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== Strategy == | == Strategy == | ||
=== Playing as Cody === | === Playing as Cody === | ||
'''Getting In''' | |||
Cody makes the most of his bombastic damage output when close to the opponent. His walk speed is average at best, and his fireball is very underwhelming. Cody has great buffers with almost all of his special cancellable normals. St.LP, st.MP, st.HP, cr.LP, cr.MP, cr.HP, and st.LK are all great buffers in neutral. Make sure you mix up which ones you use depending on your distance from your opponent. F.HK is a safe command normal that you can hit confirm into either VS, or cancel the first hit into normal or EX Zonk or EX fireball for safety. | |||
=== Fighting Against Cody === | === Fighting Against Cody === | ||
'''Walk Backwards''' | |||
One of the best things you can do against Cody is to simply walk backwards. This is because Cody has very weak lows, as he can't hit confirm cr.LK into anything and must chain it into a different light normals, his cr.MK doesn't cancel, and his cr.HK is, well, a sweep and very unsafe. There's many instances where you can do this, but most notably after an a blocked midscreen EX Zonk. By microwalking a bit back and then crouch blocking, the only way Cody can get any damage is from a low. His cr.LK won't combo into anything safe unless Cody spends more meter on another EX Zonk, and you'll only get notable damage from cr.MK is if you VTC. | |||
'''Forget your V-Trigger''' | |||
Unless you're an incredibly volatile character like Urien or G, it's best to just forget the fact that your VT exists against Cody and you should use your V-Reversal often. It's very important to V-Reversal the '''first''' hit of his EX Zonk, EX fireball, and whenever you can under VT1 or VT2 pressure. It'll almost always lead to a knockdown and you disrupting his game plan, leaving him at a distance and making him start from scratch. | |||
[[Category: Street Fighter V]] | [[Category: Street Fighter V]] |
Revision as of 18:10, 1 June 2020
Cody
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Summary
Bio
First appearing in Final Fight, Cody Travers was once a hero of Metro City. But after he saved the day, his life took a dark turn, as he started getting in street fights just for fun. He was eventually arrested for his crimes, but would regularly break out to have some fun. In SFV, Mike Haggar exonerates Cody of his crimes, which leads to him becoming the new mayor of Metro City. Although he has a big responsibility to take care of, he always finds time to relive the glory days and get in some much more casual street brawls.
Why Pick Cody?
On surface level, Cody is a basic brawler with a decent projectile, anti air options, and setups. However, going beyond the surface reveals the dirty tricks behind this otherwise honest fighter. Cody has his fair share of weaknesses, as he struggles against projectiles, doesn't have great defense, and doesn't have amazing pressure, but Cody makes up for this by utilizing sneaky tactics like in days of old. Utilizing moves like EX Tornado Sweep and Zonk Knuckle to get in, two versatile V-Skills to keep your opponent guessing, and huge robbery factor with one of the strongest V-Triggers in the game, Cody has little trouble closing the gap between him and his target, and once he does, he dishes out damage and stun with great meaties and VT2 setups to take the round in a moment's notice. If you're ok with a character who lacks a bit in neutral and defense but can dish out damage and rob the game in the blink of an eye, give Cody a try.
