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'''Notation''' | '''Notation''' | ||
CU = Criminal Upper | RU = Ruffian Kick | BS = Bad Stone | ZK = Zonk Knuckle | CK = Crack Kick | SB = Stomach Blow | CU = Criminal Upper | RU = Ruffian Kick | BS = Bad Stone | ZK = Zonk Knuckle | CK = Crack Kick | SB = Stomach Blow | sc = Standing Close | | ||
'''Bread and Butters''' | '''Bread and Butters''' | ||
c.LK or c.MP xx CU or M/H RK - Easy combos from poke. 160 to 220 damage. | c.LK or c.MP xx CU or M/H RK - Easy combos from poke or hit confirm. 160 to 220 damage. | ||
sc.HP or | sc.HP or c.HP xx CU - Another easy combo, try to use cr.HP for the longer range. 260 damage. | ||
sc.HP | sc.HP c.MP xx CU or RK - A little harder to do, since the sc.HP to cr.MP is a ? frame link. 256 to 288 damage. | ||
sc.MP | sc.MP c.MP xx CU or RK - Same situation as the one above. 226 to 258 damage. | ||
SB | SB c.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. | CK M.RK - Pushes enemy to corner. A bit strict timing. 240 damage. | ||
CK EX.CU - 290 damage, uses 1 bar of meter. | CK EX.CU - 290 damage, uses 1 bar of meter. | ||
'''Advanced/Combos to Ultra''' | |||
sc.MP c.HP xx HK.RK or EX.ZK xx FADC U1 - 2? frame link on the sc.MP to c.HP. 532 damage, uses 2 bars if FADCed from Ruffian Kick, 3 for EX Zonk. | |||
EX.ZK xx FADC U1 - Pass through a fireball or normal for big damage. ??? damage, 3 bars of meter. | |||
c.HP(counter hit) xx EX.BS U1 or U2 - ??? damage with U1, ??? damage with U2. 1 bar of meter. | |||
==Strategy== | ==Strategy== |
Revision as of 04:23, 28 July 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
(From Ultra SFIV Arcade Japan)
- Back Dash: Distance slightly increased
- Crouch MK: On hit is now -1 from -3, on block is now -3 from -6
- Jaw Crusher (B + MP): When struck during startup, it is now treated as a Counter Hit like normal
- Crack Kick (F + HK): Now considered airborne starting at 8th Frame (until which frame is unknown)
- Knife Throw: Now given Armor Breaker properties
- Knife Attack: All grounded versions given Juggle Potential 3; can combo after L Criminal Upper for example
- Zonk Knuckle: Can now be EX Focus cancelled
- Bad Stone: After being held, the stone is thrown immediately at button release
- EX Criminal Upper: On block, the distance the opponent is pushed back is reduced by half; now Strike and Projectile Invincible until 1 frame before active. Throw invincibility 1-9F removed.
- Dead End Irony (SC): Hard version's float of opponent on hit changed
- Last Dread Dust (UC2): Damage reduced to 466 from 506; forward movement slightly increased
(New to Ultra SFIV Console Digital Release)
- Walk Speed: Forward walk speed slightly increased
- Pick up Knife: Now treated as a Special Move, can be canceled into from Special Move cancelable Normal Moves
- Criminal Upper: Light version on block now -4 from -5
(Removed from Ultra SFIV Arcade Japan)
Crouch MK: On block is now -2 from -6
(Unlisted)
- Bad Stone: Minimum charge timing for a level 2 or Level 3 Badstone reduced.
- Crack Kick (F +HK): Start up increased to 15F from 14F, lower body invincibility timing changed to start on 2F from 4F
- LK Ruffian Kick: No longer causes a hard knockdown on airborne opponents
- Final Destruction (UC1): Forward movement on start up increased slightly
- Dead End Irony (SC): Pushback on first 2 hits increased for LK version on grounded hit. 3rd hit now floats lower.
- Dead End Irony (SC): Hitbox and active frames adjusted for all versions to reduce instances of fall out.
