Ultra Street Fighter IV/Cody: Difference between revisions

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==Combos==
==Combos==
'''Notation'''
CU = Criminal Upper | RU = Ruffian Kick | BS = Bad Stone | ZK = Zonk Knuckle | CK = Crack Kick | SB = Stomach Blow | xx = Special Cancel | sc = Standing Close | cr = Crouching
'''Bread and Butters'''
c.LK or c.MP xx CU or M/H RK - Easy combos from poke. 160 to 220 damage.
sc.HP or cr.HP xx CU -  Another easy combo, try to use cr.HP for the longer range. 260 damage.
sc.HP cr.MP xx CU or RK - A little harder to do, since the sc.HP to cr.MP can whiff. 256 to 288 damage.
sc.MP cr.MP xx CU or RK - Same situation as the one above. 226 to 258 damage.
SB cr.MP xx CU or RK - Poke combo, good to use off a long range hit jump-in HK. 232 to 248 damage.
CK M.RK - Pushes enemy to corner. Strict timing. 240 damage.
CK EX.CU - 290 damage, uses 1 bar of meter.


==Strategy==
==Strategy==

Revision as of 07:47, 7 June 2014

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.


Ultra SFIV Changes

Forward walk speed increased by 0.045
Back dash distance increased slightly.
Crouching MK changed from -3F on hit -6F on block to, -1F on hit -3F on block
Crack Kick (F+HK) now airborne from 8F-23F. Startup increased from 14F to 15F
Jaw Crusher (B+MP) now grants the opponent a counterhit if the attack is interrupted during startup frames (1-5F)
LP Criminal Upper changed from -5F on block to -4F on block.
EX Criminal Upper Strike and Projectile invincibility increased from 1-4F to 1-7F. Throw invincibility 1-9F removed. Pushback on block reduced by 50%
Zonk Knuckle can now be EX FA or EX RF canceled on hit/block.
Badstone can now be released between charge levels. Letting go of the button will now cause Cody to throw the stone immediately rather than wait until next level has been reached.
Knife Pickup (D+PPP over knife) now counts as a special move and can be canceled into from special cancelable attacks.
All grounded knife normals now have juggle potential and cause an air reset.
Knife throw now breaks armor on hit.
Dead End Irony (Super Combo)MK and HK versions now have slightly different float states when hitting opponent to make juggles more consistent.
Final Destruction (Ultra 1) forward movement during startup increased slightly.
Last Dread Dust (Ultra 2) hitbox on first 2 wrench hits and forward movement on first 2 wrench hits after the dust portion was slightly improved. Damage on hit reduced from 506 to 466.


