Biglightning (talk | contribs) No edit summary |
Psychoblue (talk | contribs) (Added Boost Chain Frame Data for v2013) |
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Cody | Cody has a bit of everything, making him pretty strong in most departments. He has a strong neutral, good damage, and overall good synergy with most of the cast. He has several options to pressure the opponent and keep them on their toes, with b+mp being an exceptionally strong anti air, and cr.mk {{low}} profiling that it ignores most raw launchers. His long normals allow him to keep his distance while also safely confirm into boost combos. His combos are strong enough to be dangerous, but he does lack a bit in damage output in general and will need a partner to help optimize. Being relatively easy to pick up and use, Cody is great if you're looking to play dirty with his vast set of tools and are ok with a lacking defense. | ||
| | | | ||
*Great long range normals to help him safely buffer a Criminal Upper or confirm into a boost combo. | *Great long range normals to help him safely buffer a Criminal Upper or confirm into a boost combo. | ||
*B.mp is a perfect anti air that's fast, shrinks his hurtbox, and covers above his head. | *B.mp is a perfect anti air that's fast, shrinks his hurtbox, and covers above his head. | ||
*Cr.mk low profiles and often breaks the principle "raw launch crushes lows" thanks to that fact. | *Cr.mk {{low}} profiles and often breaks the principle "raw {{launch}} crushes lows" thanks to that fact. | ||
*F.hk can corpse hop, making it impossible to back roll out of his knockdowns in the corner. | *F.hk can corpse hop, making it impossible to back roll out of his knockdowns in the corner. | ||
*Great frame traps that often force the opponent to take a decent amount of chip or use an alpha counter. | *Great frame traps that often force the opponent to take a decent amount of chip or use an alpha counter. | ||
*Criminal Upper (qcb+p) is a safe tag on block | *Criminal Upper (qcb+p) is a safe tag on block, can be relatively hard to punish at a distance thanks to the pushback, gives him a full combo that can side switch if he tags his partner in, and grants Cody a safe jump on hit if he doesn't tag. | ||
*Good synergy with most of the cast thanks to his great launchers and juggle tools, making him a good partner for just about anyone. | *Good synergy with most of the cast thanks to his great launchers and juggle tools, making him a good partner for just about anyone. | ||
| | | | ||
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*Lacking in solo damage, relies on his partner to maximize damage through tag combos. | *Lacking in solo damage, relies on his partner to maximize damage through tag combos. | ||
**Along with this, the fact that he needs to use EX meter for a reversal and to go through fireballs makes him heavily reliant on meter. | **Along with this, the fact that he needs to use EX meter for a reversal and to go through fireballs makes him heavily reliant on meter. | ||
*EX Zonk, his only invincible reversal, is unsafe on block and can be jumped due to its low hitbox. | *EX Zonk, his only invincible reversal, is unsafe on block and can be jumped due to its {{low}} hitbox. | ||
*B.mp, his primary anti air, only does 70 damage. | *B.mp, his primary anti air, only does 70 damage. | ||
}} | }} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Standing Light Punch | lp | }} | {{SFxTMoveListRow | Standing Light Punch | {{lp}} | }} | ||
{{SFxTMoveListRow | Standing Medium Punch | mp | }} | {{SFxTMoveListRow | Standing Medium Punch | {{mp}} | }} | ||
{{SFxTMoveListRow | Standing Hard Punch | hp | }} | {{SFxTMoveListRow | Standing Hard Punch | {{hp}} | }} | ||
{{SFxTMoveListRow | Standing Light Kick | lk | }} | {{SFxTMoveListRow | Standing Light Kick | {{lk}} | }} | ||
{{SFxTMoveListRow | Standing Medium Kick | mk | }} | {{SFxTMoveListRow | Standing Medium Kick | {{mk}} | }} | ||
{{SFxTMoveListRow | Standing Hard Kick | hk | }} | {{SFxTMoveListRow | Standing Hard Kick | {{hk}} | }} | ||
{{SFxTMoveListRow | Close Light Punch | (near opponent) lp | }} | {{SFxTMoveListRow | Close Light Punch | (near opponent) {{lp}} | }} | ||
{{SFxTMoveListRow | Close Medium Punch | (near opponent) mp | }} | {{SFxTMoveListRow | Close Medium Punch | (near opponent) {{mp}} | }} | ||
{{SFxTMoveListRow | Close Hard Punch | (near opponent) hp | }} | {{SFxTMoveListRow | Close Hard Punch | (near opponent) {{hp}} | }} | ||
