on Ryu, Evil Ryu, and Ken only)

Pressuring

First of all, in order to consistently start up your frame trap game, you have to establish a solid throw game. If the opponent is just going to keep blocking your pressure, then your frame traps are useless. Here are some moves that usually leave you at a kara throw range (from point blank on block):

  • cr.LP, cr.LP
  • cl.MP
  • cl.HP
  • close ranged Stomach Blow
  • close range Crack Kick

Remember you can safe jump with j.LP to reduce hitstun and mess with throw tech timings.

Know the start-up gradient between cr.LK, cr.LP, cr.MP, cl.MP, cr.HP, cl.HP, F+MP, (Focus/Kara) dash, F+HK; in addition to knowing the frame advantage on block of the same normals and how to apply the gradient. Examples:

  • cr.LP cr.LK - 2 frame
  • cr.LP cr.LP – 2 frame
  • cr.LP cr.MP - 3 frame
  • cr.LP cl.MP - 4 frame etc
  • cr.LP cr.HP - 5 frame
  • cr.LP cl.HP/F+MP - 6 frame
  • cr.LP F+HK – 12 frame aka you better be outside of poke range or have them conditioned to block patiently
  • cr.LP, dash in – 16 frame aka you better be outside of poke range or have them conditioned to block patiently
  • cr.LP, focus dash – useful if you think they are going to stick out a slow poke

To consistently set up your offense, first check your foe's crouch with unexpected cr.LK xx LP Criminal Upper. It is -4 and is much safer than previous versions. Until your opponent shows you they can consistently punish it there is no reason not to.

2 frame gaps are throw impervious, 3 frame gaps can get thrown by frame perfect stand tech inputs and trade with frame perfect 3 frame normal inputs. Look at your opponents fastest buttons to determine the largest gap that they cannot mash normals to get out of.

Starting your first frame trap string with cr.LP x2 (chained), walk back, F+MP is a great way to get a read on your opponents tendencies. It allows you to block reversals, punish stand tech, visually confirm crouch techs, continue pressure vs blocking opponents and visually confirm backdashes. You can also see whether your opponent is delay teching or mashing crouch tech/jab safely. This allows you to more intelligently apply your throw/frame trap game.

You can charge focus to Lv2 and immediately release outside of your opponents throw range but inside your own throw range to try to catch them delay crouch teching for a focus crumple or free dash cancel into continued pressure. Lv2 focus dash on block is +4

Learn when to realize when you get a counter hit and take advantage of them. Practice reacting to them in training mode by setting the dummy to random block and random counter hit.

Staggering jabs with gaps larger than your opponents reversal is a way to bait reversals while continuing pressure vs patiently blocking opponents, mashed normals will put you in block stun or potentially counter hit you out so make sure to mix it up with normal frame traps.

Your opponent has no reason to press buttons unless they are inside your throw range. Keep this in mind as you want to be frame trapping when inside throw range and F+MP/F+HK/dash/focus dashing back in when outside of throw range. Lv2 focus is the exception as it is useful inside your throw range and outside of it. However players may try to stuff your F+MP/F+HK/dash/focus dashing with normals once they catch on so in that case it may be worth trying a cr.HP xx EX Bad Stone or other frame traps outside of throw range.

Remember at the end of an unsuccessful frame trap string you don’t always have to try to get back in or end it in cr.LK xx LP Criminal Upper. You can just admit defeat, stay safe and go back to neutral.

cl.MP F+HK can be used to blow up stand techs and backdashes as it is airborne but it will be thrown by a frame perfect stand tech even if you input the crack kick frame perfect. Another option is to Crack Kick on your opponents wakeup if you read a stand tech and/or backdash.