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 Jab.gif 30 50 20 HL ch/sp/su 4 3 5 3 6
Close MP Close Strong.gif 70 100 40 HL sp/su 6 3 8 4 7
Close HP Close Fierce.gif 100 200 60 HL sp/su 8 4 13 1 6
Close LK Close Short.gif 30 50 20 HL - 4 4 6 1 4
Close MK Close Forward.gif 90 100 40 HL sp/su 6 4 14 -4 -1
Close HK Close Roundhouse.gif 110 200 60 HL su 8 6 17 -5 -1
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 3 2 6 3 6
Far MP Far Strong.gif 90 100 40 HL - 7 3 11 0 3
Far HP Far Fierce.gif 120 200 60 HL - 8 4 17 -3 1
Far LK Far Short.gif 40 50 20 HL - 5 4 8 -1 2
Far MK Far Forward.gif 70 100 40 HL - 8 5 9 0 3
Far HK Far Roundhouse.gif 110 200 60 HL - 10 5 15 -2 2
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 4 5 2 6
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 5 3 10 1 4
Crouch HP Crouch Fierce.gif 100 200 60 HL sp/su 7 3 16 -1 4
Crouch LK Crouch Short.gif 20 50 20 L sp/su 3 4 8 -1 2
Crouch MK Crouch Forward.gif 70 100 40 L - 7 7 13 -3 -1
Crouch HK Crouch Roundhouse.gif 100 100 60 L - 7 3 24 -9 -
Stand LP Knife Stand Jab.gif Knife 40 50 20 HL ch 4 3 6 2 6
Stand MP Knife Stand Strong.gif Knife 40*40 100 40 HL su*- 6 2*2 10 0 3
Stand HP Knife Stand Fierce.gif Knife 120 200 60 HL su 8 3 17 -2 3
Crouch LP Knife Crouch Jab.gif Knife 40 50 20 HL ch 3 4 7 0 3
Crouch MP Knife Crouch Strong.gif Knife 80 100 40 HL su 7 4 12 -2 1
Crouch HP Knife Crouch Fierce.gif Knife 120 200 60 HL su 7 4 12 2 7
Stomach Blow Right.gif+Strong.gif 60 100 40 HL - 8 3 12 1 6
Crack Kick Right.gif+Roundhouse.gif 110 200 60 HL - 15 3 12 1 -
Jaw Crusher Left.gif+Strong.gif 80 100 40 HL - 6 4 13 -1 5
Hammer Hook Right.gif+Fierce.gif 40*60 50*50 60*20 H - 18 1*3 21 -4 3
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 4 8 - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 6 7 - - -
Neutral Jump HP Neutral Jump Fierce.gif 120 200 60 H - 8 8 - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 8 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 7 7 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 8 3 - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 4 8 - - -
Angled Jump MP Angled Jump Strong.gif 80 100 60 H - 9 3 - - -
Angled Jump HP Angled Jump Fierce.gif 100 200 60 H - 11 6 - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 5 8 - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 7 7 - - -
Angled Jump HK Angled Jump Roundhouse.gif 90 200 60 H - 9 11 - - -
Jump LP Knife Jump Jab.gif Knife 50 50 20 H - 4 10 - - -
Jump MP Knife Jump Strong.gif Knife 80 100 40 H - 7 3 - - -
Jump HP Knife Jump Fierce.gif 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 - -
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 0.98 - 3 2 20 - -
Bad Stomp Back Throw 130 120 40 0.98 - 3 2 20 - -
Bad Stone Bad Stone Jab.gif 50 150 10/20 HL su 29 16 Total 44 4 8
Bad Stone Strong.gif 50 150 10/20 HL su 29 20 Total 46 2 6
Bad Stone Fierce.gif 50 150 10/20 HL su 29 27 Total 48 0 4
EX Bad Stone Bad Stone EX.gif 70*50 100*100 -250/0 HL su 24 24 Total 40 8 15
Fake Bad Stone Fake Bad Stone Total 32
Pick Up Knife Knife Pickup - - - HL ch/sp/su - - Total 27 - -
Knife Throw Knife Throw 70 100 10/20 HL - 26 - Total 45 7 -
Fake Knife Throw Fake Knife Throw - - - HL - - - Total 32 - -
Criminal Upper Criminal Upper Jab.gif 80*20x3 70*30x3 20/5x4 HL su*-x3 13 2(1)14 22 -4 -
Criminal Upper Strong.gif 70*20x4 70*30x4 20/10*5x4 HL su*-x4 13 2(1)20 23 -8 -
Criminal Upper Fierce.gif 60*20x5 70*30x5 20/10*2x5 HL su*-x5 13 2(1)18 28 -10 -
EX Criminal Upper Criminal Upper EX.gif 60*20x6 50x30*6 -250/0 HL su*-x6 7 2(1)12 30 -11 -
Ruffian Kick Ruffian Kick Short.gif 120 150 20/40 L - 15 8 20 -7 -
Ruffian Kick Forward.gif 130 100 20/40 HL - 11 4 25 -8 -
Ruffian Kick Roundhouse.gif 100 100 20/40 HL su 7 13 27 -19 -
EX Ruffian Kick Ruffian Kick EX.gif 130 150 -250/0 L - 11 7 25 -11 -
Zonk Knuckle Zonk Knuckle (Lv1) 130 200 40/40 HL EXFA 16 3 26 -8 -
Zonk Knuckle (Lv2) 140 200 40/40 HL EXFA 17 3 26 -8 -
Zonk Knuckle (Lv3) 150 200 40/40 HL EXFA 18 3 26 -8 -
EX Zonk Knuckle Zonk Knuckle EX.gif 90*70 150*100 -250/0 HL su*- 16 1*2 26 -7 -
Bad Spray Bad Spray 30*30 100 0/40 HL -*su 25 6*6 29 -20 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Dead End Irony Super Combo Short.gif 60*45x5*65 0 -250/0 L*HLx6 - 1+11 9(14)3(12)3(19)7(17)6(22)3(14)7 30 -16 -
Super Combo Forward.gif 60*45x5*65 0 -250/0 HL - 1+7 9(14)3(12)3(19)7(17)6(22)3(14)7 30 -16 -
Super Combo Roundhouse.gif 60*45x5*65 0 -250/0 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 83x385 0 0/0 HL - 0+13 2 50 -31 -
Last Dread Dust Ultra Combo 2 23x7*45x5*80 (? Ultra Change) 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

