Introduction
About Cody
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.
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 the 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.
Strengths | Weaknesses |
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Final Patch
Players to Watch
- Frost
- Hoji
- Kiske
- O.Crippler
- Packz
- Poifuru
- Rumours
- Shazyy
- Soundboi
- Shine
- Momochi
Cody | |
---|---|
Vitals | |
Life Points | 1025 |
Stun Points | 1050 |
V-Gauge Points | |
V-Trigger 1 | 2 Bars |
V-Trigger 2 | 2 Bars |
Ground Movement | |
Forward Walk Speed | 0.047 |
Backward Walk Speed | 0.0289 |
Forward Dash Speed | 17 |
Backward Dash Speed | 23 |
Forward Dash Distance | 1.279 |
Backward Dash Distance | 0.842 |
Backdash CH Frames | 3-13 |
Jumping | |
Back Jump Speed | 46(4+38+4) |
Neutral Jump Speed | 46(4+38+4) |
Forward Jump Speed | 45(3+38+4) |
Forward Jump Distance | 2.128 |
Backward Jump Distance | 1.824 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.8 |
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Frame Data & Descriptions are provided by FATOnline.
|
SFV Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.
|
Knockdown |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Normals
Stand LP
Stand MP
Stand HP
Stand LK
Stand MK
Stand HK
Crouch LP
Crouch MP
Crouch HP
Crouch LK
Crouch MK
Crouch HK
Jump LP
Jump MP
Jump HP
Jump LK
Jump MK
Jump HK
Command Normals
Axel Knuckle
Hammer Kick
Bad Spray
Target Combos
Air Raid Punch
Air Raid Kick
Slip Jab
Crime Blow
Final Combination
Final Combo Throw
Crack Combination (V-Skill 1)
Crime Combination (V-Skill 2)
Throws
Trash Out
Crime Throw
Special Moves
LP Tornado Sweep
MP Tornado Sweep
HP Tornado Sweep
EX Tornado Sweep
LK Ruffian Kick
MK Ruffian Kick
HK Ruffian Kick
EX Ruffian Kick
Zonk Knuckle
Zonk Knuckle Level 2
EX Zonk Knuckle
EX Zonk Knuckle Level 2
Critical Art
Criminal Punisher
Taunts
Taunt
V-System
V-Skill 1
Double Kick
V-Skill 2
Crime Sway (High)
Crime Sway (Low)
Wrench Fist
Lumber Sweep
V-Trigger 1
Side Arm
Burst Shot
Snipe Shot
Anti-Air Snipe Shot
Reload
Rapid Fire
V-Trigger 2
Dirty Coach
Gentle Swing
Gentle Upper Swing
Gentle Swing > Bean Ball
Gentle Upper Swing > Bean Ball
Bean Ball
Present Delivery (High)
Present Delivery (Mid)
Present Delivery (Low)
Unluck Gift
Toss & Smash
Toss & Smash (Just Frame)
Toss & Smash > Bean Ball
Toss & Smash (JF) > Bean Ball
Toss & Smash > Present Delivery (H)
Toss & Smash > Present Delivery (M)
Toss & Smash > Present Delivery (L)
Toss & Smash > Unluck Gift
Toss & Smash (JF) > Present Delivery (H)
Toss & Smash (JF) > Present Delivery (M)
Toss & Smash (JF) > Present Delivery (L)
Toss & Smash (JF) > Unluck Gift
V-Shift
V-Shift
V-Shift Break
Payback
V-Reversal
Prison Breaker