Setups

Double tap all specials and plink all normals for timing (remember cr.LK can be plinked with cr.LP).
Only do empty jump cr.LK xx LP Criminal Upper when you can FADC into combo or RFC into combo/ultra as this justifies giving up any chance for pressure and the risk (being -4)

after HP Criminal Upper

Forward Dash x2

  • meaty cr.LP
  • wait, throw
  • cl.HP (3F gap)
  • F+HK (beats stand tech and backdash)

cr.LP x2 cr.LK xx and cr.LP cl.MP cr.HP xx

  • empty jump cr.LK xx LP Criminal Upper
  • hold up forward, whiff j.HK, delay crouch tech (fake safe jump)
  • pause (?F), hold up forward, j.HK (4F manually timed safe jump, susceptible to delay QR)
  • LP Bad Stone, LK Ruffian (safe and chips, may need to hold forward 1 or 2 frames before cancelling)

cr.LP x3 cr.LK xx and long range F+MP cr.LK xx

  • empty jump, backdash (DP bait)

after Bad Stomp (back throw)

  • empty jump, cr.LK xx LP Criminal Upper
  • forward jump HK (5F safe jump)
    • immediate st.LP, forward jump HK (4F delay wakeup safe jump)
  • walk forward (?F) j.HP/j.MK (anti-shoto DP setup, for MK you will have to walk a bit more than HP)

Delay Wakeup OSes (for basic safe jump)

  • F+HK (beats stand tech and backdash)
  • cl.HP (2F gap)
  • cr.LP (meaty safe vs. 8F reversals, +8 on hit and +4 on block)
  • wait, throw

after Prisoner Throw (front throw)

  • empty jump, cr.LK xx LP Criminal Upper
  • walk forward, pause 1-2 frames, jump HK (4F manually timed safe jump)

Same back throw delayed wakeup option selects and anti-shoto setups still apply.

Matchups

SRK forums Matchup thread: http://forums.shoryuken.com/discussion/102036/we-finished-practicing-now-cody-match-up-thread/p1
The majority of these matchup information suggestions are taken Blockstring forums matchup thread: http://blockstring.com/forum/viewtopic.php?f=19&t=562 provided by Ramma


vs. Abel

vs. Adon

vs. Akuma/Gouki

vs. Balrog/Boxer

vs. Blanka

vs. C. Viper

vs. Cammy

vs. Chun-Li

vs. Cody (self)