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Standing Far Normals

  Name Nickname Command Notes
File:No image.png lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Crouching Normals

  Name Nickname Command Notes
File:No image.png d + lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Neutral Jump Attacks

  Name Nickname Command Notes
File:No image.png u + lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Angled Jump Attacks

  Name Nickname Command Notes
File:No image.png ub / uf + lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Knife Attacks

  Name Nickname Command Notes
File:No image.png Stand lp Knife

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Stand mp Knife

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Stand hp Knife

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + lp Knife

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + mp Knife

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + hp Knife

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Jump lp Knife

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Jump mp Knife

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Jump hp Knife

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Unique Attacks

  Name Nickname Command Notes
File:No image.png f + mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png f + hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png b + mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png f + hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Focus Attacks

  Name Nickname Command Notes
File:No image.png mp + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mp + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mp + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Throws

  Name Nickname Command Notes
File:No image.png f or n + lp + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png b + lp + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Special Moves

  Name Nickname Command Notes
File:No image.png qcf + p ex Not possible while holding knife; Hold p to delay toss and increase damage; ex cannot be charged

Badstone is less a fireball and more a very slow poke. Cody's fireball is one of the slowest in the game, does not go full screen, has low hit/blockstun, and deals very poor damage. However it also has the fastest recovery in the game which helps make up for the low hit/blockstun as he has more frame advantage than most. Using badstone to harass your opponent into impatience can be a good tactic as Cody has very good whiff punishes. In addition the badstone is very important in the grappler matchups where Cody does not want to be up close to the opponent. EX Badstone is an extremely good fireball with a lot of frame advantage and good for frame trapping from close HP or crouching HP.

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + hp + hk Not possible while holding knife

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.

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + 3p (when near knife on ground)

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png (while holding knife) qcf + p

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png (while holding knife) d + hp + hk

Like fake badstone this is simply a tool to keep your opponent guessing whether or not they should jump over your incoming projectile.

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png qcb + p ex

Cody's main combo tool. The LP Criminal Upper can be spaced to be relatively safe and is one of Cody's best ways to end block strings and deal chip damage. The HP Criminal Upper is Cody's go to damage dealing option. A simple normal attack into HP Criminal Upper can be a very good whiff punish. EX Criminal Upper is strike and projectile invincible until the first active frame. It has a high tendency to trade but is a viable get off me tool in a pinch. Just be careful as it's very punishable and completely vulnerable to throws as of ultra.

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png qcf + k ex armorbreak Button used determines angle of kick: hk for upwards kick, mk for straight kick, lk for ground kick that hits low

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png hold p then release ex armorbreak

Intended to be used to get past zoning or some pokes. The startup is rather slow so you need a good read on the opponent for when to use it, such as between a blocked crouching MK and a buffered fireball. The distance traveled isn't particularly far so it may be difficult to get around zoning using it raw. However since most character extend their arms during their fireball animation you can usually hit them from farther out than you'd expect. The EX Version is Cody's main wakeup tool. It is extremely slow at 16F startup. It's not effective once the opponent knows how to fight it, however the move is fully invincible for the entire start up of the attack and this can throw off some opponents. The ex versions invincibility can also be used to help get Cody up close to frame trap, if it's blocked he can FADC it and frame trap. If it hits he can FADC and combo into ultra 1 or many other moves. EX Focus canceling the regular zonk knuckles will grant no combo options as it uses all juggle potential on hit.

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png (as you hit the ground from a knockdown) u + p

Very unsafe, very slow, and not invincible at all. However as it's something no other character can do and gives Cody a different wakeup timing from a quick rise than normal it can throw off some opponents, especially ones looking for the "technical" message to appear for a quick rise. Best used very sparingly. The hitbox is surprisingly large and can actually anti air.

