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Cody has a bit of everything, making him pretty strong in most departments. He has a strong neutral, good damage, and overall good synergy with most of the cast. He has several options to pressure the opponent and keep them on their toes, with b+mp being an exceptionally strong anti air, and cr.mk low profiling that it ignores most raw launchers. His long normals allow him to keep his distance while also safely confirm into boost combos. His combos are strong enough to be dangerous, but he does lack a bit in damage output in general and will need a partner to help optimize. Being relatively easy to pick up and use, Cody is great if you're looking to play dirty with his vast set of tools and are ok with a lacking defense. | Cody has a bit of everything, making him pretty strong in most departments. He has a strong neutral, good damage, and overall good synergy with most of the cast. He has several options to pressure the opponent and keep them on their toes, with b+mp being an exceptionally strong anti air, and cr.mk {{low}} profiling that it ignores most raw launchers. His long normals allow him to keep his distance while also safely confirm into boost combos. His combos are strong enough to be dangerous, but he does lack a bit in damage output in general and will need a partner to help optimize. Being relatively easy to pick up and use, Cody is great if you're looking to play dirty with his vast set of tools and are ok with a lacking defense. | ||
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*Great long range normals to help him safely buffer a Criminal Upper or confirm into a boost combo. | *Great long range normals to help him safely buffer a Criminal Upper or confirm into a boost combo. | ||
*B.mp is a perfect anti air that's fast, shrinks his hurtbox, and covers above his head. | *B.mp is a perfect anti air that's fast, shrinks his hurtbox, and covers above his head. | ||
*Cr.mk low profiles and often breaks the principle "raw launch crushes lows" thanks to that fact. | *Cr.mk {{low}} profiles and often breaks the principle "raw {{launch}} crushes lows" thanks to that fact. | ||
*F.hk can corpse hop, making it impossible to back roll out of his knockdowns in the corner. | *F.hk can corpse hop, making it impossible to back roll out of his knockdowns in the corner. | ||
*Great frame traps that often force the opponent to take a decent amount of chip or use an alpha counter. | *Great frame traps that often force the opponent to take a decent amount of chip or use an alpha counter. | ||
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*Lacking in solo damage, relies on his partner to maximize damage through tag combos. | *Lacking in solo damage, relies on his partner to maximize damage through tag combos. | ||
**Along with this, the fact that he needs to use EX meter for a reversal and to go through fireballs makes him heavily reliant on meter. | **Along with this, the fact that he needs to use EX meter for a reversal and to go through fireballs makes him heavily reliant on meter. | ||
*EX Zonk, his only invincible reversal, is unsafe on block and can be jumped due to its low hitbox. | *EX Zonk, his only invincible reversal, is unsafe on block and can be jumped due to its {{low}} hitbox. | ||
*B.mp, his primary anti air, only does 70 damage. | *B.mp, his primary anti air, only does 70 damage. | ||
}} | }} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Standing Light Punch | lp | }} | {{SFxTMoveListRow | Standing Light Punch | {{lp}} | }} | ||
{{SFxTMoveListRow | Standing Medium Punch | mp | }} | {{SFxTMoveListRow | Standing Medium Punch | {{mp}} | }} | ||
{{SFxTMoveListRow | Standing Hard Punch | hp | }} | {{SFxTMoveListRow | Standing Hard Punch | {{hp}} | }} | ||
