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{{Navbox-USFIV}}
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[[Category:Cody]]
[[Category:Ultra Street Fighter IV]]
[[Category:Ultra Street Fighter IV]]

Revision as of 06:54, 28 June 2025

Ultra Street Fighter IVUSFIV-Header.png

Cody

SSFIV-Cody Face.jpg

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 (US), Packz (UK)

Click for Omega SF4 version

Ultra SFIV Changes

Cody SF4 Changelist

Character Specific Data

Cody

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: 0.854 [0.903]
Jump Height Apex: 1.76 Back Dash Total Frames: 26 [23]
Jump Total Frames: 40 (4+36) Back Dash Invincibility: 8
Forward Jump Distance: 1.925 Back Dash Airborne: 5
Back Jump Distance 1.925 Back Dash Recovery: 13
THROWS WAKE-UP TIMING
Forward Throw Range: 0.984 Face Up Total Frames: 31
Back Throw Range: 0.984 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: 29
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

*[Refers to buffered Special/Super/Ultra at the end of Back Dash - comes out up to 3f earlier]

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 Lp.png 30 50 20 HL ch/sp/su 4 3 5 3 6
Close MP Close Mp.png 70 100 40 HL sp/su 6 3 8 4 7
Close HP Close Hp.png 100 200 60 HL sp/su 8 4 13 1 6
Close LK Close Lk.png 30 50 20 HL - 4 4 6 1 4
Close MK Close Mk.png 90 100 40 HL sp/su 6 4 14 -4 -1
Close HK Close Hk.png 110 200 60 HL su 8 6 17 -5 -1
Far LP Far Lp.png 30 50 20 HL ch/sp/su 3 2 6 3 6
Far MP Far Mp.png 90 100 40 HL - 7 3 11 0 3
Far HP Far Hp.png 120 200 60 HL - 8 4 17 -3 1
Far LK Far Lk.png 40 50 20 HL - 5 4 8 -1 2
Far MK Far Mk.png 70 100 40 HL - 8 5 9 0 3
Far HK Far Hk.png 110 200 60 HL - 10 5 15 -2 2
Crouch LP Crouch Lp.png 20 50 20 HL ch/sp/su 4 4 5 2 6
Crouch MP Crouch Mp.png 60 100 40 HL sp/su 5 3 10 1 4
Crouch HP Crouch Hp.png 100 200 60 HL sp/su 7 3 16 -1 4
Crouch LK Crouch Lk.png 20 50 20 L sp/su 3 4 8 -1 2
Crouch MK Crouch Mk.png 70 100 40 L - 7 7 13 -3 -1
Crouch HK Crouch Hk.png 100 100 60 L - 7 3 24 -9 -
Stand LP Knife Stand Lp.png Knife 40 50 20 HL ch 4 3 6 2 6
Stand MP Knife Stand Mp.png Knife 40*40 50*50 40 HL su*- 6 2*2 10 0 3
Stand HP Knife Stand Hp.png Knife 120 200 60 HL su 8 3 17 -2 3
Crouch LP Knife Crouch Lp.png Knife 40 50 20 HL ch 3 4 7 0 3
Crouch MP Knife Crouch Mp.png Knife 80 100 40 HL su 7 4 12 -2 1
Crouch HP Knife Crouch Hp.png Knife 120 200 60 HL su 7 4 12 2 7
Stomach Blow Right.gif+Mp.png 60 100 40 HL - 8 3 12 1 6
Crack Kick Right.gif+Hk.png 110 200 60 HL - 14 3 9 + After landing 3 1 -
Jaw Crusher Left.gif+Mp.png 80 100 40 HL - 6 4 13 -1 5
Hammer Hook Overhead
Right.gif+Hp.png
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 Lp.png 50 50 20 H - 4 8 - - -
Neutral Jump MP Neutral Jump Mp.png 80 100 40 H - 6 7 - - -
Neutral Jump HP Neutral Jump Hp.png 120 200 60 H - 8 8 - - -
Neutral Jump LK Neutral Jump Lk.png 40 50 20 H - 5 8 - - -
Neutral Jump MK Neutral Jump Mk.png 80 100 40 H - 7 7 - - -
Neutral Jump HK Neutral Jump Hk.png 100 200 60 H - 8 3 - - -
Angled Jump LP Angled Jump Lp.png 50 50 20 H - 4 8 - - -
Angled Jump MP Angled Jump Mp.png 80 100 60 H - 9 3 - - -
Angled Jump HP Angled Jump Hp.png 100 200 60 H - 11 6 - - -
Angled Jump LK Angled Jump Lk.png 40 50 20 H - 5 8 - - -
Angled Jump MK Angled Jump Mk.png 70 100 40 H - 7 7 - - -
Angled Jump HK Angled Jump Hk.png 90 200 60 H - 9 11 - - -
Jump LP Knife Jump Lp.png Knife 50 50 20 H - 4 10 - - -
Jump MP Knife Jump Mp.png Knife 80 100 40 H - 7 3 - - -
Jump HP Knife Jump Hp.png Knife 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 Lp.png 50 150 10/20 HL su 20+9 16 15 4 8
Bad Stone Bad Stone Lv.2 Lp.png 60 160 10/20 HL su 22+9 16 15 4 8
Bad Stone Bad Stone Lv.3 Lp.png 70 170 10/20 HL su 45+9 16 15 4 8
Bad Stone Bad Stone Lv.4 Lp.png 80 180 10/20 HL su 90 16 16 3 7
Bad Stone Bad Stone Lv.1 Mp.png 50 150 10/20 HL su 20+9 20 17 2 6
Bad Stone Bad Stone Lv.2 Mp.png 60 160 10/20 HL su 22+9 20 17 2 6
Bad Stone Bad Stone Lv.3 Mp.png 70 170 10/20 HL su 45+9 20 17 2 6
Bad Stone Bad Stone Lv.4 Mp.png 80 180 10/20 HL su 90 20 18 1 5
Bad Stone Bad Stone Lv.1 Hp.png 50 150 10/20 HL su 20+9 27 19 0 4
Bad Stone Bad Stone Lv.2 Hp.png 60 160 10/20 HL su 22+15 27 9 10 14
Bad Stone Bad Stone Lv.3 Hp.png 70 170 10/20 HL su 45+15 27 9 10 14
Bad Stone Bad Stone Lv.4 Hp.png 80 180 10/20 HL su 90 27 20 -1 3
EX Bad Stone Bad Stone Ex.png 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 Lp.png 80*20x3 70*30x3 20/5x4 HL su*-x3 13 2(1)6*4*4 22 -4 -
Criminal Upper Mp.png 70*20x4 70*30x4 20/10*5x4 HL su*-x4 13 2(1)6*
4*4*6
23 -8 -
Criminal Upper Hp.png 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 Ex.png 60*20x6 50x30*6 -250/0 HL su*-x6 7 2(1)2*2*
2*2*2*2
30 -11 -
Ruffian Kick Ruffian Kick Lk.png 120 150 20/40 L - 15 8 20 -7 -
Ruffian Kick Mk.png 130 100 20/40 HL - 11 4 25 -8 -
Ruffian Kick Hk.png 100 100 20/40 HL su 7 13 27 -19 -
EX Ruffian Kick Ruffian Kick Ex.png 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 Ex.png 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 Lk.png 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 Mk.png 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 Hk.png 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 Rpdfire.png Speccancel.png supercancel

