Street Fighter V/Cody

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Cody

SFV-Cody Portrait.jpg
VITALS
Health: 1025 Stun: 1050
WALKING THROWS
Forward Walk Speed: 3.845 Throw Range: 0.25
Back Walk Speed: 2.89 Throw Hurt Range: 0.8
DASHING JUMPING
Forward Dash Total Frames: 17 Jump Height Apex: -
Back Dash Total Frames: 23 Jump Total Frames: 46(4+38+4)
Forward Dash Distance: 127.9 Forward Jump Distance: ?
Back Dash Distance: 84.2 Back Jump Distance ?
NOTABLE MOVE CLASSES
Overheads: f+HP Hard Knockdowns: crHK (CH)
Low Attacks: crLK, crMK, crHK, Ruffian Kick LK/EX, Lumber Sweep Crush Counters: HK, crHK, crHP

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 a 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, 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

SFV-Cody-Unique.jpg

Special Moves

SFV-Cody-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Cody-Vsystem.jpg

Critical Art

SFV-Cody-Critical.jpg

Cody Discussions

Discussions regarding Cody

Cody Shoryuken Forum

Cody Discord Link

Cody Discord

Video Guides

Capcom Fighter's Character Introduction Series

Shoryuken's Rising Up Series

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 FILL_ME_IN_COUNTER_HIT 30 70 H ch/sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MP MP 7 2 16 -2 4 FILL_ME_IN_COUNTER_HIT 60 100 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HP HP 7 2*3 21 -9*-7 4*3(1) FILL_ME_IN_COUNTER_HIT 90*30 120*50 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand LK LK 5 3 10 3 4 FILL_ME_IN_COUNTER_HIT 40 70 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MK MK 8 3 12 3 7 FILL_ME_IN_COUNTER_HIT 60 100 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HK HK 15 3 21 -4 2 FILL_ME_IN_COUNTER_HIT 80 150 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch LP d+LP 4 2 10 2 4 FILL_ME_IN_COUNTER_HIT 30 70 H ch/sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MP d+MP 6 3 13 2 5 FILL_ME_IN_COUNTER_HIT 60 100 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HP d+HP 9 2 21 -4 0 FILL_ME_IN_COUNTER_HIT 90 150 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch LK d+LK 4 3 8 1 3 FILL_ME_IN_COUNTER_HIT 20 70 L ch/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MK d+MK 7 3 15 -2 2 FILL_ME_IN_COUNTER_HIT 60 100 L vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HK d+HK 9 4 25(27) -12 KD FILL_ME_IN_COUNTER_HIT 90 150 L vt1/vt2 68 19 24 CHIP CH_DAMAGE CH_STUN
jump LP u+LP 4 5 - - - FILL_ME_IN_COUNTER_HIT 40 70 M - - - - CHIP CH_DAMAGE CH_STUN
jump MP u+MP 7 5 - - KD FILL_ME_IN_COUNTER_HIT 70 100 M - - - - CHIP CH_DAMAGE CH_STUN
jump HP u+HP 9 5 - - - FILL_ME_IN_COUNTER_HIT 90 150 M - - - - CHIP CH_DAMAGE CH_STUN
jump LK u+LK 5 5 - - - FILL_ME_IN_COUNTER_HIT 40 70 M - - - - CHIP CH_DAMAGE CH_STUN
