Line 507: | Line 507: | ||
*s.MK - Basic poking tool. | *s.MK - Basic poking tool. | ||
*s.HK - Makes a nice anti air from afar. | *s.HK - Makes a nice anti air from afar. | ||
*c.LP - Frame traps | *c.LP - Frame traps, also for fishing for knockdowns | ||
*c.MP - Combo filler/starter. | *c.MP - Combo filler/starter. | ||
*c.LK - | *c.LK - Fishing for knockdowns, cancel it on hit to LP Upper for one or some chip | ||
*F+MP - Close the distance while still attacking, good in pressure strings. | *F+MP - Close the distance while still attacking, good in pressure strings. | ||
*F+HK - Hopkick, also nice for setting up throws. | *F+HK - Hopkick, also nice for setting up throws. | ||
*B + MP -Anti-air punch, probably his best anti air | |||
Line 523: | Line 523: | ||
*''c.LP, s.HP, c.HK | *''c.LP, s.HP, c.HK | ||
*''Bad Stone c.LP c.LP F+HP'' | *''Bad Stone c.LP c.LP F+HP'' | ||
*Bad Stone F+MP c.HP xx Bad Stone'' | *''Bad Stone F+MP c.HP xx Bad Stone'' | ||
'''Throw Setups''' | '''Throw Setups''' | ||
Line 532: | Line 533: | ||
*''c.LP c.LP c.LP F+HK throw | *''c.LP c.LP c.LP F+HK throw | ||
*(If your opponent is doing a neutral jump or jumping forward close to you)''c.MK, throw | *(If your opponent is doing a neutral jump or jumping forward close to you)''c.MK, throw | ||
*''F+HK (on hit) F + MP dash, throw'' | |||
While it isn't advised to repeat the same setups to keep your opponent guessing, you can walk up, but instead of throwing, you can jump or back up in order to bait a throw tech attempt. If it works, they'll just do a missed throw animation that you can punish. | While it isn't advised to repeat the same setups to keep your opponent guessing, you can walk up, but instead of throwing, you can jump or back up in order to bait a throw tech attempt. If it works, they'll just do a missed throw animation that you can punish. | ||
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*Getting hit | *Getting hit | ||
*Throwing the knife (QCF + P while holding it) | *Throwing the knife (QCF + P while holding it) | ||
'''Getting a knockdown''' | |||
Cody is a hard character to play in general, mostly because of the fact that on some characters, its hard to get in/get a knockdown to start his pressure game. You must be able to punish every unsafe move you can to get the momentum. If you're close to your opponent, best thing for you is LPs. All versions are cancelable on hit, and Cody's jabs can beat a lot of moves. | |||
==Matchups== | ==Matchups== |
Revision as of 03:50, 18 October 2014

Cody
Lauded as a hero in the rescuing of Mayor Mike Haggar's daughter Jessica from the Mad Gear Gang in Metro City, it was expected for Cody to live a promising future as Jessica was also his girlfriend. However, the lure of combat from battling Mad Gear never left his blood and Cody turned to a life of constant fighting out of boredom! Eventually, his penchant for picking random brawls landed him in jail, and his relationship with Jessica was permanently ruined. But from time to time, Cody escapes prison almost at will and returns to the life of fighting, now taking to the Street Fighting circuit to find opponents.
In a nutshell
Cody is a good, all-around character who is similar to Ryu in this regard, and only this regard. Despite being easy to learn, Cody's true strengths lie in one of the most advanced aspects in all of Street Fighter - frame traps. Cody is, for lack of a better word, a demon when it comes to frame traps. The moment he gains momentum in a match, he can and will keep you under constant pressure, waiting for that one opportunity to tick throw or punish should your guard be broken down. Because of this, however, Cody's defense is one of the worst in the game. He has very few options for when he ends up getting pressured himself. Despite this, if you want a solid character who plays different from the norm, give Cody a try.
Players to Watch
BJ Unchained (USA), Sasaki (JP), PIE Chin (USA)
Ultra SFIV Changes
(From Ultra SFIV Arcade Japan)
- Back Dash: Distance slightly increased
- Crouch MK: On hit is now -1 from -3, on block is now -3 from -6
- Jaw Crusher (B + MP): When struck during startup, it is now treated as a Counter Hit like normal
- Crack Kick (F + HK): Now considered airborne starting at 8th Frame (until which frame is unknown)
- Knife Throw: Now given Armor Breaker properties
- Knife Attack: All grounded versions given Juggle Potential 3; can combo after L Criminal Upper for example
- Zonk Knuckle: Can now be EX Focus cancelled
- Bad Stone: After being held, the stone is thrown immediately at button release
- EX Criminal Upper: On block, the distance the opponent is pushed back is reduced by half; now Strike and Projectile Invincible until 1 frame before active. Throw invincibility 1-9F removed.