Players To Watch
Poifuru, Kiske, Hoji, Shazyy, Soundboi, Packz
Change List
For list of all changes, see Change/Patch List
Season 3.5
- Added as part of Season 3 DLC (June 2018)
Season 3 (Arcade Edition)
- N/A
Move List
Unique Attacks
Special Moves
V-System (V-Trigger / V-Skill / V-Reversal)
Critical Art
Cody Discussions
Discussions regarding Cody
Cody Discord Link
Video Guides
Capcom Fighter's Character Introduction Series
Bafael's At a Glance
YouTube Playlist with previous season changes
Other Useful Guides
Saintcola and Cody Discord's Cody Guide
Automattock's Working Cody Guide
Frame Data
- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Stand LP | LP | 4 | 3 | 7 | 1 | 3 | 5 | 30 | 70 | H | ["ch","sp","su","vt1","vt2"] | - | - | - | - | 36 | 84 |
Stand MP | MP | 7 | 2 | 16 | 0 | 4 | 6 | 60 | 100 | H | ["sp","su","vt1","vt2"] | - | - | - | 9 | 72 | 120 |
Stand HP | HP | 6 | 2*3 | 21 | -9*-7 | 4*3(1) | 19 | 90*30 | 120*50 | H | ["sp","su","vt1","vt2"] | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
Stand LK | LK | 5 | 3 | 10 | 3 | 4 | 6 | 40 | 70 | H | ["sp","su","vt1","vt2"] | - | - | - | - | 48 | 84 |
Stand MK | MK | 7 | 3 | 12 | 3 | 7 | 9 | 60 | 100 | H | ["vt1","vt2"] | - | - | - | 9 | 72 | 120 |
Stand HK | HK | 15 | 3 | 21 | -4 | 2 | 22 | 80 | 150 | H | ["vt1","vt2"] | - | - | - | 13 | 96 | 180 |
Crouch LP | d+LP | 4 | 2 | 10 | 2 | 4 | 6 | 30 | 70 | H | ["ch","sp","su","vt1","vt2"] | - | - | - | - | 36 | 84 |
Crouch MP | d+MP | 6 | 3 | 13(15) | 2 | 5 | 7 | 60 | 100 | H | ["sp","su","vt1","vt2"] | - | - | - | 9 | 72 | 120 |
Crouch HP | d+HP | 9 | 2 | 21 | -4 | 0 | 2 | 90 | 150 | H | ["sp","su","vt1","vt2"] | - | - | - | 14 | 108 | 180 |
Crouch LK | d+LK | 4 | 3 | 8 | 1 | 3 | 5 | 20 | 70 | L | ["ch","vt1","vt2"] | - | - | - | - | 24 | 84 |
Crouch MK | d+MK | 7 | 3 | 15 | 1 | 3 | 5 | 60 | 100 | L | ["vt1","vt2"] | - | - | - | 9 | 72 | 120 |
Crouch HK | d+HK | 9 | 4 | 25(23) | -14 | KD | KD | 90 | 150 | L | ["vt1","vt2"] | 69 | 20 | 25 | 14 | 108 | 180 |
Jump LP | u+LP | 4 | 5 | - | - | - | ? | 40 | 70 | M | - | - | - | - | - | 48 | 84 |
Jump MP | u+MP | 7 | 5 | - | - | KD | KD | 70 | 100 | M | - | - | - | - | 11 | 84 | 120 |
Jump HP | u+HP | 9 | 5 | - | - | - | ? | 90 | 150 | M | - | - | - | - | 14 | 108 | 180 |
Jump LK | u+LK | 5 | 5 | - | - | - | ? | 40 | 70 | M | - | - | - | - | - | 48 | 84 |
Jump MK | u+MK | 7 | 5 | - | - | - | ? | 60 | 100 | M | - | - | - | - | 9 | 72 | 120 |
Jump HK | u+HK | 10 | 5 | - | - | - | ? | 90 | 150 | M | - | - | - | - | 14 | 108 | 180 |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
Air Raid Punch | MP > HP (air) | 7+9 | 5 | - | - | KD | KD | 70*63 | 100*108 | M*M | - | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