vs. Dan

vs. Decapre

vs. Dee Jay

vs. Dhalsim

vs. Dudley

vs. E. Honda

vs. El Fuerte

vs. Elena

vs. Evil Ryu

vs. Fei Long

vs. Gen

vs. Gouken

vs. Guile

vs. Guy

vs. Hakan

vs. Hugo

vs. Ibuki

vs. Juri

vs. Ken

vs. M. Bison/Dictator

vs. Makoto

vs. Oni

vs. Poison

vs. Rolento

vs. Rose

vs. Rufus

vs. Ryu

vs. Sagat

vs. Sakura

vs. Seth

vs. T.Hawk

vs. Vega/Claw

vs. Yang

vs. Yun

vs. Zangief

External links

Videos

Momochi's Tutorial on Cody

Maximizing your Options by Blockstring.com

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close LP.png 30 50 20 HL ch/sp/su 4 3 5 11 3 6 11 14 Reset Reset - - - - - - -
Close MP Close MP.png 70 100 40 HL sp/su 6 3 8 16 4 7 15 18 Reset Reset - - - - - - -
Close HP Close HP.png 100 200 60 HL sp/su 8 4 13 24 1 6 18 23 Force stand Force stand Reset Reset - - - - - - -
Close LK Close LK.png 30 50 20 HL - 4 4 6 13 1 4 11 14 Reset Reset - - - - - - -
Close MK Close MK.png 90 100 40 HL sp/su 6 4 14 23 -4 -1 14 17 Reset Reset - - - - - - -
Close HK Close HK.png 110 200 60 HL su 8 6 17 30 -5 -1 18 22 Only 125 damage on counterhit Reset Reset - - - - - - -
Far LP Far LP.png 30 50 20 HL ch/sp/su 3 2 6 10 3 6 11 14 Reset Reset - - - - - - -
Far MP Far MP.png 90 100 40 HL - 7 3 11 20 0 3 14 17 Reset Reset - - - - - - -
Far HP Far HP.png 120 200 60 HL - 8 4 17 28 -3 1 18 22 Reset Reset - - - - - - -
Far LK Far LK.png 40 50 20 HL - 5 4 8 16 -1 2 11 14 Reset Reset - - - - - - -
Far MK Far MK.png 70 100 40 HL - 8 5 9 21 0 3 14 17 Reset Reset - - - - - - -
Far HK Far HK.png 110 200 60 HL - 10 5 15 29 -2 2 18 22 Reset Reset - - - - - - -
Crouch LP Crouch LP.png 20 50 20 HL ch/sp/su 4 4 5 12 2 6 11 15 Reset Reset - - - - - - -
Crouch MP Crouch MP.png 60 100 40 HL sp/su 5 3 10 17 1 4 14 17 Reset Reset - - - - - - -
Crouch HP Crouch HP.png 100 200 60 HL sp/su 7 3 16 25 -1 4 18 23 Force stand Force stand Reset Reset - - - - - - -
Crouch LK Crouch LK.png 20 50 20 L sp/su 3 4 8 14 -1 2 11 14 Reset Reset - - - - - - -
Crouch MK Crouch MK.png 70 100 40 L - 7 7 13 26 -3 -1 17 19 Reset Reset - - - - - - -
Crouch HK Crouch HK.png 100 100 60 L - 7 3 24 33 -9 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Stand LP Knife Stand LP.png Knife 40 50 20 HL ch 4 3 6 12 2 6 11 15 Deals 5 chip damage, chained version does not cause proximity blocking Reset Reset - - - - - - JP: 3 [Chained version JP: 0]
Stand MP Knife Stand MP.png Knife 40*40 50*50 40 HL su*- 6 2*2 10 19 0 3 12 15 Deals chip 8 damage Reset Reset - - - - - - JP:3*3 [Close version JP: 3*0]
Stand HP Knife Stand HP.png Knife 120 200 60 HL su 8 3 17 27 -2 3 18 23 Deals chip 10 damage Reset Reset - - - - - - JP:3
Crouch LP Knife Crouch LP.png Knife 40 50 20 HL ch 3 4 7 13 0 3 11 14 Deals chip 5 damage, considered to be a standing attack Reset Reset - - - - - - JP: 3 [Chained version JP: 0]
Crouch MP Knife Crouch MP.png Knife 80 100 40 HL su 7 4 12 22 -2 1 14 17 Deals chip 8 damage, considered to be a standing attack Reset Reset - - - - - - JP: 3
Crouch HP Knife Crouch HP.png Knife 120 200 60 HL su 7 4 12 22 2 7 18 23 Deals chip 10 damage, considered to be a standing attack Force stand Force stand Reset Reset - - - - - - JP: 3
Stomach Blow Right.gif+MP.png 60 100 40 HL - 8 3 12 22 1 6 16 21 Cannot perform with knife Reset Reset - - - - - - JP: 1
Crack Kick Right.gif+HK.png 110 200 60 HL - 14 3 9 + After landing 3 28 1 - 16 - Cannot hit crouching Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - Lower body: 4~17F Lower body: 4~17F - 8F~ JP: 1
Jaw Crusher Left.gif+MP.png 80 100 40 HL - 6 4 13 22 -1 5 16 22 Cannot perform with knife, Cannot hit crouching Reset Reset - - Head: 1~9F Head: 1~9F - - -
Hammer Hook Overhead
Right.gif+HP.png
