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{{ | {{Character Top USFIV | chara={{SUBPAGENAME}} }} | ||
{{ | |||
== Frame Data (At A Glance) == | == Frame Data (At A Glance) == | ||
{{USFIVFrameDataGlanceTableHeader}} | {{USFIVFrameDataGlanceTableHeader}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close {{ | {{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close {{lp}}|30|50|20|HL|ch/sp/su|4|3|5|11|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close {{ | {{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close {{mp}}|70|100|40|HL|sp/su|6|3|8|16|15|18|4|7|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close {{ | {{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close {{hp}}|100|200|60|HL|sp/su|8|4|13|24|18|23|1|6|||||Force stand|Force stand|Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close {{ | {{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close {{lk}}|30|50|20|HL|-|4|4|6|13|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close {{ | {{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close {{mk}}|90|100|40|HL|sp/su|6|4|14|23|14|17|-4|-1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close {{ | {{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close {{hk}}|110|200|60|HL|su|8|6|17|30|18|22|-5|-1|Only 125 damage on counterhit||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far {{ | {{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far {{lp}}|30|50|20|HL|ch/sp/su|3|2|6|10|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far {{ | {{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far {{mp}}|90|100|40|HL|-|7|3|11|20|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far {{ | {{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far {{hp}}|120|200|60|HL|-|8|4|17|28|18|22|-3|1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far {{ | {{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far {{lk}}|40|50|20|HL|-|5|4|8|16|11|14|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far {{ | {{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far {{mk}}|70|100|40|HL|-|8|5|9|21|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far {{ | {{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far {{hk}}|110|200|60|HL|-|10|5|15|29|18|22|-2|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch {{ | {{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch {{lp}}|20|50|20|HL|ch/sp/su|4|4|5|12|11|15|2|6|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch {{ | {{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch {{mp}}|60|100|40|HL|sp/su|5|3|10|17|14|17|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch {{ | {{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch {{hp}}|100|200|60|HL|sp/su|7|3|16|25|18|23|-1|4|||||Force stand|Force stand|Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch {{ | {{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch {{lk}}|20|50|20|L|sp/su|3|4|8|14|11|14|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch {{ | {{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch {{mk}}|70|100|40|L|-|7|7|13|26|17|19|-3|-1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch {{ | {{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 {{ | {{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 {{ | {{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 {{ | {{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 {{ | {{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 MP Knife|Crouch Strong Knife|d + {{mp}} Knife||Crouch {{ | {{USFIVFrameDataGlanceRow|Crouch MP Knife|Crouch Strong Knife|d + {{mp}} Knife||Crouch {{mp}} Knife|80|100|40|HL|su|7|4|12|22|14|17|-2|1|Deals chip 8 damage, considered to be a standing attack||||||Reset|Reset|-|-|-|-|-|-|JP: 3|}} | ||
{{USFIVFrameDataGlanceRow|Crouch HP Knife|Crouch Fierce Knife|d + {{hp}} Knife||Crouch {{ | {{USFIVFrameDataGlanceRow|Crouch HP Knife|Crouch Fierce Knife|d + {{hp}} Knife||Crouch {{hp}} Knife|120|200|60|HL|su|7|4|12|22|18|23|2|7|Deals chip 10 damage, considered to be a standing attack||||Force stand|Force stand|Reset|Reset|-|-|-|-|-|-|JP: 3|}} | ||
{{USFIVFrameDataGlanceRow|Stomach Blow|Gut Punch|f + mp|Not possible while holding knife|{{Right}}+{{ | {{USFIVFrameDataGlanceRow|Stomach Blow|Gut Punch|f + mp|Not possible while holding knife|{{Right}}+{{mp}}|60|100|40|HL|-|8|3|12|22|16|21|1|6|Cannot perform with knife||||||Reset|Reset|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|Crack Kick|Crack Kick|f + hk||{{Right}}+{{ | {{USFIVFrameDataGlanceRow|Crack Kick|Crack Kick|f + hk||{{Right}}+{{hk}}|110|200|60|HL|-|14|3|9 + After landing 3|28|16|-|1|-|Cannot hit crouching||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|Lower body: 4~17F|Lower body: 4~17F|-|8F~|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|Jaw Crusher|Anti-air Punch|b + mp|Not possible while holding knife|{{Left}}+{{ | {{USFIVFrameDataGlanceRow|Jaw Crusher|Anti-air Punch|b + mp|Not possible while holding knife|{{Left}}+{{mp}}|80|100|40|HL|-|6|4|13|22|16|22|-1|5|Cannot perform with knife, Cannot hit crouching||||||Reset|Reset|-|-|Head: 1~9F|Head: 1~9F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Hammer Hook|Overhead|f + hp||Overhead<br>{{Right}}+{{ | {{USFIVFrameDataGlanceRow|Hammer Hook|Overhead|f + hp||Overhead<br>{{Right}}+{{hp}}|40*60|50*50|60*20|H|-|18|1*3|21|42|20|27[23]|-4|3[-1]|[] refers to vs crouching||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump {{ | {{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump {{lp}}|50|50|20|H|-|4|8|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump {{ | {{USFIVFrameDataGlanceRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump {{mp}}|80|100|40|H|-|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump {{ | {{USFIVFrameDataGlanceRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump {{hp}}|120|200|60|H|-|8|8|-|15|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 1~7F|-|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump {{ | {{USFIVFrameDataGlanceRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump {{lk}}|40|50|20|H|-|5|8|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump {{ | {{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump {{mk}}|80|100|40|H|-|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump {{ | {{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump {{hk}}|100|200|60|H|-|8|3|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~7F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump LP|Angled Jump Jab|ub / {{uf}} + lp||Angled Jump {{ | {{USFIVFrameDataGlanceRow|Angled Jump LP|Angled Jump Jab|ub / {{uf}} + lp||Angled Jump {{lp}}|50|50|20|H|-|4|8|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump MP|Angled Jump Strong|ub / {{uf}} + mp||Angled Jump {{ | {{USFIVFrameDataGlanceRow|Angled Jump MP|Angled Jump Strong|ub / {{uf}} + mp||Angled Jump {{mp}}|80|100|60|H|-|9|3|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~8F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump HP|Angled Jump Fierce|ub / {{uf}} + hp||Angled Jump {{ | {{USFIVFrameDataGlanceRow|Angled Jump HP|Angled Jump Fierce|ub / {{uf}} + hp||Angled Jump {{hp}}|100|200|60|H|-|11|6|-|16|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~10F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump LK|Angled Jump Short|ub / {{uf}} + lk||Angled Jump {{ | {{USFIVFrameDataGlanceRow|Angled Jump LK|Angled Jump Short|ub / {{uf}} + lk||Angled Jump {{lk}}|40|50|20|H|-|5|8|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump MK|Angled Jump Forward|ub / {{uf}} + mk||Angled Jump {{ | {{USFIVFrameDataGlanceRow|Angled Jump MK|Angled Jump Forward|ub / {{uf}} + mk||Angled Jump {{mk}}|70|100|40|H|-|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Angled Jump HK|Angled Jump Roundhouse|ub / {{uf}} + hk||Angled Jump {{ | {{USFIVFrameDataGlanceRow|Angled Jump HK|Angled Jump Roundhouse|ub / {{uf}} + hk||Angled Jump {{hk}}|90|200|60|H|-|9|11|-|19|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~7F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Jump LP Knife|Jump Jab Knife|Jump {{lp}} Knife||Jump {{ | {{USFIVFrameDataGlanceRow|Jump LP Knife|Jump Jab Knife|Jump {{lp}} Knife||Jump {{lp}} Knife|50|50|20|H|-|4|10|-|13|||-|-|Deals 5 chip damage||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Jump MP Knife|Jump Strong Knife|Jump {{mp}} Knife||Jump {{ | {{USFIVFrameDataGlanceRow|Jump MP Knife|Jump Strong Knife|Jump {{mp}} Knife||Jump {{mp}} Knife|80|100|40|H|-|7|3|-|9|||-|-|Deals 8 chip damage||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Jump HP Knife|Jump Fierce Knife|Jump {{hp}} Knife||Jump {{ | {{USFIVFrameDataGlanceRow|Jump HP Knife|Jump Fierce Knife|Jump {{hp}} Knife||Jump {{hp}} Knife|120|200|60|H|-|8|6|-|13|||-|-|Deals 10 chip damage||||||Reset|Reset|-|-|-|Lower body: 1~7F|-|-|-|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 2.291|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 2.291|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}} | ||
Line 104: | Line 59: | ||