Air Raid Kick | MK > LK (air) | 7+3 | 5 | - | - | - | ? | 60*36 | 100*63 | M*M | - | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
Axel Knuckle | f+HP | 25 | 2 | 21 | -7 | 1 | 3 | 80 | 150 | M | - | - | - | - | 13 | 96 | 180 |
Hammer Kick | f+HK | 19 | 1*2 | 20 | -4*-2 | 5*2 | ? | 60*40 | 100*50 | H*H | ["sp","su","vs1","vs2","vt1","vt2"] | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
Slip Jab | LP > LP | 4+4 | 2 | 17 | -6 | -2 | 0 | 30*27 | 70*45 | H*H | - | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
Crime Blow | LP > LP > LP | 4+4+6 | 3 | 26 | -7 | -4 | -2 | 30*27*40 (97) | 70*45*64 (179) | H*H*H | - | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
Final Combination | LP > LP > LP > LP | 4+4+6+9 | 2 | 33 | -13 | KD | KD | 30*27*40*49 (146) | 70*45*64*84 (263) | H*H*H*H | ["vt1","vt2"] | 86 | 27 | 32 | CHIP | CH_DAMAGE | CH_STUN |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
Final Combo Throw | LP > LP > LP > d+LP | 4+4+6+5 | 3 | - | - | KD | KD | 30*27*40*14x2*49 (179) | 70*45*64*105 (284) | H*H*H*T | - | 54 | 5 | 5 | ? | CH_DAMAGE | CH_STUN |
Trash Out | LP+LK | 5 | 3 | 17 | - | KD | KD | 120 | 150 | T | - | 53 | 4 | 4 | ? | 144 | 180 |
Crime Throw | b+LP+LK | 5 | 3 | 17 | - | KD | KD | 150 | 200 | T | - | 54 | 5 | 5 | ? | 180 | 240 |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
Side Arm | HP+HK (VT1) | 1 | - | 4 | - | - | ? | - | - | - | - | - | - | - | ? | CH_DAMAGE | CH_STUN |
Dirty Coach | HP+HK (VT2) | 1 | - | 7 | - | - | ? | - | - | - | - | - | - | - | ? | CH_DAMAGE | CH_STUN |
Double Kick | MP+MK (VS1) | 14 | 3(7)3 | 10+15 | -18 | KD | KD | 80 | 70 | H | - | 75 | 16 | 21 | ? | 96 | 84 |
Crack Combination (V-Skill 1) | f+HK > MP+MK (VS1) | 19+9 | 3(8)3 | 10+15 | -18 | KD | KD | 60*40*72 (172) | 100*50*63 (213) | H*H | - | 75 | 16 | 21 | ? | CH_DAMAGE | CH_STUN |
Crime Combination (V-Skill 2) | f+HK > MP+MK (VS2) | 19+16 | 3 | 26 | -11 | KD | KD | 60*40*72 (172) | 100*50*135 (285) | - | - | 84 | 25 | 30 | ? | CH_DAMAGE | CH_STUN |
Crime Sway (High) | MP+MK (VS2) | - | - | 36 | - | - | ? | - | - | - | - | - | - | - | ? | CH_DAMAGE | CH_STUN |
Crime Sway (Low) | d+MP+MK (VS2) | - | - | 36 | - | - | ? | - | - | - | - | - | - | - | ? | CH_DAMAGE | CH_STUN |
Wrench Fist | MP+MK (VS2) > P | 12+9 | 2 | 23 | -7 | KD | KD | 80 | 150 | - | ["sp","su","vt1","vt2"] | 88 | 29 | 34 | ? | 96 | 180 |
Lumber Sweep | d+MP+MK (VS2) > K | 14+11 | 2 | 22 | -6 | KD | KD | 80 | 150 | - | ["vt1","vt2"] | 90 | 31 | 36 | ? | 96 | 180 |
Prison Breaker | f+KKK | 17 | 2 | 23(13) | -2 | KD | KD | 60 | - | H | - | 74 | 15 | 20 | ? | 72 | CH_STUN |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
Bad Spray | u+P (wake-up) | 3(20~25) | 4 | 14 | -2 | 2 | 4 | - | - | H | - | - | - | - | ? | CH_DAMAGE | CH_STUN |