40*60 50*50 60*20 H - 18 1*3 21 42 -4 3[-1] 20 27[23] [] refers to vs crouching Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump LP.png 50 50 20 H - 4 8 - 11 - - Reset Reset - - - Lower body: 1~3F - - -
Neutral Jump MP Neutral Jump MP.png 80 100 40 H - 6 7 - 12 - - Reset Reset - - - Lower body: 1~5F - - -
Neutral Jump HP Neutral Jump HP.png 120 200 60 H - 8 8 - 15 - - Soft Knockdown Soft Knockdown - - - Lower body: 1~7F - - JP: 1
Neutral Jump LK Neutral Jump LK.png 40 50 20 H - 5 8 - 12 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump MK Neutral Jump MK.png 80 100 40 H - 7 7 - 13 - - Reset Reset - - - Lower body: 1~6F - - -
Neutral Jump HK Neutral Jump HK.png 100 200 60 H - 8 3 - 10 - - Reset Reset - - - Lower body: 1~7F - - -
Angled Jump LP Angled Jump LP.png 50 50 20 H - 4 8 - 11 - - Reset Reset - - - Lower body: 1~3F - - -
Angled Jump MP Angled Jump MP.png 80 100 60 H - 9 3 - 11 - - Reset Reset - - - Lower body: 1~8F - - -
Angled Jump HP Angled Jump HP.png 100 200 60 H - 11 6 - 16 - - Reset Reset - - - Lower body: 1~10F - - -
Angled Jump LK Angled Jump LK.png 40 50 20 H - 5 8 - 12 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump MK Angled Jump MK.png 70 100 40 H - 7 7 - 13 - - Reset Reset - - - Lower body: 1~6F - - -
Angled Jump HK Angled Jump HK.png 90 200 60 H - 9 11 - 19 - - Reset Reset - - - Lower body: 1~7F - - -
Jump LP Knife Jump LP.png Knife 50 50 20 H - 4 10 - 13 - - Deals 5 chip damage Reset Reset - - - Lower body: 1~3F - - -
Jump MP Knife Jump MP.png Knife 80 100 40 H - 7 3 - 9 - - Deals 8 chip damage Reset Reset - - - Lower body: 1~6F - - -
Jump HP Knife Jump HP.png Knife 120 200 60 H - 8 6 - 13 - - Deals 10 chip damage Reset Reset - - - Lower body: 1~7F - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 57 -21 -21 16 16 Range: 2.291 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 65 -15 - 22 - Range: 2.291 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 64 2 35 100 - - - - Range: 2.291, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~63F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+11 2 35 57 -21 -21 16 16 Range: 2.291, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 40 HL - 18+11 2 35 65 -15 - 22 - Range: 2.291, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 60 - - 64 2 35 100 - - - - Range: 2.291, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~64F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+11 2 35 57 -15 - 22 - Range: 2.291, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Prisoner Throw Forward Throw 130 140 40 0.984 - 3 2 20 24 - - - - Hard Knockdown X Hard Knockdown - - - - - - - - - -
Bad Stomp Back Throw 130 120 40 0.984 - 3 2 20 24 - - - - Hard Knockdown X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Bad Stone Bad Stone Lv.1 LP.png 50 150 10/20 HL su 20+9 16 15 44 4 8 - - Charging increases damage and stun (+10 per hit), Level 1 charge 1~21F, Level 2 charge 22~44F, Level 3 charge 45~81F, Level 4 charge 82F~, Rock becomes active 9F after button release, without Knife only X Soft Knockdown Soft Knockdown - - - - - - -
Bad Stone Bad Stone Lv.2 LP.png 60 160 10/20 HL su 22+9 16 15 46 4 8 - - Level 2 charge 22~44F, Rock becomes active 9F after button release, without Knife only X Soft Knockdown Soft Knockdown - - - - - - -
Bad Stone Bad Stone Lv.3 LP.png 70 170 10/20 HL su 45+9 16 15 69 4 8 - - Level 3 charge 45~81F, Rock becomes active 9F after button release, without Knife only X Soft Knockdown Soft Knockdown - - - - - - -
Bad Stone Bad Stone Lv.4 LP.png 80 180 10/20 HL su 90 16 16 104 3 7 - - Without Knife only X Soft Knockdown Soft Knockdown - - - - - - -
Bad Stone Bad Stone Lv.1 MP.png 50 150 10/20 HL su 20+9 20 17 46 2 6 - - Level 1 charge 1~21F, Rock becomes active 9F after button release, without Knife only X Soft Knockdown Soft Knockdown - - - - - - -