{{USFIVFrameDataGlanceRow|Prisoner Throw|Forward Throw|f or {{n}} + {{lp}} + lk||Forward Throw|130|140|40|0.984|-|3|2|20|24|-|-|-|-|Hard Knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Prisoner Throw|Forward Throw|f or {{n}} + {{lp}} + lk||Forward Throw|130|140|40|0.984|-|3|2|20|24|-|-|-|-|Hard Knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Bad Stomp|Back Throw|b + {{lp}} + lk||Back Throw|130|120|40|0.984|-|3|2|20|24|-|-|-|-|Hard Knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Bad Stomp|Back Throw|b + {{lp}} + lk||Back Throw|130|120|40|0.984|-|3|2|20|24|-|-|-|-|Hard Knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{ | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Bad Stone|Rocks|qcf + {{p}} ex|Not possible while holding knife; Hold {{p}} to delay toss and increase damage; {{ex}} cannot be charged|Bad Stone {{ | {{USFIVFrameDataGlanceRow|Bad Stone|Rocks|qcf + {{p}} ex|Not possible while holding knife; Hold {{p}} to delay toss and increase damage; {{ex}} cannot be charged|Bad Stone Lv.1 {{lp}}|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|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Bad Stone|Rocks|qcf + {{p}} ex|Not possible while holding knife; Hold {{p}} to delay toss and increase damage; {{ex}} cannot be charged|Bad Stone {{ | {{USFIVFrameDataGlanceRow|Bad Stone|Rocks|qcf + {{p}} ex|Not possible while holding knife; Hold {{p}} to delay toss and increase damage; {{ex}} cannot be charged|Bad Stone Lv.2 {{lp}}|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|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Bad Stone|Rocks|qcf + {{p}} ex|Not possible while holding knife; Hold {{p}} to delay toss and increase damage; {{ex}} cannot be charged|Bad Stone {{ | {{USFIVFrameDataGlanceRow|Bad Stone|Rocks|qcf + {{p}} ex|Not possible while holding knife; Hold {{p}} to delay toss and increase damage; {{ex}} cannot be charged|Bad Stone Lv.3 {{lp}}|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|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Bad Stone|Rocks|qcf + {{p}} ex|Not possible while holding knife; Hold {{p}} to delay toss and increase damage; {{ex}} cannot be charged|Bad Stone {{ | {{USFIVFrameDataGlanceRow|Bad Stone|Rocks|qcf + {{p}} ex|Not possible while holding knife; Hold {{p}} to delay toss and increase damage; {{ex}} cannot be charged|Bad Stone Lv.4 {{lp}}|80|180|10/20|HL|su|90|16|16|104|-|-|3|7|Without Knife only||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Bad Stone {{ | {{USFIVFrameDataGlanceRow|Bad Stone||||Bad Stone Lv.1 {{mp}}|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|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Bad Stone {{ | {{USFIVFrameDataGlanceRow|Bad Stone||||Bad Stone Lv.2 {{mp}}|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|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Bad Stone {{ | {{USFIVFrameDataGlanceRow|Bad Stone||||Bad Stone Lv.3 {{mp}}|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|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Bad Stone {{ | {{USFIVFrameDataGlanceRow|Bad Stone||||Bad Stone Lv.4 {{mp}}|80|180|10/20|HL|su|90|20|18|106|-|-|1|5|Without Knife only||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Bad Stone {{ | {{USFIVFrameDataGlanceRow|Bad Stone||||Bad Stone Lv.1 {{hp}}|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|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Bad Stone{{ | {{USFIVFrameDataGlanceRow|Bad Stone||||Bad Stone Lv.2 {{hp}}|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|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Bad Stone {{ | {{USFIVFrameDataGlanceRow|Bad Stone||||Bad Stone Lv.3 {{hp}}|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|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Bad Stone {{ | {{USFIVFrameDataGlanceRow|Bad Stone||||Bad Stone Lv.4 {{hp}}|80|180|10/20|HL|su|90|27|20|108|-|-|-1|3|Without Knife only||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|EX Bad Stone|EX Rocks|||Bad Stone {{ex}}|70*50|100*100|-250/0|HL|su|24|24|16|39|-|-|8|15|Opponent gains 10x2 meter on hit||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP:1*2|}} | {{USFIVFrameDataGlanceRow|EX Bad Stone|EX Rocks|||Bad Stone {{ex}}|70*50|100*100|-250/0|HL|su|24|24|16|39|-|-|8|15|Opponent gains 10x2 meter on hit||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP:1*2|}} | ||
{{USFIVFrameDataGlanceRow|Fake Bad Stone|Fake Rocks|qcf + {{hp}} + hk|Not possible while holding knife|Fake Bad Stone||-|-|-|-|||Total 32|32|-|-|-|-|Considered a special move||||-|-|-|-|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Fake Bad Stone|Fake Rocks|qcf + {{hp}} + hk|Not possible while holding knife|Fake Bad Stone||-|-|-|-|||Total 32|32|-|-|-|-|Considered a special move||||-|-|-|-|-|-|-|-|-|-|-|}} | ||
Line 122: | Line 77: | ||
{{USFIVFrameDataGlanceRow|Knife Throw|Knife Throw|(while holding knife) {{qcf}} + {{p}} armorbreak||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|}} | {{USFIVFrameDataGlanceRow|Knife Throw|Knife Throw|(while holding knife) {{qcf}} + {{p}} armorbreak||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|}} | ||
{{USFIVFrameDataGlanceRow|Fake Knife Throw|Fake Knife Throw|(while holding knife) {{qcf}} + {{hp}} + hk||Fake Knife Throw|-|-|-|-|-|-|-|Total 32|32|-|-|-|-|||||-|-|-|-|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Fake Knife Throw|Fake Knife Throw|(while holding knife) {{qcf}} + {{hp}} + hk||Fake Knife Throw|-|-|-|-|-|-|-|Total 32|32|-|-|-|-|||||-|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Criminal Upper|Criminal Upper|qcb + {{p}} ex||Criminal Upper {{ | {{USFIVFrameDataGlanceRow|Criminal Upper|Criminal Upper|qcb + {{p}} ex||Criminal Upper {{lp}}|80*20x3|70*30x3|20/5x4|HL|su*-x3|13|2(1)6*4*4|22|51|22|-|-4|-|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|}} | ||
{{USFIVFrameDataGlanceRow|||||Criminal Upper {{ | {{USFIVFrameDataGlanceRow|||||Criminal Upper {{mp}}|70*20x4|70*30x4|20/10*5x4|HL|su*-x4|13|2(1)6*<br>4*4*6|23|58|21|-|-8|-|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|}} | ||
{{USFIVFrameDataGlanceRow|||||Criminal Upper {{ | {{USFIVFrameDataGlanceRow|||||Criminal Upper {{hp}}|60*20x5|70*30x5|20/10*2x5|HL|su*-x5|13|2(1)4*4*<br>4*3*3|28|61|21|-|-10|-|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|}} | ||
{{USFIVFrameDataGlanceRow|EX Criminal Upper|EX Criminal Upper|||Criminal Upper {{ex}}|60*20x6|50x30*6|-250/0|HL|su*-x6|7|2(1)2*2*2*2*2*2|30|51|21|-|-11|-|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 | {{USFIVFrameDataGlanceRow|EX Criminal Upper|EX Criminal Upper|||Criminal Upper {{ex}}|60*20x6|50x30*6|-250/0|HL|su*-x6|7|2(1)2*2*<br>2*2*2*2|30|51|21|-|-11|-|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"|}} | Tornado: JP: 2~7 sequentially"|}} | ||
{{USFIVFrameDataGlanceRow|Ruffian Kick|Ruffian Kick|qcf + {{k}} {{ex}} armorbreak|Button used determines angle of kick: {{hk}} for upwards kick, {{mk}} for straight kick, {{lk}} for ground kick that hits low|Ruffian Kick {{ | {{USFIVFrameDataGlanceRow|Ruffian Kick|Ruffian Kick|qcf + {{k}} {{ex}} armorbreak|Button used determines angle of kick: {{hk}} for upwards kick, {{mk}} for straight kick, {{lk}} for ground kick that hits low|Ruffian Kick {{lk}}|120|150|20/40|L|-|15|8|20|42|21|-|-7|-||X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|2~10F|-|}} | ||
{{USFIVFrameDataGlanceRow|||||Ruffian Kick {{ | {{USFIVFrameDataGlanceRow|||||Ruffian Kick {{mk}}|130|100|20/40|HL|-|11|4|25|39|21|-|-8|-||X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|2~7F|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|||||Ruffian Kick {{ | {{USFIVFrameDataGlanceRow|||||Ruffian Kick {{hk}}|100|100|20/40|HL|su|7|13|27|46|21|-|-19|-|Cannot hit crouching|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|EX Ruffian Kick|EX Ruffian Kick|||Ruffian Kick {{ex}}|130|150|-250/0|L|-|11|7|25|42|21|-|-11|-|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|}} | {{USFIVFrameDataGlanceRow|EX Ruffian Kick|EX Ruffian Kick|||Ruffian Kick {{ex}}|130|150|-250/0|L|-|11|7|25|42|21|-|-11|-|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|}} | ||
{{USFIVFrameDataGlanceRow|Zonk Knuckle|Zonk Knuckle|hold {{p}} then release {{ex}} armorbreak||Zonk Knuckle (Lv1)|130|200|40/40|HL|su|16|3|26|44|21|-|-8|-|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|}} | {{USFIVFrameDataGlanceRow|Zonk Knuckle|Zonk Knuckle|hold {{p}} then release {{ex}} armorbreak||Zonk Knuckle (Lv1)|130|200|40/40|HL|su|16|3|26|44|21|-|-8|-|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|}} | ||
Line 138: | Line 93: | ||
{{USFIVFrameDataGlanceRow|Bad Spray (Face Down)|Bad Spray||Only on face down soft knockdown|Bad Spray (Face Down)|30*30|100|0/20x2|HL|-*su|25|6*6|9|45|21|-|6|-|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|}} | {{USFIVFrameDataGlanceRow|Bad Spray (Face Down)|Bad Spray||Only on face down soft knockdown|Bad Spray (Face Down)|30*30|100|0/20x2|HL|-*su|25|6*6|9|45|21|-|6|-|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|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Dead End Irony|Super|qcf {{qcf}} + k|First hit mimics Ruffian Kick: {{hk}} for initial upwards kick, {{mk}} for initial stragiht kick, and {{lk}} for initial ground kick that hits low|Super Combo {{ | {{USFIVFrameDataGlanceRow|Dead End Irony|Super|qcf {{qcf}} + k|First hit mimics Ruffian Kick: {{hk}} for initial upwards kick, {{mk}} for initial stragiht kick, and {{lk}} for initial ground kick that hits low|Super Combo {{lk}}|60*45x5*65|0|-1000/0|L*HLx6|-|1+11|9(14)3(12)<br>3(19)7(17)<br>6(22)3(14)7|30|177|21|-|-16|-|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|}} | ||
{{USFIVFrameDataGlanceRow|||||Super Combo {{ | {{USFIVFrameDataGlanceRow|||||Super Combo {{mk}}|60*45x5*65|0|-1000/0|HL|-|1+7|9(14)3(12)<br>3(19)7(17)<br>6(22)3(14)7|30|173|21|-|-16|-|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|}} | ||
