Cody (SSFIV)

From SuperCombo Wiki

Introduction

Background

Cody Travers is a street brawler, who made his first appearance in the Capcom game, Final Fight. He was a fighter who, along with Guy and Mike Haggar, rescued his girlfriend, Jessica from the Mad Gear gang. In Super Street Fighter 4, he has since been locked away (after being framed for a crime he didn't commit). He relieves himself of boredom by breaking out of jail and fighting as he pleases.

Move Analysis

Cody has a rather large arsenal of great normals to apply pressure, punish, and bait.

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Dead End Irony

  • QCF+K
    • Cody does a Ruffian Kick, followed by a series of kicks, Final-Fight-style. Damage - 350
Uses
  • Depending on the kick pressed, Cody will do a different kick, similar to his normal Ruffian Kicks. Short hits low (must block low accordingly), and forward and roundhouse hit high.
  • Roundhouse DEI is useful as an anti-air, because of it's great priority, and Cody will usually wait for the opponent to come down to finish the whole Super
  • DEI can be Super-cancelled out of roundhouse Ruffian Kick (short and forward Ruffians are not Super-or-FADC-able), Bad Stone, as well as the initial hit of a Criminal Upper.
  • Decent damage, and very hit-confirmable, but may not always be the best option, as Cody's wake-up options sometimes rely heavily on meter.
Cons
  • The whole Super-animation follows, regardless if the opponent is hit or not. If completely blocked, Cody can get punished hard.
  • Hit-confirming into DEI causes massive scaling, so the damage may not be worth it depending on how many hits landed prior to the Super.
  • Sometimes, when using DEI as an anti-air, Cody will get the first kick, but the opponent will land, and Cody will continue to whiff the rest of the kicks. Cody gets punished.
Super-Combos

Ultra Moves

Final Destruction (I)

  • QCFx2+PPP
    • Cody lands a devastating punch, exclaiming "Jackpot!", and continues to batter the opponent, finishing them off with the greatest Criminal Upper ever. Damage - 468
Uses
  • FD is Cody's combo Ultra. If the initial punch connects, the rest of the Ultra animation will follow.
  • More geared towards players who prefer comboability as opposed to punish-damage or gambles.
  • Can be comboed from FADC-ed roundhouse Ruffian Kicks and ex-Zonks.
  • Useful anti-air if timed at the peak of the opponent's jump.
Cons
  • 14 frames of start-up, meaning this Ultra comes out slowly, much like Ken's Shinryuken.
  • 50 frames of recovery spells bad news for blocked/whiffed Ultra.
  • Damage scaling makes this Ultra do very sub-par damage.
Ultra 1 Combos

Last Dread Dust (II)

QCBx2+PPP

    • Cody scuffs a large wave of dirt from the ground, and, while the opponent is still blinded/hit-stunned, he dashes towards the opponent and bludgeons them with a handy wrench, pops them in the air, and destroys their spine with a rather large pipe, causing internal bleeding, and most likely, death.
Uses
  • LDD is Cody's punish Ultra. It is capable of punishing a great deal of special moves and some normals (mostly sweeps). [1] - A noteworthy compilation of punishable moves.