{{SFxTMoveListRow | Close Light Kick | (near opponent) lk | }} | {{SFxTMoveListRow | Close Light Kick | (near opponent) {{lk}} | }} | ||
{{SFxTMoveListRow | Close Medium Kick | (near opponent) mk | }} | {{SFxTMoveListRow | Close Medium Kick | (near opponent) {{mk}} | }} | ||
{{SFxTMoveListRow | Close Hard Kick | (near opponent) hk | }} | {{SFxTMoveListRow | Close Hard Kick | (near opponent) {{hk}} | }} | ||
{{SFxTMoveListRow | Crouching Light Punch | d + lp | }} | {{SFxTMoveListRow | Crouching Light Punch | {{d}} + {{lp}} | }} | ||
{{SFxTMoveListRow | Crouching Medium Punch | d + mp | }} | {{SFxTMoveListRow | Crouching Medium Punch | {{d}} + {{mp}} | }} | ||
{{SFxTMoveListRow | Crouching Hard Punch | d + hp | }} | {{SFxTMoveListRow | Crouching Hard Punch | {{d}} + {{hp}} | }} | ||
{{SFxTMoveListRow | Crouching Light Kick | d + lk | }} | {{SFxTMoveListRow | Crouching Light Kick | {{d}} + {{lk}} | }} | ||
{{SFxTMoveListRow | Crouching Medium Kick | d + mk | }} | {{SFxTMoveListRow | Crouching Medium Kick | {{d}} + {{mk}} | }} | ||
{{SFxTMoveListRow | Crouching Hard Kick | d + hk | }} | {{SFxTMoveListRow | Crouching Hard Kick | {{d}} + {{hk}} | }} | ||
{{SFxTMoveListRow | Neutral Jump Light Punch | u + lp | }} | {{SFxTMoveListRow | Neutral Jump Light Punch | {{u}} + {{lp}} | }} | ||
{{SFxTMoveListRow | Neutral Jump Medium Punch | u + mp | }} | {{SFxTMoveListRow | Neutral Jump Medium Punch | {{u}} + {{mp}} | }} | ||
{{SFxTMoveListRow | Neutral Jump Hard Punch | u + hp | }} | {{SFxTMoveListRow | Neutral Jump Hard Punch | {{u}} + {{hp}} | }} | ||
{{SFxTMoveListRow | Neutral Jump Light Kick | u + lk | }} | {{SFxTMoveListRow | Neutral Jump Light Kick | {{u}} + {{lk}} | }} | ||
{{SFxTMoveListRow | Neutral Jump Medium Kick | u + mk | }} | {{SFxTMoveListRow | Neutral Jump Medium Kick | {{u}} + {{mk}} | }} | ||
{{SFxTMoveListRow | Neutral Jump Hard Kick | u + hk | }} | {{SFxTMoveListRow | Neutral Jump Hard Kick | {{u}} + {{hk}} | }} | ||
{{SFxTMoveListRow | Angled Jump Light Punch | ub / uf + lp | }} | {{SFxTMoveListRow | Angled Jump Light Punch | {{ub}} / {{uf}} + {{lp}} | }} | ||
{{SFxTMoveListRow | Angled Jump Medium Punch | ub / uf + mp | }} | {{SFxTMoveListRow | Angled Jump Medium Punch | {{ub}} / {{uf}} + {{mp}} | }} | ||
{{SFxTMoveListRow | Angled Jump Hard Punch | ub / uf + hp | }} | {{SFxTMoveListRow | Angled Jump Hard Punch | {{ub}} / {{uf}} + {{hp}} | }} | ||
{{SFxTMoveListRow | Angled Jump Light Kick | ub / uf + lk | }} | {{SFxTMoveListRow | Angled Jump Light Kick | {{ub}} / {{uf}} + {{lk}} | }} | ||
{{SFxTMoveListRow | Angled Jump Medium Kick | ub / uf + mk | }} | {{SFxTMoveListRow | Angled Jump Medium Kick | {{ub}} / {{uf}} + {{mk}} | }} | ||
{{SFxTMoveListRow | Angled Jump Hard Kick | ub / uf + hk | }} | {{SFxTMoveListRow | Angled Jump Hard Kick | {{ub}} / {{uf}} + {{hk}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Pick up Knife | d + 3p (when standing over knife | }} | {{SFxTMoveListRow | Pick up Knife | {{d}} + {{3p}} (when standing over knife | }} | ||
{{SFxTMoveListRow | Knife Attack | (while holding knife) p | Causes chip damage }} | {{SFxTMoveListRow | Knife Attack | (while holding knife) {{p}} | Causes chip damage }} | ||
{{SFxTMoveListRow | Stomach Blow | f + mp | Solid normal to keep pressure going if you get pushed out }} | {{SFxTMoveListRow | Stomach Blow | {{f}} + {{mp}} | Solid normal to keep pressure going if you get pushed out }} | ||
{{SFxTMoveListRow | Crack Kick | f + hk | Can corpse hop on knockdown, won't hit crouching opponents }} | {{SFxTMoveListRow | Crack Kick | {{f}} + {{hk}} | Can corpse hop on knockdown, won't hit crouching opponents }} | ||
{{SFxTMoveListRow | Jaw Crusher | b + mp | Great anti air }} | {{SFxTMoveListRow | Jaw Crusher | {{b}} + {{mp}} | Great anti air }} | ||
{{SFxTMoveListRow | Hammer Hook | f + hp | high }} | {{SFxTMoveListRow | Hammer Hook | {{f}} + {{hp}} | {{high}} }} | ||
{{SFxTMoveListRow | Bad Spray | u + p during Quick Recovery| }} | {{SFxTMoveListRow | Bad Spray | {{u}} + {{p}} during Quick Recovery| }} | ||
{{SFxTMoveListRow | Fake Bad Stone | d + hp + hk | }} | {{SFxTMoveListRow | Fake Bad Stone | {{d}} + {{hp}} + {{hk}} | }} | ||