{{USFIVFrameDataGlanceRow|||||Super Combo {{ | {{USFIVFrameDataGlanceRow|||||Super Combo {{hk}}|60*45x5*65|0|-1000/0|HL|-|1+7|6(2)4(11)<br>4(18)6(17)<br>6(22)3(14)8|29|157|21|-|-16|-|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|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Final Destruction|Ultra I|qcf {{qcf}} + {{3k}} armorbreak||Ultra Combo 1| | {{USFIVFrameDataGlanceRow|Final Destruction|Ultra I|qcf {{qcf}} + {{3k}} armorbreak||Ultra Combo 1|83*385|0|0/0|HL|-|0+13|2|50|64|21|-|-31|-|Opponent gains 20*10x11 meter on hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~14F|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|Last Dread Dust|Ultra II|qcb {{qcb}} + 3p||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|21|-|-28|-|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|}} | {{USFIVFrameDataGlanceRow|Last Dread Dust|Ultra II|qcb {{qcb}} + 3p||Ultra Combo 2|23x7*42*<br>45x4*30*53|0|0/0|HL|-|0+7|2x7(24)<br>2(12)2(14)<br>2(12)2(22)2|47|161|21|-|-28|-|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|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
|- | |- | ||
Line 149: | Line 104: | ||
== Moves == | == Moves == | ||
<div class="mw-collapsible mw-collapsed" style="width:800px"> | <div class="mw-collapsible mw-collapsed" style="width:800px"> | ||
Line 161: | Line 112: | ||
{{USFIVMoveListRow|Cody|CloseLP| | {{USFIVMoveListRow|Cody|CloseLP| | ||
Close LP|Close Jab|Close lp|[[File:Rpdfire.png]] {{speccancel}} supercancel| | Close LP|Close Jab|Close lp|[[File:Rpdfire.png]] {{speccancel}} supercancel| | ||
Quick upper body elbow. Gives good frame advantage, but its {{high}} hitbox will miss most crouching characters. Can make a fast anti-air in some situations in which Jaw Crusher ({{Left}} + {{ | Quick upper body elbow. Gives good frame advantage, but its {{high}} hitbox will miss most crouching characters. Can make a fast anti-air in some situations in which Jaw Crusher ({{Left}} + {{mp}}) wouldn't hit in time. | ||
}} | }} | ||
{{USFIVMoveListRow|Cody|CloseMP| | {{USFIVMoveListRow|Cody|CloseMP| | ||
Close MP|Close Strong|Close mp|speccancel supercancel| | Close MP|Close Strong|Close mp|speccancel supercancel| | ||
An upwards punch. Cody's most frame advantageous normal, allowing him to link to moves off a regular hit that you can't from others (Last Dread Dust and crouch {{ | An upwards punch. Cody's most frame advantageous normal, allowing him to link to moves off a regular hit that you can't from others (Last Dread Dust and crouch {{hp}}, both 1 frame links). Has a lot of pushback, making it harder to tick from (anyone mashing crouch {{lp}} or {{lk}} can hit you while you're walking up), but kara throwing helps with this. Good move to link into in a combo, however in some longer combos it can skip the first hit of a {{hp}} Criminal Upper ([[File:qcb.gif]] + {{hp}}) because of the pushback. | ||
}} | }} | ||
{{USFIVMoveListRow|Cody|CloseHP| | {{USFIVMoveListRow|Cody|CloseHP| | ||
Close HP|Close Fierce|Close hp|speccancel supercancel| | Close HP|Close Fierce|Close hp|speccancel supercancel| | ||
Very good combo tool. Does good damage and stun, safe on block; and on hit, leaves the opponent in hit stun long enough for you to confirm into a crouch {{ | Very good combo tool. Does good damage and stun, safe on block; and on hit, leaves the opponent in hit stun long enough for you to confirm into a crouch {{lk}} or crouch {{mp}} xx special. Getting a {{counter}} hit off this move is excellent as well, since you can tack on a crouch {{hp}} or {{cancel}} into EX Bad Stone ([[File:qcf.gif]] + [[File:Punch.gif]][[File:Punch.gif]]) for even more damage and massive stun. However, since its a close normal, you should be using crouch {{hp}} in most guarenteed damage/punish situations in order to avoid getting a far {{hp}}. | ||
}} | }} | ||
{{USFIVMoveListRow|Cody|CloseLK| | {{USFIVMoveListRow|Cody|CloseLK| | ||
Close LK|Close Short|Close lk|| | Close LK|Close Short|Close lk|| | ||
A {{low}} kick to the shins. Deceptively useful. Doesn't hit low, doesn't do much damage, and has no {{cancel}} ability; but has tiny pushback making it good for ticking, and can also link to crouch {{ | A {{low}} kick to the shins. Deceptively useful. Doesn't hit low, doesn't do much damage, and has no {{cancel}} ability; but has tiny pushback making it good for ticking, and can also link to crouch {{lk}} easily on hit. Also, its used to option select backlashes (when your opponent is waking up, press close {{lk}} and quickly input a {{mk}} Ruffian Kick [ [[File:qcf.gif]] + {{mk}} ]) which is a great tool against characters with good backdashes like Rose and Chun. | ||
}} | }} | ||
{{USFIVMoveListRow|Cody|CloseMK| | {{USFIVMoveListRow|Cody|CloseMK| | ||
Close MK|Close Forward|Close mk|speccancel supercancel| | Close MK|Close Forward|Close mk|speccancel supercancel| | ||
Another underused normal. Unsafe on block and negative on hit. Can make a good anti-air if the enemy is on top of you, but the hitbox is surrounded by a hurtbox, and you'll sometimes get a far {{ | Another underused normal. Unsafe on block and negative on hit. Can make a good anti-air if the enemy is on top of you, but the hitbox is surrounded by a hurtbox, and you'll sometimes get a far {{mk}}, which isn't an anti-air at all. However, its a good combo tool with the knife allowing you to tack on more damage and a {{reset}} after a {{lp}} Criminal Upper. | ||
<youtube>AbS1aC8VHwY</youtube> | <youtube>AbS1aC8VHwY</youtube> | ||
}} | }} | ||
Line 203: | Line 154: | ||
{{USFIVMoveListRow|Cody|FarHP| | {{USFIVMoveListRow|Cody|FarHP| | ||
Far HP|Far Fierce|hp|| | Far HP|Far Fierce|hp|| | ||
A skull-cracking straight punch aimed a bit upwards. Far anti-air, and slightly faster than stand {{ | A skull-cracking straight punch aimed a bit upwards. Far anti-air, and slightly faster than stand {{hk}} but stand {{hk}} is better in every other way so use that over far {{hp}}. | ||
}} | }} | ||
{{USFIVMoveListRow|Cody|FarLK| | {{USFIVMoveListRow|Cody|FarLK| | ||
Line 506: | Line 457: | ||
Cody slides along the ground while kicking, with the kick performed is determined by the button used. All of the kicks have different properties, and all are unsafe when blocked. | Cody slides along the ground while kicking, with the kick performed is determined by the button used. All of the kicks have different properties, and all are unsafe when blocked. | ||
* {{ | * {{lk}}: Hits low, does the mid damage, causes a hard knockdown. Generally unsafe unless it hits meaty. Its {{knockdown}} property gives you a good amount of time to set something up (although you will have to change your timing if opponent delays). You can {{throw}} it out sometimes while trying to advance and get a knockdown, but don't go crazy with it. Unlike other Ruffian Kicks, while hit confirming, this will only combo from a cr.MP, so keep that in mind. | ||
* {{ | * {{mk}}: Hits mid, does the most damage, causes a regular knockdown. Has good corner carry and knocks the opponent a good ways from you, so this is a good combo ender if you want to sacrifice damage for spacing. Option-selecting this move from a cr.LK is a very nice (although risky) tool in footsies. | ||
* {{ | * {{hk}}: Hits {{high}} (the game classifies the kick as actually hitting mid, but the hitbox won't reach crouchers), does the least damage, and causes a regular knockdown. Cody's main FADC juggle starter, however since it cannot hit crouchers, the only way to reliably combo into this is from a cl/cr.HP. On most characters, when canceling from a cr.MP, the pushback from the cr.MP will make the kick sometimes hit late, allowing for {{extra}} followups depending on your positioning. | ||
}} | }} | ||
{{USFIVMoveListRow|Cody|ZonkKnuckle| | {{USFIVMoveListRow|Cody|ZonkKnuckle| | ||
Line 557: | Line 508: | ||
</div></div> | </div></div> | ||
==Frame Data== | ==Frame Data== | ||