Bad Stone Bad Stone Lv.2 MP.png 60 160 10/20 HL su 22+9 20 17 48 2 6 - - Level 2 charge 22~44F, Rock becomes active 9F after button release, without Knife only X Soft Knockdown Soft Knockdown - - - - - - -
Bad Stone Bad Stone Lv.3 MP.png 70 170 10/20 HL su 45+9 20 17 71 2 6 - - Level 3 charge 45~81F, Rock becomes active 9F after button release, without Knife only X Soft Knockdown Soft Knockdown - - - - - - -
Bad Stone Bad Stone Lv.4 MP.png 80 180 10/20 HL su 90 20 18 106 1 5 - - Without Knife only X Soft Knockdown Soft Knockdown - - - - - - -
Bad Stone Bad Stone Lv.1 HP.png 50 150 10/20 HL su 20+9 27 19 48 0 4 - - Level 1 charge 1~21F, Rock becomes active 9F after button release, without Knife only X Soft Knockdown Soft Knockdown - - - - - - -
Bad Stone Bad Stone Lv.2 HP.png 60 160 10/20 HL su 22+15 27 9 46 10 14 - - Level 2 charge 22~44F, Rock becomes active 15F after button release, without Knife only X Soft Knockdown Soft Knockdown - - - - - - -
Bad Stone Bad Stone Lv.3 HP.png 70 170 10/20 HL su 45+15 27 9 69 10 14 - - Level 3 charge 45~81F, Rock becomes active 15F after button release, without Knife only X Soft Knockdown Soft Knockdown - - - - - - -
Bad Stone Bad Stone Lv.4 HP.png 80 180 10/20 HL su 90 27 20 108 -1 3 - - Without Knife only X Soft Knockdown Soft Knockdown - - - - - - -
EX Bad Stone Bad Stone Ex.png 70*50 100*100 -250/0 HL su 24 24 26 39 8 15 - - Opponent gains 10x2 meter on hit X Soft Knockdown Soft Knockdown - - - - - - JP:1*2
Fake Bad Stone Fake Bad Stone - - - - Total 32 32 - - - - Considered a special move - - - - - - - - - - -
Pick Up Knife Knife Pickup - - - HL su - - Total 27 27 - - - - Can Cancel.png into blocking at any point, considered a special move, can Cancel.png into chain version of light attacks, Criminal Upper, Knife Throw, EX Focus, or Super 14F~until recovered. Knife considered "in hand" on 12F - - - - - - - - - - -
Knife Throw Knife Throw 70 100 10/20 HL - 26 - 20 45 7 - - - Strike attack, can be deflected by other strikes or a projectile. X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1
Fake Knife Throw Fake Knife Throw - - - - - - - Total 32 32 - - - - - - - - - - - - - - -
Criminal Upper Criminal Upper LP.png 80*20x3 70*30x3 20/5x4 HL su*-x3 13 2(1)6*4*4 22 51 -4 - 22 - 1st hit forces stand, projectile hitbox for hits 2~4, builds 4*3x3 meter on block, opponent gains 2*1x3 meter on block X [1st Hit]: Force stand, [2nd~4th hit]: Soft knockdown [1st Hit]: Force stand, [2nd~4th hit]: Soft knockdown Soft Knockdown Soft Knockdown - - - - - - Tornado: JP: 0*1*2
Criminal Upper MP.png 70*20x4 70*30x4 20/10*5x4 HL su*-x4 13 2(1)6*4*4*6 23 58 -8 - 21 - 1st hit forces stand, projectile hitbox for hits 2~5, builds 5x4 meter on block, opponent gains 5x2 meter on block X [1st Hit]: Force stand, [2nd~5th hit]: Soft knockdown [1st Hit]: Force stand, [2nd~5th hit]: Soft knockdown Soft Knockdown Soft Knockdown - - - - - - Tornado: JP: 0*1*2*3
Criminal Upper HP.png 60*20x5 70*30x5 20/10*2x5 HL su*-x5 13 2(1)4*4*4*3*3 28 61 -10 - 21 - 1st hit forces stand, projectile hitbox for hits 2~6, builds 10*2x5 meter on block, opponent gains 5*1x6 meter on block X [1st Hit]: Force stand, [2nd~6th hit]: Soft knockdown [1st Hit]: Force stand, [2nd~6th hit]: Soft knockdown Soft Knockdown Soft Knockdown - - - - - - Tornado: JP: 0*1*2*3*4
EX Criminal Upper Criminal Upper Ex.png 60*20x6 50x30*6 -250/0 HL su*-x6 7 2(1)2*2*2*2*2*2 30 51 -11 - 21 - 1st hit forces stand, projectile hitbox for hits 2~7, opponent gains 15*6x5 meter on hit, 7*2x5 on block X [1st Hit]: Force stand, [2nd~7th hit]: Soft knockdown [1st Hit]: Force stand, [2nd~7th hit]: Soft knockdown Soft Knockdown Soft Knockdown - - All: 1~7F - - - "Punch: JP: 1

