Ultra Street Fighter IV/Cody

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Ultra Street Fighter IVUSFIV-Header.png

Cody

SSFIV-Cody Face.jpg

Lauded as a hero in the rescuing of Mayor Mike Haggar's daughter Jessica from the Mad Gear Gang in Metro City, it was expected for Cody to live a promising future as Jessica was also his girlfriend. However, the lure of combat from battling Mad Gear never left his blood and Cody turned to a life of constant fighting out of boredom! Eventually, his penchant for picking random brawls landed him in jail, and his relationship with Jessica was permanently ruined. But from time to time, Cody escapes prison almost at will and returns to the life of fighting, now taking to the Street Fighting circuit to find opponents.


In a nutshell

Cody is a good, all-around character who is similar to Ryu in this regard, and only this regard. Despite being easy to learn, Cody's true strengths lie in one of the most advanced aspects in all of Street Fighter - frame traps. Cody is, for lack of a better word, a demon when it comes to frame traps. The moment he gains momentum in a match, he can and will keep you under constant pressure, waiting for that one opportunity to tick throw or punish should your guard be broken down. Because of this, however, Cody's defense is one of the worst in the game. He has very few options for when he ends up getting pressured himself. Despite this, if you want a solid character who plays different from the norm, give Cody a try.

Players to Watch

BJ Unchained (USA), Sasaki (JP), PIE Chin (USA)

Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Back Dash: Distance slightly increased
  • Crouch MK: On hit is now -1 from -3, on block is now -3 from -6
  • Jaw Crusher (B + MP): When struck during startup, it is now treated as a Counter Hit like normal
  • Crack Kick (F + HK): Now considered airborne starting at 8th Frame (until which frame is unknown)
  • Knife Throw: Now given Armor Breaker properties
  • Knife Attack: All grounded versions given Juggle Potential 3; can combo after L Criminal Upper for example
  • Zonk Knuckle: Can now be EX Focus cancelled
  • Bad Stone: After being held, the stone is thrown immediately at button release
  • EX Criminal Upper: On block, the distance the opponent is pushed back is reduced by half; now Strike and Projectile Invincible until 1 frame before active. Throw invincibility 1-9F removed.
  • Dead End Irony (SC): Hard version's float of opponent on hit changed
  • Last Dread Dust (UC2): Damage reduced to 466 from 506; forward movement slightly increased

(New to Ultra SFIV Console Digital Release)

  • Walk Speed: Forward walk speed slightly increased
  • Pick up Knife: Now treated as a Special Move, can be canceled into from Special Move cancelable Normal Moves
  • Criminal Upper: Light version on block now -4 from -5

(Removed from Ultra SFIV Arcade Japan)

  • Crouch MK: On block is now -2 from -6

(Unlisted)

  • Bad Stone: Minimum charge timing for a level 2 or Level 3 Badstone reduced.
  • Crack Kick (F +HK): Start up increased to 15F from 14F, lower body invincibility timing changed to start on 2F from 4F
  • LK Ruffian Kick: No longer causes a hard knockdown on airborne opponents
  • Final Destruction (UC1): Forward movement on start up increased slightly
  • Dead End Irony (SC): Pushback on first 2 hits increased for LK version on grounded hit. 3rd hit now floats lower.
  • Dead End Irony (SC): Hitbox and active frames adjusted for all versions to reduce instances of fall out.

(New to 1.04 Update)

  • Crack Kick (F + HK): Start up decreased to 14F from 15F
  • Zonk Knuckle: Charge time for Level 2 and Level 3 increased 90F and 120F to 120F and 190F respectively, Level 3 knock down after hit changed from unjuggleable to juggleable; Level 3 knockdown height after hit lowered.
  • EX Criminal Upper: Strike invincibility increased from 1-6F to 1-7F.

Character Specific Data

VITALS
Health: 1000 Stun: 1050 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.0425 Forward Dash Distance: 1.10
Back Walk Speed: 0.024 Forward Dash Total Frames: 18
JUMPING Back Dash Distance: 0.75
Jump Height Apex: 1.76 Back Dash Total Frames: 26
Jump Total Frames: 40 (4+36) Back Dash Invincibility: 8
Forward Jump Distance: 1.92 Back Dash Airborne: 5
Back Jump Distance 1.92 Back Dash Recovery: 13
THROWS WAKE-UP TIMING
Forward Throw Range: 0.98 Face Up Total Frames: 31
Back Throw Range: 0.98 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Hammer Hook, Jump LP Knife, Jump MP Knife, Jump HP Knife Hard Knockdowns: Crouch HK, LK Ruffian Kick, EX Ruffian Kick
Low Attacks: Crouch LK, Crouch MK, Crouch HK, LK Ruffian Kick, EX Ruffian Kick, Dead End Irony (1st Hit) Armor Breakers: Knife Throw, Ruffian Kick, EX Ruffian Kick, Zonk Knuckle, EX Zonk Knuckle, Final Destruction
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Close HP, Crouch HP, Close HK, (With Knife) Stand HP, (With Knife) Crouch HP, Bad Stone, Criminal Upper (1st Hit)
Level 2 Focus Startup Frames: 28
Level 3 Focus Startup Frames: 64
L1 Focus Attack Forward Dash: -2 L2 FA Forward Dash (On Block): +4
L1 Focus Attack Back Dash: -10 L2 FA Back Dash (On Block): -4

Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 4 3 5 +3 +6
Close MP Close Strong.gif 70 100 40 HL sp/su 6 3 8 +4 +7
Close HP Close Fierce.gif 100 200 60 HL sp/su 8 4 13 +1 +6
Close LK Close Short.gif 30 50 20 HL - 4 4 6 +1 +4
Close MK Close Forward.gif 90 100 40 HL sp/su 6 4 14 -4 -1
Close HK Close Roundhouse.gif 110 200 60 HL su 8 6 17 -5 -1
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 3 2 6 +3 +6
Far MP Far Strong.gif 90 100 40 HL - 7 3 11 0 +3
Far HP Far Fierce.gif 120 200 60 HL - 8 4 17 -3 +1
Far LK Far Short.gif 40 50 20 HL - 5 4 8 -1 +2
Far MK Far Forward.gif 70 100 40 HL - 8 5 9 0 +3
Far HK Far Roundhouse.gif 110 200 60 HL - 10 5 15 -2 +2
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 4 5 +2 +6
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 5 3 10 +1 +4
Crouch HP Crouch Fierce.gif 100 200 60 HL sp/su 7 3 16 -1 +4
Crouch LK Crouch Short.gif 20 50 20 L sp/su 3 4 8 -1 +2
Crouch MK Crouch Forward.gif 70 100 40 L - 7 7 13 -3 -1
Crouch HK Crouch Roundhouse.gif 100 100 60 L - 7 3 24 -9 -
Stand LP Knife Stand Jab.gif Knife 40 50 20 HL ch 4 3 6 +2 +6
Stand MP Knife Stand Strong.gif Knife 40*40 100 40 HL su*- 6 2*2 10 0 +4
Stand HP Knife Stand Fierce.gif Knife 120 200 60 HL su 8 3 17 -2 +3
Crouch LP Knife Crouch Jab.gif Knife 40 50 20 HL ch 3 4 7 0 +3
Crouch MP Knife Crouch Strong.gif Knife 80 100 40 HL su 7 4 12 -2 +1
Crouch HP Knife Crouch Fierce.gif Knife 120 200 60 HL su 7 4 12 +2 +7
Stomach Blow Right.gif+Strong.gif 60 100 40 HL - 8 3 12 +1 +6
Crack Kick Right.gif+Roundhouse.gif 110 200 60 HL - 14 3 12 +1 -
Jaw Crusher Left.gif+Strong.gif 80 100 40 HL - 6 4 13 -1 +5
Hammer Hook Right.gif+Fierce.gif 40*60 50*50 60*20 H - 18 1*3 21 -4 +3
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 4 8 - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 6 7 - - -
Neutral Jump HP Neutral Jump Fierce.gif 120 200 60 H - 8 8 - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 8 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 7 7 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 8 3 - - -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 20 H - 4 8 - - -
Diagonal Jump MP Diagonal Jump Strong.gif 80 100 60 H - 9 3 - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 100 200 60 H - 11 6 - - -
Diagonal Jump LK Diagonal Jump Short.gif 40 50 20 H - 5 8 - - -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 40 H - 7 7 - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 90 200 60 H - 9 11 - - -
Jump LP Knife Jump Jab.gif Knife 50 50 20 H - 4 10 - - -
Jump MP Knife Jump Strong.gif Knife 80 100 40 H - 7 3 - - -
Jump HP Knife Jump Fierce.gif Knife 120 200 60 H - 8 6 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 -21 -21
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 64 2 35 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Prisoner Throw Forward Throw 130 140 40 0.98 - 3 2 20 - -
Bad Stomp Back Throw 130 120 40 0.98 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Bad Stone Bad Stone Jab.gif 50 150 10/20 HL su 29 16 Total 44 +4 +8
Bad Stone Strong.gif 50 150 10/20 HL su 29 20 Total 46 +2 +6
Bad Stone Fierce.gif 50 150 10/20 HL su 29 27 Total 48 0 +4
EX Bad Stone Bad Stone EX.gif 70*50 100*100 -250/0 HL su 24 24 Total 40 +8 +15
Fake Bad Stone Fake Bad Stone Total 32
Pick Up Knife Knife Pickup - - - HL ch/sp/su - - Total 27 - -
Knife Throw Knife Throw 70 100 10/20 HL - 26 - Total 45 +7 -
Fake Knife Throw Fake Knife Throw - - - HL - - - Total 32 - -
Criminal Upper Criminal Upper Jab.gif 80*20x3 70*30x3 20/5x4 HL su*-x3 13 2(1)14 22 -4 -
Criminal Upper Strong.gif 70*20x4 70*30x4 20/10*5x4 HL su*-x4 13 2(1)20 23 -8 -
Criminal Upper Fierce.gif 60*20x5 70*30x5 20/10*2x5 HL su*-x5 13 2(1)18 28 -10 -
EX Criminal Upper Criminal Upper EX.gif 60*20x6 50x30*6 -250/0 HL su*-x6 7 2(1)12 30 -11 -
Ruffian Kick Ruffian Kick Short.gif 120 150 20/40 L - 15 8 20 -7 -
Ruffian Kick Forward.gif 130 100 20/40 HL - 11 4 25 -8 -
Ruffian Kick Roundhouse.gif 100 100 20/40 HL su 7 13 27 -19 -
EX Ruffian Kick Ruffian Kick EX.gif 130 150 -250/0 L - 11 7 25 -11 -
Zonk Knuckle Zonk Knuckle (Lv1) 130 200 40/40 HL exfa only 16 3 26 -8 -
Zonk Knuckle (Lv2) 140 200 40/40 HL exfa only 17 3 26 -8 -
Zonk Knuckle (Lv3) 150 200 40/40 HL exfa only 18 3 26 -8 -
EX Zonk Knuckle Zonk Knuckle EX.gif 90*70 150*100 -250/0 HL su*- 16 1*2 26 -7 -
Bad Spray Bad Spray 30*30 100 0/40 HL -*su 25 6*6 29 -20 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Dead End Irony Dead End Irony Short.gif 60*45x5*65 0 -1000/0 L*HLx6 - 1+11 9(14)3(12)3(19)7(17)6(22)3(14)7 30 -16 -
Dead End Irony Forward.gif 60*45x5*65 0 -1000/0 HL - 1+7 9(14)3(12)3(19)7(17)6(22)3(14)7 30 -16 -
Dead End Irony Roundhouse.gif 60*45x5*65 0 -1000/0 HL - 1+7 6(2)4(11)4(18)6(17)6(22)3(14)8 29 -16 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Final Destruction Final Destruction 83x385 0 0/0 HL - 0+13 2 50 -31 -
Last Dread Dust Last Dread Dust 23x7*45x5*80 (? Ultra Change) 0 0/0 HL - 0+7 2x7(24)2(12)2(14)2(12)2(22)2 47 -28 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Moves

Since there are no pictures at the moment, here is a link to a video listing all his hitboxes for his normals: https://www.youtube.com/watch?v=OcHv8iQzyJg

Standing Close Normals

  Name Nickname Command Notes
File:No image.png

Close LP

Close Jab Close lp Rpdfire.png speccancel supercancel

~~ Uses and Strategies ~~

Quick elbow to the upper body, used in ticking mainly, but gives good frame advantage. Chain cancelable.

File:No image.png

Close MP

Close Strong Close mp speccancel supercancel

~~ Uses and Strategies ~~

An upwards punch. Great frame advantage on hit or guard. Can sorta be used as an anti-crossup (stick to close HK).

File:No image.png

Close HP

Close Fierce Close hp speccancel supercancel

~~ Uses and Strategies ~~

Great in stun combos or whiff punishes as it does good damage and a truckload of stun. Also gives a tiny bit advantage on block. Links into crouching LK or MP on hit, which is useful if you were going for a counter hit but did not cancel when the move hit.

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

A kick to the legs which, weirdly enough, which looks like it hits low, doesn't. Used in ticking.

File:No image.png

Close MK

Close Forward Close mk speccancel supercancel

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HK

Close Roundhouse Close hk supercancel

~~ Uses and Strategies ~~

Good anti-air if your opponent is neutral jumping close to you, or trying to cross you up while you're standing.

Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab lp Rpdfire.png speccancel supercancel

~~ Uses and Strategies ~~

A quick outstretched jab. Has a fully active hitbox (no vulnerable hitbox, just "hurting" ones) starting at his handcuff. Good at stuffing rushing attacks (such as Fei Long's rekkas or Honda's headbutt) or standing pokes your opponent throws out. Also can make a good combo starter since you can cancel it into a crouching LP.

File:No image.png

Far MP

Far Strong mp

~~ Uses and Strategies ~~

Like Ryu's far MP, Cody's far MP is a nicely ranged far punch with a good prioritized hitbox starting at his handcuff. Does more damage than the usual st.MPs. Can be a good poke in some situations.

File:No image.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

A skull-cracking straight punch aimed a bit upwards. Does a good amount of damage and stun, and can make an anti-air from afar.

File:No image.png

Far LK

Far Short lk

~~ Uses and Strategies ~~

Quick kick to the side. Has a bad hitbox surrounded by vulnerable hitboxes, and shorter range then what the animation will show you; but shortens his lower hurtboxes by a lot so you can dodge a low poke an opponent does. Can be used in a matter similar to far LP, but far LP is straight better so use that instead.

File:No image.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

Spartan kick. Cody's main poke, with about the same range as far MP, but can hit crouchers better than far MP. Also has the same hitbox shortening property of far LK. Tends to trade with other enemy moves, though.

File:No image.png

Far HK

Far Roundhouse hk

~~ Uses and Strategies ~~

High angled kick. Like far LK/MK before them, it will shorten your lower hitbox so you can dodge low pokes, however, it will whiff most crouchers. Valued for making an easy to use anti-air if your opponent is a good distance away.

Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp speccancel supercancel

~~ Uses and Strategies ~~

One of Cody's good normals. Like the far LP, throw this out at random to stop stuff (you'd be surprised). Its also his main hit confirming tool, and makes good use in pressuring as well. Chain cancelable.

File:No image.png

Crouch MP

Crouch Strong d + mp speccancel supercancel

~~ Uses and Strategies ~~

Despite how it looks, it has long reach and good priority when used at far/max range. Comes out quickly too. Can be hit-confirmed into, or you can use it alone and cancel it to whiff punish.

File:No image.png

Crouch HP

Crouch Fierce d + hp speccancel supercancel

~~ Uses and Strategies ~~

Basically the same thing as Standing Close HP, but longer range and slightly unsafe on block. Good move to frametrap bad stones with, and if you can get a counter hit (like close HP) you can do EX Bad Stone instead to extend a combo. This move can also be used as an anti-air, but requires good timing as there aren't many active frames as other crouching HPs.

File:No image.png

Crouch LK

Crouch Short d + lk speccancel supercancel

~~ Uses and Strategies ~~

A really important move in Cody's arsenal. Think of it as a quicker, lower damage, higher-hurtbox version of Ryu's crouching MK. It has a good range, and comes out VERY quickly, at 3 frames startup (the fastest normal move speed and also the speed of some DPs), so you can control space nicely with this.

Another good point about this move is its ability to be canceled. On block, its used for cancelling into LP Criminal Upper for some safe chip (although it will whiff at max range). In hit confirming, this can be used as a lower damage replacement to crouching MP if the cr.LPs push you outside of its range. The fast speed of crouching LK allows it to punish a number of moves that are normally gone unpunished, such as Balrog's straight rush.

A very useful (but rather unsafe) tool in the neutral is the cr.LK xx MK Ruffian option select. Basically you throw out a crouching LK and quickly buffer the ruffian kick. If the LK kick misses, then nothing will come out, if it hits or its blocked(!), then the MK Ruffian kick will come out.

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

Cody slides along the ground feetfirst. Its -3 on block making it punishable by a small number of moves, but has a lot of utility if used right.

Cody's crouch MK moves him forward a bit, so its good to move a bit closer while still pressuring. Also, you can move under enemy jump-ins if they jump near you. Its a nice tool in footsies as you can gain ground and still hit the enemy's outstretched limb. Also the hitbox is a bit large, so you can use this to anti-air to an extent.

There are certain fireballs that you can go under with this, but the timing is very strict.

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

Sweep kick, really short range, pretty unsafe on block unless properly spaced.

Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab u + lp

~~ Uses and Strategies ~~

Good anti-air move.

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

A downward chop, looks like Ralf's jumping HP from the KOF games. Has decent priority and a downward angle.

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

Chances are, if you're neutral jumping (and not dodging a fireball or such), you're gonna use this. The damage and stun on this is amazing, and can link to other HPs after landing for even more damage and stun.

File:No image.png

Neutral Jump LK

Neutral Jump Short u + lk

~~ Uses and Strategies ~~

A really good anti-air move, has a good upward angle and priority at Cody's foot.

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

Has the longest range of all his neutral jumping moves.

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

(No uses/strategies)

Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / uf + lp

~~ Uses and Strategies ~~

Good air to air, can also hit as a pre-emptive jump back (if your opponent is standing)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / uf + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / uf + hp

~~ Uses and Strategies ~~

Nice downward angle, best damage out of all diagonal jump-ins.

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / uf + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / uf + mk

~~ Uses and Strategies ~~

Crosses up, also makes a nice air to air.

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / uf + hk

~~ Uses and Strategies ~~

Slightly less damage than j.HP, but longer range. Has the most active frames than other diagonal jumping moves.

Knife Attacks

  Name Nickname Command Notes
File:No image.png

Stand LP Knife

Stand Jab Knife Stand lp Knife

~~ Uses and Strategies ~~

A quick medium height stab. Chain cancellable. Nice tool near the ends of rounds for putting pressure on your opponent while slowly killing them.

File:No image.png

Stand MP Knife

Stand Strong Knife Stand mp Knife supercancel (first hit)

~~ Uses and Strategies ~~

A downwards slice that hits twice. The first hit can be cancelled into Dead End Irony.

File:No image.png

Stand HP Knife

Stand Fierce Knife Stand hp Knife supercancel

~~ Uses and Strategies ~~

A horizontal slash. Super cancellable, does 10 chip damage on block.

File:No image.png

Crouch LP Knife

Crouch Jab Knife d + lp Knife

~~ Uses and Strategies ~~

Identical to standing LP with knife, except it looks like you're hitting low (except that you're not). Another one of Cody's fastest moves, with 3F startup. Again, use this near the end of the match to pressure your opponent while whittling them down.

File:No image.png

Crouch MP Knife

Crouch Strong Knife d + mp Knife supercancel

~~ Uses and Strategies ~~

A horizontal slice to the legs. Has the longest range out of all his knife moves.

File:No image.png

Crouch HP Knife

Crouch Fierce Knife d + hp Knife supercancel

~~ Uses and Strategies ~~

A hard upwards stab. Great anti-air with a good hitbox, and does a lot of damage. You can link this into a c.LK afterwards.

File:No image.png

Jump LP Knife

Jump Jab Knife Jump lp Knife

~~ Uses and Strategies ~~

Nice air to air, not much use out of that.

File:No image.png

Jump MP Knife

Jump Strong Knife Jump mp Knife

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump HP Knife

Jump Fierce Knife Jump hp Knife

~~ Uses and Strategies ~~

Downward angle, the preferred jump-in attack when not crossing up.

Unique Attacks

  Name Nickname Command Notes
File:No image.png

Stomach Blow

Gut Punch f + mp

~~ Uses and Strategies ~~

A punch that moves Cody forward while attacking and still keeping frame advantage. Good use in blockstrings and tick throwing. Keep in mind, however, you can't perform this holding the knife.

On hit, you can link the following:

  • cr.LP
  • cl.MP
  • cr.MP
  • cr.LK
  • cr.HP (counter hit or meaty)
  • cr.HK (counter hit)

After a counter hit, you can link pretty much any normal, but the best ones are listed.

On block, here are some things you can do:

  • another Stomach Blow
  • Hammer Hook (overhead)
  • walk up throw
  • walk up close HP or just cr.HP
  • Crack Kick (walk up throw on block)
  • cr.LK
  • cr.HK (don't do it too close!)
File:No image.png

Crack Kick

Hopkick f + hk

~~ Uses and Strategies ~~

Cody hops off the ground and kicks forward. It is a good move for approaching while attacking, as Cody has some invincibility on his feet throughout some of the animation. The hitbox on it allows the move to dodge some low moves that your opponent does, but the Crack Kick can't hit crouching opponents.

In Ultra, this got a very good buff in airborne frames (should have been there since Super because he's hopping, but whatever). Previously, if the opponent tried to do a throw move while you were in the middle of a Crack Kick, the throw would hit, but because you have in air frames, the throw will miss.

On hit, you can follow up with:

  • MK Ruffian Kick (push to corner)
  • Stomach Blow (reset)
  • EX Criminal Upper (damage/stun)
File:No image.png

Jaw Crusher

Anti-air Punch b + mp

~~ Uses and Strategies ~~

Cody's best anti-air, very easy to use, nice prioritized upwards hitbox, but can't beat pre-emptive jump ins (i.e. knockdown crossups) or jumps that are spaced well. On a ground hit, you can actually combo into a c.LP afterwards. Keep in mind, however, you can't perform this holding the knife.