{{USFIVFrameDataTableHeader}} | {{USFIVFrameDataTableHeader}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close {{ | {{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close {{lp}}|30|50|20|HL|ch/sp/su|4|3|5|11|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Close MP|Close Strong|Close mp||Close {{ | {{USFIVFrameDataRow|Close MP|Close Strong|Close mp||Close {{mp}}|70|100|40|HL|sp/su|6|3|8|16|15|18|4|7|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Close HP|Close Fierce|Close hp||Close {{ | {{USFIVFrameDataRow|Close HP|Close Fierce|Close hp||Close {{hp}}|100|200|60|HL|sp/su|8|4|13|24|18|23|1|6|||||Force stand|Force stand|Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Close LK|Close Short|Close lk||Close {{ | {{USFIVFrameDataRow|Close LK|Close Short|Close lk||Close {{lk}}|30|50|20|HL|-|4|4|6|13|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Close MK|Close Forward|Close mk||Close {{ | {{USFIVFrameDataRow|Close MK|Close Forward|Close mk||Close {{mk}}|90|100|40|HL|sp/su|6|4|14|23|14|17|-4|-1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Close HK|Close Roundhouse|Close hk||Close {{ | {{USFIVFrameDataRow|Close HK|Close Roundhouse|Close hk||Close {{hk}}|110|200|60|HL|su|8|6|17|30|18|22|-5|-1|Only 125 damage on counterhit||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far LP|Far Jab|lp||Far {{ | {{USFIVFrameDataRow|Far LP|Far Jab|lp||Far {{lp}}|30|50|20|HL|ch/sp/su|3|2|6|10|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far MP|Far Strong|mp||Far {{ | {{USFIVFrameDataRow|Far MP|Far Strong|mp||Far {{mp}}|90|100|40|HL|-|7|3|11|20|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far HP|Far Fierce|hp||Far {{ | {{USFIVFrameDataRow|Far HP|Far Fierce|hp||Far {{hp}}|120|200|60|HL|-|8|4|17|28|18|22|-3|1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far LK|Far Short|lk||Far {{ | {{USFIVFrameDataRow|Far LK|Far Short|lk||Far {{lk}}|40|50|20|HL|-|5|4|8|16|11|14|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far MK|Far Forward|mk||Far {{ | {{USFIVFrameDataRow|Far MK|Far Forward|mk||Far {{mk}}|70|100|40|HL|-|8|5|9|21|14|17|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Far HK|Far Roundhouse|hk||Far {{ | {{USFIVFrameDataRow|Far HK|Far Roundhouse|hk||Far {{hk}}|110|200|60|HL|-|10|5|15|29|18|22|-2|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch {{ | {{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch {{lp}}|20|50|20|HL|ch/sp/su|4|4|5|12|11|15|2|6|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch {{ | {{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch {{mp}}|60|100|40|HL|sp/su|5|3|10|17|14|17|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch {{ | {{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch {{hp}}|100|200|60|HL|sp/su|7|3|16|25|18|23|-1|4|||||Force stand|Force stand|Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch {{ | {{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch {{lk}}|20|50|20|L|sp/su|3|4|8|14|11|14|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch {{ | {{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch {{mk}}|70|100|40|L|-|7|7|13|26|17|19|-3|-1|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch {{ | {{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 {{ | {{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 {{ | {{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 {{ | {{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 {{ | {{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 MP Knife|Crouch Strong Knife|d + {{mp}} Knife||Crouch {{ | {{USFIVFrameDataRow|Crouch MP Knife|Crouch Strong Knife|d + {{mp}} Knife||Crouch {{mp}} Knife|80|100|40|HL|su|7|4|12|22|14|17|-2|1|Deals chip 8 damage, considered to be a standing attack||||||Reset|Reset|-|-|-|-|-|-|JP: 3|}} | ||
{{USFIVFrameDataRow|Crouch HP Knife|Crouch Fierce Knife|d + {{hp}} Knife||Crouch {{ | {{USFIVFrameDataRow|Crouch HP Knife|Crouch Fierce Knife|d + {{hp}} Knife||Crouch {{hp}} Knife|120|200|60|HL|su|7|4|12|22|18|23|2|7|Deals chip 10 damage, considered to be a standing attack||||Force stand|Force stand|Reset|Reset|-|-|-|-|-|-|JP: 3|}} | ||
{{USFIVFrameDataRow|Stomach Blow|Gut Punch|f + mp|Not possible while holding knife|{{Right}}+{{ | {{USFIVFrameDataRow|Stomach Blow|Gut Punch|f + mp|Not possible while holding knife|{{Right}}+{{mp}}|60|100|40|HL|-|8|3|12|22|16|21|1|6|Cannot perform with knife||||||Reset|Reset|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataRow|Crack Kick|Crack Kick|f + hk||{{Right}}+{{ | {{USFIVFrameDataRow|Crack Kick|Crack Kick|f + hk||{{Right}}+{{hk}}|110|200|60|HL|-|14|3|9 + After landing 3|28|16|-|1|-|Cannot hit crouching||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|Lower body: 4~17F|Lower body: 4~17F|-|8F~|JP: 1|}} | ||
{{USFIVFrameDataRow|Jaw Crusher|Anti-air Punch|b + mp|Not possible while holding knife|{{Left}}+{{ | {{USFIVFrameDataRow|Jaw Crusher|Anti-air Punch|b + mp|Not possible while holding knife|{{Left}}+{{mp}}|80|100|40|HL|-|6|4|13|22|16|22|-1|5|Cannot perform with knife, Cannot hit crouching||||||Reset|Reset|-|-|Head: 1~9F|Head: 1~9F|-|-|-|}} | ||
{{USFIVFrameDataRow|Hammer Hook|Overhead|f + hp||Overhead<br>{{Right}}+{{ | {{USFIVFrameDataRow|Hammer Hook|Overhead|f + hp||Overhead<br>{{Right}}+{{hp}}|40*60|50*50|60*20|H|-|18|1*3|21|42|20|27[23]|-4|3[-1]|[] refers to vs crouching||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump {{ | {{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump {{lp}}|50|50|20|H|-|4|8|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}} | ||
{{USFIVFrameDataRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump {{ | {{USFIVFrameDataRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump {{mp}}|80|100|40|H|-|6|7|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~5F|-|-|-|}} | ||
{{USFIVFrameDataRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump {{ | {{USFIVFrameDataRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump {{hp}}|120|200|60|H|-|8|8|-|15|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 1~7F|-|-|JP: 1|}} | ||
{{USFIVFrameDataRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump {{ | {{USFIVFrameDataRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump {{lk}}|40|50|20|H|-|5|8|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}} | ||
{{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump {{ | {{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump {{mk}}|80|100|40|H|-|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}} | ||
{{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump {{ | {{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump {{hk}}|100|200|60|H|-|8|3|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~7F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump LP|Angled Jump Jab|ub / {{uf}} + lp||Angled Jump {{ | {{USFIVFrameDataRow|Angled Jump LP|Angled Jump Jab|ub / {{uf}} + lp||Angled Jump {{lp}}|50|50|20|H|-|4|8|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump MP|Angled Jump Strong|ub / {{uf}} + mp||Angled Jump {{ | {{USFIVFrameDataRow|Angled Jump MP|Angled Jump Strong|ub / {{uf}} + mp||Angled Jump {{mp}}|80|100|60|H|-|9|3|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~8F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump HP|Angled Jump Fierce|ub / {{uf}} + hp||Angled Jump {{ | {{USFIVFrameDataRow|Angled Jump HP|Angled Jump Fierce|ub / {{uf}} + hp||Angled Jump {{hp}}|100|200|60|H|-|11|6|-|16|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~10F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump LK|Angled Jump Short|ub / {{uf}} + lk||Angled Jump {{ | {{USFIVFrameDataRow|Angled Jump LK|Angled Jump Short|ub / {{uf}} + lk||Angled Jump {{lk}}|40|50|20|H|-|5|8|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump MK|Angled Jump Forward|ub / {{uf}} + mk||Angled Jump {{ | {{USFIVFrameDataRow|Angled Jump MK|Angled Jump Forward|ub / {{uf}} + mk||Angled Jump {{mk}}|70|100|40|H|-|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}} | ||
{{USFIVFrameDataRow|Angled Jump HK|Angled Jump Roundhouse|ub / {{uf}} + hk||Angled Jump {{ | {{USFIVFrameDataRow|Angled Jump HK|Angled Jump Roundhouse|ub / {{uf}} + hk||Angled Jump {{hk}}|90|200|60|H|-|9|11|-|19|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~7F|-|-|-|}} | ||
{{USFIVFrameDataRow|Jump LP Knife|Jump Jab Knife|Jump {{lp}} Knife||Jump {{ | {{USFIVFrameDataRow|Jump LP Knife|Jump Jab Knife|Jump {{lp}} Knife||Jump {{lp}} Knife|50|50|20|H|-|4|10|-|13|||-|-|Deals 5 chip damage||||||Reset|Reset|-|-|-|Lower body: 1~3F|-|-|-|}} | ||
{{USFIVFrameDataRow|Jump MP Knife|Jump Strong Knife|Jump {{mp}} Knife||Jump {{ | {{USFIVFrameDataRow|Jump MP Knife|Jump Strong Knife|Jump {{mp}} Knife||Jump {{mp}} Knife|80|100|40|H|-|7|3|-|9|||-|-|Deals 8 chip damage||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}} | ||
{{USFIVFrameDataRow|Jump HP Knife|Jump Fierce Knife|Jump {{hp}} Knife||Jump {{ | {{USFIVFrameDataRow|Jump HP Knife|Jump Fierce Knife|Jump {{hp}} Knife||Jump {{hp}} Knife|120|200|60|H|-|8|6|-|13|||-|-|Deals 10 chip damage||||||Reset|Reset|-|-|-|Lower body: 1~7F|-|-|-|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 2.291|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+11|2|35|57|16|16|-21|-21|Range: 2.291|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}} | ||
Line 2,583: | Line 568: | ||
{{USFIVFrameDataRow|Bad Stomp|Back Throw|b + {{lp}} + lk||Back Throw|130|120|40|0.984|-|3|2|20|24|-|-|-|-|Hard Knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Bad Stomp|Back Throw|b + {{lp}} + lk||Back Throw|130|120|40|0.984|-|3|2|20|24|-|-|-|-|Hard Knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Bad Stone|Rocks|qcf + {{p}} ex|Not possible while holding knife; Hold {{p}} to delay toss and increase damage; {{ex}} cannot be charged|Bad Stone {{ | {{USFIVFrameDataRow|Bad Stone|Rocks|qcf + {{p}} ex|Not possible while holding knife; Hold {{p}} to delay toss and increase damage; {{ex}} cannot be charged|Bad Stone Lv.1 {{lp}}|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|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Bad Stone|Rocks|qcf + {{p}} ex|Not possible while holding knife; Hold {{p}} to delay toss and increase damage; {{ex}} cannot be charged|Bad Stone {{ | {{USFIVFrameDataRow|Bad Stone|Rocks|qcf + {{p}} ex|Not possible while holding knife; Hold {{p}} to delay toss and increase damage; {{ex}} cannot be charged|Bad Stone Lv.2 {{lp}}|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|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Bad Stone|Rocks|qcf + {{p}} ex|Not possible while holding knife; Hold {{p}} to delay toss and increase damage; {{ex}} cannot be charged|Bad Stone {{ | {{USFIVFrameDataRow|Bad Stone|Rocks|qcf + {{p}} ex|Not possible while holding knife; Hold {{p}} to delay toss and increase damage; {{ex}} cannot be charged|Bad