

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 |
---|---|
|
|
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
- cl.HP, cr.HP xx qcb+HP (292)
(0bar, easy)
Hit Confirm Combos
- cr.LP, cr.LP, st.LP, cr.LK xx qcb+HP (189)
(0bar, easy)
- cl.HP, cr.MP xx qcb+HP (262)
(0bar, easy)
- f+MP, cr.MP, cr.LK xx qcb+HP (242)
(0bar, easy)
- cl.LP, cr.MP, cr.MP xx *P*, cl.HK xx qcb+HP(3), cl.HP, cl.HK xx *P* (375)
(0bar, corner, medium)
Post-Launch Combos
- cl.HP, cr.MP xx *P*
(0bar, medium)
Advanced Combos
- cl.HP, cr.HP xx *P*, cl.HK xx qcb+HP, cl.HP, cl.HK xx *P*(470)
(0bar, corner, medium, requires pre-charge)
- *PP*, f+HK, cr.HP x *P* or qcf+MK
(1 bar, easy)
air to air
- nj.HP (ground bounce) cl.HP, cl.HK x *P*
(0bar, corner, medium)
Knife Combos
- st.HP x *P*, st.HP x qcf+HP (3hit), st.HP, cr.HP x *P* or qcf+MK
(0bar, corner, hard)
air-to-air CH float
- f+HK, cr.HP x *P* or qcf+MK
(0bar, counterhit, medium)
Combos Into Supers
- N/A