jump MK u+MK 7 5 - - - FILL_ME_IN_COUNTER_HIT 60 100 M - - - - CHIP CH_DAMAGE CH_STUN
jump HK u+HK 10 5 - - - FILL_ME_IN_COUNTER_HIT 90 150 M - - - - 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
Air Raid Punch MP > HP (air) 7+9 5 - - KD FILL_ME_IN_COUNTER_HIT 70*63 100*108 M*M - - - - CHIP CH_DAMAGE CH_STUN
Air Raid Kick MK > LK (air) 7+3 5 - - - FILL_ME_IN_COUNTER_HIT 60*36 100*63 M*M - - - - CHIP CH_DAMAGE CH_STUN
Axel Knuckle f+HP 25 2 21 -7 0 FILL_ME_IN_COUNTER_HIT 80 150 M - - - - CHIP CH_DAMAGE CH_STUN
Hammer Kick f+HK 19 1*2 20 -4*-2 5*2 FILL_ME_IN_COUNTER_HIT 60*40 100*50 H*H sp/su/vs/vt - - - CHIP CH_DAMAGE CH_STUN
Slip Jab LP > LP 4+4 2 15 -4 0 FILL_ME_IN_COUNTER_HIT 30*27 70*45 H*H - - - - CHIP CH_DAMAGE CH_STUN
Crime Blow LP > LP > LP 4+4+6 3 26 -7 -4 FILL_ME_IN_COUNTER_HIT 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 FILL_ME_IN_COUNTER_HIT 30*27*40*49 (146) 70*45*64*84 (263) H*H*H*H vt 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 FILL_ME_IN_COUNTER_HIT 30*27*40*14x2*49 (179) 70*45*64*105 (284) H*H*H*T - 54 5 5 CHIP CH_DAMAGE CH_STUN
Trash Out LP+LK 5 3 17 - KD FILL_ME_IN_COUNTER_HIT 120 150 T - 53 4 4 CHIP CH_DAMAGE CH_STUN
Crime Throw b+LP+LK 5 3 17 - KD FILL_ME_IN_COUNTER_HIT 120 150 T - 54 5 5 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
Side Arm HP+HK 1 - 4 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Dirty Coach HP+HK 1 - 7 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Double Kick MP+MK 14 3(7)3 9+26 -29 KD FILL_ME_IN_COUNTER_HIT 80 70 H - 64 5 10 CHIP CH_DAMAGE CH_STUN
Crack Combination f+HK > MP+MK 19+9 3(8)3 9+26 -29 KD FILL_ME_IN_COUNTER_HIT 60*40*72 (172) 100*50*63 (213) H*H - 64 5 10 CHIP CH_DAMAGE CH_STUN
Prison Breaker f+PPP 17 2 23 -2 KD FILL_ME_IN_COUNTER_HIT 60 - H - 86(89) 27(30) 32(35) 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
Bad Spray u+P (wake-up) 3(20~25) 4 14 -2 2 FILL_ME_IN_COUNTER_HIT - - H - - - - CHIP CH_DAMAGE CH_STUN
Tornado Sweep LP qcf+LP 18 - 31 -7 -2 FILL_ME_IN_COUNTER_HIT 50 100 H su - - - CHIP CH_DAMAGE CH_STUN
Tornado Sweep MP qcf+MP 18 - 31 -7 0 FILL_ME_IN_COUNTER_HIT 50 100 H su - - - CHIP CH_DAMAGE CH_STUN
Tornado Sweep HP qcf+HP 18 - 31 -7 2 FILL_ME_IN_COUNTER_HIT 50 100 H su - - - CHIP CH_DAMAGE CH_STUN
Tornado Sweep EX qcf+PP 18 - 27 2 4 FILL_ME_IN_COUNTER_HIT 40*40 60*60 H*H - - - - CHIP CH_DAMAGE CH_STUN
Ruffian Kick LK qcf+LK 18 5 23 -8 KD FILL_ME_IN_COUNTER_HIT 100 150 L su 69(73) 20(24) 25(29) CHIP CH_DAMAGE CH_STUN
Ruffian Kick MK qcf+MK 12 3 29 -10 KD FILL_ME_IN_COUNTER_HIT 120 150 H su 77(79) 18(20) 23(25) CHIP CH_DAMAGE CH_STUN
Ruffian Kick HK qcf+HK 10 7 23 -12 KD FILL_ME_IN_COUNTER_HIT 130 150 H su 84(90) 25(31) 30(36) CHIP CH_DAMAGE CH_STUN