{{SFxTMoveListRow | Knife Throw | qcf + p | }} | {{SFxTMoveListRow | Knife Throw | {{qcf}} + {{p}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Prisoner Throw | f or n + lp + lk | throw }} | {{SFxTMoveListRow | Prisoner Throw | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SFxTMoveListRow | Bad Stomp | b + lp + lk | throw }} | {{SFxTMoveListRow | Bad Stomp | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Bad Stone | qcf + p | ex <br> Can be charged }} | {{SFxTMoveListRow | Bad Stone | {{qcf}} + {{p}} | {{ex}} <br> Can be charged }} | ||
{{SFxTMoveListRow | Criminal Upper | qcb + p | ex <br> }} | {{SFxTMoveListRow | Criminal Upper | {{qcb}} + {{p}} | {{ex}} <br> }} | ||
{{SFxTMoveListRow | Zonk Knucke | hold p and release | ex <br> }} | {{SFxTMoveListRow | Zonk Knucke | hold {{p}} and release | {{ex}} <br> }} | ||
{{SFxTMoveListRow | Ruffian Kick | qcf + k | ex chrg }} | {{SFxTMoveListRow | Ruffian Kick | {{qcf}} + {{k}} | {{ex}} {{chrg}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Art ==== | ==== Super Art ==== | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Final Destruction | qcf + 3k | }} | {{SFxTMoveListRow | Final Destruction | {{qcf}} + {{3k}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
== Frame Data (updated for v2013) == | |||
{| class="wikitable" | |||
! Move !! Command !! Hit !! Damage !! Startup !! Active !! Recovery !! Hit Adv !! Block Adv !! Cancel !! JP !! JC !! JS !! "Notes | |||
|- | |||
| " | |||
|- | |||
| Far LP || || H || 30 || 4 || 2 || 9 || +6 || +3 || SM,EX,SA,CA || 1 || 1 || 1 || Rapid fire cancelable into light normal moves | |||
|- | |||
| Far MP || || H || 60 || 7 || 3 || 11 || +7 || +3 || - || 2 || 1 || 1 || - | |||
|- | |||
| Far HP **LC || || H || 90 || 8 || 4 || 18 || +3 || -2 || - || 3 || 1 || 1 || - | |||
|- | |||
| Far LK || || H || 30 || 5 || 4 || 10 || +3 || -1 || - || 1 || 1 || 1 || - | |||
|- | |||
| Far MK || || H || 60 || 8 || 5 || 11 || +5 || +1 || - || 2 || 1 || 1 || - | |||
|- | |||
| Far HK **LC || || H || 90 || 10 || 5 || 17 || +3 || -2 || - || 3 || 1 || 1 || - | |||
|- | |||
| Close LP || || H || 30 || 4 || 3 || 8 || +6 || +2 || SM,EX,SA,CA || 1 || 1 || 1 || Rapid fire cancelable into light normal moves | |||
|- | |||
| Close MP || || H || 60 || 6 || 3 || 10 || +8 || +4 || SM,EX,SA,CA || 1 || 1 || 1 || - | |||
|- | |||
| Close HP || || H || 90 || 8 || 4 || 13 || +9 || +3 || SM,EX,SA,CA || 1 || 1 || 1 || Forces standing | |||
|- | |||
| Close LK **LC || || H || 30 || 5 || 4 || 8 || +5 || +1 || - || 1 || 1 || 1 || - | |||
|- | |||
| Close MK **LC || || H || 60 || 6 || 4 || 14 || +3 || -1 || SM,EX,SA,CA || 2 || 1 || 1 || - | |||
|- | |||
| Close HK || || H || 90 || 7 || 6 || 17 || +3 || -3 || SM,EX,SA,CA || 3 || 1 || 1 || Forces standing | |||
|- | |||
| Crouch LP || || H || 30 || 4 || 4 || 8 || +5 || +1 || SM,EX,SA,CA || 1 || 1 || 1 || Rapid fire cancelable into light normal moves | |||
|- | |||
| Crouch MP || || H || 60 || 5 || 3 || 12 || +6 || +2 || SM,EX,SA,CA || 1 || 1 || 1 || - | |||
|- | |||
| Crouch HP || || H || 90 || 7 || 3 || 21 || +2 || -4 || SM,EX,SA,CA || 1 || 1 || 1 || Forces standing | |||
|- | |||
| Crouch LK || || L || 30 || 5 || 4 || 13 || 0 || -4 || SM,EX,SA,CA || 1 || 1 || 1 || - | |||
|- | |||
| Crouch MK || || L || 60 || 7 || 7 || 13 || +1 || -3 || - || 2 || 1 || 1 || - | |||
|- | |||
| Crouch HK || || L || 90 || 7 || 3 || 24 || hard knockdown || -7 || - || 1 || 1 || - || - | |||
|- | |||
| Jump Up LP || || M || 40 || 4 || 8 || until ground+4 || +12 || +4 || - || 1 || 1 || 1 || - | |||
|- | |||
| Jump Up MP || || M || 70 || 6 || 4 || until ground+4 || +16 || +5 || - || 2 || 1 || 1 || - | |||
|- | |||
| Jump Up HP || || M || 100 || 8 || 8 || until ground+4 || +20 || +8 || - || 0 || 1 || 1 || Ground bounce on airborne opponent, Float on grounded counter hit | |||
|- | |||
| Jump Up LK || || M || 40 || 5 || 8 || until ground+4 || +12 || +4 || - || 1 || 1 || 1 || - | |||
|- | |||
| Jump Up MK || || M || 70 || 7 || 7 || until ground+4 || +16 || +5 || - || 2 || 1 || 1 || - | |||
|- | |||
| Jump Up HK || || M || 100 || 8 || 3 || until ground+4 || +20 || +8 || - || 3 || 1 || 1 || - | |||
|- | |||
| Jump Diagonal LP || || M || 40 || 4 || 8 || until ground+4 || +12 || +4 || - || 1 || 1 || 1 || - | |||
|- | |||
| Jump Diagonal MP || || M || 70 || 9 || 3 || until ground+4 || +16 || +5 || - || 2 || 1 || 1 || - | |||
|- | |||
| Jump Diagonal HP || || M || 100 || 11 || 6 || until ground+4 || +20 || +8 || - || 3 || 1 || 1 || - | |||
|- | |||
| Jump Diagonal LK || || M || 40 || 5 || 8 || until ground+4 || +12 || +4 || - || 1 || 1 || 1 || - | |||
|- | |||
| Jump Diagonal MK || || M || 70 || 7 || 7 || until ground+4 || +16 || +5 || - || 2 || 1 || 1 || - | |||
|- | |||
| Jump Diagonal HK || || M || 100 || 9 || 11 || until ground+4 || +20 || +8 || - || 3 || 1 || 1 || - | |||
|- | |||
| Launcher **LC || HP+HK || H || 100 || 12 || 2 || 54 || switch || -34 || - || 3 || - || - || Crushes crouching attacks frames 1-13, Launches opponent while switching characters | |||
|- | |||
| Cross Cancel || f+HP+HK (while blocking) || H || 60,60 || 8 || 2,13 || 31 || hard knockdown || || - || - || - || - || Invulnerability frames 1-10, Resembles LP Criminal Upper | |||
|- | |||
| Prisoner Throw || LP+LK || throw || 130 || 5 || 2 || 20 || hard knockdown || - || - || - || - || - || - | |||
|- | |||
| Bad Stomp || b+LP+LK || throw || 130 || 5 || 2 || 20 || hard knockdown || - || - || - || - || - || - | |||
|- | |||
| Jaw Crusher || b+MP || H || 70 || 6 || 7 || 14 || +3 || -4 || - || 2 || 1 || 0 || - | |||
|- | |||
| Stomach Blow || f+MP || H || 60 || 8 || 3 || 13 || +6 || +1 || - || 2 || 1 || 0 || Forces standing | |||
|- | |||
| Hammer Hook || f+HP || M || 60,50 || 18 || 1,3[1] || 21[22] || -1 || -6 || - || 3,3 || 1,1 || 0 || Forces standing, Values in [] indicate frames on block | |||
|- | |||
| Crack Kick || f+HK || H || 90 || 14 || 3 || 12 || float || +2 || - || 3 || 1 || 0 || Whiffs on crouching opponent | |||
|- | |||
| Knife Standing LP || LP while holding Knife || H || 40 || 4 || 3 || 10 || +4 || 0 || - || 1 || 1 || 1 || Rapid fire cancelable into light normal moves | |||
|- | |||
| Knife Standing MP **LC || MP while holding Knife || H || 70 || 7 || 4 || 13 || +4 || 0 || SM,EX,SA,CA || 2 || 1 || 1 || - | |||
|- | |||
| Knife Standing HP **LC || HP while holding Knife || H || 100 || 8 || 3 || 17 || +5 || 0 || SM,EX,SA,CA || 3 || 1 || 1 || - | |||
|- | |||
| Knife Crouching LP || Crouching LP while holding Knife || H || 40 || 3 || 4 || 11 || +2 || -2 || - || 1 || 1 || 1 || Rapid fire cancelable into light normal moves | |||
|- | |||
| Knife Crouching MP || Crouching MP while holding Knife || H || 70 || 7 || 2 || 20 || -1 || -5 || - || 2 || 1 || 1 || - | |||
|- | |||
| Knife Crouching HP **LC || Crouching HP while holding Knife || H || 100 || 9 || 4 || 16 || +6 || 0 || SM,EX,SA,CA || 3 || 1 || 1 || - | |||
|- | |||
| Knife Jump Up LP || Jump Up LP while holding Knife || M || 50 || 4 || 4 || until ground+4 || - || - || - || 1 || 1 || 1 || - | |||
|- | |||
| Knife Jump Up MP || Jump Up MP while holding Knife || M || 80 || 7 || 3 || until ground+4 || - || - || - || 2 || 1 || 1 || - | |||
|- | |||
| Knife Jump Up HP || Jump Up HP while holding Knife || M || 110 || 8 || 6 || until ground+4 || - || - || - || 3 || 1 || 1 || - | |||
|- | |||
| Knife Jump Diagonal LP || Jump Diagonal LP while holding Knife || M || 50 || 4 || 4 || until ground+4 || - || - || - || 1 || 1 || 1 || - | |||
|- | |||
| Knife Jump Diagonal MP || Jump Diagonal MP while holding Knife || M || 80 || 7 || 3 || until ground+4 || - || - || - || 2 || 1 || 1 || - | |||
|- | |||
| Knife Jump Diagonal HP || Jump Diagonal HP while holding Knife || M || 110 || 8 || 6 || until ground+4 || - || - || - || 3 || 1 || 1 || - | |||
|- | |||
| Criminal Upper LP || qcb+LP || H || 60,20x3 || 14 || 2(1)6,4,4 || 22 || float || -6 || - || 3,3,3,3 || 0,1,0,4 || 0 || - | |||
|- | |||
| Criminal Upper MP || qcb+MP || H || 50,20x4 || 14 || 2(1)6,4,4,6 || 22 || float || -7 || - || 3,3,3,3,3 || 0,0,0,0,4 || 0 || - | |||
|- | |||
| Criminal Upper HP || qcb+HP || H || 40,20x5 || 14 || 2(1)4,4,4,3,3 || 28 || float || -9 || - || 3,3,3,3,3,3 || 0,0,0,0,0,4 || 0 || - | |||
|- | |||
| Criminal Upper EX **LC || qcb+PP || H || 40,20x6 || 8 || 2(1)2,2,2,2,2,2 || 30 || float || -10 || - || 4,4,4,4,4,4,4 || 0,0,0,0,0,1,5 || 0 || Invulnerability frames 1-5 | |||
|- | |||
| Ruffian Kick LK **LC || qcf+LK || L || 80 || 16 || 8 || 20 || hard knockdown || -6 || - || 3 || 3 || 0 || Soft knockdown on airborne opponent, Chargeable: 51F for EX Version and 100F for Super Art | |||
|- | |||
| Ruffian Kick MK **LC || qcf+MK || H || 100 || 12 || 4 || 25 || knockdown || -7 || - || 3 || 3 || 0 || Chargeable: 51F for EX Version and 100F for Super Art | |||
|- | |||
| Ruffian Kick HK **LC || qcf+HK || H || 70 || 8 || 13 || 27 || float || -18 || - || 1 || 3 || 0 || Chargeable: 51F for EX Version and 100F for Super Art | |||
|- | |||
| Ruffian Kick EX || qcf+KK || L || 110 || 12 || 8 || 24 || hard knockdown || -10 || - || 3 || 1 || 0 || Projectile invulnerability frames 1-19, Soft knockdown on airborne opponent, Chargeable: 51F for Super Art, Projectile invulnerable during charge | |||
|- | |||
| Zonk || (charge for lvl 1 60F, lvl 2 90F, lvl 3 120F+) P || H || 100 || 17 || 3 || 26 || float || -7 || - || 3 || 3 || 0 || 18F start up for 2nd, 19F for 3rd level. Upper body invulnerability frames Lvl1 1-12f, Lvl2 1-13f, Lvl3 1-14f | |||
|- | |||
| Zonk EX || (charge for 60F+) PP || H || 100 || 17 || 1,2 || 26 || float || -6 || - || 3,3 || 0,0 || 0 || Invulnerability frames 1-17 | |||
|- | |||
| Bad Stone LP **LC || qcf+LP || H || 80 || 30 || - || 15 || +8 || +5 || - || 3 || 3 || 0 || Can be delayed to increase damage (up to 95), Cannot be reflected | |||
|- | |||
| Bad Stone MP **LC || qcf+MP || H || 80 || 30 || - || 17 || +6 || +3 || - || 3 || 3 || 0 || Can be delayed to increase damage (up to 95), Cannot be reflected | |||
|- | |||
| Bad Stone HP **LC || qcf+HP || H || 80 || 30 || - || 19 || +4 || +1 || - || 3 || 3 || 0 || Can be delayed to increase damage (up to 95), Cannot be reflected | |||
|- | |||
| Bad Stone EX **LC || qcf+PP || H || 60,60 || 27 || - || 16 || +11 || +8 || - || 3,3 || 0,4 || 0 || Cannot be reflected | |||
|- | |||
| Fake Bad Stone || d+HP+HK || - || - || - || - || 32 || - || - || - || - || - || - || - | |||
|- | |||
| Knife Pick Up || d+PPP || - || - || - || - || 28 || - || - || - || - || - || - || - | |||
|- | |||
| Knife Throw || qcf+P || H || 120 || 27 || - || 19 || knockdown || +8 || - || 3 || 3 || 0 || - | |||
|- | |||
| Fake Knife Throw || d+HP+HK || - || - || - || - || 35 || - || - || - || - || - || - || - | |||
|- | |||
| Bad Spray || u+P on face up knockdown (during Quick Rise) || H || 80 || 26 || 12 || 9 || knockdown || +1 || - || - || - || - || - | |||
|- | |||
| Final Destruction **LC || qcf+KKK || H || 330 || 14 || 4(13)5(17)5 || 34 || hard knockdown || -21 || - || 3,3,3 || 0,0,3 || - || 60 frames cinematic freeze before attack begins, Invulnerability frames 1-14 | |||
|- | |||
| Cross Art **LC || qcf+MP+MK || H || 150+ || 9 || 2 || 65 || switch || -45 || - || 3 || - || - || 68 frames cinematic freeze before attack begins, Invulnerability frames 1-10 | |||
|} | |||
== Boost Chain Frame Data == | |||
{| class="wikitable" | |||
! Move !! Hit !! Damage !! Startup !! Active !! Recovery !! Hit Adv !! Block Adv !! Cancel !! "Notes | |||
|- | |||
| " | |||
|- | |||
| Far LP || H || 30 || 4 || 2 || 9 || +6 || +3 || - || Rapid fire cancelable into light normal moves | |||
|- | |||
| Far MP || H || 42 || 7 || 3 || 26 || -8 || -12 || - || - | |||
|- | |||
| Far HP **LC || H || 63 || 8 || 4 || 34 || -13 || -18 || - || - | |||
|- | |||
| Far LK || H || 30 || 5 || 4 || 10 || +3 || -1 || - || - | |||
|- | |||
| Far MK || H || 42 || 8 || 5 || 22 || -6 || -10 || - || - | |||
|- | |||
| Far HK **LC || H || 63 || 10 || 5 || 34 || -14 || -19 || - || - | |||
|- | |||
| Close LP || H || 30 || 4 || 3 || 8 || +6 || +2 || - || Rapid fire cancelable into light normal moves | |||
|- | |||
| Close MP || H || 42 || 6 || 3 || 24 || -6 || -10 || EX,SA,CA || - | |||
|- | |||
| Close HP || H || 63 || 8 || 4 || 32 || -10 || -16 || EX,SA,CA || Forces standing | |||
|- | |||
| Close LK **LC || H || 30 || 5 || 4 || 8 || +5 || +1 || - || - | |||
|- | |||
| Close MK **LC || H || 42 || 6 || 4 || 22 || -5 || -9 || EX,SA,CA || - | |||
|- | |||
| Close HK || H || 63 || 7 || 6 || 32 || -12 || -18 || EX,SA,CA || Forces standing | |||
|- | |||
| Crouch LP || H || 30 || 4 || 4 || 8 || +5 || +1 || - || Rapid fire cancelable into light normal moves | |||
|- | |||
| Crouch MP || H || 42 || 5 || 3 || 26 || -8 || -12 || EX,SA,CA || - | |||
|- | |||
| Crouch HP || H || 63 || 7 || 4 || 34 || -12 || -18 || EX,SA,CA || Forces standing | |||
|- | |||
| Crouch LK || L || 30 || 5 || 4 || 13 || 0 || -4 || - || - | |||
|- | |||
| Crouch MK || L || 42 || 7 || 7 || 23 || -9 || -13 || - || - | |||
|- | |||
| Crouch HK || L || 63 || 7 || 3 || 37 || hard knockdown || -20 || - || - | |||
|- | |||
| Knife Standing LP || H || 28 || 4 || 3 || 10 || +4 || 0 || - || Rapid fire cancelable into light normal moves | |||
|- | |||
| Knife Standing MP **LC || H || 49 || 7(10) || 4 || 26 || -9 || -13 || - || - | |||
|- | |||
| Knife Standing HP **LC || H || 70 || 8 || 3 || 35 || -13 || -18 || EX,SA,CA || - | |||
|- | |||
| Knife Crouching LP || H || 40 || 3 || 4 || 11 || +2 || -2 || - || Rapid fire cancelable into light normal moves | |||
|- | |||
| Knife Crouching MP || H || 49 || 7 || 2 || 28 || -9 || -13 || - || - | |||
|- | |||
| Knife Crouching HP **LC || H || 70 || 9 || 4 || 32 || -10 || -16 || EX,SA,CA || - | |||
|} | |||
== Move Analysis == | == Move Analysis == | ||
Line 125: | Line 329: | ||
== Combos == | == Combos == | ||
=== Bread and Butters === | === Bread and Butters === | ||
* | * cl.HP, cr.HP xx qcb+HP (292) | ||
(0bar, easy) | |||
=== Hit Confirm Combos === | === Hit Confirm Combos === | ||
* | * cr.LP, cr.LP, st.LP, cr.LK xx qcb+HP (189) | ||
(0bar, easy) | |||
* cl.HP, cr.MP xx qcb+HP (262) | |||
(0bar, easy) | |||
*f+MP, cr.MP, cr.LK xx qcb+HP (242) | |||
(0bar, easy) | |||
*cl.LP, cr.MP, cr.MP xx *P*, cl.HK xx qcb+HP(3), cl.HP, cl.HK xx *P* (375) | |||
(0bar, corner, medium) | |||
=== Post-Launch Combos === | |||
* cl.HP, cr.MP xx *P* | |||
(0bar, medium) | |||
=== Advanced Combos === | === Advanced Combos === | ||
* | * cl.HP, cr.HP xx *P*, cl.HK xx qcb+HP, cl.HP, cl.HK xx *P*(470) | ||
(0bar, corner, medium, requires pre-charge) | |||
* *PP*, f+HK, cr.HP x *P* or qcf+MK | |||
(1 bar, easy) | |||
air to air | |||
* nj.HP (ground bounce) cl.HP, cl.HK x *P* | |||
(0bar, corner, medium) | |||
=== Knife Combos === | |||
*st.HP x *P*, st.HP x qcf+HP (3hit), st.HP, cr.HP x *P* or qcf+MK | |||
(0bar, corner, hard) | |||
air-to-air CH float | |||
*f+HK, cr.HP x *P* or qcf+MK | |||
(0bar, counterhit, medium) | |||
=== Combos Into Supers === | === Combos Into Supers === | ||
* N/A | * N/A | ||
[[Category: Street Fighter X Tekken]] | {{Navbox-SFxTK}} | ||
[[Category:Street Fighter X Tekken]] |
Latest revision as of 18:06, 2 October 2023


Cody
Ideal Team Position: Point
Cody has a bit of everything, making him pretty strong in most departments. He has a strong neutral, good damage, and overall good synergy with most of the cast. He has several options to pressure the opponent and keep them on their toes, with b+mp being an exceptionally strong anti air, and cr.mk profiling that it ignores most raw launchers. His long normals allow him to keep his distance while also safely confirm into boost combos. His combos are strong enough to be dangerous, but he does lack a bit in damage output in general and will need a partner to help optimize. Being relatively easy to pick up and use, Cody is great if you're looking to play dirty with his vast set of tools and are ok with a lacking defense.
Strengths | Weaknesses |
---|---|
|
|
Moves
Normal Attacks






















































Unique Attacks



















Throws









Special Moves



Can be charged









Super Art


Frame Data (updated for v2013)
Move | Command | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | "Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
" | |||||||||||||
Far LP | H | 30 | 4 | 2 | 9 | +6 | +3 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light normal moves | |
Far MP | H | 60 | 7 | 3 | 11 | +7 | +3 | - | 2 | 1 | 1 | - | |
Far HP **LC | H | 90 | 8 | 4 | 18 | +3 | -2 | - | 3 | 1 | 1 | - | |
Far LK | H | 30 | 5 | 4 | 10 | +3 | -1 | - | 1 | 1 | 1 | - | |
Far MK | H | 60 | 8 | 5 | 11 | +5 | +1 | - | 2 | 1 | 1 | - | |
Far HK **LC | H | 90 | 10 | 5 | 17 | +3 | -2 | - | 3 | 1 | 1 | - | |
Close LP | H | 30 | 4 | 3 | 8 | +6 | +2 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light normal moves | |
Close MP | H | 60 | 6 | 3 | 10 | +8 | +4 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Close HP | H | 90 | 8 | 4 | 13 | +9 | +3 | SM,EX,SA,CA | 1 | 1 | 1 | Forces standing | |
Close LK **LC | H | 30 | 5 | 4 | 8 | +5 | +1 | - | 1 | 1 | 1 | - | |
Close MK **LC | H | 60 | 6 | 4 | 14 | +3 | -1 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Close HK | H | 90 | 7 | 6 | 17 | +3 | -3 | SM,EX,SA,CA | 3 | 1 | 1 | Forces standing | |
Crouch LP | H | 30 | 4 | 4 | 8 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light normal moves | |
Crouch MP | H | 60 | 5 | 3 | 12 | +6 | +2 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch HP | H | 90 | 7 | 3 | 21 | +2 | -4 | SM,EX,SA,CA | 1 | 1 | 1 | Forces standing | |
Crouch LK | L | 30 | 5 | 4 | 13 | 0 | -4 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch MK | L | 60 | 7 | 7 | 13 | +1 | -3 | - | 2 | 1 | 1 | - | |
Crouch HK | L | 90 | 7 | 3 | 24 | hard knockdown | -7 | - | 1 | 1 | - | - | |