Stone Lv.3 {{lp}}|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|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Bad Stone|Rocks|qcf + {{p}} ex|Not possible while holding knife; Hold {{p}} to delay toss and increase damage; {{ex}} cannot be charged|Bad Stone {{ | {{USFIVFrameDataRow|Bad Stone|Rocks|qcf + {{p}} ex|Not possible while holding knife; Hold {{p}} to delay toss and increase damage; {{ex}} cannot be charged|Bad Stone Lv.4 {{lp}}|80|180|10/20|HL|su|90|16|16|104|-|-|3|7|Without Knife only||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|||||Bad Stone {{ | {{USFIVFrameDataRow|Bad Stone||||Bad Stone Lv.1 {{mp}}|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|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|||||Bad Stone {{ | {{USFIVFrameDataRow|Bad Stone||||Bad Stone Lv.2 {{mp}}|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|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|||||Bad Stone {{ | {{USFIVFrameDataRow|Bad Stone||||Bad Stone Lv.3 {{mp}}|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|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|||||Bad Stone {{ | {{USFIVFrameDataRow|Bad Stone||||Bad Stone Lv.4 {{mp}}|80|180|10/20|HL|su|90|20|18|106|-|-|1|5|Without Knife only||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|||||Bad Stone {{ | {{USFIVFrameDataRow|Bad Stone||||Bad Stone Lv.1 {{hp}}|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|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|||||Bad Stone{{ | {{USFIVFrameDataRow|Bad Stone||||Bad Stone Lv.2 {{hp}}|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|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|||||Bad Stone {{ | {{USFIVFrameDataRow|Bad Stone||||Bad Stone Lv.3 {{hp}}|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|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|||||Bad Stone {{ | {{USFIVFrameDataRow|Bad Stone||||Bad Stone Lv.4 {{hp}}|80|180|10/20|HL|su|90|27|20|108|-|-|-1|3|Without Knife only||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|EX Bad Stone|EX Rocks|||Bad Stone {{ex}}|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|}} | {{USFIVFrameDataRow|EX Bad Stone|EX Rocks|||Bad Stone {{ex}}|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|}} | ||
{{USFIVFrameDataRow|Fake Bad Stone|Fake Rocks|qcf + {{hp}} + hk|Not possible while holding knife|Fake Bad Stone||-|-|-|-|||Total 32|32|-|-|-|-|Considered a special move||||-|-|-|-|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Fake Bad Stone|Fake Rocks|qcf + {{hp}} + hk|Not possible while holding knife|Fake Bad Stone||-|-|-|-|||Total 32|32|-|-|-|-|Considered a special move||||-|-|-|-|-|-|-|-|-|-|-|}} | ||
Line 2,600: | Line 585: | ||
{{USFIVFrameDataRow|Knife Throw|Knife Throw|(while holding knife) {{qcf}} + {{p}} armorbreak||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|}} | {{USFIVFrameDataRow|Knife Throw|Knife Throw|(while holding knife) {{qcf}} + {{p}} armorbreak||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|}} | ||
{{USFIVFrameDataRow|Fake Knife Throw|Fake Knife Throw|(while holding knife) {{qcf}} + {{hp}} + {{hk}}||Fake Knife Throw|-|-|-|-|-|-|-|Total 32|32|-|-|-|-|||||-|-|-|-|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Fake Knife Throw|Fake Knife Throw|(while holding knife) {{qcf}} + {{hp}} + {{hk}}||Fake Knife Throw|-|-|-|-|-|-|-|Total 32|32|-|-|-|-|||||-|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Criminal Upper|Criminal Upper|qcb + {{p}} ex||Criminal Upper {{ | {{USFIVFrameDataRow|Criminal Upper|Criminal Upper|qcb + {{p}} ex||Criminal Upper {{lp}}|80*20x3|70*30x3|20/5x4|HL|su*-x3|13|2(1)6*4*4|22|51|22|-|-4|-|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|}} | ||
{{USFIVFrameDataRow|||||Criminal Upper {{ | {{USFIVFrameDataRow|||||Criminal Upper {{mp}}|70*20x4|70*30x4|20/10*5x4|HL|su*-x4|13|2(1)6*<br>4*4*6|23|58|21|-|-8|-|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|}} | ||
{{USFIVFrameDataRow|||||Criminal Upper {{ | {{USFIVFrameDataRow|||||Criminal Upper {{hp}}|60*20x5|70*30x5|20/10*2x5|HL|su*-x5|13|2(1)4*4*<br>4*3*3|28|61|21|-|-10|-|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|}} | ||
{{USFIVFrameDataRow|EX Criminal Upper|EX Criminal Upper|||Criminal Upper {{ex}}|60*20x6|50x30*6|-250/0|HL|su*-x6|7|2(1)2*2*2*2*2*2|30|51|21|-|-11|-|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 | {{USFIVFrameDataRow|EX Criminal Upper|EX Criminal Upper|||Criminal Upper {{ex}}|60*20x6|50x30*6|-250/0|HL|su*-x6|7|2(1)2*2*<br>2*2*2*2|30|51|21|-|-11|-|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"|}} | Tornado: JP: 2~7 sequentially"|}} | ||
{{USFIVFrameDataRow|Ruffian Kick|Ruffian Kick|qcf + {{k}} {{ex}} {{armorbreak}}|Button used determines angle of kick: {{hk}} for upwards kick, {{mk}} for straight kick, {{lk}} for ground kick that hits low|Ruffian Kick {{ | {{USFIVFrameDataRow|Ruffian Kick|Ruffian Kick|qcf + {{k}} {{ex}} {{armorbreak}}|Button used determines angle of kick: {{hk}} for upwards kick, {{mk}} for straight kick, {{lk}} for ground kick that hits low|Ruffian Kick {{lk}}|120|150|20/40|L|-|15|8|20|42|21|-|-7|-||X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|2~10F|-|}} | ||
{{USFIVFrameDataRow|||||Ruffian Kick {{ | {{USFIVFrameDataRow|||||Ruffian Kick {{mk}}|130|100|20/40|HL|-|11|4|25|39|21|-|-8|-|Reduced knock back on grounded counter hit.|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|2~7F|JP: 1|}} | ||
{{USFIVFrameDataRow|||||Ruffian Kick {{ | {{USFIVFrameDataRow|||||Ruffian Kick {{hk}}|100|100|20/40|HL|su|7|13|27|46|21|-|-19|-|Cannot hit crouching|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataRow|EX Ruffian Kick|EX Ruffian Kick|||Ruffian Kick {{ex}}|130|150|-250/0|L|-|11|7|25|42|21|-|-11|-|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|}} | {{USFIVFrameDataRow|EX Ruffian Kick|EX Ruffian Kick|||Ruffian Kick {{ex}}|130|150|-250/0|L|-|11|7|25|42|21|-|-11|-|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|}} | ||
{{USFIVFrameDataRow|Zonk Knuckle|Zonk Knuckle|hold {{p}} then release {{ex}} armorbreak||Zonk Knuckle (Lv1)|130|200|40/40|HL|su|16|3|26|44|21|-|-8|-|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|}} | {{USFIVFrameDataRow|Zonk Knuckle|Zonk Knuckle|hold {{p}} then release {{ex}} armorbreak||Zonk Knuckle (Lv1)|130|200|40/40|HL|su|16|3|26|44|21|-|-8|-|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|}} | ||
Line 2,616: | Line 601: | ||
{{USFIVFrameDataRow|Bad Spray (Face Down)|Bad Spray||Only on face down soft knockdown|Bad Spray (Face Down)|30*30|100|0/20x2|HL|-*su|25|6*6|9|45|21|-|6|-|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|}} | {{USFIVFrameDataRow|Bad Spray (Face Down)|Bad Spray||Only on face down soft knockdown|Bad Spray (Face Down)|30*30|100|0/20x2|HL|-*su|25|6*6|9|45|21|-|6|-|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|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Dead End Irony|Super|qcf {{qcf}} + k|First hit mimics Ruffian Kick: {{hk}} for initial upwards kick, {{mk}} for initial stragiht kick, and {{lk}} for initial ground kick that hits low|Super Combo {{ | {{USFIVFrameDataRow|Dead End Irony|Super|qcf {{qcf}} + k|First hit mimics Ruffian Kick: {{hk}} for initial upwards kick, {{mk}} for initial stragiht kick, and {{lk}} for initial ground kick that hits low|Super Combo {{lk}}|60*45x5*65|0|-1000/0|L*HLx6|-|1+11|9(14)3(12)<br>3(19)7(17)<br>6(22)3(14)7|30|177|21|-|-16|-|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|}} | ||
{{USFIVFrameDataRow|||||Super Combo {{ | {{USFIVFrameDataRow|||||Super Combo {{mk}}|60*45x5*65|0|-1000/0|HL|-|1+7|9(14)3(12)<br>3(19)7(17)<br>6(22)3(14)7|30|173|21|-|-16|-|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|}} | ||
{{USFIVFrameDataRow|||||Super Combo {{ | {{USFIVFrameDataRow|||||Super Combo {{hk}}|60*45x5*65|0|-1000/0|HL|-|1+7|6(2)4(11)<br>4(18)6(17)<br>6(22)3(14)8|29|157|21|-|-16|-|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|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Final Destruction|Ultra I|qcf {{qcf}} + {{3k}} armorbreak||Ultra Combo 1| | {{USFIVFrameDataRow|Final Destruction|Ultra I|qcf {{qcf}} + {{3k}} armorbreak||Ultra Combo 1|83*385|0|0/0|HL|-|0+13|2|50|64|21|-|-31|-|Opponent gains 20*10x11 meter on hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~14F|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataRow|Last Dread Dust|Ultra II|qcb {{qcb}} + 3p||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|21|-|-28|-|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|}} | {{USFIVFrameDataRow|Last Dread Dust|Ultra II|qcb {{qcb}} + 3p||Ultra Combo 2|23x7*42*<br>45x4*30*53|0|0/0|HL|-|0+7|2x7(24)<br>2(12)2(14)<br>2(12)2(22)2|47|161|21|-|-28|-|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|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
|- | |- | ||
|} | |} | ||
{{Navbox-USFIV}} | {{Navbox-USFIV}} | ||
[[Category:Cody]] | |||
[[Category:Ultra Street Fighter IV]] | [[Category:Ultra Street Fighter IV]] |
Latest revision as of 11:12, 28 June 2025
Introduction
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.
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.
Pick if you like: | Avoid if you dislike: |
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Players to Watch
BJ Unchained (USA), Sasaki (JP), PIE Chin (US), Packz (UK)
Misc. Notes
- Cody's backdash can be canceled into specials, Super, or Ultra after 23 frames (usually 26f total duration).
Ultra SFIV Changes
Frame Data Glossary - USFIV | |
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Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a limited active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
|
Cancel |
Available options for canceling one move into another move.
|
Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y. Damage listed in () parentheses may be the total damage of all hits, or the damage of an alternate version (like a non-cinematic Ultra connect) based on context. This will usually be explained in the description.
|
Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), HL is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked. If an attack cannot be blocked, like a Level 3 Focus Attack, no Guard property will be listed (and no Block data will be given in the frame data columns).
|
On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
KD refers to knockdown on hit, with SKD = Soft Knockdown (allows quick wake-up) and HKD = Hard Knockdown (no quick wake-up). If a KD Advantage is listed (HKD +30), this refers to the amount of time the attacker is free to move before the defender has recovered from their knockdown. This also assumes that Delayed Wake-up is not used.
|
Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
|
Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
|
Juggle Info |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
|
Cody | |
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Vitals | |
HP | 1000 |
Stun | 1050 |
W-Ultra Scaling | 75% |
Ground Movement | |
Forward Walk Speed | 0.0425 |
Backward Walk Speed | 0.024 |
Forward Dash Speed | 18 |
Back Dash Speed | 26 (23*) |
Forward Dash Distance | 1.10 |
Back Dash Distance | 0.854 (0.903*) |
Back Dash Invuln | 8 |
Back Dash Airborne | 5 |
Back Dash Ground Recovery | 13 |
Jumping | |
Jump Speed | 4+36 |
Jump Apex | 1.76 |
Forward Jump Distance | 1.925 |
Backward Jump Distance | 1.925 |
Throws | |
Forward Throw Range | 0.984 |
Back Throw Range | 0.984 |
Wake-up Timing | |
Face Up | 31 |
Face Down | 21 |
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 ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 3 | 5 | 3 | 6 |
Close MP | Close ![]() |
70 | 100 | 40 | HL | sp/su | 6 | 3 | 8 | 4 | 7 |
Close HP | Close ![]() |
100 | 200 | 60 | HL | sp/su | 8 | 4 | 13 | 1 | 6 |
Close LK | Close ![]() |
30 | 50 | 20 | HL | - | 4 | 4 | 6 | 1 | 4 |
Close MK | Close ![]() |
90 | 100 | 40 | HL | sp/su | 6 | 4 | 14 | -4 | -1 |
Close HK | Close ![]() |
110 | 200 | 60 | HL | su | 8 | 6 | 17 | -5 | -1 |
Far LP | Far ![]() |
30 | 50 | 20 | HL | ch/sp/su | 3 | 2 | 6 | 3 | 6 |
Far MP | Far ![]() |
90 | 100 | 40 | HL | - | 7 | 3 | 11 | 0 | 3 |
Far HP | Far ![]() |
120 | 200 | 60 | HL | - | 8 | 4 | 17 | -3 | 1 |
Far LK | Far ![]() |
40 | 50 | 20 | HL | - | 5 | 4 | 8 | -1 | 2 |
Far MK | Far ![]() |
70 | 100 | 40 | HL | - | 8 | 5 | 9 | 0 | 3 |
Far HK | Far ![]() |
110 | 200 | 60 | HL | - | 10 | 5 | 15 | -2 | 2 |
Crouch LP | Crouch ![]() |
20 | 50 | 20 | HL | ch/sp/su | 4 | 4 | 5 | 2 | 6 |
Crouch MP | Crouch ![]() |
60 | 100 | 40 | HL | sp/su | 5 | 3 | 10 | 1 | 4 |
Crouch HP | Crouch ![]() |
100 | 200 | 60 | HL | sp/su | 7 | 3 | 16 | -1 | 4 |
Crouch LK | Crouch ![]() |
20 | 50 | 20 | L | sp/su | 3 | 4 | 8 | -1 | 2 |
Crouch MK | Crouch ![]() |
70 | 100 | 40 | L | - | 7 | 7 | 13 | -3 | -1 |
Crouch HK | Crouch ![]() |
100 | 100 | 60 | L | - | 7 | 3 | 24 | -9 | - |
Stand LP Knife | Stand ![]() |
40 | 50 | 20 | HL | ch | 4 | 3 | 6 | 2 | 6 |
Stand MP Knife | Stand ![]() |
40*40 | 50*50 | 40 | HL | su*- | 6 | 2*2 | 10 | 0 | 3 |
Stand HP Knife | Stand ![]() |
120 | 200 | 60 | HL | su | 8 | 3 | 17 | -2 | 3 |
Crouch LP Knife | Crouch ![]() |
40 | 50 | 20 | HL | ch | 3 | 4 | 7 | 0 | 3 |
Crouch MP Knife | Crouch ![]() |
80 | 100 | 40 | HL | su | 7 | 4 | 12 | -2 | 1 |
Crouch HP Knife | Crouch ![]() |
120 | 200 | 60 | HL | su | 7 | 4 | 12 | 2 | 7 |
Stomach Blow | ![]() ![]() |
60 | 100 | 40 | HL | - | 8 | 3 | 12 | 1 | 6 |
Crack Kick | ![]() ![]() |
110 | 200 | 60 | HL | - | 14 | 3 | 9 + After landing 3 | 1 | - |
Jaw Crusher | ![]() ![]() |
80 | 100 | 40 | HL | - | 6 | 4 | 13 | -1 | 5 |
Hammer Hook | Overhead![]() ![]() |
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 ![]() |
50 | 50 | 20 | H | - | 4 | 8 | - | - | - |
Neutral Jump MP | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 6 | 7 | - | - | - |
Neutral Jump HP | Neutral Jump ![]() |
120 | 200 | 60 | H | - | 8 | 8 | - | - | - |
Neutral Jump LK | Neutral Jump ![]() |
40 | 50 | 20 | H | - | 5 | 8 | - | - | - |
Neutral Jump MK | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 7 | 7 | - | - | - |
Neutral Jump HK | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 8 | 3 | - | - | - |
Angled Jump LP | Angled Jump ![]() |
50 | 50 | 20 | H | - | 4 | 8 | - | - | - |
Angled Jump MP | Angled Jump ![]() |
80 | 100 | 60 | H | - | 9 | 3 | - | - | - |
Angled Jump HP | Angled Jump ![]() |
100 | 200 | 60 | H | - | 11 | 6 | - | - | - |
Angled Jump LK | Angled Jump ![]() |
40 | 50 | 20 | H | - | 5 | 8 | - | - | - |
Angled Jump MK | Angled Jump ![]() |
70 | 100 | 40 | H | - | 7 | 7 | - | - | - |
Angled Jump HK | Angled Jump ![]() |
90 | 200 | 60 | H | - | 9 | 11 | - | - | - |
Jump LP Knife | Jump ![]() |
50 | 50 | 20 | H | - | 4 | 10 | - | - | - |
Jump MP Knife | Jump ![]() |
80 | 100 | 40 | H | - | 7 | 3 | - | - | - |
Jump HP Knife | Jump ![]() |
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 ![]() |
50 | 150 | 10/20 | HL | su | 20+9 | 16 | 15 | 4 | 8 |
Bad Stone | Bad Stone Lv.2 ![]() |
60 | 160 | 10/20 | HL | su | 22+9 | 16 | 15 | 4 | 8 |
Bad Stone | Bad Stone Lv.3 ![]() |
70 | 170 | 10/20 | HL | su | 45+9 | 16 | 15 | 4 | 8 |
Bad Stone | Bad Stone Lv.4 ![]() |
80 | 180 | 10/20 | HL | su | 90 | 16 | 16 | 3 | 7 |
Bad Stone | Bad Stone Lv.1 ![]() |
50 | 150 | 10/20 | HL | su | 20+9 | 20 | 17 | 2 | 6 |
Bad Stone | Bad Stone Lv.2 ![]() |
60 | 160 | 10/20 | HL | su | 22+9 | 20 | 17 | 2 | 6 |
Bad Stone | Bad Stone Lv.3 ![]() |
70 | 170 | 10/20 | HL | su | 45+9 | 20 | 17 | 2 | 6 |
Bad Stone | Bad Stone Lv.4 ![]() |
80 | 180 | 10/20 | HL | su | 90 | 20 | 18 | 1 | 5 |
Bad Stone | Bad Stone Lv.1 ![]() |
50 | 150 | 10/20 | HL | su | 20+9 | 27 | 19 | 0 | 4 |
Bad Stone | Bad Stone Lv.2 ![]() |
60 | 160 | 10/20 | HL | su | 22+15 | 27 | 9 | 10 | 14 |
Bad Stone | Bad Stone Lv.3 ![]() |
70 | 170 | 10/20 | HL | su | 45+15 | 27 | 9 | 10 | 14 |
Bad Stone | Bad Stone Lv.4 ![]() |
80 | 180 | 10/20 | HL | su | 90 | 27 | 20 | -1 | 3 |
EX Bad Stone | Bad Stone ![]() |
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 ![]() |
80*20x3 | 70*30x3 | 20/5x4 | HL | su*-x3 | 13 | 2(1)6*4*4 | 22 | -4 | - |
Criminal Upper ![]() |
70*20x4 | 70*30x4 | 20/10*5x4 | HL | su*-x4 | 13 | 2(1)6* 4*4*6 |
23 | -8 | - | |
Criminal Upper ![]() |
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 ![]() |
60*20x6 | 50x30*6 | -250/0 | HL | su*-x6 | 7 | 2(1)2*2* 2*2*2*2 |
30 | -11 | - |
Ruffian Kick | Ruffian Kick ![]() |
120 | 150 | 20/40 | L | - | 15 | 8 | 20 | -7 | - |
Ruffian Kick ![]() |
130 | 100 | 20/40 | HL | - | 11 | 4 | 25 | -8 | - | |
Ruffian Kick ![]() |
100 | 100 | 20/40 | HL | su | 7 | 13 | 27 | -19 | - | |
EX Ruffian Kick | Ruffian Kick ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
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
Name | Nickname | Command | Notes | |
File:No image.png |
Close LP |
Close Jab | Close lp | ![]() ![]() |
~~ Uses and Strategies ~~ Quick upper body elbow. Gives good frame advantage, but its | ||||
File:No image.png |
Close MP |
Close Strong | Close mp | speccancel supercancel |
~~ Uses and Strategies ~~ An upwards punch. Cody's most frame advantageous normal, allowing him to link to moves off a regular hit that you can't from others (Last Dread Dust and crouch | ||||
File:No image.png |
Close HP |
Close Fierce | Close hp | speccancel supercancel |
~~ Uses and Strategies ~~ Very good combo tool. Does good damage and stun, safe on block; and on hit, leaves the opponent in hit stun long enough for you to confirm into a crouch | ||||
File:No image.png |
Close LK |
Close Short | Close lk | |
~~ Uses and Strategies ~~ A | ||||
File:No image.png |
Close MK |
Close Forward | Close mk | speccancel supercancel |
~~ Uses and Strategies ~~ Another underused normal. Unsafe on block and negative on hit. Can make a good anti-air if the enemy is on top of you, but the hitbox is surrounded by a hurtbox, and you'll sometimes get a far | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close hk | supercancel |
~~ Uses and Strategies ~~ Good anti-air if the opponent is jumping on top of you, outside of this, it doesn't see much use since its punishable on block and you can't link anything afterwards (you can combo into Red Focus, though). |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Far LP |
Far Jab | lp | ![]() ![]() |
~~ Uses and Strategies ~~ A quick outstretched jab. Has a fully active hitbox starting at his handcuff. Good at stuffing rushing attacks (such as Fei Long's rekkas or Honda's headbutt) or beating out divekicks from the twins. | ||||
File:No image.png |
Far MP |
Far Strong | mp | |
~~ Uses and Strategies ~~ An outstretched fist with his other hand. Somewhat useful against a few characters, but not much other use. | ||||
File:No image.png |
Far HP |
Far Fierce | hp | |
~~ Uses and Strategies ~~ A skull-cracking straight punch aimed a bit upwards. Far anti-air, and slightly faster than stand | ||||
File:No image.png |
Far LK |
Far Short | lk | |
~~ Uses and Strategies ~~ Quick kick to the side. Hitbox isn't too good, and shorter range then what the animation will show you; but is quick shortens his lower hurtboxes by a bit so you can dodge a | ||||
File:No image.png |
Far MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ Spartan kick. Probably Cody's main poking tool. Good to place in the space in | ||||
File:No image.png |
Far HK |
Far Roundhouse | hk | |
~~ Uses and Strategies ~~ High angled kick. Slow, but is a very good far anti-air and very useful against big characters (read: grapplers) like Zangief. |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | rpdfire ![]() |
~~ Uses and Strategies ~~ One of Cody's good normals. Like the far LP, While pressuring, remember that this is one of Cody's few true blockstrings when chained, so if you break the chain by accidentally delaying another cr.LP or frame trapping, a mashed reversal will stop your pressure. | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | speccancel supercancel |
~~ Uses and Strategies ~~ Despite how it looks, it has long reach and good priority when used at far/max range. Comes out quickly too. Can be hit-confirmed into, or you can use it alone and | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | d + hp | speccancel supercancel |
~~ Uses and Strategies ~~ Basically the same thing as Standing Close HP, but longer range and slightly unsafe on block. Good move to frametrap bad stones with, and if you can get a | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | speccancel supercancel |
~~ Uses and Strategies ~~ A really important move in Cody's arsenal. Think of it as a quicker, lower damage, higher-hurtbox version of Ryu's crouching MK. It has a good range, and comes out VERY quickly, at 3 frames startup (the fastest normal move speed and also the speed of some DPs), so you can control space nicely with this. Another good point about this move is its ability to be canceled. On block, its used for cancelling into LP Criminal Upper for some safe chip (although it will whiff at max range). In hit confirming, this can be used as a lower damage replacement to crouching MP if the cr.LPs push you outside of its range. The fast speed of crouching LK allows it to punish a number of moves that are normally gone unpunished, such as Balrog's straight rush. A very useful (but rather unsafe) tool in the neutral is the cr.LK xx MK Ruffian option select. Basically you | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | |
~~ Uses and Strategies ~~ Cody slides along the ground feetfirst. Its -3 on block making it punishable by a small number of moves, but has a lot of utility if used right. Cody's crouch MK moves him forward a bit, so its good to move a bit closer while still pressuring. Also, you can move under enemy jump-ins if they jump near you. Its a nice tool in footsies as you can gain ground and still hit the enemy's outstretched limb. Also the hitbox is a bit large, so you can use this to anti-air to an extent. It is possible to go under fireballs with cr.MK, but the timing is strict, so trying this often will result in a lot of health loss. Its also great for stuffing fireballs up close in the neutral. | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | |
~~ Uses and Strategies ~~ Cody's sweep. 2nd longest range crouching move. Can be used as a quick whiff punisher, however its best used rather sparingly, due to it being very negative on block. |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | u + lp | |
~~ Uses and Strategies ~~ Good anti-air move. | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | u + mp | |
~~ Uses and Strategies ~~ A | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | u + hp | |
~~ Uses and Strategies ~~ Chances are, if you're neutral jumping (and not dodging a fireball or such), you're gonna use this. The damage and stun on this is amazing, and can link to other HPs after landing for even more damage and stun. | ||||
File:No image.png |
Neutral Jump LK |
Neutral Jump Short | u + lk | |
~~ Uses and Strategies ~~ A really good anti-air move, has a good | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | u + mk | |
~~ Uses and Strategies ~~ Has the longest range of all his neutral jumping moves. | ||||
File:No image.png |
Neutral Jump HK |
Neutral Jump Roundhouse | u + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ub / ![]() |
|
~~ Uses and Strategies ~~ Mostly used for air-to-ground tick throws. Good air to air, can also hit as a pre-emptive jump back (if your opponent is standing) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / ![]() |
|
~~ Uses and Strategies ~~ Nice | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / ![]() |
|
~~ Uses and Strategies ~~ Crosses up, also makes a nice air to air. | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / ![]() |
|
~~ Uses and Strategies ~~ Slightly less damage than j.HP, but longer range. Has the most active frames than other diagonal jumping moves. |
Knife Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Stand LP Knife |
Stand Jab Knife | Stand ![]() |
|
~~ Uses and Strategies ~~ A quick medium height stab. Chain cancellable. Nice tool near the ends of rounds for putting pressure on your opponent while slowly killing them. | ||||
File:No image.png |
Stand MP Knife |
Stand Strong Knife | Stand ![]() |
supercancel (first hit) |
~~ Uses and Strategies ~~ A downwards slice that hits twice. The first hit can be cancelled into Dead End Irony. | ||||
File:No image.png |
Stand HP Knife |
Stand Fierce Knife | Stand ![]() |
supercancel |
~~ Uses and Strategies ~~ A horizontal slash. Not much use outside of the damage. | ||||
File:No image.png |
Crouch LP Knife |
Crouch Jab Knife | d + ![]() |
|
~~ Uses and Strategies ~~ Identical to standing LP with knife, except it looks like you're hitting | ||||
File:No image.png |
Crouch MP Knife |
Crouch Strong Knife | d + ![]() |
supercancel |
~~ Uses and Strategies ~~ A horizontal slice to the legs. Has the longest range out of all his knife moves. | ||||
File:No image.png |
Crouch HP Knife |
Crouch Fierce Knife | d + ![]() |
supercancel |
~~ Uses and Strategies ~~ A hard upwards stab. Great anti-air with a good hitbox, and does a lot of damage. You can link this into a c.LK afterwards. | ||||
File:No image.png |
Jump LP Knife |
Jump Jab Knife | Jump ![]() |
|
~~ Uses and Strategies ~~ Nice air to air, not much use out of that. | ||||
File:No image.png |
Jump MP Knife |
Jump Strong Knife | Jump ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jump HP Knife |
Jump Fierce Knife | Jump ![]() |
|
~~ Uses and Strategies ~~ Downward angle, the preferred jump-in attack when not crossing up. |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Stomach Blow |
Gut Punch | f + mp | |
~~ Uses and Strategies ~~ A punch that moves Cody forward while attacking and still keeping frame advantage. Good use in blockstrings and tick throwing. Keep in mind, however, you can't perform this holding the knife. On hit, you can link the following:
After a On block, here are some things you can do:
| ||||
File:No image.png |
Crack Kick |
Hopkick | f + hk | |
~~ Uses and Strategies ~~ Cody hops off the ground and kicks forward. It is a good move for approaching while attacking, as Cody has some invincibility on his feet throughout some of the animation. The hitbox on it allows the move to dodge some In Ultra, this got a very good buff in airborne frames (should have been there since Super because he's hopping, but whatever). Previously, if the opponent tried to do a On hit, you can follow up with:
| ||||
File:No image.png |
Jaw Crusher |
Anti-air Punch | b + mp | |
~~ Uses and Strategies ~~ Cody's easiest to use anti-air, nice prioritized upwards hitbox, but can't beat pre-emptive jump ins (i.e. | ||||
File:No image.png |
Hammer Hook |
Overhead | f + hp | |
~~ Uses and Strategies ~~ Overhead move. Long range, does good damage, hits twice (breaks focus and attacks with 1 hit of armor), however, it is very slow and can be easily reacted to. |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ Good range. Make sure you're canceling this into a dash if you hit this, as it is horribly unsafe on hit or block uncanceled. | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ Good range. Causes a short crumple. | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ Good range. Gives the opponent enough time considered grounded to start a combo with an EX Bad Stone. |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Prisoner Throw |
Forward Throw | f or ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Bad Stomp |
Back Throw | b + ![]() |
|
~~ Uses and Strategies ~~ Cody hops on the opponent's back and stomps them to the ground. This move has 20 less stun then his forward throw. However, the bad stomp has a very easy to use safe jump setup (back throw, immediate jump, j.HK) afterwards so that you can continue your offense. |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Bad Stone |
Rocks | qcf + ![]() |
Not possible while holding knife; Hold ![]() ![]() |
~~ Uses and Strategies ~~ Badstone is less a fireball and more a very slow poke. Cody's fireball is one of the slowest in the game, does not go full screen, has After hitting a Bad Stone on an air opponent they are put into a juggle state where you can combo the following:
| ||||
File:No image.png |
Fake Bad Stone |
Fake Rocks | d + ![]() |
Not possible while holding knife |
~~ Uses and Strategies ~~ Mixing between badstone and fake badstone is one key part of Cody's fireball game. His fireballs aren't particularly effective at zoning so he needs to try and fake people out and punish them with an anti air if they preemptively jumpin. Fake badstone can let him do that. Just be careful against some characters, at 32F total the fake badstone is slower than some characters ACTUAL fireballs and if the opponent has fast reactions or a good anti fireball move they can punish the fake out just as easily as the real thing. | ||||
File:No image.png |
Pick Up Knife |
Knife Pickup | d + ![]() |
|
~~ Uses and Strategies ~~ The animation in which Cody picks up the knife. Can be canceled into other actions throughout the animation, however, the knife is not considered picked up until it has gone through 12 frames, so if you have to block something you won't have the knife. | ||||
File:No image.png |
Knife Throw |
Knife Throw | (while holding knife) ![]() ![]() |
|
~~ Uses and Strategies ~~ In comparison to bad stone, this is probably less useful. If the knife hits another projectile or an opponent's normal then the projectile is negated. On the other hand, it does break armor (finally) and puts the opponent in a juggle state identical to the one where you land a bad stone on an opponent in the air. (refer to the list in the bad stone section for what you can hit afterwards) | ||||
File:No image.png |
Fake Knife Throw |
Fake Knife Throw | (while holding knife) ![]() ![]() |
|
~~ Uses and Strategies ~~ Like fake badstone this is simply a tool to keep your opponent guessing whether or not they should jump over your incoming projectile. | ||||
File:No image.png |
Criminal Upper |
Tornado | qcb + ![]() |
|
~~ Uses and Strategies ~~ Cody's main combo ender. The LP Criminal Upper can be spaced to be relatively safe and is one of Cody's best ways to end block strings and deal chip damage. The HP Criminal Upper is Cody's go to damage dealing option. A simple normal attack into HP Criminal Upper can be a very good whiff punish. EX Criminal Upper is strike and projectile invincible until the first active frame. It has a | ||||
File:No image.png |
Ruffian Kick |
Ruffian | qcf + ![]() ![]() |
Button used determines angle of kick: ![]() ![]() ![]() |
~~ Uses and Strategies ~~ Cody slides along the ground while kicking, with the kick performed is determined by the button used. All of the kicks have different properties, and all are unsafe when blocked.