Ruffian Kick EX qcf+KK 16 4 25 -7 KD FILL_ME_IN_COUNTER_HIT 30*50 50*100 L*H - 111 52 57 CHIP CH_DAMAGE CH_STUN
Zonk Knuckle hold any button, release 20 3 20(21) -2 2 FILL_ME_IN_COUNTER_HIT 80 150 H su - - - CHIP CH_DAMAGE CH_STUN
Zonk Knuckle EX hold any 2 button, release 15 3 34(38) 3 KD FILL_ME_IN_COUNTER_HIT 80*50 100*100 H*H vt 97 38 43 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
Criminal Punisher qcf,qcf+P 7 13(27) 73 -35 KD FILL_ME_IN_COUNTER_HIT 330 0 H - 69 10 15 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
In VT1
stand LP LP 4 3 8 2 6 FILL_ME_IN_COUNTER_HIT 30 70 H ch/sp/su - - - CHIP CH_DAMAGE CH_STUN
stand MP MP 11 3 15 4 5 FILL_ME_IN_COUNTER_HIT 60 100 H - - - - CHIP CH_DAMAGE CH_STUN
stand HP HP 13 3 19(20) -2 8 FILL_ME_IN_COUNTER_HIT 90 150 H sp/su - - - CHIP CH_DAMAGE CH_STUN
crouch LP d+LP 5 3 7 3 6 FILL_ME_IN_COUNTER_HIT 30 70 H ch/sp/su - - - CHIP CH_DAMAGE CH_STUN
crouch MP d+MP 8 2 13 4 5 FILL_ME_IN_COUNTER_HIT 60 100 H - - - - CHIP CH_DAMAGE CH_STUN
crouch HP d+HP 11 5 20 -5 4 FILL_ME_IN_COUNTER_HIT 90 150 H sp/su - - - CHIP CH_DAMAGE CH_STUN
jump LP u+LP 4 5 ~ ~ ~ FILL_ME_IN_COUNTER_HIT 40 70 M - - - - CHIP CH_DAMAGE CH_STUN
jump MP u+MP 6 4 ~ ~ ~ FILL_ME_IN_COUNTER_HIT 70 100 M - - - - CHIP CH_DAMAGE CH_STUN
jump HP u+HP 9 3 ~ ~ ~ FILL_ME_IN_COUNTER_HIT 90 150 M - - - - CHIP CH_DAMAGE CH_STUN
Burst Shot MP > HP 10+13 4 27 -14 -3 FILL_ME_IN_COUNTER_HIT 60*72 100*108 H sp/su - - - CHIP CH_DAMAGE CH_STUN
Snipe Shot HP+HK 15 ~ 22 3 KD FILL_ME_IN_COUNTER_HIT 60 100 H su 112 53 58 CHIP CH_DAMAGE CH_STUN
Anti-Air Snipe Shot d+HP+HK 14 ~ 21 0 KD FILL_ME_IN_COUNTER_HIT 60 100 H su 111 52 57 CHIP CH_DAMAGE CH_STUN
Reload HP+HK ~ ~ 29 ~ ~ FILL_ME_IN_COUNTER_HIT ~ ~ - - - - - CHIP CH_DAMAGE CH_STUN
Rapid Fire qcb+P 13 2 20 3 KD FILL_ME_IN_COUNTER_HIT 10x6*80 (140) 180 H su 64(74) 15(25) 20(30) 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
In VT2
stand HP HP 14 2 21 -5 4 FILL_ME_IN_COUNTER_HIT 100 150 H - 97 38 43 CHIP CH_DAMAGE CH_STUN
crouch HP d+HP 10 4 21 -7 2 FILL_ME_IN_COUNTER_HIT 90 150 H sp/su - - - CHIP CH_DAMAGE CH_STUN
jump HP u+HP 10 3 ~ ~ ~ FILL_ME_IN_COUNTER_HIT 100 150 M - - - - CHIP CH_DAMAGE CH_STUN
Axel Knuckle f+HP 25 3 20 -7 0 FILL_ME_IN_COUNTER_HIT 90 180 M - - - - CHIP CH_DAMAGE CH_STUN
Trash Out LP+LK 5 3 17 ~ KD FILL_ME_IN_COUNTER_HIT 130 200 T - 62 13 13 CHIP CH_DAMAGE CH_STUN
Gentle Swing HP+HK 16 2 25 -3 KD FILL_ME_IN_COUNTER_HIT 100 150 H su 85 26 31 CHIP CH_DAMAGE CH_STUN
Gentle Upper Swing d+HP+HK 15 3 28 -6 KD FILL_ME_IN_COUNTER_HIT 100 150 H su 91 32 37 CHIP CH_DAMAGE CH_STUN
Gentle Swing > Bean Ball HP+HK > qcb+P 16+19 2(~) 30 -26 KD FILL_ME_IN_COUNTER_HIT 100(40) 150(50) H*H - 62 3 8 CHIP CH_DAMAGE CH_STUN