Jump Up LP | M | 40 | 4 | 8 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Up MP | M | 70 | 6 | 4 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Up HP | M | 100 | 8 | 8 | until ground+4 | +20 | +8 | - | 0 | 1 | 1 | Ground bounce on airborne opponent, Float on grounded counter hit | |
Jump Up LK | M | 40 | 5 | 8 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Up MK | M | 70 | 7 | 7 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Up HK | M | 100 | 8 | 3 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump Diagonal LP | M | 40 | 4 | 8 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Diagonal MP | M | 70 | 9 | 3 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Diagonal HP | M | 100 | 11 | 6 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump Diagonal LK | M | 40 | 5 | 8 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Diagonal MK | M | 70 | 7 | 7 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Diagonal HK | M | 100 | 9 | 11 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Launcher **LC | HP+HK | H | 100 | 12 | 2 | 54 | switch | -34 | - | 3 | - | - | Crushes crouching attacks frames 1-13, Launches opponent while switching characters |
Cross Cancel | f+HP+HK (while blocking) | H | 60,60 | 8 | 2,13 | 31 | hard knockdown | - | - | - | - | Invulnerability frames 1-10, Resembles LP Criminal Upper | |
Prisoner Throw | LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Bad Stomp | b+LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Jaw Crusher | b+MP | H | 70 | 6 | 7 | 14 | +3 | -4 | - | 2 | 1 | 0 | - |
Stomach Blow | f+MP | H | 60 | 8 | 3 | 13 | +6 | +1 | - | 2 | 1 | 0 | Forces standing |
Hammer Hook | f+HP | M | 60,50 | 18 | 1,3[1] | 21[22] | -1 | -6 | - | 3,3 | 1,1 | 0 | Forces standing, Values in [] indicate frames on block |
Crack Kick | f+HK | H | 90 | 14 | 3 | 12 | float | +2 | - | 3 | 1 | 0 | Whiffs on crouching opponent |
Knife Standing LP | LP while holding Knife | H | 40 | 4 | 3 | 10 | +4 | 0 | - | 1 | 1 | 1 | Rapid fire cancelable into light normal moves |
Knife Standing MP **LC | MP while holding Knife | H | 70 | 7 | 4 | 13 | +4 | 0 | SM,EX,SA,CA | 2 | 1 | 1 | - |
Knife Standing HP **LC | HP while holding Knife | H | 100 | 8 | 3 | 17 | +5 | 0 | SM,EX,SA,CA | 3 | 1 | 1 | - |
Knife Crouching LP | Crouching LP while holding Knife | H | 40 | 3 | 4 | 11 | +2 | -2 | - | 1 | 1 | 1 | Rapid fire cancelable into light normal moves |
Knife Crouching MP | Crouching MP while holding Knife | H | 70 | 7 | 2 | 20 | -1 | -5 | - | 2 | 1 | 1 | - |
Knife Crouching HP **LC | Crouching HP while holding Knife | H | 100 | 9 | 4 | 16 | +6 | 0 | SM,EX,SA,CA | 3 | 1 | 1 | - |
Knife Jump Up LP | Jump Up LP while holding Knife | M | 50 | 4 | 4 | until ground+4 | - | - | - | 1 | 1 | 1 | - |
Knife Jump Up MP | Jump Up MP while holding Knife | M | 80 | 7 | 3 | until ground+4 | - | - | - | 2 | 1 | 1 | - |
Knife Jump Up HP | Jump Up HP while holding Knife | M | 110 | 8 | 6 | until ground+4 | - | - | - | 3 | 1 | 1 | - |
Knife Jump Diagonal LP | Jump Diagonal LP while holding Knife | M | 50 | 4 | 4 | until ground+4 | - | - | - | 1 | 1 | 1 | - |
Knife Jump Diagonal MP | Jump Diagonal MP while holding Knife | M | 80 | 7 | 3 | until ground+4 | - | - | - | 2 | 1 | 1 | - |
Knife Jump Diagonal HP | Jump Diagonal HP while holding Knife | M | 110 | 8 | 6 | until ground+4 | - | - | - | 3 | 1 | 1 | - |
Criminal Upper LP | qcb+LP | H | 60,20x3 | 14 | 2(1)6,4,4 | 22 | float | -6 | - | 3,3,3,3 | 0,1,0,4 | 0 | - |
Criminal Upper MP | qcb+MP | H | 50,20x4 | 14 | 2(1)6,4,4,6 | 22 | float | -7 | - | 3,3,3,3,3 | 0,0,0,0,4 | 0 | - |
Criminal Upper HP | qcb+HP | H | 40,20x5 | 14 | 2(1)4,4,4,3,3 | 28 | float | -9 | - | 3,3,3,3,3,3 | 0,0,0,0,0,4 | 0 | - |
Criminal Upper EX **LC | qcb+PP | H | 40,20x6 | 8 | 2(1)2,2,2,2,2,2 | 30 | float | -10 | - | 4,4,4,4,4,4,4 | 0,0,0,0,0,1,5 | 0 | Invulnerability frames 1-5 |
Ruffian Kick LK **LC | qcf+LK | L | 80 | 16 | 8 | 20 | hard knockdown | -6 | - | 3 | 3 | 0 | Soft knockdown on airborne opponent, Chargeable: 51F for EX Version and 100F for Super Art |
Ruffian Kick MK **LC | qcf+MK | H | 100 | 12 | 4 | 25 | knockdown | -7 | - | 3 | 3 | 0 | Chargeable: 51F for EX Version and 100F for Super Art |
Ruffian Kick HK **LC | qcf+HK | H | 70 | 8 | 13 | 27 | float | -18 | - | 1 | 3 | 0 | Chargeable: 51F for EX Version and 100F for Super Art |
Ruffian Kick EX | qcf+KK | L | 110 | 12 | 8 | 24 | hard knockdown | -10 | - | 3 | 1 | 0 | Projectile invulnerability frames 1-19, Soft knockdown on airborne opponent, Chargeable: 51F for Super Art, Projectile invulnerable during charge |
