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Cody is a bit of a specialist 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.}} | Cody is a bit of a specialist 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. | ||
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*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. | |||
*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. | |||
*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 and can be relatively hard to punish at a distance thanks to the pushback. | |||
*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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*Horrible walk speed can make it difficult to keep up with the opponent in neutral. | |||
*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. | |||
*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. | |||
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Revision as of 20:24, 15 June 2020


Cody
Ideal Team Position: Point
Cody is a bit of a specialist 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.
Strengths | Weaknesses |
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Moves
Normal Attacks
Unique Attacks
Throws
Special Moves
Can be charged
Super Art
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
- N/A
Hit Confirm Combos
- N/A
Advanced Combos
- N/A
Combos Into Supers
- N/A