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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

Cody
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.
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png | Close lp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | Close mp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | Close hp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | Close lk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | Close mk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | Close hk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png | lp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | mp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | hp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | lk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | mk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | hk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png | d + lp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | d + mp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | d + hp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | d + lk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | d + mk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | d + hk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ |
Neutral Jump Attacks
Name | Nickname | Command | Notes | |
File:No image.png | u + lp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | u + mp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | u + hp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | u + lk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | u + mk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | u + hk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ |
Angled Jump Attacks
Name | Nickname | Command | Notes | |
File:No image.png | ub / uf + lp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | ub / uf + mp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | ub / uf + hp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | ub / uf + lk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | ub / uf + mk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | ub / uf + hk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ |
Knife Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Stand lp Knife |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | Stand mp Knife |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | Stand hp Knife |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | d + lp Knife |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | d + mp Knife |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | d + hp Knife |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | Jump lp Knife |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | Jump mp Knife |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | Jump hp Knife |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png | f + mp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | f + hk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | b + mp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | f + hp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | mp + mk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | mp + mk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | mp + mk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ |
Throws
Name | Nickname | Command | Notes | |
File:No image.png | f or n + lp + lk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | b + lp + lk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ |
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 ~~ | ||||
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 ~~ | ||||
File:No image.png | d + 3p (when near knife on ground) |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | (while holding knife) qcf + p |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
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 ~~ | ||||
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 ~~ | ||||
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 ~~ | ||||
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 ~~ | ||||
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 ~~ |
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 ~~ |
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 ~~ | ||||
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 ~~ |
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