Street Fighter X Tekken/Cody

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Cody

Sfxt Cody face.jpg

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 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.


Strengths Weaknesses
  • 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.
  • 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.
  • Great frame traps that often force the opponent to take a decent amount of chip or use an alpha counter.
  • Criminal Upper (qcb+p) is a safe tag on block and can be relatively hard to punish at a distance thanks to the pushback.
  • Good synergy with most of the cast thanks to his great launchers and juggle tools, making him a good partner for just about anyone.
  • Horrible walk speed can make it difficult to keep up with the opponent in neutral.
  • 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.
  • 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.


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
lp
Standing Medium Punch
mp
Standing Hard Punch
hp
Standing Light Kick
lk
Standing Medium Kick
mk
Standing Hard Kick
hk
Close Light Punch
(near opponent) lp
Close Medium Punch
(near opponent) mp
Close Hard Punch
(near opponent) hp
Close Light Kick
(near opponent) lk
Close Medium Kick
(near opponent) mk
Close Hard Kick
(near opponent) hk
Crouching Light Punch
d + lp
Crouching Medium Punch
d + mp
Crouching Hard Punch
d + hp
Crouching Light Kick
d + lk
Crouching Medium Kick
d + mk
Crouching Hard Kick
d + hk
Neutral Jump Light Punch
u + lp
Neutral Jump Medium Punch
u + mp
Neutral Jump Hard Punch
u + hp
Neutral Jump Light Kick
u + lk
Neutral Jump Medium Kick
u + mk
Neutral Jump Hard Kick
u + hk
Angled Jump Light Punch
ub / uf + lp
Angled Jump Medium Punch
ub / uf + mp
Angled Jump Hard Punch
ub / uf + hp
Angled Jump Light Kick
ub / uf + lk
Angled Jump Medium Kick
ub / uf + mk
Angled Jump Hard Kick
ub / uf + hk

Unique Attacks

Name
Command
Notes
Pick up Knife
d + 3p (when standing over knife
Knife Attack
(while holding knife) p
Causes chip damage
Stomach Blow
f + mp
Solid normal to keep pressure going if you get pushed out
Crack Kick
f + hk
Can corpse hop on knockdown, won't hit crouching opponents
Jaw Crusher
b + mp
Great anti air
Hammer Hook
f + hp
high
Bad Spray
u + p during Quick Recovery
Fake Bad Stone
d + hp + hk
Knife Throw
qcf + p

Throws

Name
Command
Notes
Prisoner Throw
f or n + lp + lk
throw
Bad Stomp
b + lp + lk
throw

Special Moves

Name
Command
Notes
Bad Stone
qcf + p
ex
Can be charged
Criminal Upper
qcb + p
ex
Zonk Knucke
hold p and release
ex
Ruffian Kick
qcf + k
ex chrg

Super Art

Name
Command
Notes
Final Destruction
qcf + 3k

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