- Dead End Irony (SC): Hard version's float of opponent on hit changed
- Last Dread Dust (UC2): Damage reduced to 466 from 506; forward movement slightly increased
(New to Ultra SFIV Console Digital Release)
- Walk Speed: Forward walk speed slightly increased
- Pick up Knife: Now treated as a Special Move, can be canceled into from Special Move cancelable Normal Moves
- Criminal Upper: Light version on block now -4 from -5
(Removed from Ultra SFIV Arcade Japan)
Crouch MK: On block is now -2 from -6
(Unlisted)
- Bad Stone: Minimum charge timing for a level 2 or Level 3 Badstone reduced.
- Crack Kick (F +HK): Start up increased to 15F from 14F, lower body invincibility timing changed to start on 2F from 4F
- LK Ruffian Kick: No longer causes a hard knockdown on airborne opponents
- Final Destruction (UC1): Forward movement on start up increased slightly
- Dead End Irony (SC): Pushback on first 2 hits increased for LK version on grounded hit. 3rd hit now floats lower.
- Dead End Irony (SC): Hitbox and active frames adjusted for all versions to reduce instances of fall out.
Character Specific Data
VITALS | |||||
---|---|---|---|---|---|
Health: | 1000 | Stun: | 1050 | W-Ultra Scaling: | 75% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.0425 | Forward Dash Distance: | 1.10 | ||
Back Walk Speed: | 0.024 | Forward Dash Total Frames: | 18 | ||
JUMPING | Back Dash Distance: | 0.75 | |||
Jump Height Apex: | 1.76 | Back Dash Total Frames: | 26 | ||
Jump Total Frames: | 40 (4+36) | Back Dash Invincibility: | 8 | ||
Forward Jump Distance: | 1.92 | Back Dash Airborne: | 5 | ||
Back Jump Distance | 1.92 | Back Dash Recovery: | 13 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 0.98 | Face Up Total Frames: | 31 | ||
Back Throw Range: | 0.98 | Face Down Total Frames: | 21 | ||
NOTABLE MOVE CLASSES | |||||
High Attacks: | Hammer Hook, Jump LP Knife, Jump MP Knife, Jump HP Knife | Hard Knockdowns: | Crouch HK, LK Ruffian Kick, EX Ruffian Kick | ||
Low Attacks: | Crouch LK, Crouch MK, Crouch HK, LK Ruffian Kick, EX Ruffian Kick, Dead End Irony (1st Hit) | Armor Breakers: | Knife Throw, Ruffian Kick, EX Ruffian Kick, Zonk Knuckle, EX Zonk Knuckle, Final Destruction | ||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | 21 | L1 EX Red Focus Attack Combo Lead-Ins: | Close HP, Crouch HP, Close HK, (With Knife) Stand HP, (With Knife) Crouch HP, Bad Stone, Criminal Upper (1st Hit) | ||
Level 2 Focus Startup Frames: | 28 | ||||
Level 3 Focus Startup Frames: | 64 | ||||
L1 Focus Attack Forward Dash: | -2 | L2 FA Forward Dash (On Block): | +4 | ||
L1 Focus Attack Back Dash: | -10 | L2 FA Back Dash (On Block): | -4 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Close LP |
Close Jab | Close lp | |
~~ Uses and Strategies ~~ Quick elbow to the upper body, used in ticking mainly. Chain, special and super cancellable. | ||||
File:No image.png |
Close MP |
Close Strong | Close mp | |
~~ Uses and Strategies ~~ An upwards punch. Great frame advantage on hit or guard. A good use in a blockstring is to use this, then do a crouching HP to bait a counter hit. Special and super cancellable. | ||||
File:No image.png |
Close HP |
Close Fierce | Close hp | |
~~ Uses and Strategies ~~ Good in stun combos or whiff punishes and can also be used meaty. Special and super cancellable. | ||||
File:No image.png |
Close LK |
Close Short | Close lk | |
~~ Uses and Strategies ~~ A kick to the legs which, weirdly enough, which looks like it hits low, doesn't. Used in ticking. | ||||
File:No image.png |
Close MK |
Close Forward | Close mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close hk | |
~~ Uses and Strategies ~~ A nice anti-crossup move. Super cancellable. |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Far LP |
Far Jab | lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MP |
Far Strong | mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far HP |
Far Fierce | hp | |
~~ Uses and Strategies ~~ Can make a far anti air, but not really used, even for that purpose. | ||||
File:No image.png |
Far LK |
Far Short | lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ Great poking tool, far range, can go over lows sometimes. | ||||
File:No image.png |
Far HK |
Far Roundhouse | hk | |
~~ Uses and Strategies ~~ An upwards kick. Another good far anti-air, with really good range. Nice to throw out in footsies as well. |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | |
~~ Uses and Strategies ~~ Cody's main frame trap/hit confirming/tick throwing/block string tool, also a combo starter. You will be using this move a LOT when pressuring the opponent. One of his second fastest normals. Chain, special, and super cancelable. | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | |
~~ Uses and Strategies ~~ After hit confirming crouching jabs, combo into this and then a special for a basic combo. Also a simple crouching MP into a Criminal Upper makes a good whiff punisher. | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | d + hp | |
~~ Uses and Strategies ~~ Basically the same thing as Standing Close HP, but longer range and slightly unsafe on block. Special and super cancelable. On a counterhit, you can combo into an EX Bad Stone. | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | |
~~ Uses and Strategies ~~ One of Cody's fastest normal moves. Long range. Slightly unsafe on block. Special and super cancelable. | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | |
~~ Uses and Strategies ~~ A sliding kick thats unsafe up close. There are certain fireballs that you can go under with this, but the timing is very strict. | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | |
~~ Uses and Strategies ~~ Sweep kick, really short range. |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | u + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | u + mp | |
~~ Uses and Strategies ~~ A downward chop, looks like Ralf's jumping HP from the KOF games. | ||||
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 ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | u + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
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 / uf + lp | |
~~ Uses and Strategies ~~ Good air to air. | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / uf + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / uf + hp | |
~~ Uses and Strategies ~~ Nice downward angle, good damage. | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / uf + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / uf + mk | |
~~ Uses and Strategies ~~ Crosses up, also makes a nice air to air. | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / uf + hk | |
~~ Uses and Strategies ~~ Longest range (not confirmed) jump-in attack. Use it when jumping in over projectiles from a distance. |
Knife Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Stand LP Knife |
Stand Jab Knife | Stand lp Knife | |
~~ Uses and Strategies ~~ A quick medium height stab. Chain cancellable, does 5 chip damage on block. Nice tool in the endgame for putting pressure on your opponent while slowly killing them. | ||||
File:No image.png |
Stand MP Knife |
Stand Strong Knife | Stand mp Knife | |
~~ Uses and Strategies ~~ A downwards slice that hits twice. On block, both hits do 4 damage each. The first hit can be cancelled into Dead End Irony. | ||||
File:No image.png |
Stand HP Knife |
Stand Fierce Knife | Stand hp Knife | |
~~ Uses and Strategies ~~ A horizontal slash. Super cancellable, does 10 chip damage on block. | ||||
File:No image.png |
Crouch LP Knife |
Crouch Jab Knife | d + lp Knife | |
~~ Uses and Strategies ~~ Identical to standing LP with knife, except it looks like you're hitting low (except that you're not). Again, use this near the end of the match to pressure your opponent while whittling them down. | ||||
File:No image.png |
Crouch MP Knife |
Crouch Strong Knife | d + mp Knife | |
~~ Uses and Strategies ~~ A horizontal slice to the legs. Super cancellable, does 8 chip damage on block. | ||||
File:No image.png |
Crouch HP Knife |
Crouch Fierce Knife | d + hp Knife | |
~~ Uses and Strategies ~~ A hard upwards stab. Great anti-air with a good hitbox, and does a lot of damage. You can chain this into a c.LK afterwards. Super cancellable, does 10 chip damage on block. | ||||
File:No image.png |
Jump LP Knife |
Jump Jab Knife | Jump lp Knife | |
~~ Uses and Strategies ~~ Nice air to air, not much use out of that. | ||||
File:No image.png |
Jump MP Knife |
Jump Strong Knife | Jump mp Knife | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jump HP Knife |
Jump Fierce Knife | Jump hp Knife | |
~~ Uses and Strategies ~~ Downward angle, the preferred jump-in attack when not crossing up. On block, does 10 chip damage. |
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. | ||||
File:No image.png |
Crack Kick |
Hopkick | f + hk | |
~~ Uses and Strategies ~~ Cody hops off the ground and kicks forward. Avoids low attacks, but can't hit crouching opponents. On hit, it puts the opponent in a juggle state where you can follow up (if you hit it on the ground, your best meterless choice is MK Ruffian Kick) Can go over downed opponents for a mixup. | ||||
File:No image.png |
Jaw Crusher |
Anti-air Punch | b + mp | |
~~ Uses and Strategies ~~ Probably his best anti-air, nice upwards hitbox. You can actually combo into a c.LP afterwards. Keep in mind, however, you can't perform this holding the knife. | ||||
File:No image.png |
Hammer Hook |
Overhead | f + hp | |
~~ Uses and Strategies ~~ Good range for an overhead. Hits twice, so you can stop most focus attacks and attacks with armor. |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Prisoner Throw |