Gentle Upper Swing > Bean Ball d+HP+HK > qcb+P 15+19 3(~) 30 -25 KD FILL_ME_IN_COUNTER_HIT 100(40) 150(50) H*H - 72(102) 13(43) 18(48) CHIP CH_DAMAGE CH_STUN
Bean Ball qcb+P 19 ~ 30 -11(~) -8(~) FILL_ME_IN_COUNTER_HIT 40 50 H - - - - CHIP CH_DAMAGE CH_STUN
Present Delivery (High) qcb+P > HP+HK 19+34 2(~) 25 ~(-3) ~(KD) FILL_ME_IN_COUNTER_HIT 100(100) 120(150) H - 85(~) 26(~) 31(~) CHIP CH_DAMAGE CH_STUN
Present Delivery (Mid) qcb+P > HP+HK 19+36 2(~) 25 ~(-3) KD FILL_ME_IN_COUNTER_HIT 150(100) 150(150) H - 89(123) 30(64) 35(69) CHIP CH_DAMAGE CH_STUN
Present Delivery (Low) qcb+P > HP+HK 19+39 2(~) 25 ~(-3) ~(KD) FILL_ME_IN_COUNTER_HIT 80(100) 100(150) H - 85(~) 26(~) 31(~) CHIP CH_DAMAGE CH_STUN
Unluck Gift qcb+P > d+HP+HK 19+33 3(~) 13 ~(9) ~(KD) FILL_ME_IN_COUNTER_HIT 80(100) 150(150) H - 106(90) 47(31) 52(36) CHIP CH_DAMAGE CH_STUN
Toss & Smash hcb+K > P 5 3 60 ~ KD FILL_ME_IN_COUNTER_HIT 140 (150) 150 T - 61(67) 2(8) 2(8) CHIP CH_DAMAGE CH_STUN
Toss & Smash (Just Frame) hcb+K > P (Just Frame) 5 3 60 ~ KD FILL_ME_IN_COUNTER_HIT 220 300 T - 88(82~86) 29(23~32) 29(23~32) CHIP CH_DAMAGE CH_STUN
Toss & Smash > Bean Ball hcb+K > qcb+P 5+19 ~ 30 ~ ~ FILL_ME_IN_COUNTER_HIT 140(150) 150 T*H - 64(70) 5(11) 5(11) CHIP CH_DAMAGE CH_STUN
Toss & Smash (JF) > Bean Ball hcb+K (JF) > qcb+P 5+19 ~ 30 ~ ~ FILL_ME_IN_COUNTER_HIT 220 300 T*H - 80 21(15~24) 21(15~24) CHIP CH_DAMAGE CH_STUN
Toss & Smash > Present Delivery (H) hcb+K > qcb+P > HP+HK 5+19+34 ~ 25 ~ ~ FILL_ME_IN_COUNTER_HIT 140~150(100) 150(120) T*H su 34(40) -25(-19) -25(-19) CHIP CH_DAMAGE CH_STUN
Toss & Smash > Present Delivery (M) hcb+K > qcb+P > HP+HK 5+19+36 ~ 25 ~ ~ FILL_ME_IN_COUNTER_HIT 140~150(100) 150(150) T*H su 32(38) -27(-21) -27(-21) CHIP CH_DAMAGE CH_STUN
Toss & Smash > Present Delivery (L) hcb+K > qcb+P > HP+HK 5+19+39 ~ 25 ~ ~ FILL_ME_IN_COUNTER_HIT 140~150(80) 150/100) T*H su 29(35) -30(-24) -30(-24) CHIP CH_DAMAGE CH_STUN
Toss & Smash > Unluck Gift hcb+K > qcb+P > d+HP+HK 5+19+33 ~ 13 ~ ~ FILL_ME_IN_COUNTER_HIT 140~150(80) 150(150) T*H su 46(52) -13(-7) -13(-7) CHIP CH_DAMAGE CH_STUN
Toss & Smash (JF) > Present Delivery (H) hcb+K (JF) > qcb+P > HP+HK 5+19+34 ~ 25 ~ ~ FILL_ME_IN_COUNTER_HIT 220(100) 300(120) T*H su 50(44~53) -9(-15~-6) -9(-15~-6) CHIP CH_DAMAGE CH_STUN
Toss & Smash (JF) > Present Delivery (M) hcb+K (JF) > qcb+P > HP+HK 5+19+36 ~ 25 ~ ~ FILL_ME_IN_COUNTER_HIT 220(150) 300(150) T*H su 48(42~51) -11(-17~-8) -11(-17~-8) CHIP CH_DAMAGE CH_STUN
Toss & Smash (JF) > Present Delivery (L) hcb+K (JF) > qcb+P > HP+HK 5+19+39 ~ 25 ~ ~ FILL_ME_IN_COUNTER_HIT 220(80) 300(100) T*H su 45(39~48) -14(-20~-11) -14(-20~-11) CHIP CH_DAMAGE CH_STUN
Toss & Smash (JF) > Unluck Gift hcb+K (JF) > qcb+P > d+HP+HK 5+19+33 ~ 13 ~ ~ FILL_ME_IN_COUNTER_HIT 220(80) 300(150) T*H su 62(56~65) 3(-3~6) 3(-3~6) CHIP CH_DAMAGE CH_STUN
Notes:

