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Revision as of 02:08, 31 August 2022
Introduction
About Cody
First appearing in Final Fight, Cody Travers was once a hero of Metro City. But after he saved the day, his life took a dark turn, as he started getting in street fights just for fun. He was eventually arrested for his crimes, but would regularly break out to have some fun. In SFV, Mike Haggar exonerates Cody of his crimes, which leads to him becoming the new mayor of Metro City. Although he has a big responsibility to take care of, he always finds time to relive the glory days and get in some much more casual street brawls.
On surface level, Cody is a basic brawler with a decent projectile, anti air options, and setups. However, going beyond the surface reveals the dirty tricks behind this otherwise honest fighter. Cody has his fair share of weaknesses, as he struggles against projectiles, doesn't have great defense, and doesn't have amazing pressure, but Cody makes up for this by utilizing sneaky tactics like in days of old. Utilizing moves like EX Tornado Sweep and Zonk Knuckle to get in, two versatile V-Skills to keep your opponent guessing, and huge robbery factor with one of the strongest V-Triggers in the game, Cody has little trouble closing the gap between him and his target, and once he does, he dishes out damage and stun with great meaties and VT2 setups to take the round in a moment's notice. If you're ok with a character who lacks a bit in neutral and defense but can dish out damage and rob the game in the blink of an eye, give Cody a try.
Strengths | Weaknesses |
---|---|
|
|
Final Patch
Players to Watch
- Frost
- Hoji
- Kiske
- O.Crippler
- Packz
- Poifuru
- Rumours
- Shazyy
- Soundboi
- Shine
- Momochi
Cody | |
---|---|
Vitals | |
Life Points | 1025 |
Stun Points | 1050 |
V-Gauge Points | |
V-Trigger 1 | 2 Bars |
V-Trigger 2 | 2 Bars |
Ground Movement | |
Forward Walk Speed | 0.047 |
Backward Walk Speed | 0.0289 |
Forward Dash Speed | 17 |
Backward Dash Speed | 23 |
Forward Dash Distance | 1.279 |
Backward Dash Distance | 0.842 |
Backdash CH Frames | 3-13 |
Jumping | |
Back Jump Speed | 46(4+38+4) |
Neutral Jump Speed | 46(4+38+4) |
Forward Jump Speed | 45(3+38+4) |
Forward Jump Distance | 2.128 |
Backward Jump Distance | 1.824 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.8 |
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Frame Data & Descriptions are provided by FATOnline.
|
SFV Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end 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.
|
Knockdown |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
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. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Normals
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
6HP
6HK
8P (wake-up)
Target Combos
8MP > 8HP
8MK > 8LK
5LP > 5LP
5LP > 5LP > 5LP
5LP > 5LP > 5LP > 5LP
5LP > 5LP > 5LP > 2LP
6HK > MPMK (VS1)
6HK > MPMK (VS2)
Throws
LPLK
4LPLK
Special Moves
236LP
236MP
236HP
236PP
236LK
236MK
236HK
236KK
hold any punch button, release
hold any punch button, release
hold any 2 punch buttons, release
hold any 2 punch buttons, release
Critical Art
236236P
Taunts
5PPPKKK
V-System
V-Skill 1
MPMK (VS1)
V-Skill 2
MPMK (VS2)
2MPMK (VS2)
MPMK (VS2) > P
2MPMK (VS2) > K
V-Trigger 1
HPHK (VT1)
5MP > 5HP
5HPHK
2HPHK
5HPHK
214P
V-Trigger 2
HPHK (VT2)
HPHK
HPHK
2HPHK
HPHK > 214P
2HPHK > 214P
214P
214P > HPHK
214P > HPHK
214P > HPHK
214P > 2HPHK
63214K > P
63214K > P (Just Frame)
63214K > 214P
63214K > P (JF) > 214P
63214K > P > 214P > HPHK
63214K > P > 214P > HPHK
63214K > P > 214P > HPHK
63214K > P > 214P > 2HPHK
63214K > P (JF) > 214P > HPHK
63214K > P (JF) > 214P > HPHK
63214K > P (JF) > 214P > HPHK
63214K > P (JF) > 214P > 2HPHK
V-Shift
5MKHP
V-Shift Break
5MKHP
V-Reversal
6KKK