Forward Throw | f or n + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Bad Stomp |
Back Throw | b + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Bad Stone |
Rocks | qcf + p ex | Not possible while holding knife; Hold p to delay toss and increase damage; ex cannot be charged |
~~ 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 low hit/blockstun, and deals very poor damage. However it also has the fastest recovery in the game which helps make up for the low hit/blockstun as he has more frame advantage than most. Using badstone to harass your opponent into impatience can be a good tactic as Cody has very good whiff punishes. In addition the badstone is very important in the grappler matchups where Cody does not want to be up close to the opponent. EX Badstone is an extremely good fireball with a lot of frame advantage and good for frame trapping from close HP or crouching HP. 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 + hp + hk | 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 + 3p (when near knife on ground) | |
~~ Uses and Strategies ~~ The animation in which Cody picks up the knife. Can be canceled into a normal, a special, focus, red focus and even blocking. | ||||
File:No image.png |
Knife Throw |
Knife Throw | (while holding knife) qcf + p armorbreak | |
~~ 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) d + hp + hk | |
~~ 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 |
Criminal Upper | qcb + p ex | |
~~ 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 high tendency to trade but is a viable get off me tool in a pinch. Just be careful as it's very punishable and completely vulnerable to throws as of ultra. The tornado is actually considered a projectile by the game, so you can use it to negate other projectiles, including EX fireballs (which usually can't be negated without using meter) and even Dhalsim's Ultra 1; albiet you have to be really good at reaction, and the projectile moves forward after each hit. | ||||
File:No image.png |
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 |
~~ Uses and Strategies ~~ Most of the time used as a combo ender. LK goes the farthest, has the most startup, and hits low; sometimes good to throw out to get a knockdown from far away. MK hits mid, middle startup, and middle distance, and has the most pushback; combo ender. HK hits high (meaning it can't hit crouching opponents), shortest startup, goes the least distance; combo ender, and can be FADCed for a juggle or into an Ultra. | ||||
File:No image.png |
Zonk Knuckle |
Bingo Punch | hold p then release ex armorbreak | |
~~ 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 throw off some opponents. The ex versions invincibility can also be used to help get Cody up close to frame trap, if it's blocked he can FADC it and frame trap. If it hits he can FADC and combo into ultra 1 or many other moves. EX Focus canceling the regular zonk knuckles will grant no combo options as it uses all juggle potential on hit. | ||||
File:No image.png |
Bad Spray |
Bad Spray | (as you hit the ground from a knockdown) u + p | |
~~ 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 throw off some opponents, especially ones looking for the "technical" message to appear for a quick rise. Best used very sparingly. The hitbox is surprisingly large and can actually anti air. The first hit is focus cancellable, which can get you out of a punish if its blocked. |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Dead End Irony |
Super Combo | qcf qcf + k | First hit mimics Ruffian Kick: hk for initial upwards kick, mk for initial straight kick, and lk for initial ground kick that hits low |
~~ 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 high 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 | qcf qcf + 3p armorbreak | |
~~ 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 matchups where the opponent is often jumping and Ultra 2 would not work. | ||||
File:No image.png |
Last Dread Dust |
Ultra Combo II | qcb qcb + 3p | |
~~ 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 or close MP or even an EX Bad stone. However when hitting an opponent out of the air it leaves Cody completely vulnerable to punishment. In addition 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. |
The Basics
Cody's gameplan revolves around pressure, which can be divided into three main categories: frame traps (which usually can lead into), hit confirms, and tick throwing. Most of his normal moves give great frame advantage, so you can continually apply safe pressure to your opponent. While he has a really bad defensive game, he makes up for it with high damage potential and high stun. He also has a decent zoning game with Bad Stone, and a ok footsies game, but he also has the knife, which can be a great tool in footsies/near the end of rounds.