Taunt | PPP+KKK | - | - | 61 | - | - | ? | - | - | - | - | - | - | - | ? | CH_DAMAGE | CH_STUN |
LP Tornado Sweep | qcf+LP | 18 | 65 | 31 | -7 | -2 | 0 | 50 | 100 | H | ["su"] | - | - | - | ? | 60 | 120 |
MP Tornado Sweep | qcf+MP | 18 | 52 | 31 | -7 | 0 | 2 | 50 | 100 | H | ["su"] | - | - | - | ? | 60 | 120 |
HP Tornado Sweep | qcf+HP | 18 | 39 | 31 | -7 | 2 | 4 | 50 | 100 | H | ["su"] | - | - | - | ? | 60 | 120 |
EX Tornado Sweep | qcf+PP | 18 | - | 27 | 2 | 4 | 6 | 40*40 | 60*60 | H*H | - | - | - | - | ? | CH_DAMAGE | CH_STUN |
LK Ruffian Kick | qcf+LK | 18 | 5 | 23 | -8 | KD | KD | 100 | 150 | L | ["su"] | 69(73) | 20(24) | 25(29) | ? | 120 | 180 |
MK Ruffian Kick | qcf+MK | 12 | 5 | 27 | -8 | KD | KD | 120 | 150 | H | ["su"] | 78(82) | 19(23) | 24(28) | ? | 144 | 180 |
HK Ruffian Kick | qcf+HK | 10 | 7 | 23 | -10 | KD | KD | 130 | 150 | H | ["su"] | 84(90) | 25(31) | 30(36) | ? | 156 | 180 |
EX Ruffian Kick | qcf+KK | 16 | 5 | 25 | -12 | KD | KD | 30*50 | 50*100 | L*H | - | 111 | 52 | 57 | ? | CH_DAMAGE | CH_STUN |
Zonk Knuckle | hold any punch button, release | 20 | 3 | 20(21) | -2 | 3 | 5 | 80 | 150 | H | ["su"] | - | - | - | ? | 96 | 180 |
Zonk Knuckle Level 2 | hold any punch button, release | 20 | 3 | 20 | -2 | 5 | 7 | 80 | 150 | H | ["su"] | - | - | - | ? | 96 | 180 |
EX Zonk Knuckle | hold any 2 punch buttons, release | 15 | 3(19)2 | 13(18) | 3 | KD | KD | 80*50 | 100*100 | H*H | ["vt1","vt2"] | 97 | 38 | 43 | ? | CH_DAMAGE | CH_STUN |
EX Zonk Knuckle Level 2 | hold any 2 punch buttons, release | 15 | 3(19)2 | 13(18) | 5 | KD | KD | 80*50 | 100*100 | H*H | ["vt1","vt2"] | 115(107~113) | 56(48~54) | 56(48~54) | ? | CH_DAMAGE | CH_STUN |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
Criminal Punisher | qcf,qcf+P | 7 | 13(27) | 73 | -35 | KD | KD | 330 | 0 | H | - | 69 | 10 | 15 | ? | 396 | 0 |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
In VT1 | |||||||||||||||||
Stand LP | LP | 4 | 3 | 8 | 2 | 6 | 8 | 30 | 70 | H | ["ch","sp","su"] | - | - | - | - | 36 | 84 |
Stand MP | MP | 8 | 3 | 15 | 4 | 5 | 7 | 60 | 100 | H | - | - | - | - | 9 | 72 | 120 |
Stand HP | HP | 13 | 3 | 19(20) | -2 | 7 | 9 | 90 | 150 | H | ["sp","su"] | - | - | - | 14 | 108 | 180 |
Crouch LP | d+LP | 5 | 3 | 7 | 3 | 5 | 7 | 30 | 70 | H | ["ch","sp","su"] | - | - | - | - | 36 | 84 |
Crouch MP | d+MP | 6 | 2 | 13 | 4 | 5 | 7 | 60 | 100 | H | - | - | - | - | 9 | 72 | 120 |
Crouch HP | d+HP | 11 | 5 | 20 | -5 | 4 | 6 | 90 | 150 | H | ["sp","su"] | - | - | - | 14 | 108 | 180 |
Jump LP | u+LP | 4 | 5 | - | - | - | ? | 40 | 70 | M | - | - | - | - | - | 48 | 84 |
Jump MP | u+MP | 6 | 4 | - | - | - | ? | 70 | 100 | M | - | - | - | - | 11 | 84 | 120 |
Jump HP | u+HP | 9 | 3 | - | - | - | ? | 90 | 150 | M | - | - | - | - | 14 | 108 | 180 |