Tornado: JP: 2~7 sequentially"

Ruffian Kick Ruffian Kick LK.png 120 150 20/40 L - 15 8 20 42 -7 - 21 - X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - 2~10F -
Ruffian Kick MK.png 130 100 20/40 HL - 11 4 25 39 -8 - 21 - Reduced knock back on grounded counter hit. X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 2~7F JP: 1
Ruffian Kick HK.png 100 100 20/40 HL su 7 13 27 46 -19 - 21 - Cannot hit crouching X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1
EX Ruffian Kick Ruffian Kick Ex.png 130 150 -250/0 L - 11 7 25 42 -11 - 21 - Opponent gains 20 meter on block X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - Upper body: 11~20F All: 11~17F, Upper Body: 18~20F - 2~7F JP: 1
Zonk Knuckle Zonk Knuckle (Lv1) 130 200 40/40 HL su 16 3 26 44 -8 - 21 - Charge 60F, only EX Focus cancelable not Super cancelable X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - Upper body: 1~11F Upper body: 1~11F - - JP: 1, JS: 99
Zonk Knuckle (Lv2) 140 200 40/40 HL su 17 3 26 45 -8 - 21 - Charge 120F, only EX Focus cancelable not Super cancelable X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - Upper body: 1~14F Upper body: 1~14F 1~19F - JP: 1, JS: 99
Zonk Knuckle (Lv3) 150 200 40/40 HL su 18 3 26 46 -8 - 21 - Charge 180F, only EX Focus cancelable not Super cancelable X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - Upper body: 1~17F Upper body: 1~17F 1~20F - JP: 1
EX Zonk Knuckle Zonk Knuckle Ex.png 90*70 150*100 -250/0 HL su*- 16 1*2 26 44 -7 - 21 - Charge 60F, opponent gains 10x2 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~16F - - - - JP: 1*2
Bad Spray (Face Up) Bad Spray (Face Up) 30*30 100 0/20x2 HL -*su 25 6*6 29 65 -14 - 21 - Deals 13x2 stun on block, only can be performed when landing face up from a soft knockdown X [1st Hit]: Free Juggle, 2nd Hit: Soft knockdown [1st Hit]: Free Juggle, 2nd Hit: Soft knockdown [1st Hit]: Free Juggle, 2nd Hit: Soft knockdown [1st Hit]: Free Juggle, 2nd Hit: Soft knockdown - All: 1~10F - - - - JP: 1*2
Bad Spray (Face Down) Bad Spray (Face Down) 30*30 100 0/20x2 HL -*su 25 6*6 9 45 6 - 21 - Deals 13x2 stun on block, only can be performed when landing face down from a soft knockdown X [1st Hit]: Free Juggle, 2nd Hit: Soft knockdown [1st Hit]: Free Juggle, 2nd Hit: Soft knockdown [1st Hit]: Free Juggle, 2nd Hit: Soft knockdown [1st Hit]: Free Juggle, 2nd Hit: Soft knockdown - All: 1~10F - - - - JP:1*2
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Dead End Irony Super Combo LK.png 60*45x5*65 0 -1000/0 L*HLx6 - 1+11 9(14)3(12)3(19)7(17)6(22)3(14)7 30 177 -16 - 21 - Opponent gains 7x20 meter on hit [2nd~7th Hit]: Hard Knockdown [2nd~7th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~19F - - - - JP: 1~7 sequentially
Super Combo MK.png 60*45x5*65 0 -1000/0 HL - 1+7 9(14)3(12)3(19)7(17)6(22)3(14)7 30 173 -16 - 21 - Opponent gains 7x20 meter on hit [2nd~7th Hit]: Hard Knockdown [2nd~7th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~8F - - - - JP: 1~7 sequentially
Super Combo HK.png 60*45x5*65 0 -1000/0 HL - 1+7 6(2)4(11)4(18)6(17)6(22)3(14)8 29 157 -16 - 21 - 1st hit cannot hit crouching, opponent gains 7x20 meter on hit Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~12F - - - - JP: 1~7 sequentially
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Final Destruction Ultra Combo 1 83*385 0 0/0 HL - 0+13 2 50 64 -31 - 21 - Opponent gains 20*10x11 meter on hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~14F - - - - JP: 1
Last Dread Dust Ultra Combo 2 23x7*42*45x4*30*53 0 0/0 HL - 0+7 2x7(24)2(12)2(14)2(12)2(22)2 47 161 -28 - 21 - 1st~7th hit projectile hitbox, 12th hit goes into animation, opponent gains 14x10 meter on hit X [12th Hit]: Hard Knockdown [12th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~14F - - - - Dust: JP: 1~7 sequentially, Wrench Swings: JP: 1~5 sequentially
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes

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