~~ Uses and Strategies ~~

Quick upper body elbow. Gives good frame advantage, but its High.png hitbox will miss most crouching characters. Can make a fast anti-air in some situations in which Jaw Crusher (Left.gif + Mp.png) wouldn't hit in time.

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 Hp.png, both 1 frame links). Has a lot of pushback, making it harder to tick from (anyone mashing crouch Lp.png or Lk.png 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.png Criminal Upper (Qcb.gif + Hp.png) because of the pushback.

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 Lk.png or crouch Mp.png xx special. Getting a Counter.png hit off this move is excellent as well, since you can tack on a crouch Hp.png or Cancel.png into EX Bad Stone (Qcf.gif + Punch.gifPunch.gif) for even more damage and massive stun. However, since its a close normal, you should be using crouch Hp.png in most guarenteed damage/punish situations in order to avoid getting a far Hp.png.

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

A Low.png kick to the shins. Deceptively useful. Doesn't hit low, doesn't do much damage, and has no Cancel.png ability; but has tiny pushback making it good for ticking, and can also link to crouch Lk.png easily on hit. Also, its used to option select backlashes (when your opponent is waking up, press close Lk.png and quickly input a Mk.png Ruffian Kick [ Qcf.gif + Mk.png ]) which is a great tool against characters with good backdashes like Rose and Chun.

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 Mk.png, 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.png after a Lp.png Criminal Upper.

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 Rpdfire.png Speccancel.png supercancel

~~ 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 Hk.png but stand Hk.png is better in every other way so use that over far Hp.png.

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 Low.png poke an opponent does.

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 Front.png of you every once in a while.

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 Speccancel.png supercancel

~~ Uses and Strategies ~~

One of Cody's good normals. Like the far LP, Throw.png this out at random to stop stuff (you'd be surprised). Its also his main hit confirming tool.

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 Cancel.png it to whiff punish.

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 Counter.png hit (like close HP) you can do EX Bad Stone instead to extend a combo. This move can also be used as an anti-air, but requires good timing as there aren't many active frames as other crouching HPs.