Frame Traps
Frame traps, in a sense, is a counter to those who like to press buttons during your pressure string. Since most of his moves give a lot of frame advantage, Cody has a plethora of frame traps at his disposal. For example, if you did a Stomach Blow (f + MP) and your opponent was blocking it, you can press a crouching c.LP, and your opponent has 3 frames to decide to block again or try and counter it. However, most of the time if your opponent presses a button, they will actually get hit themselves and start a combo for you. Some of his fastest frame traps (with gaps of 3 or less) can stop a lot of stuff, even throw attempts.
Hit Confirms
Most of Cody's ground combos are started by a crouching LP, which can be comboed into a crouching LK or crouching MP. Teach yourself to recognize when a crouching LP connects, and then when done so, quickly follow up with a crouching MP or LK, and then to a Criminal Upper or Ruffian Kick. This is his main source of damage starting on the ground. If the crouching LP doesn't connect (blocked), continue to do LPs or start a pressure string.
Tick Throwing
Ticking, in a general sense, is throwing out a fast move like a jab (usually gets blocked by the opponent) and then quickly walking up and throwing them. If someone is continually just blocking your pressure strings, tick throwing them can be a good way to break their guard and score a knockdown.
Combos
Bread and Butter
Crouching LPs can start the c.LK and c.MP combos.
- c.LK xx LP Criminal Upper - (160 damage, 210 stun) - Easy to learn combo that is hard to punish on block when properly spaced.
- c.MP →
- xx MK Ruffian Kick - (190 damage, 200 stun) - More corner carry.
- xx HP Criminal Upper - (220 damage, 320 stun) - Good whiff punish.
- cl.HP or c.HP →
- xx HP Criminal Upper - (260 damage, 420 stun) - High stun and damage, add in a neutral jump HP for even more pain.
- xx HK Ruffian Kick - (200 damage, 300 stun) - Juggle starter.
- Crack Kick →
- MK Ruffian Kick - (240 damage, 300 stun)
- EX Criminal Upper - (290 damage, 442 stun, 1 bar of meter) - Only a little bit higher than MK Kick, but a lot more stun.
- Stomach Blow, c.LK xx HP Criminal Upper - (208 damage, 326 stun)
- (Lv2/3 Focus Attack crumple then dash forward) EX Bad Stone →
- cl.HP/c.HP xx HP Criminal Upper - (??? damage, ??? stun)
- Final Destruction (Ultra 1) - (??? damage, ??? stun)
- Last Dread Dust (Ultra 2) - (??? damage, ??? stun)
FADC Juggles
Most juggles (if not all) are started with either a HK Ruffian Kick or a EX Zonk Knuckle. So basically, just start every combo in this section with either HK Ruffian Kick FADC or EX Zonk FADC. Everything listed is a followup.
- MK Ruffian Kick - (Ruffian Kick: 230 damage, 200 stun, 2 bars of meter - EX Zonk: 220 damage, 250 stun, 3 bars of meter)
- Crack Kick, EX Criminal Upper - (Ruffian Kick: 306 damage, 444 stun, 3 bars of meter - EX Zonk: 296 damage, 494 stun, 4 bars of meter)
- Final Destruction (Ultra 1) - (Ruffian Kick: 478 damage, 100 stun, 2 bars of meter - EX Zonk: 468 damage, 150 stun, 3 bars of meter)
Advanced
- c.LP cl.MP c.HP xx HP Criminal Upper - (??? damage, ??? stun) - 1 frame link. Plinking helps a lot here with landing the crouching HP from the close MP. However, there is a chance for you to get a counter hit if your opponent gets antsy while blocking.
- (Lv2/3 Focus Attack crumple then backdash) LP Bad Stone, Final Destruction - (??? damage, ??? stun)
- EX Zonk Knuckle, Last Dread Dust (Ultra 2) - (??? damage, ??? stun) - Stylish finisher. NEVER use this combo unless your opponent has about 15% or so health left, as ONLY the dust will hit; the wrench hits into cinematic will not connect, and the recovery will leave you open to punish on your opponent's wakeup (unless they did a DWU, which is really stupid)
- cl.HP/c.HP (counter hit) xx EX Bad Stone →
- c.HP xx HP Criminal Upper - (??? damage, ??? stun)
- Final Destruction (Ultra 1) - (??? damage, ??? stun)
- Last Dread Dust (Ultra 2) - (??? damage, ??? stun)
(Note: any combo ending in a Heavy Ruffian Kick or any Criminal Upper can be comboed CLEANLY (no opponents dropping out of it) into super.
Strategy
Ground Game/Footsies
A list of his most important normals, you will use these the most:
- s.MK - Basic poking tool.
- s.HK - Makes a nice anti air from afar.
- c.LP - Frame traps, also for fishing for knockdowns
- c.MP - Combo filler/starter.
- c.LK - Fishing for knockdowns, cancel it on hit to LP Upper for one or some chip
- F+MP - Close the distance while still attacking, good in pressure strings.
- F+HK - Hopkick, also nice for setting up throws.
- B + MP -Anti-air punch, probably his best anti air
Pressure Strings
- c.LP c.LP c.LK xx LP Criminal Upper
- F+MP, F+MP, c.LP, c.MK, c.LP, F+HK
- F+MP, c.LP, F+MP c.LP...
- F+MP, c.HP xx Bad Stone, c.HP xx Bad Stone (EX Bad Stone if you get a counter hit on the crouching HP to land an ultra)
- c.LP, s.MP, c.HP xx Bad Stone
- c.LP, s.HP, c.HK
- Bad Stone c.LP c.LP F+HP
- Bad Stone F+MP c.HP xx Bad Stone
Throw Setups
- c.LP c.LP walk up, throw
- nj.HP s.LP walk up, throw
- F+MP walk up, throw
- c.LP s.LK F+MP walk up, throw
- c.LP c.LP c.LP F+HK throw
- (If your opponent is doing a neutral jump or jumping forward close to you)c.MK, throw
- F+HK (on hit) F + MP dash, throw
While it isn't advised to repeat the same setups to keep your opponent guessing, you can walk up, but instead of throwing, you can jump or back up in order to bait a throw tech attempt. If it works, they'll just do a missed throw animation that you can punish.
The Knife (WIP)
The knife, while very underused by Cody players, can be a really nice tool. He is the only character that can pick it up and use it, and I suggest that you use it to your advantage.
While holding the knife, all his normal punch attacks have longer range and do chip damage, at the cost of not being able to special cancel said moves. Also, he loses the ability to do Bad Stone and Fake Bad Stone, but they are replaced with the Knife Throw and the Fake Knife throw.
Actions that drop the knife:
- Focus Attacking
- Throwing (attempting, teching, and landing)
- Taunting
- Doing a super or ultra
- Getting hit
- Throwing the knife (QCF + P while holding it)
Getting a knockdown
Cody is a hard character to play in general, mostly because of the fact that on some characters, its hard to get in/get a knockdown to start his pressure game. You must be able to punish every unsafe move you can to get the momentum. If you're close to your opponent, best thing for you is LPs. All versions are cancelable on hit, and Cody's jabs can beat a lot of moves.
Matchups
vs. Abel
(No strategies)
vs. Adon
(No strategies)
vs. Akuma/Gouki
(No strategies)
vs. Balrog/Boxer
(No strategies)
vs. Blanka
(No strategies)
vs. C. Viper
(No strategies)
vs. Cammy
(No strategies)
vs. Chun-Li
(No strategies)
vs. Cody (self)
(No strategies)
vs. Dan
(No strategies)
vs. Decapre
(No strategies)
vs. Dee Jay
(No strategies)
vs. Dhalsim
(No strategies)
vs. Dudley
(No strategies)
vs. E. Honda
(No strategies)
vs. El Fuerte
(No strategies)
vs. Elena
(No strategies)
vs. Evil Ryu
(No strategies)
vs. Fei Long
(No strategies)
vs. Gen
(No strategies)
vs. Gouken
(No strategies)
vs. Guile
(No strategies)
vs. Guy
(No strategies)
vs. Hakan
(No strategies)
vs. Hugo
(No strategies)
vs. Ibuki
(No strategies)
vs. Juri
(No strategies)
vs. Ken
(No strategies)
vs. M.Bison/Dictator
(No strategies)
vs. Makoto
(No strategies)
vs. Oni
(No strategies)
vs. Poison
(No strategies)
vs. Rolento
(No strategies)
vs. Rose
(No strategies)
vs. Rufus
(No strategies)
vs. Ryu
(No strategies)
vs. Sagat
(No strategies)
vs. Sakura
(No strategies)
vs. Seth
(No strategies)
vs. T.Hawk
(No strategies)
vs. Vega/Claw
(No strategies)
vs. Yang
(No strategies)
vs. Yun
(No strategies)
vs. Zangief
(No strategies)
Frame Data