File:No image.png

Hammer Hook

Overhead f + hp

~~ Uses and Strategies ~~

Overhead move. Long range, does good damage, hits twice (breaks focus and attacks with 1 hit of armor), however, it is very slow and can be easily reacted to. GroundedSF has done a video covering the overhead that you can watch here: http://shoryuken.com/2014/12/09/nail-down-codys-hammer-hook-overhead-in-ultra-street-fighter-iv/

Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

Good range. Make sure you're canceling this into a dash if you hit this, as it is horribly unsafe on hit or block uncanceled.

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

Good range. Causes a short crumple.

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

Good range. Gives the opponent enough time considered grounded to start a combo with an EX Bad Stone.

Throws

  Name Nickname Command Notes
File:No image.png

Prisoner Throw

Forward Throw f or n + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Bad Stomp

Back Throw b + lp + lk

~~ Uses and Strategies ~~

Cody hops on the opponent's back and stomps them to the ground. This move has 20 less stun then his forward throw. However, the bad stomp has a very easy to use safe jump setup (back throw, immediate jump, j.HK) afterwards so that you can continue your offense.

Special Moves

  Name Nickname Command Notes
File:No image.png

Bad Stone

Rocks qcf + p ex Not possible while holding knife; Hold p to delay toss and increase damage; ex cannot be charged

~~ Uses and Strategies ~~

Badstone is less a fireball and more a very slow poke. Cody's fireball is one of the slowest in the game, does not go full screen, has low hit/blockstun, and deals very poor damage. However it also has the fastest recovery in the game which helps make up for the low hit/blockstun as he has more frame advantage than most. Using badstone to harass your opponent into impatience can be a good tactic as Cody has very good whiff punishes. In addition the badstone is very important in the grappler matchups where Cody does not want to be up close to the opponent. EX Badstone is an extremely good fireball with a lot of frame advantage and good for frame trapping from close HP or crouching HP.

After hitting a Bad Stone on an air opponent they are put into a juggle state where you can combo the following:

  • MK Ruffian Kick
  • Ultras (Ultra 1 only in corner unless you hit them really close)
  • EX Criminal Upper
  • Crack Kick
  • EX Ruffian Kick (and you can cleanly land an EX Criminal Upper if you end up close to the corner)
File:No image.png

Fake Bad Stone

Fake Rocks d + hp + hk Not possible while holding knife

~~ Uses and Strategies ~~

Mixing between badstone and fake badstone is one key part of Cody's fireball game. His fireballs aren't particularly effective at zoning so he needs to try and fake people out and punish them with an anti air if they preemptively jumpin. Fake badstone can let him do that. Just be careful against some characters, at 32F total the fake badstone is slower than some characters ACTUAL fireballs and if the opponent has fast reactions or a good anti fireball move they can punish the fake out just as easily as the real thing.

File:No image.png

Pick Up Knife

Knife Pickup d + 3p (when near knife on ground)

~~ Uses and Strategies ~~

The animation in which Cody picks up the knife. Can be canceled into anything after he grabs the knife.

File:No image.png

Knife Throw

Knife Throw (while holding knife) qcf + p armorbreak

~~ Uses and Strategies ~~

In comparison to bad stone, this is probably less useful. If the knife hits another projectile or an opponent's normal then the projectile is negated. On the other hand, it does break armor (finally) and puts the opponent in a juggle state identical to the one where you land a bad stone on an opponent in the air. (refer to the list in the bad stone section for what you can hit afterwards)

File:No image.png

Fake Knife Throw

Fake Knife Throw (while holding knife) d + hp + hk

~~ Uses and Strategies ~~

Like fake badstone this is simply a tool to keep your opponent guessing whether or not they should jump over your incoming projectile.

File:No image.png

Criminal Upper

Criminal Upper qcb + p ex

~~ Uses and Strategies ~~

Cody's main combo ender. The LP Criminal Upper can be spaced to be relatively safe and is one of Cody's best ways to end block strings and deal chip damage. The HP Criminal Upper is Cody's go to damage dealing option. A simple normal attack into HP Criminal Upper can be a very good whiff punish. EX Criminal Upper is strike and projectile invincible until the first active frame. It has a high tendency to trade but is a viable get off me tool in a pinch. Just be careful as it's very punishable and completely vulnerable to throws as of ultra. The tornado is actually considered a projectile by the game, so you can use it to negate other projectiles, including EX fireballs (which usually can't be negated without using meter) and even Dhalsim's Ultra 1; albiet you have to be really good at reaction, and the projectile moves forward after each hit.

File:No image.png

Ruffian Kick

Ruffian Kick qcf + k ex armorbreak Button used determines angle of kick: hk for upwards kick, mk for straight kick, lk for ground kick that hits low

~~ Uses and Strategies ~~

Most of the time used as a combo ender. LK goes the farthest, has the most startup, and hits low; sometimes good to throw out to get a knockdown from far away. MK hits mid, middle startup, and middle distance, and has the most pushback; making it a good combo ender. HK hits high (meaning it can't hit crouching opponents), shortest startup, goes the least distance; combo ender, and can be FADCed for a juggle or into an Ultra.

File:No image.png

Zonk Knuckle

Bingo Punch hold p then release ex armorbreak

~~ Uses and Strategies ~~

Intended to be used to get past zoning or some pokes. The startup is rather slow so you need a good read on the opponent for when to use it, such as between a blocked crouching MK and a buffered fireball. The distance traveled isn't particularly far so it may be difficult to get around zoning using it raw. However since most character extend their arms during their fireball animation you can usually hit them from farther out than you'd expect. The EX Version is Cody's main wakeup tool. It is extremely slow at 16F startup. It's not effective once the opponent knows how to fight it, however the move is fully invincible for the entire start up of the attack and this can throw off some opponents. The ex versions invincibility can also be used to help get Cody up close to frame trap, if it's blocked he can FADC it and frame trap. If it hits he can FADC and combo into ultra 1 or many other moves. It is possible to juggle after the EX and Lv3 Zonk Knuckles only.

Take note, however while this is a good move to have charged in a pinch, when you are charging Zonk depending on the button pressed, you will lose access whatever strength specific move that you were using (throw for lights, focus attack for mediums, and taunt [fake stone/knife] for heavies) EX Zonk will restrict 2 of these abilities (and if you use 3P button for EX, then there goes all of them).

File:No image.png

Bad Spray

Bad Spray (as you hit the ground from a knockdown) u + p

~~ Uses and Strategies ~~

Very unsafe, very slow, and not invincible at all. However as it's something no other character can do and gives Cody a different wakeup timing from a quick rise than normal it can throw off some opponents, especially ones looking for the "technical" message to appear for a quick rise. Best used very sparingly. The hitbox is surprisingly large and can actually anti air. The first hit is focus cancellable, which can get you out of a punish if its blocked.

Super Combo

  Name Nickname Command Notes
File:No image.png

Dead End Irony

Super Combo qcf qcf + k First hit mimics Ruffian Kick: hk for initial upwards kick, mk for initial straight kick, and lk for initial ground kick that hits low

~~ Uses and Strategies ~~

Not particularly useful. Only used if you need to close out a round and aren't sure a EX Red Focus combo will reach. Has a high tendency to drop opponents leaving Cody open for punish, does average damage, has low juggle potential, has slow startup for a super, and doesn't function particularly well as an anti air or anti projectile move. The main redeeming factor however is that it causes a lot of corner carry. If you hit the opponent with this from anywhere on the stage they WILL be in the corner (or at least really close) by the end of it.

Ultra Combos

  Name Nickname Command Notes
File:No image.png

Final Destruction

Ultra Combo I qcf qcf + 3p armorbreak

~~ Uses and Strategies ~~

At 13F startup it is one of the slowest ultras in the game, in addition it only has 1 juggle potential so while easy to combo against a standing opponent into there are limited options for use outside of that. Mainly used in conjunction with Cody's HK Ruffian - EX FADC to get extra damage in matchups where the opponent is often jumping and Ultra 2 would not work.

File:No image.png

Last Dread Dust

Ultra Combo II qcb qcb + 3p

~~ Uses and Strategies ~~

Intended to be used as an anti-projectile ultra. The move comes out quickly and can easily punish most projectiles from mid range. At 7F start up it also functions as a viable wakeup option and can be comboed into from F+MP on counterhit or close MP or even an EX Bad stone. However when hitting an opponent out of the air it leaves Cody completely vulnerable to punishment. In addition at some ranges the dust may connect and the wrench may end up being blocked by the opponent. Another thing to note is that regardless of where you land the cinematic (when the last wrench hit connects), then you will ALWAYS end up in the middle of the stage, which is the default spawn position for the knife.

The Basics

A good defense is a good offense, and Cody exemplifies this the most. You've gotta be close to your opponent pretty much all the time (unless you're holding a life lead or fighting a grappler which is when you need to play defensively).
Cody's gameplan revolves around pressure, which can be divided into three main categories: frame traps (which usually can lead into), hit confirms, and tick throwing. Most of his normal moves give great frame advantage, so you can continually apply safe pressure to your opponent. While he has a bad defensive game compared to other characters, he makes up for it with high damage potential and high stun. He also has a decent zoning game with Bad Stone, and a ok footsies game, but he also has the knife, which can be a great tool in footsies/near the end of rounds.

Frame Traps

Frame traps are basically there to keep your opponent from pressing buttons while you're pressuring them. When you land a move, it will put the opponent in hit/blockstun for a period of time. After the active frames of the move (the part where the move actually is supposed to hit) are done, then the recovery of the move happens while the enemy is still in block/hitstun (gonna call it block for now, since that's what they will usually do). The time of the recovery of the move that got blocked compared to how long the enemy is in blockstun is the advantage that you have (how many frames ahead of the opponent where you can move but they can't).

For example, let's take a common frame trap, crouching LP to crouching MP. Since crouching LP is +2 on block you can move 2 frames before your opponent. You then do crouching MP which starts up (the time before the move is supposed to be registered as hitting) in 5 frames. So 5 frames minus 2 frames equals 3 frames, which is the gap between the two moves. So, if your opponent does just about anything between the moves, the startup of their move (unless its a DP or so) will be too slow, and they will be hit by the crouching MP (also getting a counter hit for a bit more damage/stun).

Hit Confirms

Most of Cody's ground combos can started by a crouching LP, which can be comboed into a crouching LK or crouching MP. Teach yourself to recognize when a crouching LP connects, and then when done so, quickly follow up with a crouching MP or LK, and then to a Criminal Upper or Ruffian Kick. This is one of his main sources of damage starting on the ground. If the crouching LP doesn't connect (blocked), continue to do LPs or start a pressure string.

Tick Throwing

Ticking, in a general sense, is throwing out a fast move like a jab (usually gets blocked by the opponent) and then quickly walking up and throwing them. If someone is continually just blocking your pressure strings, tick throwing them can be a good way to break their guard and score a knockdown.

Ground Game/Footsies

A list of his most important normals, you will use these the most:

  • standing Forward.gif - Basic poking tool.
  • standing Roundhouse.gif - Makes a nice anti air from afar.
  • standing/crouching Jab.gif - Frame traps, also for fishing for knockdowns
  • crouching Strong.gif - Combo filler/starter.
  • crouching Short.gif - Very fast normal, good reach, and can be option-selected into specials if it hits
  • Right.gif + Strong.gif - Close the distance while still attacking, good in pressure strings.
  • Right.gif + Roundhouse.gif - Hopkick, also nice for setting up throws.
  • Left.gif + Strong.gif -Anti-air punch, probably his best anti air

Air Game

  • neutral jump Short.gif - Air-to-air or anti-air.
  • neutral jump Fierce.gif - Attacking, can also hit-confirm into an Ultra.
  • jumping Jab.gif - Air-to-air or defensive anti-air.
  • jumping Fierce.gif - Same use as the neutral jumping counterpart.
  • jumping Forward.gif - Cody's cross-up jump in.
  • jumping Roundhouse.gif - Good range, lots of active frames.

Combos

Bread and Butter

Keep in mind that it is generally easier to link into a crouching LK then it is a crouching MP.
Also, when choosing a meterless combo ender, it depends on what outcome you want. HP Criminal Upper does the most damage, LK Ruffian Kick keeps the enemy near you, and MK Ruffian Kick has more corner carry.

Simple Cancels

Crouching LPs can start all of these combos except for crouching HP.

  • cr.LK (good for converting damage and a knockdown off a poke) →
    • xx LP Criminal Upper - (160 damage, 210 stun)
    • xx HP Criminal Upper - (180 damage, 270 stun)
    • xx MK Ruffian Kick - (150 damage, 150 stun)
  • cr.MP (standard whiff punisher) →
    • xx HP Criminal Upper - (220 damage, 320 stun)
    • xx LK Ruffian Kick - (180 damage, 250 stun)
    • xx MK Ruffian Kick - (190 damage, 200 stun)
  • cr.HP (these are THE DP punishers, you better be using these) →
    • xx HP Criminal Upper - (260 damage, 240 stun)
    • xx HK Ruffian Kick - (200 damage, 300 stun)
    • xx EX Zonk Knuckle - (260 damage, 450 stun, costs 1 meter stock)

Links

  • cl.MP →
    • cr.LK →
      • xx HP Criminal Upper - (218 damage, 326 stun)
      • xx MK Ruffian Kick - (194 damage, 230 stun)
    • cr.MP →
      • xx HP Criminal Upper - (258 damage, 376 stun)
      • xx MK Ruffian Kick - (234 damage, 280 stun)
      • xx LK Ruffian Kick - (226 damage, 320 stun)
    • cr.HP (this is a 1 frame link, albiet a very loose one) →
      • xx HP Criminal Upper - (298 damage, 476 stun)
      • xx HK Ruffian Kick - (250 damage, 380 stun)
  • cl.HP →
    • cr.LK (this will actually reduce the damage of the combo, so in guaranteed situations, don't do this) →
      • xx HP Criminal Upper - (248 damage, 426 stun)
      • xx MK Ruffian Kick - (224 damage, 330 stun)
      • xx HK Ruffian Kick - (200 damage, 330 stun)
    • cr.MP →
      • xx HP Criminal Upper - (288 damage, 476 stun)
      • xx MK Ruffian Kick - (264 damage, 380 stun)
      • xx HK Ruffian Kick - (240 damage, 380 stun)
  • F+MP (Stomach Blow) →
    • cr.LK →
      • xx HP Criminal Upper - (208 damage, 326 stun)
      • xx MK Ruffian Kick - (184 damage, 230 stun)
    • cr.MP →
      • xx HP Criminal Upper - (248 damage, 376 stun)
      • xx LK Ruffian Kick - (216 damage, 320 stun)
      • xx MK Ruffian Kick - (224 damage, 280 stun)

Situational

Corner Only

  • LP Criminal Upper → EX Criminal Upper - (??? damage, ??? stun, costs 1 meter stock)
  • cr.MP xx HK Ruffian Kick (cr.MP pushback causes the HK Ruffian Kick to hit rather late) →
    • MK Ruffian Kick - (??? damage, ??? stun)
    • EX Criminal Upper - (??? damage, ??? stun)
  • EX Zonk Knuckle → EX Criminal Upper - (??? damage, ??? stun, costs 2 meter stocks)

Counter Hit

  • F+MP →
    • cr.HP →
    • xx HP Criminal Upper - (??? damage, ??? stun)
    • xx HK Ruffian Kick - (??? damage, ??? stun)
    • cr.HK - (??? damage, ??? stun)
  • cl.HP →
    • cr.HP xx HP Criminal Upper - (??? damage, ??? stun)
    • EX Bad Stone → cr.HP xx HP Criminal Upper - (??? damage, ??? stun, costs 1 meter stock)

Juggles

  • F+HK (Crack Kick) →
    • F+MP (Stomach Blow) - (??? damage, ??? stun) - Air reset.
    • MK Ruffian Kick - (??? damage, ??? stun) - Corner carry.
    • EX Criminal Upper - (??? damage, ??? stun, costs 1 meter stock) - Little bit more damage, than MK Ruffian, but better stun.

FADC Starters

  • HK Ruffian Kick
  • EX Zonk Knuckle
  • Bad Spray
  • Lv3 Zonk Knuckle

FADC Followups

  • MK Ruffian Kick
  • neutral jump HP (HK Ruffian Kick only)
  • Crack Kick → EX Criminal Upper
  • EX Ruffian Kick → EX Criminal Upper

Combos into Ultras

Assume that every Ultra meter is fully charged, and no damage scaling

Final Destruction (Ultra 1)

  • HK Ruffian Kick xx FADC, Final Destruction - (??? damage, ??? stun, costs 2 meter stocks)
  • EX Zonk Knuckle (1 hit) xx FADC, Final Destruction - (??? damage, ??? stun, costs 3 meter stocks)
  • Lv3 Zonk Knuckle xx FADC, Final Destruction - (??? damage, ??? stun, costs 2 meter stocks)
  • Lv3 Focus Attack, Final Destruction - (??? damage, ??? stun)
  • EX Bad Stone, Final Destruction - (??? damage, ??? stun, costs 1 meter stock)
  • Lv2 Focus Attack (backdash), LP Bad Stone, Final Destruction - (??? damage, ??? stun)

Last Dread Dust (Ultra 2)

  • cr/cl.HP (counter hit) xx EX Bad Stone, Last Dread Dust - (??? damage, ??? stun, costs 1 meter stock)
  • Lv3 Focus Attack, Last Dread Dust - (??? damage, ??? stun)
  • Lv3 Focus Attack, EX Bad Stone, Last Dread Dust - (??? damage, ??? stun)
  • nj.HP, Last Dread Dust - (??? damage, ??? stun)
  • EX Zonk Knuckle, Last Dread Dust - (??? damage, ??? stun) - This should ONLY be used as a KO combo, as only the dust will hit and you will be open for punish after the opponent wakes up.

Strategy

Offense

Cody when played correctly has a very good offense when he can get in, however, getting in can be hard sometimes.

Fullscreen

Depending on the situation, you want to do different things when you're full-to mid screen away from the opponent. Generally, you want to be throwing bad stones for a bit to build meter or neutralize enemy fireballs (be sure to jump when you get overwhelmed by the enemy fireballs). If the opponent is trying to keep me out with fireballs I generally like to neutralize a fireball with a stone and then do a LK Ruffian Kick after I recover. You'll likely take damage doing this, but its much better than trying to do a jump in in my opinion.

Midscreen

  • First and foremost, DON'T JUMP FORWARD if your jump arc is going to land anywhere close to the opponent, because chances are, if they are any good, they know how to anti-air, and you'll be trying to get back close again.
  • If you have meter, EX Ruffian Kick is your best friend. It plows through fireballs on reaction and gets a hard knockdown, giving you time to set up something. If you don't have meter, you can still try and gamble for a knockdown on LK Ruffian Kicks.
  • Zonk Knuckle is really good here if your opponent likes to throw out pokes at this range, as you can charge one up, walk forward and let it go. It will sometimes trade with other attacks, but it's usually in your favor because you get a knockdown.
  • You can still try and utilize bad stones here to some extent, but don't rely on that too often, as you can get jumped and eat a combo.
  • Last Dread Dust is effective as an anti-fireball move in this range.

Example Pressure Strings

  • cr.LP cr.LP cr.LK xx LP Criminal Upper
  • F+MP, F+MP, cr.LP, cr.MK, cr.LP, F+HK
  • F+MP, cr.LP, F+MP cr.LP...
  • F+MP, cr.HP xx Bad Stone, cr.HP xx Bad Stone (EX Bad Stone if you get a counter hit on the crouching HP to land an ultra)
  • cr.LP, cl.MP, cr.HP xx Bad Stone
  • cr.LP, st.HP, cr.HK
  • Bad Stone c.LP c.LP F+HP
  • Bad Stone F+MP c.HP xx Bad Stone
  • cl.HP, F+MP...

Example Throw Setups

  • cr.LP cr.LP walk up, throw
  • nj.HP cl.LP walk up, throw
  • F+MP walk up, throw
  • cr.LP s.LK F+MP walk up, throw
  • cr.LP cr.LP cr.LP F+HK throw
  • (If your opponent is doing a neutral jump or jumping forward close to you)cr.MK, throw
  • F+HK (on hit) F + MP, dash, throw
  • B + MP (anti-air) dash up, throw

While it isn't advised to repeat the same setups to keep your opponent guessing, you can walk up, but instead of throwing, you can jump or back up in order to bait a throw tech attempt. If it works, they'll just do a missed throw animation that you can punish.

Frame Traps

4 Frames
  • F + MP, cr.MP
  • cr.LP, cl.MP
3 Frames
  • cr.LP, cr.MP
  • cl.MP, cr.HP
  • LP Bad Stone, cr.HP
2 Frames
  • cr.LP, (slight delay) cr.LP
  • cl.LP, cr.MP
  • F + HK, cr.LK
1 Frame
  • cl.LP, (slight delay) cl.LP
  • LP Bad Stone, cr.MP

Defense

The Knife

The knife, while very underused by Cody players, can be a really nice tool. He is the only character that can pick it up and use it, and I suggest that you use it to your advantage.

While holding the knife, all his normal punch attacks have longer range and do chip damage, at the cost of not being able to special cancel said moves. Also, he loses the ability to do Bad Stone and Fake Bad Stone, but they are replaced with the Knife Throw and the Fake Knife throw.

Actions that drop the knife:

  • Focus Attacking
  • Throwing (attempting, teching, and landing)
  • Taunting
  • Doing a super or ultra
  • Getting hit
  • Throwing the knife (QCF + P while holding it)

Spaced properly, it can be a very good tool in the neutral game, especially his ground Strong.gif attacks, which have good range. However, you have to able to play very defensively as well in order to not lose the knife.

Knife Combos

  • st.LP x2 st.MP - (??? damage, ??? stun)
  • cr.LP x2 cr.LK (you have to delay the cr.LK slightly because it will chain and lose its cancel ability) →
    • xx HP Criminal Upper - (208 damage, 294 stun)
    • xx MK Ruffian Kick - (187 damage, 210 stun)
  • cr.HP cr.LK →
    • xx HP Criminal Upper - (268 damage, 426 stun)
    • xx MK Ruffian Kick - (244 damage, 330 stun)
    • xx HK Ruffian Kick - (220 damage, 330 stun)

Matchups

Info for all characters up to Super: http://forums.shoryuken.com/discussion/102036/we-finished-practicing-now-cody-match-up-thread/p1

vs. Abel

(No strategies)

vs. Adon

(No strategies)

vs. Akuma/Gouki

(No strategies)

vs. Balrog/Boxer

(No strategies)

vs. Blanka

(No strategies)

vs. C. Viper

(No strategies)

vs. Cammy

(No strategies)

vs. Chun-Li

(No strategies)

vs. Cody (self)

Simply put, whoever can pressure the other the better wins.

Also, remember to NEVER press buttons when you're getting pressured, because you'll likely be in a frame trap and will eat a counter hit.

vs. Dan

(No strategies)

vs. Decapre

(No strategies)

vs. Dee Jay

(No strategies)

vs. Dhalsim

(No strategies)

vs. Dudley

(No strategies)

vs. E. Honda

(No strategies)

vs. El Fuerte

(No strategies)

vs. Elena

(No strategies)

vs. Evil Ryu

  • EX Ruffian, immediate fake Bad Stone, neutral jump MK (3f safe jump)

vs. Fei Long

(No strategies)

vs. Gen

(No strategies)

vs. Gouken

(No strategies)

vs. Guile

  • If you get a lead, keep it. Take your time and zone him out.
  • Neutral jumping over a LP boom is a bad idea, since Guile can walk forward and punish it
  • His flash kick can't autocorrect, so you can bait a reversal with a cross up

vs. Guy

(No strategies)

vs. Hakan

(No strategies)

vs. Hugo

(No strategies)

vs. Ibuki

(No strategies)

vs. Juri

  • st.HK will trade in your favor against divekicks

vs. Ken

  • EX Ruffian, immediate fake Bad Stone, neutral jump MK (3f safe jump)

vs. M. Bison/Dictator

(from BJ Unchained's post on EventHubs)

Cody has an answer for most of Bison's options:

  • EX Psycho blocked -> U2 or EX ruffian
  • Headstomp/Devil's reverse -> cr.mk beats both options on the way down
  • cody's cr.mk deals with scissor kicks, f.mk, and f.hk well. Bisons can whiff punish cr.mk consistently however.

In addition, lightly charged rocks is great for Bison approaching, and will allow Cody to recover in time to beat out Bison's floaty jumps consistently. However, it is difficult to open up a Bison with life lead, and the matchup boils down to who can establish and hold the life lead.

vs. Makoto

(No strategies)

vs. Oni

(No strategies)

vs. Poison

(No strategies)

vs. Rolento

(No strategies)

vs. Rose

  • My main strategy in this match is to turtle to an extent, as Rose can't reflect Bad Stones.
  • Be careful in the neutral, as she has good dashes to come up and throw you
  • Like you, she also has good frametraps, so pick your shots carefully when pressured
  • Use cr.LK to punish badly spaced slides
  • You can Zonk through blockstrings ending with a Soul Spiral

vs. Rufus

(No strategies)

vs. Ryu

  • EX Ruffian, immediate fake Bad Stone, neutral jump MK (3f safe jump)

vs. Sagat

(No strategies)

vs. Sakura

(No strategies)

vs. Seth

(No strategies)

vs. T.Hawk

(No strategies)

vs. Vega/Claw

(No strategies)

vs. Yang

(No strategies)

vs. Yun

(No strategies)

vs. Zangief

(No strategies)

Links

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 4 3 5 11 +3 +6 11 14 Reset Reset - - - - - - -
Close MP Close Strong.gif 70 100 40 HL sp/su 6 3 8 16 +4 +7 15 18 Reset Reset - - - - - - -
Close HP Close Fierce.gif 100 200 60 HL sp/su 8 4 13 24 +1 +6 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Close LK Close Short.gif 30 50 20 HL - 4 4 6 13 +1 +4 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 90 100 40 HL sp/su 6 4 14 23 -4 -1 14 17 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 110 200 60 HL su 8 6 17 30 -5 -1 18 22 Reset Reset - - - - - - -
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 3 2 6 10 +3 +6 11 14 Reset Reset - - - - - - -
Far MP Far Strong.gif 90 100 40 HL - 7 3 11 20 0 +3 14 17 Reset Reset - - - - - - -
Far HP Far Fierce.gif 120 200 60 HL - 8 4 17 28 -3 +1 18 22 Reset Reset - - - - - - -
Far LK Far Short.gif 40 50 20 HL - 5 4 8 16 -1 +2 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 70 100 40 HL - 8 5 9 21 0 +3 14 17 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 110 200 60 HL - 10 5 15 29 -2 +2 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 4 5 12 +2 +6 11 15 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 5 3 10 17 +1 +4 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 100 200 60 HL sp/su 7 3 16 25 -1 +4 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 20 50 20 L sp/su 3 4 8 14 -1 +2 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 70 100 40 L - 7 7 13 26 -3 -1 17 19 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 100 100 60 L - 7 3 24 33 -9 - 18 - Hard knockdown Hard knockdown Hard knockdown Hard knockdown - - - - - - -
Stand LP Knife Stand Jab.gif Knife 40 50 20 HL ch 4 3 6 12 +2 +6 11 15 Causes 5 chip damage Reset Reset - - - - - - JP: 3
Stand MP Knife Stand Strong.gif Knife 40*40 100 40 HL su*- 6 2*2 10 19 0 +4 14 17 Causes 4x2 chip damage Reset Reset - - - - - - JP: 3*3
Stand HP Knife Stand Fierce.gif Knife 120 200 60 HL su 8 3 17 27 -2 +3 18 23 Causes 10 chip damage Reset Reset - - - - - - JP: 3
Crouch LP Knife Crouch Jab.gif Knife 40 50 20 HL ch 3 4 7 13 0 +3 11 14 Causes 5 chip damage Reset Reset - - - - - - JP: 3
Crouch MP Knife Crouch Strong.gif Knife 80 100 40 HL su 7 4 12 22 -2 +1 14 17 Causes 8 chip damage Reset Reset - - - - - - JP: 3
Crouch HP Knife Crouch Fierce.gif Knife 120 200 60 HL su 7 4 12 22 +2 +7 18 23 Causes 10 chip damage Forces stand Forces stand Reset Reset - - - - - - JP: 3
Stomach Blow Right.gif+Strong.gif 60 100 40 HL - 8 3 12 22 +1 +6 16 21 Reset Reset - - - - - - JP: 1
Crack Kick Right.gif+Roundhouse.gif 110 200 60 HL - 14 3 12 29 +1 - 16 - Cannot hit crouching opponents Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - Feet: 4~24f Feet: 4~24f - 8f~27F JP: 1
Jaw Crusher Left.gif+Strong.gif 80 100 40 HL - 6 4 13 22 -1 +5 16 22 cannot perform with knife. Cannot hit crouching opponents. Reset Reset - - - - - - -
Hammer Hook Right.gif+Fierce.gif 40*60 50*50 60*20 H - 18 1*3 21 42 -4 +3 20 27 Only -1 on hit vs crouching opponents Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 4 8 - 11 - - Reset Reset - - - - - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 6 7 - 12 - - Reset Reset - - - - - - -
Neutral Jump HP Neutral Jump Fierce.gif 120 200 60 H - 8 8 - 15 - - Soft Knockdown Soft Knockdown - - - - - - JP: 1
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 8 - 12 - - Reset Reset - - - - - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 7 7 - 13 - - Reset Reset - - - - - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 8 3 - 10 - - Reset Reset - - - - - - -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 20 H - 4 8 - 11 - - Reset Reset - - - - - - -
Diagonal Jump MP Diagonal Jump Strong.gif 80 100 60 H - 9 3 - 11 - - Reset Reset - - - - - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 100 200 60 H - 11 6 - 16 - - Reset Reset - - - - - - -
Diagonal Jump LK Diagonal Jump Short.gif 40 50 20 H - 5 8 - 12 - - Reset Reset - - - - - - -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 40 H - 7 7 - 13 - - Reset Reset - - - - - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 90 200 60 H - 9 11 - 19 - - Reset Reset - - - - - - -
Jump LP Knife Jump Jab.gif Knife 50 50 20 H - 4 10 - 13 - - Causes 5 chip damage Reset Reset - - - - - - -
Jump MP Knife Jump Strong.gif Knife 80 100 40 H - 7 3 - 9 - - Causes 8 chip damage Reset Reset - - - - - - -
Jump HP Knife Jump Fierce.gif Knife 120 200 60 H - 8 6 - 13 - - Causes 10 chip damage Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 57 -21 -21 Crumple Soft Knockdown Soft Knockdown - - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 65 -15 - Crumple Crumple Free Juggle Free Juggle - - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 64 2 35 100 - - Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Prisoner Throw Forward Throw 130 140 40 0.98 - 3 2 20 24 - - Hard knockdown X Hard Knockdown - - - - - - - - - -
Bad Stomp Back Throw 130 120 40 0.98 - 3 2 20 24 - - Hard knockdown X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
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Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Bad Stone Bad Stone Jab.gif 50 150 10/20 HL su 29 16 Total 44 88 +4 +8 Charging increases damage and stun (+10 per hit), cannot perform with knife X Soft Knockdown Soft Knockdown - - - - - - -
Bad Stone Strong.gif 50 150 10/20 HL su 29 20 Total 46 94 +2 +6 Charging increases damage and stun (+10 per hit), cannot perform with knife X Soft Knockdown Soft Knockdown - - - - - - -
Bad Stone Fierce.gif 50 150 10/20 HL su 29 27 Total 48 103 0 +4 Charging increases damage and stun (+10 per hit), cannot perform with knife X Soft Knockdown Soft Knockdown - - - - - - -
EX Bad Stone Bad Stone EX.gif 70*50 100*100 -250/0 HL su 24 24 Total 40 87 +8 +15 Pursuit property, cannot perform with knife X Soft Knockdown Soft Knockdown - - - - - - JP: 1*2
Fake Bad Stone Fake Bad Stone Total 32 32 - - - - - - - - - - -
Pick Up Knife Knife Pickup - - - HL ch/sp/su - - Total 27 27 - - Knife considered picked up on 12f, can cancel into block, any chainable Light attacks, Criminal Upper, Knife Throw, and Super on 14f - - - - - - - - - - -
Knife Throw Knife Throw 70 100 10/20 HL - 26 - Total 45 71 +7 - X X - - - - - - -
Fake Knife Throw Fake Knife Throw - - - HL - - - Total 32 32 - - - - - - - - - - - - -
Criminal Upper Criminal Upper Jab.gif 80*20x3 70*30x3 20/5x4 HL su*-x3 13 2(1)14 22 51 -4 - 1st hit forces stand, pursuit property, projectile hitbox X 1st Hit: Force stand 1st Hit: Force stand - - - - - - -
Criminal Upper Strong.gif 70*20x4 70*30x4 20/10*5x4 HL su*-x4 13 2(1)20 23 58 -8 - 1st hit forces stand, pursuit property, projectile hitbox X 1st Hit: Force stand 1st Hit: Force stand - - - - - - -
Criminal Upper Fierce.gif 60*20x5 70*30x5 20/10*2x5 HL su*-x5 13 2(1)18 28 61 -10 - 1st hit forces stand, pursuit property, projectile hitbox X 1st Hit: Force stand 1st Hit: Force stand - - - - - - -
EX Criminal Upper Criminal Upper EX.gif 60*20x6 50x30*6 -250/0 HL su*-x6 7 2(1)12 30 51 -11 - 1st hit forces stand, pursuit property, projectile hitbox X 1st Hit: Force stand 1st Hit: Force stand - - All: 1~6f All: 1~6f - - JP: 1, Tornado: 2-6
Ruffian Kick Ruffian Kick Short.gif 120 150 20/40 L - 15 8 20 42 -7 - X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - 2~10f -
Ruffian Kick Forward.gif 130 100 20/40 HL - 11 4 25 39 -8 - X - - - - - 2~7f JP: 1
Ruffian Kick Roundhouse.gif 100 100 20/40 HL su 7 13 27 46 -19 - Cannot hit crouching opponents X - - - - - - JP: 1
EX Ruffian Kick Ruffian Kick EX.gif 130 150 -250/0 L - 11 7 25 42 -11 - X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - Upper body: 11~20f All: 11~17f, Upper Body: 18~20f - 2~7f JP: 1
Zonk Knuckle Zonk Knuckle (Lv1) 130 200 40/40 HL exfa only 16 3 26 44 -8 - Charge 60f X - - Upper body: 1~11f Upper body: 1~11f - - JP: 1, as the initial Knockdown starts the Juggle Count at 99
Zonk Knuckle (Lv2) 140 200 40/40 HL exfa only 17 3 26 45 -8 - Charge 120f X - - Upper body: 1~14f Upper body: 1~14f - - JP: 1, as the initial Knockdown starts the Juggle Count at 99
Zonk Knuckle (Lv3) 150 200 40/40 HL exfa only 18 3 26 46 -8 - Charge 190f X - - Upper body: 1~17f Upper body: 1~17f - - JP: 1, as the initial Knockdown starts the Juggle Count at 99
EX Zonk Knuckle Zonk Knuckle EX.gif 90*70 150*100 -250/0 HL su*- 16 1*2 26 44 -7 - Charge 60f X - All: 1~16f - - - - JP: 1*2
Bad Spray Bad Spray 30*30 100 0/40 HL -*su 25 6*6 29 65 -20 - Does 13x2 stun on block X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
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Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Dead End Irony Dead End Irony Short.gif 60*45x5*65 0 -1000/0 L*HLx6 - 1+11 9(14)3(12)3(19)7(17)6(22)3(14)7 30 177 -16 - 2nd-7th Hit: Hard Knockdown 2nd-7th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~19f Invincible - - - - 1st Hit JP: 1
Dead End Irony Forward.gif 60*45x5*65 0 -1000/0 HL - 1+7 9(14)3(12)3(19)7(17)6(22)3(14)7 30 173 -16 - 2nd-7th Hit: Hard Knockdown 2nd-7th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~8f - - - - 1st Hit JP: 1
Dead End Irony Roundhouse.gif 60*45x5*65 0 -1000/0 HL - 1+7 6(2)4(11)4(18)6(17)6(22)3(14)8 29 157 -16 - 1st hit cannot hit crouching opponents Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~12f - - - - 1st Hit JP: 1
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
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Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Final Destruction Final Destruction 83x385 0 0/0 HL - 0+13 2 50 64 -31 - X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~14f - - - - 1st Hit JP: 1
Last Dread Dust Last Dread Dust 23x7*45x5*80 (? Ultra Change) 0 0/0 HL - 0+7 2x7(24)2(12)2(14)2(12)2(22)2 47 161 -28 - 1st-7th hit projectile hitbox, 12th hit goes into animation X 12th Hit: Hard Knockdown 12th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~14f - - - - Dust JP: 1*2*3*4*5*6*7, Wrench JP: 1*2*3*4*5
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: