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, bait-and-punish, and fish for counter-hits, and stun opponents.

Normal Throws

  • F+mp+mk
    • Cody grabs the opponent and tosses them about half-screen distance. Good for getting an opponent off of a pressure-heavy game, as well as good spacing for some Bad Stones.
  • B+mp+mk
    • Cody grabs the opponent and jumps on their back, possibly causing long-term arthritus. Excellent for spacing, getting out of corners, and moving yourself towards the Knife.

Command Normals

Cody has amazing command normals which mostly all leave him at some kind of frame advantage.

  • Stomach blow (F+mp.) - +1 block, +6 hit
    • One of Cody's best, as it leaves him +1 on block, and it moves him forward as well. Can be hit-confirmed into a cr.lp or cr.mp (1-frame link) into a combo.
  • Crack Kick (F+hk) - +1 block, knocks down on hit
    • A great move. Though it has quite a bit of start up time, it moves Cody forward a lot, and is useful in setting up tick throws. If hit, Cody can follow up with a EX-Criminal Upper.
  • Jaw Crusher (B+mp) - -1 block, +5 hit
    • One of the best anti-airs in the game. This move beats out almost any air-to-ground move if timed right (even Bison's EX-Headstomp), and being -1 on block, it leaves the opponent with no options for reversal.
  • Hammer Hook (F+hp) - -6 block, -1 hit
    • One of Cody's only command normals to have disadvantages on hit/block. This is a semi-quick overhead, which hits twice, meaning it can go through Focuses. Strong move, but not recommended for heavy usage.
  • Slide Kick (D+mk) - -6 block, -3 hit
    • An odd move which slides Cody along the floor. Goes under moves that hit high, and great for escaping cross-up attempts. Use seldomly during pressure as it is easily punishable.

Focus / Saving Attack

Cody pulls out his wrench and swings downward.

  • A decent focus. Moves Cody slightly backwards during charge, making him difficult to jump over. The actual swing itself is somewhat slow, but his charge time is pretty quick. Not too bad, but not recommended for jump-ins. He has plenty of anti-airs for those.

Special Moves

  • Bad Stone (QCF+P)
    • Cody picks up a rock from the ground and throws it. Range is determined by punch, and he can hold the stone to throw it at a different interval.
      • Though it has 29 frames of startup, it's recovery is 16, 18, and 20 for jab, strong, and fierce. Cody can do well in fireball wars, though he will eventually lose.
      • Bad Stone is best used for zoning, and the EX-version hits twice.
      • EX-Bad Stone is an amazing move. Hit confirmable into cr.hp or U2 for crazy damage.
  • Bad Spray (U+P on techable knockdowns. Instead of pressing a button when impacted against floor, press up+punch)
    • Cody recovers quickly and throws dirt at the opponent, causing a knockdown if hit.
      • A good move to throw out every once in a while if an opponent won't let off pressure.
      • Though it has it's uses, it should be used very sparingly, as it has 29 frames of recovery, IS focusable, can be hit out of before the dirt is even thrown, and leaves you at a -20 frame disadvantage if the opponent blocks.
  • Fake Bad Stone (D+hp+hk)
    • Cody picks up what appears to be rocks, but, OH, SNAP, SON! He didn't grab anything!
      • Great move for faking out the opponent and punishing accordingly.
      • Though it is quicker than Bad Stone, it still has a pretty long startup time (32 frames), leaving Cody open for punishment if the opponent is close or poorly spaced.
  • Knife Pick-up (D+PPP)
    • Cody grabs the conviently placed knife in the middle of the stage.
      • Cody gets great range with the knife and his moves gain priority, but he loses the amazing F+mp.
      • Knife is good in footsie games, but if Cody is hit, he drops it.
      • Cody drops the knife if he:
        • Gets hit
        • Throws or gets thrown
        • Does a focus attack
        • Does an Ultra
      • The knife will remain in Cody's hand after Criminal Uppers and Ruffian Kicks.
      • Cody can throw the knife by inputting the Bad Stone command (QCF+P)
      • Cody can follow up with a combo if he catches someone with the knife throw in the corner, as it leaves them in a free-juggle state.
  • Ruffian Kick (QCF+K)
    • Cody's signature move. Short is a sliding sweep kick, Forward is sliding thrust-kick, and Roundhouse is a sliding 90-degree-angled-cramping-leg kick.
    • Short Ruffian Kick (QCF+lk)
      • 15 frames of startup make this the slowest one. It, however, has the best distance of the three, hits low, and has the least advantage on block (but still recovers more slowly than Forward).
      • Can be comboed from cr.mp.
    • Forward Ruffian Kick (QCF+mk)
      • At 11 frames, this move comes out quickly and does the most damage of the three variations. -8 on block makes it very punishable, so it is best used in hit-confirmed combos.
      • Can be comboed from cr.lk and cr.mp.
    • Roundhouse Ruffian Kick (QCF+hk)
      • The fastest Ruffian of the three comes out in 7 frames, but is also the most dangerous to throw out, as it has -19 horrible frames of disadvantage on block, and whiffs completely on crouching characters. Whiffing this moves means 27 frames of recovery.
      • Great anti-air. Incredible priority.
      • Can be Super-cancelled and FADCed.
  • Zonk Knuckle (Charge P 2+ seconds, release P)
    • Cody does a 360 spin and follows up with a wicked punch, saying "Bingo!" for some reason.
      • The Zonk Knuckle has a variety of uses, and should be used in as many practical ways as possible. Such variations include:
        • Pressure
        • Anti-air (requires precise timing)
        • Breaking armor
        • Comboing
        • Going through projectiles
      • Beware that while the move may seem incredible at first, it only has upper-body invincibility, meaning that any attack that hits low will hit Cody out of it, unless it's EX. It is also very unsafe, being -8 on block (EX is -7)
      • EX-Zonk Knuckle has 16 frames of full-body invincibility. This is one of Cody's only decent wake-up options. However, it doesn't auto-correct like a DP, meaning timing is essential, and if baited, can leave Cody in a very punishable situation. In this case, sometimes it's best to use 3 stocks of meter to FADC out of a blocked EX-Zonk to backdash to safety and regain momentum of the fight.

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.

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 at times.
  • Bad reach (like, really bad) makes it difficult to punish certain moves, and sometimes whiffs completely in 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). Last Dread Dust Punish List - A noteworthy compilation of moves punishable with this Ultra.
  • Great reach (almost half-screen) makes it possible to punish poorly spaced projectiles.
  • The dirt hits 7 times total, and will usually negate the effects of armor-moves (I.E. Balrog's EX-dash punch, Abel's Breathless, etc.)
  • Can be linked off certain normals. F+mp. on counterhit, st.mp. (1-frame link), and (knife)cr.hp (1-frame link). High risk/medium-high reward.
  • Can be used if the opponent attempts to jump in attack, but requires precise timing. If done correctly, the opponent will land, but the full Ultra will connect. If done incorrectly, the dirt will hit the opponent in the air, but the rest of the hits will not connect.
  • Great for chip wins!
Cons
  • Very punishable (47 frames of recovery after the upswing). Can be reversal-Ultra'd before and after the dirt kick, and after the upswing.
  • If Ultra connects at any point while the enemy is in the air, the dirt will connect, but the swings will whiff, and Cody can be punished, except in very rare circumstances where only one of the dust hits connect, and Cody follows up with the rest of the swings (I.E. at the peak of Ryu's air-tatsu).
  • In some instances, the follow-up after the dirt kick is slow enough so that the enemy can block it, even if the dirt connected. This happens if the opponent is too far away when the dirt hits (I.E. Blanka ball on block)

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