Zonk | (charge for lvl 1 60F, lvl 2 90F, lvl 3 120F+) P | H | 100 | 17 | 3 | 26 | float | -7 | - | 3 | 3 | 0 | 18F start up for 2nd, 19F for 3rd level. Upper body invulnerability frames Lvl1 1-12f, Lvl2 1-13f, Lvl3 1-14f |
Zonk EX | (charge for 60F+) PP | H | 100 | 17 | 1,2 | 26 | float | -6 | - | 3,3 | 0,0 | 0 | Invulnerability frames 1-17 |
Bad Stone LP **LC | qcf+LP | H | 80 | 30 | - | 15 | +8 | +5 | - | 3 | 3 | 0 | Can be delayed to increase damage (up to 95), Cannot be reflected |
Bad Stone MP **LC | qcf+MP | H | 80 | 30 | - | 17 | +6 | +3 | - | 3 | 3 | 0 | Can be delayed to increase damage (up to 95), Cannot be reflected |
Bad Stone HP **LC | qcf+HP | H | 80 | 30 | - | 19 | +4 | +1 | - | 3 | 3 | 0 | Can be delayed to increase damage (up to 95), Cannot be reflected |
Bad Stone EX **LC | qcf+PP | H | 60,60 | 27 | - | 16 | +11 | +8 | - | 3,3 | 0,4 | 0 | Cannot be reflected |
Fake Bad Stone | d+HP+HK | - | - | - | - | 32 | - | - | - | - | - | - | - |
Knife Pick Up | d+PPP | - | - | - | - | 28 | - | - | - | - | - | - | - |
Knife Throw | qcf+P | H | 120 | 27 | - | 19 | knockdown | +8 | - | 3 | 3 | 0 | - |
Fake Knife Throw | d+HP+HK | - | - | - | - | 35 | - | - | - | - | - | - | - |
Bad Spray | u+P on face up knockdown (during Quick Rise) | H | 80 | 26 | 12 | 9 | knockdown | +1 | - | - | - | - | - |
Final Destruction **LC | qcf+KKK | H | 330 | 14 | 4(13)5(17)5 | 34 | hard knockdown | -21 | - | 3,3,3 | 0,0,3 | - | 60 frames cinematic freeze before attack begins, Invulnerability frames 1-14 |
Cross Art **LC | qcf+MP+MK | H | 150+ | 9 | 2 | 65 | switch | -45 | - | 3 | - | - | 68 frames cinematic freeze before attack begins, Invulnerability frames 1-10 |
Boost Chain Frame Data
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | "Notes |
---|---|---|---|---|---|---|---|---|---|
" | |||||||||
Far LP | H | 30 | 4 | 2 | 9 | +6 | +3 | - | Rapid fire cancelable into light normal moves |
Far MP | H | 42 | 7 | 3 | 26 | -8 | -12 | - | - |
Far HP **LC | H | 63 | 8 | 4 | 34 | -13 | -18 | - | - |
Far LK | H | 30 | 5 | 4 | 10 | +3 | -1 | - | - |
Far MK | H | 42 | 8 | 5 | 22 | -6 | -10 | - | - |
Far HK **LC | H | 63 | 10 | 5 | 34 | -14 | -19 | - | - |
Close LP | H | 30 | 4 | 3 | 8 | +6 | +2 | - | Rapid fire cancelable into light normal moves |
Close MP | H | 42 | 6 | 3 | 24 | -6 | -10 | EX,SA,CA | - |
Close HP | H | 63 | 8 | 4 | 32 | -10 | -16 | EX,SA,CA | Forces standing |
Close LK **LC | H | 30 | 5 | 4 | 8 | +5 | +1 | - | - |
Close MK **LC | H | 42 | 6 | 4 | 22 | -5 | -9 | EX,SA,CA | - |
Close HK | H | 63 | 7 | 6 | 32 | -12 | -18 | EX,SA,CA | Forces standing |
Crouch LP | H | 30 | 4 | 4 | 8 | +5 | +1 | - | Rapid fire cancelable into light normal moves |
Crouch MP | H | 42 | 5 | 3 | 26 | -8 | -12 | EX,SA,CA | - |
Crouch HP | H | 63 | 7 | 4 | 34 | -12 | -18 | EX,SA,CA | Forces standing |
Crouch LK | L | 30 | 5 | 4 | 13 | 0 | -4 | - | - |
Crouch MK | L | 42 | 7 | 7 | 23 | -9 | -13 | - | - |
Crouch HK | L | 63 | 7 | 3 | 37 | hard knockdown | -20 | - | - |
Knife Standing LP | H | 28 | 4 | 3 | 10 | +4 | 0 | - | Rapid fire cancelable into light normal moves |
Knife Standing MP **LC | H | 49 | 7(10) | 4 | 26 | -9 | -13 | - | - |
Knife Standing HP **LC | H | 70 | 8 | 3 | 35 | -13 | -18 | EX,SA,CA | - |
Knife Crouching LP | H | 40 | 3 | 4 | 11 | +2 | -2 | - | Rapid fire cancelable into light normal moves |
Knife Crouching MP | H | 49 | 7 | 2 | 28 | -9 | -13 | - | - |
Knife Crouching HP **LC | H | 70 | 9 | 4 | 32 | -10 | -16 | EX,SA,CA | - |
Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- cl.HP, cr.HP xx qcb+HP (292)
(0bar, easy)
Hit Confirm Combos
- cr.LP, cr.LP, st.LP, cr.LK xx qcb+HP (189)
(0bar, easy)
- cl.HP, cr.MP xx qcb+HP (262)
(0bar, easy)
- f+MP, cr.MP, cr.LK xx qcb+HP (242)
(0bar, easy)
- cl.LP, cr.MP, cr.MP xx *P*, cl.HK xx qcb+HP(3), cl.HP, cl.HK xx *P* (375)
(0bar, corner, medium)
Post-Launch Combos
- cl.HP, cr.MP xx *P*
(0bar, medium)
Advanced Combos
- cl.HP, cr.HP xx *P*, cl.HK xx qcb+HP, cl.HP, cl.HK xx *P*(470)
(0bar, corner, medium, requires pre-charge)
- *PP*, f+HK, cr.HP x *P* or qcf+MK
(1 bar, easy)
air to air
- nj.HP (ground bounce) cl.HP, cl.HK x *P*
(0bar, corner, medium)
Knife Combos
- st.HP x *P*, st.HP x qcf+HP (3hit), st.HP, cr.HP x *P* or qcf+MK
(0bar, corner, hard)
air-to-air CH float
- f+HK, cr.HP x *P* or qcf+MK
(0bar, counterhit, medium)
Combos Into Supers
- N/A