Burst Shot | MP > HP | 10+13 | 4 | 27 | -14 | -3 | -1 | 60*72 | 100*108 | H | ["sp","su"] | - | - | - | CHIP | CH_DAMAGE | CH_STUN |
Snipe Shot | HP+HK | 15 | - | 22 | 3 | KD | KD | 60 | 100 | H | ["su"] | 112 | 53 | 58 | ? | 72 | 120 |
Anti-Air Snipe Shot | d+HP+HK | 14 | - | 21 | 0 | KD | KD | 60 | 100 | H | ["su"] | 111 | 52 | 57 | ? | 72 | 120 |
Reload | HP+HK | - | - | 29 | - | - | ? | - | - | - | - | - | - | - | ? | CH_DAMAGE | CH_STUN |
Rapid Fire | qcb+P | 13 | 2 | 20 | 3 | KD | KD | 10x6*80 (140) | 180 | H | ["su"] | 64(74) | 15(25) | 20(30) | ? | CH_DAMAGE | 216 |
Move Name | Command | Startup | Active | Rcvry | Adv Guard |
Adv Hit |
Adv Counter |
Damage | Stun | Hit Level |
Cancel Ability |
KD Adv Normal |
KD Adv Rise |
KD Adv Roll |
Chip Damage |
Counter Damage |
Counter Stun |
In VT2 | |||||||||||||||||
Stand HP | HP | 14 | 2 | 21 | -5 | 4 | KD | 100 | 150 | H | - | 97 | 38 | 43 | 16 | 120 | 180 |
Crouch HP | d+HP | 9 | 4 | 21 | -7 | 2 | 4 | 90 | 150 | H | ["sp","su"] | - | - | - | 14 | 108 | 180 |
Jump HP | u+HP | 10 | 3 | - | - | - | ? | 100 | 150 | M | - | - | - | - | 16 | 120 | 180 |
Axel Knuckle | f+HP | 25 | 3 | 20 | -7 | 0 | 2 | 90 | 180 | M | - | - | - | - | 14 | 108 | 216 |
Trash Out | LP+LK | 5 | 3 | 17 | - | KD | KD | 130 | 200 | T | - | 62 | 13 | 13 | ? | 156 | 240 |
Gentle Swing | HP+HK | 16 | 3 | 25 | -2 | KD | KD | 100 | 150 | H | ["su"] | 85 | 26 | 31 | ? | 120 | 180 |
Gentle Upper Swing | d+HP+HK | 12 | 3 | 28 | -6 | KD | KD | 100 | 150 | H | ["su","vt2"] | 91 | 32 | 37 | ? | 120 | 180 |
Gentle Swing > Bean Ball | HP+HK > qcb+P | 16+19 | 2(~) | 30 | -26 | KD | KD | 100(40) | 150(50) | H*H | - | 62 | 3 | 8 | ? | CH_DAMAGE | CH_STUN |
Gentle Upper Swing > Bean Ball | d+HP+HK > qcb+P | 15+19 | 3(~) | 30 | -25 | KD | KD | 100(40) | 150(50) | H*H | - | 72(102) | 13(43) | 18(48) | ? | CH_DAMAGE | CH_STUN |
Bean Ball | qcb+P | 19 | - | 30 | -11(~) | -8(~) | ? | 40 | 50 | H | - | - | - | - | ? | 48 | 60 |
Present Delivery (High) | qcb+P > HP+HK | 19+34 | 2(~) | 25 | ~(-3) | ~(KD) | ? | 100(100) | 120(150) | H | - | 85(~) | 26(~) | 31(~) | ? | CH_DAMAGE | CH_STUN |
Present Delivery (Mid) | qcb+P > HP+HK | 19+36 | 2(~) | 25 | ~(-3) | KD | KD | 150(100) | 150(150) | H | - | 89(123) | 30(64) | 35(69) | ? | CH_DAMAGE | CH_STUN |
Present Delivery (Low) | qcb+P > HP+HK | 19+39 | 2(~) | 25 | ~(-3) | ~(KD) | ? | 80(100) | 100(150) | H | - | 85(~) | 26(~) | 31(~) | ? | CH_DAMAGE | CH_STUN |
Unluck Gift | qcb+P > d+HP+HK | 19+33 | 3(~) | 13 | ~(9) | ~(KD) | ? | 80(100) | 150(150) | H | - | 106(90) | 47(31) | 52(36) | ? | CH_DAMAGE | CH_STUN |
Toss & Smash | hcb+K > P | 5 | 3 | 60 | - | KD | KD | 140 (150) | 150 | T | - | 61(67) | 2(8) | 2(8) | ? | CH_DAMAGE | 180 |
Toss & Smash (Just Frame) | hcb+K > P (Just Frame) | 5 | 3 | 60 | - | KD | KD | 220 | 300 | T | - | 88(82~86) | 29(23~32) | 29(23~32) | ? | 264 | 360 |
Toss & Smash > Bean Ball | hcb+K > qcb+P | 5+19 | - | 30 | - | - | ? | 140(150) | 150 | T*H | - | 64(70) | 5(11) | 5(11) | ? | CH_DAMAGE | 180 |
Toss & Smash (JF) > Bean Ball | hcb+K (JF) > qcb+P | 5+19 | - | 30 | - | - | ? | 220 | 300 | T*H | - | 80 | 21(15~24) | 21(15~24) | ? | 264 | 360 |
Toss & Smash > Present Delivery (H) | hcb+K > qcb+P > HP+HK | 5+19+34 | - | 25 | - | - | ? | 140~150(100) | 150(120) | T*H | ["su"] | 34(40) | -25(-19) | -25(-19) | ? | CH_DAMAGE | CH_STUN |
Toss & Smash > Present Delivery (M) | hcb+K > qcb+P > HP+HK | 5+19+36 | - | 25 | - | - | ? | 140~150(100) | 150(150) | T*H | ["su"] | 32(38) | -27(-21) | -27(-21) | ? | CH_DAMAGE | CH_STUN |
Toss & Smash > Present Delivery (L) | hcb+K > qcb+P > HP+HK | 5+19+39 | - | 25 | - | - | ? | 140~150(80) | 150/100) | T*H | ["su"] | 29(35) | -30(-24) | -30(-24) | ? | CH_DAMAGE | CH_STUN |
Toss & Smash > Unluck Gift | hcb+K > qcb+P > d+HP+HK | 5+19+33 | - | 13 | - | - | ? | 140~150(80) | 150(150) | T*H | ["su"] | 46(52) | -13(-7) | -13(-7) | ? | CH_DAMAGE | CH_STUN |
Toss & Smash (JF) > Present Delivery (H) | hcb+K (JF) > qcb+P > HP+HK | 5+19+34 | - | 25 | - | - | ? | 220(100) | 300(120) | T*H | ["su"] | 50(44~53) | -9(-15~-6) | -9(-15~-6) | ? | CH_DAMAGE | CH_STUN |
Toss & Smash (JF) > Present Delivery (M) | hcb+K (JF) > qcb+P > HP+HK | 5+19+36 | - | 25 | - | - | ? | 220(150) | 300(150) | T*H | ["su"] | 48(42~51) | -11(-17~-8) | -11(-17~-8) | ? | CH_DAMAGE | CH_STUN |
Toss & Smash (JF) > Present Delivery (L) | hcb+K (JF) > qcb+P > HP+HK | 5+19+39 | - | 25 | - | - | ? | 220(80) | 300(100) | T*H | ["su"] | 45(39~48) | -14(-20~-11) | -14(-20~-11) | ? | CH_DAMAGE | CH_STUN |
Toss & Smash (JF) > Unluck Gift | hcb+K (JF) > qcb+P > d+HP+HK | 5+19+33 | - | 13 | - | - | ? | 220(80) | 300(150) | T*H | ["su"] | 62(56~65) | 3(-3~6) | 3(-3~6) | ? | CH_DAMAGE | CH_STUN |
Notes:
- CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
- For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
- Chip damage for normals refers to grey life inflicted
Combos
BnB
- cr.lp
- xx MK/HK Ruffian
- Final Combination
- st.lk
- xx MK/HK Ruffian
- cr.lp xx MK/Ruffian
- cr.mp
- st.lk xx MK/HK Ruffian
- xx LK Ruffian
- xx Zonk
- xx Level 2 Zonk
- st.lk, cr.lp xx MK/HK Ruffian
- st.mk
- cr.mp xx LK/MK/HK Ruffian
- st.mp xx LK/MK/HK
- st.hp xx LK/MK/HK Ruffian
With Meter
- cr.lp xx EX Zonk
- st.mk
- cr.mp xx EX Ruffian
- LK/HK Ruffian
- f.hk xx VS
- st.hp xx EX Tornado Sweep
- cr.lp xx HK Ruffian
- Final Combination
- cr.mp xx EX Ruffian
Corner
- EX Ruffian, VS2 xx MK Ruffian
Crush Counter
- cr.hp CC
- xx Tornado Sweep, MK Ruffian
- f.hk xx EX Ruffian
- LK/MK Ruffian
- f.hk xx VS
- st.hk CC
- f.hk
- xx EX Ruffian
- LK/HK Ruffian
- f.hk xx VS
- xx Level 2 Zonk
- st.lk, cr.lp xx HK Ruffian
- Final Combination
- xx EX Ruffian
- f.hk
V-Trigger Cancels
V-Trigger 1
V-Trigger 2
V System
V Reversal
A 17f strike reversal. This is one of Cody's few ways to get out of pressure, and since he can build V-Meter fast from his anti-air V-Skill 1, and both are only two bars, so it's not bad to throw this out once in a while.
V Skill 1
Cody's V-Skill 1 is Double Kick, a classic move from the original Final Fight. Cody jumps into the air and does a spinning kick that hits both sides. It has 14 frames of startup, but has invincibility on frames 3-26. It does 80 damage and builds ⅙ of your total V-Meter, but in the process, Cody also takes 40 recoverable damage as well. The slow startup makes it difficult to use as a reversal, but it’s still entirely possible. However, don’t let these measly downside fool you, as it’s one of, if not, the best anti air in the game. The invincibility allows it to beat moves like Cammy dive kicks and Honda butt slams clean. With the CE patch, it also gives him oki for landing it. VS1 is very volatile thanks to it’s very good upsides but very bad downsides, so make sure you carefully pick and choose the right moments to use it.
V Skill 2
Cody's V-Skill 2 is Crime Sway. When you use it, Cody dodges into the background. During this dodge, he's completely invincible to all standing and jumping attacks, but can still be grabbed or hit with a crouching attack. You can press the input again to do a followup attack. This attack can be special cancelled or V-Trigger cancelled. There's a low version you can perform by pressing d,mp+mk. This version allows Cody to dodge crouching attacks, but can still be hit by standing or jumping attacks. The followup attack from the low version can only be V-Trigger cancelled. Both followup attacks are unsafe on block (-7/-6 respectively) so you really want to make sure you actually dodge an attack so you can land the followup. Both also build a bit of V-Meter on hit and block. The low version has great range and pushback, making it safe when spaced and a good poke in neutral. Both versions are fully invincible to fireballs. At a distance you're better off jumping, but at midrange, this can create a strong guessing game with an action as simple as throwing a fireball. This makes some fireball characters, particularly Ryu, Sagat, and Guile, much more manageable. Fully mastering this V-Skill will take time, as throwing it out too much will get you killed. You'll have to carefully pick and choose times when you know you can dodge a move in neutral or under pressure.
V Trigger 1
Cody’s V-Trigger 1 is Side Arm, which has Cody pulling out his signature knife. This changes all of his punch normals, along with the corresponding frame data, and gives him access to four new special moves: Snipe Shot, Anti-Air Snipe Shot, Reload, and Rapid Fire. You can cancel into the activation from any normal and the first hit of EX Zonk Knuckle. Every normal costs some of your timer to use, but that time is cut in half on block. Snipe Shot has Cody throwing his knife. It can be hit out of the air, similar to Ibuki’s kunai. As a projectile, it’s not great, but it can be juggled out of for good damage. It’s also +3 on block with no pushback, making it a dangerous pressure tool. Anti-Air Snipe Shot is an upwards knife throw. Cody throws it decently far out, so as an anti air, it should only be used from a bit of a distance. You can get stronger juggles from this compared to the normal knife throw, so keep that in mind while doing combos. Reload has Cody simply reequipping his knife after he throws it. It takes about ⅛ of the timer to use. This can be cancelled into from any special cancellable move, and whiff cancelled from both knife throws and a Tornado Sweep, making it useful in niche pressure situations. Rapid Fire is a slash forward that sees Cody slash the opponent multiple times. This costs ½ your gauge, and should generally not be used, as it only deals a bit more damage and stun than heavy Ruffian Kick. It’s +3 on block, so it’s not terrible as a quick pressure tool. VT1 doesn’t have the robbery factor of VT2, but it’s alright to use against characters where you struggle in neutral.
V Trigger 2
Cody’s V-Trigger 2 is Dirty Coach, arming Cody with his trusty pipe. This changes all of his heavy punch normals, and unlocks four new special moves: Gentle Swing, Gentle Upper Swing, Bean Ball, and Toss & Smash. You can cancel into this from any normal and the first hit of EX Zonk. The heavy punch normals use up about ⅛ of your gauge, while the specials use ¼. His standing hp in VT2 can crush counter, and if it does, it will give you back about ⅛ of your gauge. Gentle Swing sees Cody swinging his pipe. This can be cancelled into from any normal or special, making a strong combo ender. It’s also -2 on block, so it can be used to make some unsafe moves, safe. Gentle Upper Swing is like the normal swing, but upwards. It makes a decent anti air and sends into a free juggle state, which can lead to devastating damage. Bean Ball and Toss & Smash are the most tricky parts about VT2. Bean Ball is a projectile where Cody pulls out a rock, tosses it up, and lets it fall. You can hit it with a normal swing or upper swing. A normal swing can send the rock at one of three angles: a mistimed lob, a mistimed sliding rock, or a just frame fast moving rock that hits 3 times. Hitting it with upper swing launches the rock upwards; it’s distance is determined by the strength of the rock, making it very useful as a setup tool or approach tool. Toss & Smash is a 5 frame command grab, which has 3 different timings: a mistimed jam, a mistimed pop fly, and a just frame homerun, which causes a wall bounce and deals 300 stun, giving you a setup that leads into game. Mistiming it, however, can cost you the game, so be sure to practice your timing (look for when the opponent is about to descend after a full rotation, or when Cody says “Let’s have some FUN”). This VT turns Cody into a whole new beast, so be sure to learn all the ins and outs it has to offer.
Strategy
Playing as Cody
Getting In
Cody makes the most of his bombastic damage output when close to the opponent. His walk speed is average at best, and his fireball is very underwhelming. Cody has great buffers with almost all of his special cancellable normals. St.LP, st.MP, st.HP, cr.LP, cr.MP, cr.HP, and st.LK are all great buffers in neutral. Make sure you mix up which ones you use depending on your distance from your opponent. F.HK is a safe command normal that you can hit confirm into either VS, or cancel the first hit into normal or EX Zonk or EX fireball for safety.
Fighting Against Cody
Walk Backwards
One of the best things you can do against Cody is to simply walk backwards. This is because Cody has very weak lows, as he can't hit confirm cr.LK into anything and must chain it into a different light normals, his cr.MK doesn't cancel, and his cr.HK is, well, a sweep and very unsafe. There's many instances where you can do this, but most notably after an a blocked midscreen EX Zonk. By microwalking a bit back and then crouch blocking, the only way Cody can get any damage is from a low. His cr.LK won't combo into anything safe unless Cody spends more meter on another EX Zonk, and you'll only get notable damage from cr.MK is if you VTC.
Forget your V-Trigger
Unless you're an incredibly volatile character like Urien or G, it's best to just forget the fact that your VT exists against Cody and you should use your V-Reversal often. It's very important to V-Reversal the first hit of his EX Zonk, EX fireball, and whenever you can under VT1 or VT2 pressure. It'll almost always lead to a knockdown and you disrupting his game plan, leaving him at a distance and making him start from scratch.