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 Throw.png out a crouching LK and quickly buffer the ruffian kick. If the LK kick misses, then nothing will come out, if it hits or its blocked(!), then the MK Ruffian kick will come out.

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 Downward.png chop, looks like Ralf's jumping HP from the KOF games. Has decent priority and a Downward.png angle.

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 Upward.png angle and priority at Cody's foot.

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 / Uf.png + lp

~~ 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 / Uf.png + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / Uf.png + hp

~~ Uses and Strategies ~~

Nice Downward.png angle, best damage out of all diagonal jump-ins.

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / Uf.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / Uf.png + 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.png + hk

~~ 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 Lp.png Knife

~~ 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 Mp.png Knife 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 Hp.png Knife 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 + Lp.png Knife

~~ Uses and Strategies ~~

Identical to standing LP with knife, except it looks like you're hitting Low.png (except that you're not). Another one of Cody's fastest moves, with 3F startup. 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.png Knife 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 + Hp.png Knife 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 Lp.png 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.png Knife

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump HP Knife

Jump Fierce Knife Jump Hp.png Knife

~~ 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:

  • cr.LP
  • cl.MP
  • cr.MP
  • cr.LK
  • cr.HP (counter hit or meaty)
  • cr.HK (counter hit)

After a Counter.png hit, you can link pretty much any normal, but the best ones are listed.

On block, here are some things you can do:

  • another Stomach Blow
  • Hammer Hook (overhead)
  • walk up throw
  • walk up close HP or just cr.HP
  • Crack Kick (walk up Throw.png on block)
  • cr.LK
  • cr.HK (don't do it too close!)
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 Low.png moves that your opponent does, but the Crack Kick can't hit crouching opponents.

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 Throw.png move while you were in the middle of a Crack Kick, the Throw.png would hit, but because you have in air frames, the Throw.png will miss.

On hit, you can follow up with:

  • MK Ruffian Kick (push to corner)
  • Stomach Blow (reset)
  • EX Criminal Upper (damage/stun)
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. Knockdown.png crossups) or jumps that are spaced well. On a ground hit, 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 ~~

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 N.png + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Bad Stomp

Back Throw b + Lp.png + lk

~~ 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 + P.png ex Not possible while holding knife; Hold P.png to delay toss and increase damage; Ex.png 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.png hit/blockstun, and deals very poor damage. However it also has the fastest recovery in the game which helps make up for the Low.png 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:

  • MK Ruffian Kick
  • Ultras (Ultra 1 only in corner unless you hit them really close)
  • EX Criminal Upper
  • Crack Kick
  • EX Ruffian Kick (and you can cleanly land an EX Criminal Upper if you end up close to the corner)
File:No image.png

Fake Bad Stone

Fake Rocks d + Hp.png + 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.png (when near knife on ground)

~~ 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) Qcf.png + P.png 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.png + Hp.png + 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

Tornado qcb + P.png 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.png 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 qcf + K.png Ex.png armorbreak Button used determines angle of kick: Hk.png for upwards kick, Mk.png for straight kick, Lk.png for ground kick that hits low

~~ 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.

  • Lk.png: Hits low, does the mid damage, causes a hard knockdown. Generally unsafe unless it hits meaty. Its Knockdown.png 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.png 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.png: 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.png: Hits High.png (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.png followups depending on your positioning.
File:No image.png

Zonk Knuckle

Bingo Punch hold P.png then release Ex.png 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.png off some opponents. The Ex.png 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. It is possible to juggle after the EX and Lv3 Zonk Knuckles only.

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) U.png + 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.png 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.png Qcf.png + K.png 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 Qcf.png Qcf.png + 3p.png Armorbreak.png

~~ 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 Qcb.png Qcb.png + 3p.png