| ||||
File:No image.png |
Zonk Knuckle |
Bingo Punch | hold ![]() ![]() |
|
~~ Uses and Strategies ~~ Intended to be used to get past zoning or some pokes. The startup is rather slow so you need a good read on the opponent for when to use it, such as between a blocked crouching MK and a buffered fireball. The distance traveled isn't particularly far so it may be difficult to get around zoning using it raw. However since most character extend their arms during their fireball animation you can usually hit them from farther out than you'd expect. The EX Version is Cody's main wakeup tool. It is extremely slow at 16F startup. It's not effective once the opponent knows how to fight it, however the move is fully invincible for the entire start up of the attack and this can Take note, however while this is a good move to have charged in a pinch, when you are charging Zonk depending on the button pressed, you will lose access whatever strength specific move that you were using (throw for lights, focus attack for mediums, and taunt [fake stone/knife] for heavies) EX Zonk will restrict 2 of these abilities (and if you use 3P button for EX, then there goes all of them). | ||||
File:No image.png |
Bad Spray |
Bad Spray | (as you hit the ground from a knockdown) ![]() |
|
~~ Uses and Strategies ~~ Very unsafe, very slow, and not invincible at all. However as it's something no other character can do and gives Cody a different wakeup timing from a quick rise than normal it can |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Dead End Irony |
Super Combo | ![]() ![]() ![]() |
Button used will match the corresponding Ruffian Kick for it's first attack. |
~~ Uses and Strategies ~~ Not particularly useful. Only used if you need to close out a round and aren't sure a EX Red Focus combo will reach. Has a tendency to drop opponents leaving Cody open for punish, does average damage, has low juggle potential, has slow startup for a super, and doesn't function particularly well as an anti air or anti projectile move. The main redeeming factor however is that it causes a lot of corner carry. If you hit the opponent with this from anywhere on the stage they WILL be in the corner (or at least really close) by the end of it. |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Final Destruction |
Ultra Combo I | ![]() ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ At 13F startup it is one of the slowest ultras in the game, in addition it only has 1 juggle potential so while easy to combo against a standing opponent into there are limited options for use outside of that. Mainly used in conjunction with Cody's HK Ruffian - EX FADC to get extra damage in match ups where the opponent is often jumping and Ultra 2 would not work. | ||||
File:No image.png |
Last Dread Dust |
Ultra Combo II | ![]() ![]() ![]() |
|
~~ Uses and Strategies ~~ Intended to be used as an anti-projectile ultra. The move comes out quickly and can easily punish most projectiles from mid range. At 7F start up it also functions as a viable wakeup option and can be comboed into from F+MP on counterhit, close MP, of EX Bad stone. However when hitting an opponent out of the air it leaves Cody completely vulnerable to punishment. At some ranges the dust may connect and the wrench may end up being blocked by the opponent. Another thing to note is that regardless of where you land the cinematic (when the last wrench hit connects), then you will ALWAYS end up in the middle of the stage, which is the default spawn position for the knife. |
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 ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 3 | 5 | 11 | 3 | 6 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MP | Close ![]() |
70 | 100 | 40 | HL | sp/su | 6 | 3 | 8 | 16 | 4 | 7 | 15 | 18 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HP | Close ![]() |
100 | 200 | 60 | HL | sp/su | 8 | 4 | 13 | 24 | 1 | 6 | 18 | 23 | Force stand | Force stand | Reset | Reset | - | - | - | - | - | - | - | ||||
Close LK | Close ![]() |
30 | 50 | 20 | HL | - | 4 | 4 | 6 | 13 | 1 | 4 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MK | Close ![]() |
90 | 100 | 40 | HL | sp/su | 6 | 4 | 14 | 23 | -4 | -1 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HK | Close ![]() |
110 | 200 | 60 | HL | su | 8 | 6 | 17 | 30 | -5 | -1 | 18 | 22 | Only 125 damage on counterhit | Reset | Reset | - | - | - | - | - | - | - | |||||
Far LP | Far ![]() |
30 | 50 | 20 | HL | ch/sp/su | 3 | 2 | 6 | 10 | 3 | 6 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MP | Far ![]() |
90 | 100 | 40 | HL | - | 7 | 3 | 11 | 20 | 0 | 3 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HP | Far ![]() |
120 | 200 | 60 | HL | - | 8 | 4 | 17 | 28 | -3 | 1 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far LK | Far ![]() |
40 | 50 | 20 | HL | - | 5 | 4 | 8 | 16 | -1 | 2 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MK | Far ![]() |
70 | 100 | 40 | HL | - | 8 | 5 | 9 | 21 | 0 | 3 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HK | Far ![]() |
110 | 200 | 60 | HL | - | 10 | 5 | 15 | 29 | -2 | 2 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch LP | Crouch ![]() |
20 | 50 | 20 | HL | ch/sp/su | 4 | 4 | 5 | 12 | 2 | 6 | 11 | 15 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MP | Crouch ![]() |
60 | 100 | 40 | HL | sp/su | 5 | 3 | 10 | 17 | 1 | 4 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HP | Crouch ![]() |
100 | 200 | 60 | HL | sp/su | 7 | 3 | 16 | 25 | -1 | 4 | 18 | 23 | Force stand | Force stand | Reset | Reset | - | - | - | - | - | - | - | ||||
Crouch LK | Crouch ![]() |
20 | 50 | 20 | L | sp/su | 3 | 4 | 8 | 14 | -1 | 2 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MK | Crouch ![]() |
70 | 100 | 40 | L | - | 7 | 7 | 13 | 26 | -3 | -1 | 17 | 19 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HK | Crouch ![]() |
100 | 100 | 60 | L | - | 7 | 3 | 24 | 33 | -9 | - | 18 | - | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | - | ||||
Stand LP Knife | Stand ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
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 | ![]() ![]() |
60 | 100 | 40 | HL | - | 8 | 3 | 12 | 22 | 1 | 6 | 16 | 21 | Cannot perform with knife | Reset | Reset | - | - | - | - | - | - | JP: 1 | |||||
Crack Kick | ![]() ![]() |
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 | ![]() ![]() |
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![]() ![]() |
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 ![]() |
50 | 50 | 20 | H | - | 4 | 8 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~3F | - | - | - | ||||||||
Neutral Jump MP | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 6 | 7 | - | 12 | - | - | Reset | Reset | - | - | - | Lower body: 1~5F | - | - | - | ||||||||
Neutral Jump HP | Neutral Jump ![]() |
120 | 200 | 60 | H | - | 8 | 8 | - | 15 | - | - | Soft Knockdown | Soft Knockdown | - | - | - | Lower body: 1~7F | - | - | JP: 1 | ||||||||
Neutral Jump LK | Neutral Jump ![]() |
40 | 50 | 20 | H | - | 5 | 8 | - | 12 | - | - | Reset | Reset | - | - | - | Lower body: 1~4F | - | - | - | ||||||||
Neutral Jump MK | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 7 | 7 | - | 13 | - | - | Reset | Reset | - | - | - | Lower body: 1~6F | - | - | - | ||||||||
Neutral Jump HK | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 8 | 3 | - | 10 | - | - | Reset | Reset | - | - | - | Lower body: 1~7F | - | - | - | ||||||||
Angled Jump LP | Angled Jump ![]() |
50 | 50 | 20 | H | - | 4 | 8 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~3F | - | - | - | ||||||||
Angled Jump MP | Angled Jump ![]() |
80 | 100 | 60 | H | - | 9 | 3 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~8F | - | - | - | ||||||||
Angled Jump HP | Angled Jump ![]() |
100 | 200 | 60 | H | - | 11 | 6 | - | 16 | - | - | Reset | Reset | - | - | - | Lower body: 1~10F | - | - | - | ||||||||
Angled Jump LK | Angled Jump ![]() |
40 | 50 | 20 | H | - | 5 | 8 | - | 12 | - | - | Reset | Reset | - | - | - | Lower body: 1~4F | - | - | - | ||||||||
Angled Jump MK | Angled Jump ![]() |
70 | 100 | 40 | H | - | 7 | 7 | - | 13 | - | - | Reset | Reset | - | - | - | Lower body: 1~6F | - | - | - | ||||||||
Angled Jump HK | Angled Jump ![]() |
90 | 200 | 60 | H | - | 9 | 11 | - | 19 | - | - | Reset | Reset | - | - | - | Lower body: 1~7F | - | - | - | ||||||||
Jump LP Knife | Jump ![]() |
50 | 50 | 20 | H | - | 4 | 10 | - | 13 | - | - | Deals 5 chip damage | Reset | Reset | - | - | - | Lower body: 1~3F | - | - | - | |||||||
Jump MP Knife | Jump ![]() |
80 | 100 | 40 | H | - | 7 | 3 | - | 9 | - | - | Deals 8 chip damage | Reset | Reset | - | - | - | Lower body: 1~6F | - | - | - | |||||||
Jump HP Knife | Jump ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
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 ![]() ![]() |
- | - | - | - | - | - | - | - | - | - | - | |||
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 ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
120 | 150 | 20/40 | L | - | 15 | 8 | 20 | 42 | -7 | - | 21 | - | X | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | 2~10F | - | |||
Ruffian Kick ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
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 ![]() |
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 |