{{SFxTMoveListRow | Standing Light Kick | lk | }} | {{SFxTMoveListRow | Standing Light Kick | {{lk}} | }} | ||
{{SFxTMoveListRow | Standing Medium Kick | mk | }} | {{SFxTMoveListRow | Standing Medium Kick | {{mk}} | }} | ||
{{SFxTMoveListRow | Standing Hard Kick | hk | }} | {{SFxTMoveListRow | Standing Hard Kick | {{hk}} | }} | ||
{{SFxTMoveListRow | Close Light Punch | (near opponent) lp | }} | {{SFxTMoveListRow | Close Light Punch | (near opponent) {{lp}} | }} | ||
{{SFxTMoveListRow | Close Medium Punch | (near opponent) mp | }} | {{SFxTMoveListRow | Close Medium Punch | (near opponent) {{mp}} | }} | ||
{{SFxTMoveListRow | Close Hard Punch | (near opponent) hp | }} | {{SFxTMoveListRow | Close Hard Punch | (near opponent) {{hp}} | }} | ||
{{SFxTMoveListRow | Close Light Kick | (near opponent) lk | }} | {{SFxTMoveListRow | Close Light Kick | (near opponent) {{lk}} | }} | ||
{{SFxTMoveListRow | Close Medium Kick | (near opponent) mk | }} | {{SFxTMoveListRow | Close Medium Kick | (near opponent) {{mk}} | }} | ||
{{SFxTMoveListRow | Close Hard Kick | (near opponent) hk | }} | {{SFxTMoveListRow | Close Hard Kick | (near opponent) {{hk}} | }} | ||
{{SFxTMoveListRow | Crouching Light Punch | d + lp | }} | {{SFxTMoveListRow | Crouching Light Punch | {{d}} + {{lp}} | }} | ||
{{SFxTMoveListRow | Crouching Medium Punch | d + mp | }} | {{SFxTMoveListRow | Crouching Medium Punch | {{d}} + {{mp}} | }} | ||
{{SFxTMoveListRow | Crouching Hard Punch | d + hp | }} | {{SFxTMoveListRow | Crouching Hard Punch | {{d}} + {{hp}} | }} | ||
{{SFxTMoveListRow | Crouching Light Kick | d + lk | }} | {{SFxTMoveListRow | Crouching Light Kick | {{d}} + {{lk}} | }} | ||
{{SFxTMoveListRow | Crouching Medium Kick | d + mk | }} | {{SFxTMoveListRow | Crouching Medium Kick | {{d}} + {{mk}} | }} | ||
{{SFxTMoveListRow | Crouching Hard Kick | d + hk | }} | {{SFxTMoveListRow | Crouching Hard Kick | {{d}} + {{hk}} | }} | ||
{{SFxTMoveListRow | Neutral Jump Light Punch | u + lp | }} | {{SFxTMoveListRow | Neutral Jump Light Punch | {{u}} + {{lp}} | }} | ||
{{SFxTMoveListRow | Neutral Jump Medium Punch | u + mp | }} | {{SFxTMoveListRow | Neutral Jump Medium Punch | {{u}} + {{mp}} | }} | ||
{{SFxTMoveListRow | Neutral Jump Hard Punch | u + hp | }} | {{SFxTMoveListRow | Neutral Jump Hard Punch | {{u}} + {{hp}} | }} | ||
{{SFxTMoveListRow | Neutral Jump Light Kick | u + lk | }} | {{SFxTMoveListRow | Neutral Jump Light Kick | {{u}} + {{lk}} | }} | ||
{{SFxTMoveListRow | Neutral Jump Medium Kick | u + mk | }} | {{SFxTMoveListRow | Neutral Jump Medium Kick | {{u}} + {{mk}} | }} | ||
{{SFxTMoveListRow | Neutral Jump Hard Kick | u + hk | }} | {{SFxTMoveListRow | Neutral Jump Hard Kick | {{u}} + {{hk}} | }} | ||
{{SFxTMoveListRow | Angled Jump Light Punch | ub / uf + lp | }} | {{SFxTMoveListRow | Angled Jump Light Punch | {{ub}} / {{uf}} + {{lp}} | }} | ||
{{SFxTMoveListRow | Angled Jump Medium Punch | ub / uf + mp | }} | {{SFxTMoveListRow | Angled Jump Medium Punch | {{ub}} / {{uf}} + {{mp}} | }} | ||
{{SFxTMoveListRow | Angled Jump Hard Punch | ub / uf + hp | }} | {{SFxTMoveListRow | Angled Jump Hard Punch | {{ub}} / {{uf}} + {{hp}} | }} | ||
{{SFxTMoveListRow | Angled Jump Light Kick | ub / uf + lk | }} | {{SFxTMoveListRow | Angled Jump Light Kick | {{ub}} / {{uf}} + {{lk}} | }} | ||
{{SFxTMoveListRow | Angled Jump Medium Kick | ub / uf + mk | }} | {{SFxTMoveListRow | Angled Jump Medium Kick | {{ub}} / {{uf}} + {{mk}} | }} | ||
{{SFxTMoveListRow | Angled Jump Hard Kick | ub / uf + hk | }} | {{SFxTMoveListRow | Angled Jump Hard Kick | {{ub}} / {{uf}} + {{hk}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Pick up Knife | d + 3p (when standing over knife | }} | {{SFxTMoveListRow | Pick up Knife | {{d}} + {{3p}} (when standing over knife | }} | ||
{{SFxTMoveListRow | Knife Attack | (while holding knife) p | Causes chip damage }} | {{SFxTMoveListRow | Knife Attack | (while holding knife) {{p}} | Causes chip damage }} | ||
{{SFxTMoveListRow | Stomach Blow | f + mp | Solid normal to keep pressure going if you get pushed out }} | {{SFxTMoveListRow | Stomach Blow | {{f}} + {{mp}} | Solid normal to keep pressure going if you get pushed out }} | ||
{{SFxTMoveListRow | Crack Kick | f + hk | Can corpse hop on knockdown, won't hit crouching opponents }} | {{SFxTMoveListRow | Crack Kick | {{f}} + {{hk}} | Can corpse hop on knockdown, won't hit crouching opponents }} | ||
{{SFxTMoveListRow | Jaw Crusher | b + mp | Great anti air }} | {{SFxTMoveListRow | Jaw Crusher | {{b}} + {{mp}} | Great anti air }} | ||
{{SFxTMoveListRow | Hammer Hook | f + hp | high }} | {{SFxTMoveListRow | Hammer Hook | {{f}} + {{hp}} | {{high}} }} | ||
{{SFxTMoveListRow | Bad Spray | u + p during Quick Recovery| }} | {{SFxTMoveListRow | Bad Spray | {{u}} + {{p}} during Quick Recovery| }} | ||
{{SFxTMoveListRow | Fake Bad Stone | d + hp + hk | }} | {{SFxTMoveListRow | Fake Bad Stone | {{d}} + {{hp}} + {{hk}} | }} | ||
{{SFxTMoveListRow | Knife Throw | qcf + p | }} | {{SFxTMoveListRow | Knife Throw | {{qcf}} + {{p}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Prisoner Throw | f or n + lp + lk | throw }} | {{SFxTMoveListRow | Prisoner Throw | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SFxTMoveListRow | Bad Stomp | b + lp + lk | throw }} | {{SFxTMoveListRow | Bad Stomp | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Bad Stone | qcf + p | ex <br> Can be charged }} | {{SFxTMoveListRow | Bad Stone | {{qcf}} + {{p}} | {{ex}} <br> Can be charged }} | ||
{{SFxTMoveListRow | Criminal Upper | qcb + p | ex <br> }} | {{SFxTMoveListRow | Criminal Upper | {{qcb}} + {{p}} | {{ex}} <br> }} | ||
{{SFxTMoveListRow | Zonk Knucke | hold p and release | ex <br> }} | {{SFxTMoveListRow | Zonk Knucke | hold {{p}} and release | {{ex}} <br> }} | ||
{{SFxTMoveListRow | Ruffian Kick | qcf + k | ex chrg }} | {{SFxTMoveListRow | Ruffian Kick | {{qcf}} + {{k}} | {{ex}} {{chrg}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Art ==== | ==== Super Art ==== | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Final Destruction | qcf + 3k | }} | {{SFxTMoveListRow | Final Destruction | {{qcf}} + {{3k}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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* N/A | * N/A | ||
[[Category: Street Fighter X Tekken]] | [[Category:Street Fighter X Tekken]] |
Revision as of 02:03, 9 December 2020


Cody
Ideal Team Position: Point
Cody has a bit of everything, making him pretty strong in most departments. He has a strong neutral, good damage, and overall good synergy with most of the cast. He has several options to pressure the opponent and keep them on their toes, with b+mp being an exceptionally strong anti air, and cr.mk profiling that it ignores most raw launchers. His long normals allow him to keep his distance while also safely confirm into boost combos. His combos are strong enough to be dangerous, but he does lack a bit in damage output in general and will need a partner to help optimize. Being relatively easy to pick up and use, Cody is great if you're looking to play dirty with his vast set of tools and are ok with a lacking defense.
Strengths | Weaknesses |
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Moves
Normal Attacks






















































Unique Attacks



















Throws









Special Moves



Can be charged









Super Art


Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- N/A
Hit Confirm Combos
- N/A
Advanced Combos
- N/A
Combos Into Supers
- N/A