Combos

BnB

With Meter

Corner

Crush Counter

V-Trigger Cancels

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 and both are only two bars it's not bad to throw this out once in a while.

V Skill 1

Cody's V-Skill is primarily an anti-air move that is fully invincible on frame 3-15. When used it causes 40 grey life to himself. It builds a decent amount of V-Gauge on hit and even builds on whiff. During the move Cody is in a counter hit state, making it risky to use outside of guaranteed situation, at 14f startup it also has similar problems as Urien or Falke's reversals where attacks may recover in time to still block it. He can also use this in a target combo from f+HK.

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. The low version actually 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

Side Arm is a two bar V-Trigger that arms Cody with his trademark knife. This changes the frame data greatly on all his punch attacks, slowing most of them down but increasing the frame advantage and reach. He also gets access to two new specials, Rapid Fire (qcb+P) which makes Cody lunge forward and slice up the opponent on hit and is +3 on block, and Snipe Shot (HP+HK) which replaces his Tornado Sweep attack by throwing his knife forward. On hit the knife knocks the opponent down; it can be knocked away like Ibuki's Kunai though. After throwing the knife activating HP+HK again will cause him to pull it back out. Both Snipe Shot and Rapid Fire take about 1/3 of the V-Gauge when performed. When Cody runs out of V-Gauge he does not immediately lose the knife; instead of breaks the next time it is used however Rapid Fire is no longer available.

V Trigger 2

Dirty Coach is a two bar V-Trigger that has Cody pull out a pipe, modifying his HP attacks and giving him access to several new specials. The pipe greatly increases the range of all his HP attacks, including turning sHP into a crush counter that can refill the V-Gauge meter though it is no longer special cancelable. Toss & Smash (hcb+K) is a command grab that has Cody toss his opponent up in the air; afterwards pressing P will smash them away. There is also a small window that when hit (occurs near when the opponent is almost centered with the pipe, listen to him say the last word of "Let's have some FUN" to help time) causes more damage, stun, and knocks them right next to Cody allowing him to dash forward for another mixup of button/grab. Cody also gets access to Gentle Swing (HP+HK or d+HP+HK) which causes Cody to swing his pipe forward, used mostly as a combo ender by itself. Finally, Present Delivery (qcf+P) causes Cody to toss a rock up in the air, which falls in front of him shortly after hitting the opponent. The rock stays even if Cody is hit during the animation as long as he has gotten it out. By hitting the rock with Gentle Swing he can then launch the rock at 3 different angles; hitting it perfectly causes it to become a multi hit projectile that can beat even an Opponent's EX's, hitting high knocks it away, and hitting it late causes it to bounce along the ground. Using d+HP+HK knocks it high into the air, where it will fall down about 3-4 seconds later helping to extend pressure, combos, or serve as a combo breaker. Further Present Delivery does not take any V-Gauge to activate, nor does hitting it with Gentle Swing. Toss & Smash and hitting an opponent with Gentle swing takes about 1/3 of the trigger.


Strategy

Playing as Cody

Fighting Against Cody