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: | 0.75 | |||
Jump Height Apex: | 1.76 | Back Dash Total Frames: | 26 | ||
Jump Total Frames: | 40 (4+36) | Back Dash Invincibility: | 8 | ||
Forward Jump Distance: | 1.92 | Back Dash Airborne: | 5 | ||
Back Jump Distance | 1.92 | Back Dash Recovery: | 13 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 0.98 | Face Up Total Frames: | 31 | ||
Back Throw Range: | 0.98 | 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: | 28 | ||||
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 |
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 |
Close Jab | Close lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close MP |
Close Strong | Close mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HP |
Close Fierce | Close hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close LK |
Close Short | Close lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close MK |
Close Forward | Close mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Far LP |
Far Jab | lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MP |
Far Strong | mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far HP |
Far Fierce | hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far LK |
Far Short | lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far HK |
Far Roundhouse | hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | d + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | u + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | u + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | u + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump LK |
Neutral Jump Short | u + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | u + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
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 + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / uf + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / uf + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / uf + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / uf + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / uf + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Knife Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Stand LP Knife |
Stand Jab Knife | Stand lp Knife | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Stand MP Knife |
Stand Strong Knife | Stand mp Knife | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Stand HP Knife |
Stand Fierce Knife | Stand hp Knife | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch LP Knife |
Crouch Jab Knife | d + lp Knife | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MP Knife |
Crouch Strong Knife | d + mp Knife | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HP Knife |
Crouch Fierce Knife | d + hp Knife | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jump LP Knife |
Jump Jab Knife | Jump lp Knife | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jump MP Knife |
Jump Strong Knife | Jump mp Knife | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jump HP Knife |
Jump Fierce Knife | Jump hp Knife | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Stomach Blow |
Gut Punch | f + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crack Kick |
Crack Kick | f + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jaw Crusher |
Anti-air Punch | b + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Hammer Hook |
Overhead | f + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Prisoner Throw |
Forward Throw | f or n + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Bad Stomp |
Back Throw | b + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Bad Stone |
Rocks | qcf + p ex | Not possible while holding knife; Hold p to delay toss and increase damage; ex 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 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 | ||||
File:No image.png |
Fake Bad Stone |
Fake Rocks | qcf + hp + 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 (when near knife on ground) | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Knife Throw |
Knife Throw | (while holding knife) qcf + p armorbreak | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Fake Knife Throw |
Fake Knife Throw | (while holding knife) d + hp + 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 |
Criminal Upper | qcb + p ex | |
~~ Uses and Strategies ~~ 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. | ||||
File:No image.png |
Ruffian Kick |
Ruffian Kick | 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 |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Zonk Knuckle |
Zonk Knuckle | hold p then release ex 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 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. | ||||
File:No image.png |
Bad Spray |
Bad Spray | (as you hit the ground from a knockdown_ u + 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 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. |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Dead End Irony |
Super Combo | qcf qcf + k | First hit mimics Ruffian Kick: hk for initial upwards kick, mk for initial straight kick, and lk for initial ground kick that hits low |
~~ 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 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. |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Final Destruction |
Ultra Combo I | qcf qcf + 3k armorbreak | |
~~ 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 matchups where the opponent is often jumping and Ultra 2 would not work. | ||||
File:No image.png |
Last Dread Dust |
Ultra Combo II | qcb qcb + 3p | |
~~ 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 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. |
The Basics
Combos
Notation
CU = Criminal Upper | RU = Ruffian Kick | BS = Bad Stone | ZK = Zonk Knuckle | CK = Crack Kick | SB = Stomach Blow | sc = Standing Close |
Bread and Butters
c.LK or c.MP xx CU or M/H RK - Easy combos from poke or hit confirm. 160 to 220 damage.
sc.HP or c.HP xx CU - Another easy combo, try to use cr.HP for the longer range. 260 damage.
sc.HP c.MP xx CU or RK - A little harder to do, since the sc.HP to cr.MP is a ? frame link. 256 to 288 damage.
sc.MP c.MP xx CU or RK - Same situation as the one above. 226 to 258 damage.
SB c.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. A bit strict timing. 240 damage.
CK EX.CU - 290 damage, uses 1 bar of meter.
Advanced/Combos to Ultra
sc.MP c.HP xx HK.RK or EX.ZK xx FADC U1 - 2? frame link on the sc.MP to c.HP. 532 damage, uses 2 bars if FADCed from Ruffian Kick, 3 for EX Zonk.
EX.ZK xx FADC U1 - Pass through a fireball or normal for big damage. ??? damage, 3 bars of meter.
c.HP(counter hit) xx EX.BS U1 or U2 - ??? damage with U1, ??? damage with U2. 1 bar of meter.
Strategy
Matchups
Frame Data