~~ 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 Lp.png 30 50 20 HL ch/sp/su 4 3 5 11 3 6 11 14 Reset Reset - - - - - - -
Close MP Close Mp.png 70 100 40 HL sp/su 6 3 8 16 4 7 15 18 Reset Reset - - - - - - -
Close HP Close Hp.png 100 200 60 HL sp/su 8 4 13 24 1 6 18 23 Force stand Force stand Reset Reset - - - - - - -
Close LK Close Lk.png 30 50 20 HL - 4 4 6 13 1 4 11 14 Reset Reset - - - - - - -
Close MK Close Mk.png 90 100 40 HL sp/su 6 4 14 23 -4 -1 14 17 Reset Reset - - - - - - -
Close HK Close Hk.png 110 200 60 HL su 8 6 17 30 -5 -1 18 22 Only 125 damage on counterhit Reset Reset - - - - - - -
Far LP Far Lp.png 30 50 20 HL ch/sp/su 3 2 6 10 3 6 11 14 Reset Reset - - - - - - -
Far MP Far Mp.png 90 100 40 HL - 7 3 11 20 0 3 14 17 Reset Reset - - - - - - -
Far HP Far Hp.png 120 200 60 HL - 8 4 17 28 -3 1 18 22 Reset Reset - - - - - - -
Far LK Far Lk.png 40 50 20 HL - 5 4 8 16 -1 2 11 14 Reset Reset - - - - - - -
Far MK Far Mk.png 70 100 40 HL - 8 5 9 21 0 3 14 17 Reset Reset - - - - - - -
Far HK Far Hk.png 110 200 60 HL - 10 5 15 29 -2 2 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Lp.png 20 50 20 HL ch/sp/su 4 4 5 12 2 6 11 15 Reset Reset - - - - - - -
Crouch MP Crouch Mp.png 60 100 40 HL sp/su 5 3 10 17 1 4 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Hp.png 100 200 60 HL sp/su 7 3 16 25 -1 4 18 23 Force stand Force stand Reset Reset - - - - - - -
Crouch LK Crouch Lk.png 20 50 20 L sp/su 3 4 8 14 -1 2 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Mk.png 70 100 40 L - 7 7 13 26 -3 -1 17 19 Reset Reset - - - - - - -
Crouch HK Crouch Hk.png 100 100 60 L - 7 3 24 33 -9 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Stand LP Knife Stand Lp.png Knife 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 Mp.png Knife 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 Hp.png Knife 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 Lp.png Knife 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 Mp.png Knife 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 Hp.png Knife 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 Right.gif+Mp.png 60 100 40 HL - 8 3 12 22 1 6 16 21 Cannot perform with knife Reset Reset - - - - - - JP: 1
Crack Kick Right.gif+Hk.png 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 Left.gif+Mp.png 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
Right.gif+Hp.png
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 Lp.png 50 50 20 H - 4 8 - 11 - - Reset Reset - - - Lower body: 1~3F - - -
Neutral Jump MP Neutral Jump Mp.png 80 100 40 H - 6 7 - 12 - - Reset Reset - - - Lower body: 1~5F - - -
Neutral Jump HP Neutral Jump Hp.png 120 200 60 H - 8 8 - 15 - - Soft Knockdown Soft Knockdown - - - Lower body: 1~7F - - JP: 1
Neutral Jump LK Neutral Jump Lk.png 40 50 20 H - 5 8 - 12 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump MK Neutral Jump Mk.png 80 100 40 H - 7 7 - 13 - - Reset Reset - - - Lower body: 1~6F - - -
Neutral Jump HK Neutral Jump Hk.png 100 200 60 H - 8 3 - 10 - - Reset Reset - - - Lower body: 1~7F - - -
Angled Jump LP Angled Jump Lp.png 50 50 20 H - 4 8 - 11 - - Reset Reset - - - Lower body: 1~3F - - -
Angled Jump MP Angled Jump Mp.png 80 100 60 H - 9 3 - 11 - - Reset Reset - - - Lower body: 1~8F - - -
Angled Jump HP Angled Jump Hp.png 100 200 60 H - 11 6 - 16 - - Reset Reset - - - Lower body: 1~10F - - -
Angled Jump LK Angled Jump Lk.png 40 50 20 H - 5 8 - 12 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump MK Angled Jump Mk.png 70 100 40 H - 7 7 - 13 - - Reset Reset - - - Lower body: 1~6F - - -
Angled Jump HK Angled Jump Hk.png 90 200 60 H - 9 11 - 19 - - Reset Reset - - - Lower body: 1~7F - - -
Jump LP Knife Jump Lp.png Knife 50 50 20 H - 4 10 - 13 - - Deals 5 chip damage Reset Reset - - - Lower body: 1~3F - - -
Jump MP Knife Jump Mp.png Knife 80 100 40 H - 7 3 - 9 - - Deals 8 chip damage Reset Reset - - - Lower body: 1~6F - - -
Jump HP Knife Jump Hp.png Knife 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 Lp.png 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 Lp.png 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 Lp.png 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 Lp.png 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 Mp.png 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 Mp.png 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 Mp.png 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 Mp.png 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 Hp.png 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 Hp.png 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 Hp.png 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 Hp.png 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 Ex.png 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 Cancel.png into blocking at any point, considered a special move, can Cancel.png into chain version of light attacks, Criminal Upper, Knife Throw, EX Focus, or Super 14F~until recovered. Knife considered "in hand" on 12F - - - - - - - - - - -
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 Lp.png 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 Mp.png 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 Hp.png 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 Ex.png 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 Lk.png 120 150 20/40 L - 15 8 20 42 -7 - 21 - X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - 2~10F -
Ruffian Kick Mk.png 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 Hk.png 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 Ex.png 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 Ex.png 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 Lk.png 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 Mk.png 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 Hk.png 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


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