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Super Combo

  Name Nickname Command Notes
File:No image.png qcf qcf + k First hit mimics Ruffian Kick: hk for initial upwards kick, mk for initial stragiht kick, and lk for initial ground kick that hits low

Not particularly useful. Only used if you need to close out a round and aren't sure a EX Red Focus combo will reach. Has a high tendency to drop opponents leaving Cody open for punish, does average damage, has low juggle potential, has slow startup for a super, and doesn't function particularly well as an anti air or anti projectile move. The main redeeming factor however is that it causes a lot of corner carry. If you hit the opponent with this from anywhere on the stage they WILL be in the corner by the end of it.

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Ultra Combos

  Name Nickname Command Notes
File:No image.png qcf qcf + 3k armorbreak

At 13F startup it is one of the slowest ultras in the game, in addition it only has 1 juggle potential so while easy to combo against a standing opponent into there are limited options for use outside of that. Mainly used in conjunction with Cody's HK Ruffian - EX FADC to get extra damage in matchups where the opponent is often jumping and Ultra 2 would not work.

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png qcb qcb + 3p

Intended to be used as an anti-projectile ultra. The move comes out quickly and can easily punish most projectiles from mid range. At 7F start up it also functions as a viable wakeup option and can be comboed into from F+MP on counterhit or close MP or even an EX Bad stone. However when hitting an opponent out of the air it leaves Cody completely vulnerable to punishment. In addition at some ranges the dust may connect and the wrench may end up being blocked by the opponent.

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

The Basics

Combos

Notation

CU = Criminal Upper | RU = Ruffian Kick | BS = Bad Stone | ZK = Zonk Knuckle | CK = Crack Kick | SB = Stomach Blow | xx = Special Cancel | sc = Standing Close | cr = Crouching

Bread and Butters

c.LK or c.MP xx CU or M/H RK - Easy combos from poke. 160 to 220 damage.

sc.HP or cr.HP xx CU - Another easy combo, try to use cr.HP for the longer range. 260 damage.

sc.HP cr.MP xx CU or RK - A little harder to do, since the sc.HP to cr.MP can whiff. 256 to 288 damage.

sc.MP cr.MP xx CU or RK - Same situation as the one above. 226 to 258 damage.

SB cr.MP xx CU or RK - Poke combo, good to use off a long range hit jump-in HK. 232 to 248 damage.

CK M.RK - Pushes enemy to corner. Strict timing. 240 damage.

CK EX.CU - 290 damage, uses 1 bar of meter.