The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close LP HL 30 50 20 ch/sp/su 4 3 5 +3 +6
Close MP HL 70 100 40 sp/su 6 3 8 +4 +7
Close HP HL 100 200 60 sp/su 8 4 13 +1 +6
Close LK HL 30 50 20 - 4 4 6 +1 +4
Close MK HL 90 100 40 sp/su 6 4 14 -4 -1
Close HK HL 110 200 60 su 8 6 17 -5 -1
Far LP HL 30 50 20 ch/sp/su 3 2 6 +3 +6
Far MP HL 9 100 40 - 7 3 11 0 +3
Far HP HL 120 200 60 - 8 4 17 -3 +1
Far LK HL 40 50 20 - 5 4 8 -1 +2
Far MK HL 70 100 40 - 8 5 9 0 +3
Far HK HL 110 200 60 - 10 5 15 -2 +2
crouch LP HL 20 50 20 ch/sp/su 4 4 5 +2 +6
crouch MP HL 60 100 40 sp/su 5 3 10 +1 +4
crouch HP HL 100 200 60 sp/su 7 3 16 -1 +4
crouch LK L 20 50 20 sp/su 4 4 8 -1 +2
crouch MK L 70 100 40 - 7 7 13 -6 -3
crouch HK L 100 100 60 - 7 3 24 -9 -
Jump up LP H 50 50 20 - 4 8 - - -
Jump up MP H 80 100 40 - 6 4 - - -
Jump up HP H 120 200 60 - 8 8 - - -
Jump up LK H 40 50 20 - 5 8 - - -
Jump up MK H 80 100 40 - 7 7 - - -
Jump up HK H 100 200 60 - 8 3 - - -
Jump forward LP H 50 50 20 - 4 8 - - -
Jump forward MP H 80 100 60 - 9 3 - - -
Jump forward HP H 100 200 60 - 11 6 - - -
Jump forward LK H 40 50 20 - 5 8 - - -
Jump forward MK H 70 100 40 - 7 7 - - -
Jump forward HK H 90 200 60 - 9 11 - - -
Fake Knife Throw HL - - - - - - 32 - -
Knife ?? HL - - - su - - 27 - -
Knife ?? HL 70 100 10/20 - 26 - 45 +7 -
Knife Standing LP HL 40 50 20 ch 4 3 6 +2 +5
Knife Standing MP HL 80 100 40 su 6 4 10 0 +3
Knife Standing HP HL 120 200 60 su 8 3 17 -2 +2
Knife Crouching LP HL 40 50 20 ch 3 4 7 0 +3
Knife Crouching MP HL 80 100 40 su 7 2 14 -2 +1
Knife Crouching HP HL 120 200 60 su 9 4 12 +2 +7
Knife Jumping LP H 50 50 20 - 4 4 - - -
Knife Jumping MP H 80 100 40 - 7 3 - - -
Knife Jumping HP H 120 200 60 - 8 6 - - -
Bad Spray HL 60 100 10/40 - 25 12 29 -20 -
Stomach Blow(F+MP) HL 60 100 40 - 8 3 12 +1 +6
Crack Kick(F+HK) HL 110 200 60 - 14 3 12 +1 -
Jaw Crusher(B+MP) HL 80 100 40 - 6 4 13 -1 +5
Hammer Hook(F+HP) L 40*60 50*50 60*20 - 18 1*3 21 -6 -1
Focus Attack LVL1 HL 60 100 20 - 21 2 35 -21 -21
Focus Attack LVL2 HL 80 150 40 - 17+12 2 35 -15 -
Focus Attack LVL3 - 140 200 60 - 64 2 35 - -
Forward Throw 0.95 130 140 40 - 3 2 20 - -
Back Throw 0.95 130 120 40 - 3 2 20 - -
Bad Stone LP HL 50 150 10/20 su 29 16 44 (total duration) +4 +8
Bad Stone MP HL 50 100 10/20 su 29 20 46 (total duration) +2 +6
Bad Stone HP HL 50 100 10/20 su 29 27 48 (total duration) 0 +4
Bad Stone EX HL 70*50 100*100 -250/0 su 24 24 40 (total duration) +8 +15
Criminal Upper LP HL 80*20x3 70*30x3 20/5x4 su 13 2(1)14 22 -5 -
Criminal Upper MP HL 70*20x4 70*30x4 20/10*5x4 su 13 2(1)20 23 -8 -
Criminal Upper HP HL 60*20x5 70*30x5 20/10*2x5 su 13 2(1)18 28 -10 -
Criminal Upper EX HL 60*20x6 50x30*6 -250/0 su 7 2(1)12 30 -11 -
Ruffian Kick LK L 120 150 20/40 - 15 8 20 -7 -
Ruffian Kick MK HL 130 100 20/40 - 11 4 25 -8 -
Ruffian Kick HK HL 100 100 20/40 su 7 13 27 -19 -
Ruffian Kick EX L 130 150 -250/0 - 11 7 25 -10 -
Zonk Knuckle(Lv1) HL 130 200 40/40 - 16 3 26 -8 -
Zonk Knuckle(Lv2) HL 140 200 40/40 - 17 3 26 -8 -
Zonk Knuckle(Lv3) HL 150 200 40/40 - 18 3 26 -8 -
Zonk Knuckle EX HL 90*70 150*100 -250/0 su 16 1*2 26 -7 -
Super Combo LK H*HLx6 60*45x5*65 0 -1000/0 - 1+11 ??? 30 -16 -
Super Combo MK HL 60*45x5*65 0 -1000/0 - 1+7 ??? 30 -16 -
Super Combo HK HL 60*45x5*65 0 -1000/0 - 1+7 ??? 29 -16 -
Ultra Combo 1 HL 83x385 0 0/0 - 1+12 2 50 -30 -
Ultra Combo 2 HL 23x7*45x5*120 0 0/0 - 1+6 ??? 47 -28 -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes