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== AE Changes == | == AE Changes == | ||
* Crouching Light Kick now has a 3 frame start up. Frame advantage on hit is still the same. Should be a better low poke, with reach, now. | * Crouching Light Kick now has a 3 frame start up. Frame advantage on hit is still the same. Should be a better low poke, with reach, now. | ||
* F + Hard Kick has more ability to juggle after connecting it. Until now, on a grounded opponent, the first hits of EX Criminal Upper didn't connect, but now they will. This new combo ability makes this move a great deal deadlier as a long range punish, and as such your opponents will be forced respect it a lot more. A popular followup from this kick in AE is the MK Ruffian Kick, as it not only tacks on over 100% of the damage but also leaves you in a nice position to start some pressure. The timing can be a little bit tricky but only really if you're trying to get it on reaction. If the f.HK is a guaranteed hit then you should be pretty much 100% successful with this followup after some training [in any case, Cody isn't that unsafe if he misses the link and whiffs the Ruffian, so it's always worth going for - if not for the damage then at least for the unscaled meter gain!]. If you have meter to burn you can substitute the MK Ruffian for a HK alternative and FADC into Ultra 1. | * F + Hard Kick has more ability to juggle after connecting it. Until now, on a grounded opponent, the first hits of EX Criminal Upper didn't connect, but now they will. This new combo ability makes this move a great deal deadlier as a long range punish, and as such your opponents will be forced respect it a lot more. A popular followup from this kick in AE is the MK Ruffian Kick, as it not only tacks on over 100% of the damage but also leaves you in a nice position to start some pressure. The timing can be a little bit tricky but only really if you're trying to get it on reaction. If the f.HK is a guaranteed hit then you should be pretty much 100% successful with this followup after some training [in any case, Cody isn't that unsafe if he misses the link and whiffs the Ruffian, so it's always worth going for - if not for the damage then at least for the unscaled meter gain!]. If you have meter to burn you can substitute the MK Ruffian for a HK alternative and FADC into Ultra 1 for some juicy damage. | ||
* The range at which Cody can pick up the knife has been increased. | * The range at which Cody can pick up the knife has been increased. | ||
Revision as of 12:23, 20 June 2011


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 rather versatile character who can play a strong defense with Bad Stone and Ruffian Kicks, but at the same time can be scary to deal with when he gets on the offense. He has a very direct method of attacking, utilizing Frame Traps and Hit Comfirms to deal most of his damage. He also has one of the farthest Overheads in the game. However, Cody suffers from a weak defense, especially being burdened with one of the wosrt Back Dashes in the game. He's definitely a character who has to work hard for his victories, which is odd considering how bored Cody is.
Moves
Unique Attacks
Throws
Special Moves
Super Combo
Ultra Combos
AE Changes
- Crouching Light Kick now has a 3 frame start up. Frame advantage on hit is still the same. Should be a better low poke, with reach, now.
- F + Hard Kick has more ability to juggle after connecting it. Until now, on a grounded opponent, the first hits of EX Criminal Upper didn't connect, but now they will. This new combo ability makes this move a great deal deadlier as a long range punish, and as such your opponents will be forced respect it a lot more. A popular followup from this kick in AE is the MK Ruffian Kick, as it not only tacks on over 100% of the damage but also leaves you in a nice position to start some pressure. The timing can be a little bit tricky but only really if you're trying to get it on reaction. If the f.HK is a guaranteed hit then you should be pretty much 100% successful with this followup after some training [in any case, Cody isn't that unsafe if he misses the link and whiffs the Ruffian, so it's always worth going for - if not for the damage then at least for the unscaled meter gain!]. If you have meter to burn you can substitute the MK Ruffian for a HK alternative and FADC into Ultra 1 for some juicy damage.
- The range at which Cody can pick up the knife has been increased.