Strategy

Matchups

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 Jab.gif 30 50 20 HL ch/sp/su 4 3 5 11 3 6 11 14 Reset Reset - - - - - - -
Close MP Close Strong.gif 70 100 40 HL sp/su 6 3 8 16 4 7 15 18 Reset Reset - - - - - - -
Close HP Close Fierce.gif 100 200 60 HL sp/su 8 4 13 24 1 6 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Close LK Close Short.gif 30 50 20 HL - 4 4 6 13 1 4 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 90 100 40 HL sp/su 6 4 14 23 -4 -1 14 17 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 110 200 60 HL su 8 6 17 30 -5 -1 18 22 Reset Reset - - - - - - -
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 3 2 6 10 3 6 11 14 Reset Reset - - - - - - -
Far MP Far Strong.gif 90 100 40 HL - 7 3 11 20 0 3 14 17 Reset Reset - - - - - - -
Far HP Far Fierce.gif 120 200 60 HL - 8 4 17 28 -3 1 18 22 Reset Reset - - - - - - -
Far LK Far Short.gif 40 50 20 HL - 5 4 8 16 -1 2 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 70 100 40 HL - 8 5 9 21 0 3 14 17 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 110 200 60 HL - 10 5 15 29 -2 2 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 4 5 12 2 6 11 15 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 5 3 10 17 1 4 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 100 200 60 HL sp/su 7 3 16 25 -1 4 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 20 50 20 L sp/su 3 4 8 14 -1 2 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 70 100 40 L - 7 7 13 26 -3 -1 17 19 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 100 100 60 L - 7 3 24 33 -9 - 18 - Hard knockdown Hard knockdown Hard knockdown Hard knockdown - - - - - - -
Stand LP Knife Stand Jab.gif Knife 40 50 20 HL ch 4 3 6 12 2 6 11 15 Causes 5 chip damage Reset Reset - - - - - - JP: 3
Stand MP Knife Stand Strong.gif Knife 40*40 100 40 HL su*- 6 2*2 10 19 0 3 12 15 Causes 4x2 chip damage Reset Reset - - - - - - JP: 3*3
Stand HP Knife Stand Fierce.gif Knife 120 200 60 HL su 8 3 17 27 -2 3 18 23 Causes 10 chip damage Reset Reset - - - - - - JP: 3
Crouch LP Knife Crouch Jab.gif Knife 40 50 20 HL ch 3 4 7 13 0 3 11 14 Causes 5 chip damage Reset Reset - - - - - - JP: 3
Crouch MP Knife Crouch Strong.gif Knife 80 100 40 HL su 7 4 12 22 -2 1 14 17 Causes 8 chip damage Reset Reset - - - - - - JP: 3
Crouch HP Knife Crouch Fierce.gif Knife 120 200 60 HL su 7 4 12 22 2 7 18 23 Causes 10 chip damage Forces stand Forces stand Reset Reset - - - - - - JP: 3
Stomach Blow Right.gif+Strong.gif 60 100 40 HL - 8 3 12 22 1 6 16 21 Reset Reset - - - - - - JP: 1
Crack Kick Right.gif+Roundhouse.gif 110 200 60 HL - 15 3 12 29 1 Cannot hit crouching 16 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - Feet: 4~24f Feet: 4~24f - 8f-23f JP: 1
Jaw Crusher Left.gif+Strong.gif 80 100 40 HL - 6 4 13 22 -1 5 16 22 cannot perform with knife, cannot hit crouching Reset Reset - - - - - - -
Hammer Hook Right.gif+Fierce.gif 40*60 50*50 60*20 H - 18 1*3 21 42 -4 3 20 27 Only -1 on hit vs crouching opponents 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 Jab.gif 50 50 20 H - 4 8 - 11 - - Reset Reset - - - - - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 6 7 - 12 - - Reset Reset - - - - - - -
Neutral Jump HP Neutral Jump Fierce.gif 120 200 60 H - 8 8 - 15 - - Soft Knockdown Soft Knockdown - - - - - - JP: 1
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 8 - 12 - - Reset Reset - - - - - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 7 7 - 13 - - Reset Reset - - - - - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 8 3 - 10 - - Reset Reset - - - - - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 4 8 - 11 - - Reset Reset - - - - - - -
Angled Jump MP Angled Jump Strong.gif 80 100 60 H - 9 3 - 11 - - Reset Reset - - - - - - -
Angled Jump HP Angled Jump Fierce.gif 100 200 60 H - 11 6 - 16 - - Reset Reset - - - - - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 5 8 - 12 - - Reset Reset - - - - - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 7 7 - 13 - - Reset Reset - - - - - - -
Angled Jump HK Angled Jump Roundhouse.gif 90 200 60 H - 9 11 - 19 - - Reset Reset - - - - - - -
Jump LP Knife Jump Jab.gif Knife 50 50 20 H - 4 10 - 13 - - Causes 5 chip damage Reset Reset - - - - - - -
Jump MP Knife Jump Strong.gif Knife 80 100 40 H - 7 3 - 9 - - Causes 8 chip damage Reset Reset - - - - - - -
Jump HP Knife Jump Fierce.gif Knife 120 200 60 H - 8 6 - 13 - - Causes 10 chip damage 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
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 57 -21 -21 Crumple Soft Knockdown Soft Knockdown - - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 65 -15 - Crumple Crumple Free Juggle Free Juggle - - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 64 2 35 100 - - 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 0.98 - 3 2 20 24 - - Hard knockdown X Hard Knockdown - - - - - - - - - -
Bad Stomp Back Throw 130 120 40 0.98 - 3 2 20 24 - - Hard knockdown X Hard Knockdown - - - - - - - - - -
- - - - - - -
Bad Stone Bad Stone Jab.gif 50 150 10/20 HL su 29 16 Total 44 88 4 8 Charging increases damage and stun (+10 per level, max +30), cannot perform with knife X Soft Knockdown Soft Knockdown - - - - - - -
Bad Stone Strong.gif 50 150 10/20 HL su 29 20 Total 46 94 2 6 Charging increases damage and stun (+10 per level, max +30), cannot perform with knife X Soft Knockdown Soft Knockdown - - - - - - -
Bad Stone Fierce.gif 50 150 10/20 HL su 29 27 Total 48 103 0 4 Charging increases damage and stun (+10 per level, max +30), cannot perform with knife X Soft Knockdown Soft Knockdown - - - - - - -
EX Bad Stone Bad Stone EX.gif 70*50 100*100 -250/0 HL su 24 24 Total 40 87 8 15 Pursuit property, cannot perform with knife X Soft Knockdown Soft Knockdown - - - - - - JP: 1*2
Fake Bad Stone Fake Bad Stone Total 32 32 - - - - - - - - - - -
Pick Up Knife Knife Pickup - - - HL su - - Total 27 27 - - Can cancel into block. Can cancel into knife throw, criminal upper, super, or chainable lights on 14F. Knife considered picked up on 12F - - - - - - - - - - -
Knife Throw Knife Throw 70 100 10/20 HL - 26 - Total 45 71 7 - X X - - - - - - -
Fake Knife Throw Fake Knife Throw - - - HL - - - Total 32 32 - - - - - - - - - - - - -
Criminal Upper Criminal Upper Jab.gif 80*20x3 70*30x3 20/5x4 HL su*-x3 13 2(1)14 22 51 -4 - 1st hit forces stand, pursuit property, projectile hitbox X 1st Hit: Force stand 1st Hit: Force stand - - - - - - -
Criminal Upper Strong.gif 70*20x4 70*30x4 20/10*5x4 HL su*-x4 13 2(1)20 23 58 -8 - 1st hit forces stand, pursuit property, projectile hitbox X 1st Hit: Force stand 1st Hit: Force stand - - - - - - -
Criminal Upper Fierce.gif 60*20x5 70*30x5 20/10*2x5 HL su*-x5 13 2(1)18 28 61 -10 - 1st hit forces stand, pursuit property, projectile hitbox X 1st Hit: Force stand 1st Hit: Force stand - - - - - - -
EX Criminal Upper Criminal Upper EX.gif 60*20x6 50x30*6 -250/0 HL su*-x6 7 2(1)12 30 51 -11 - 1st hit forces stand, pursuit property, projectile hitbox X 1st Hit: Force stand 1st Hit: Force stand - All: - 1-7F 1-7F - - JP: 1 Tornado:2-6
Ruffian Kick Ruffian Kick Short.gif 120 150 20/40 L - 15 8 20 42 -7 - X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - 2~10f -
Ruffian Kick Forward.gif 130 100 20/40 HL - 11 4 25 39 -8 - X - - - - - 2~7f JP: 1
Ruffian Kick Roundhouse.gif 100 100 20/40 HL su 7 13 27 46 -19 - Cannot hit crouching opponents X - - - - - - JP: 1
EX Ruffian Kick Ruffian Kick EX.gif 130 150 -250/0 L - 11 7 25 42 -11 - 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 EXFA 16 3 26 44 -8 - Charge 60f X - - Upper body: 1~11f Upper body: 1~11f - - JP: 1
Zonk Knuckle (Lv2) 140 200 40/40 HL EXFA 17 3 26 45 -8 - Charge 90f X - - Upper body: 1~14f Upper body: 1~14f - - JP: 1
Zonk Knuckle (Lv3) 150 200 40/40 HL EXFA 18 3 26 46 -8 - Charge 120f X - - Upper body: 1~17f Upper body: 1~17f - - JP: 1
EX Zonk Knuckle Zonk Knuckle EX.gif 90*70 150*100 -250/0 HL su*- 16 1*2 26 44 -7 - Charge 60f X - All: 1~16f - - - - JP: 1*2
Bad Spray Bad Spray 30*30 100 0/40 HL -*su 25 6*6 29 65 -20 - Does 13x2 stun on block X - - - - - - -
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 Short.gif 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 - 2nd-7th Hit: Hard Knockdown 2nd-7th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~19f Invincible - - - - JP: 1st hit JP1
Super Combo Forward.gif 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 - 2nd-7th Hit: Hard Knockdown 2nd-7th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~8f - - - - JP: 1st Hit JP1
Super Combo Roundhouse.gif 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 - 1st hit cannot hit crouching opponents Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~12f - - - - JP: 1st Hit JP1
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
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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 83x385 0 0/0 HL - 0+13 2 50 64 -31 - X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~14f - - - - JP: 1
Last Dread Dust Ultra Combo 2 23x7*45x5*80 (? Ultra Change) 0 0/0 HL - 0+7 2x7(24)2(12)2(14)2(12)2(22)2 47 161 -28 - 1st-7th hit projectile hitbox, 12th hit goes into animation X 12th Hit: Hard Knockdown 12th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~14f - - - - JP: Varies
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


Notes: