Street Fighter X Tekken/Cody

From SuperCombo Wiki
Street Fighter X TekkenSFxTLogo.png
Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

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.png 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.png profiles and often breaks the principle "raw Launch.png 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, can be relatively hard to punish at a distance thanks to the pushback, gives him a full combo that can side switch if he tags his partner in, and grants Cody a safe jump on hit if he doesn't tag.
  • 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.png hitbox.
  • B.mp, his primary anti air, only does 70 damage.


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Standing Medium Punch
Mp.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Close Light Punch
(near opponent) Lp.png
Close Medium Punch
(near opponent) Mp.png
Close Hard Punch
(near opponent) Hp.png
Close Light Kick
(near opponent) Lk.png
Close Medium Kick
(near opponent) Mk.png
Close Hard Kick
(near opponent) Hk.png
Crouching Light Punch
D.png + Lp.png
Crouching Medium Punch
D.png + Mp.png
Crouching Hard Punch
D.png + Hp.png
Crouching Light Kick
D.png + Lk.png
Crouching Medium Kick
D.png + Mk.png
Crouching Hard Kick
D.png + Hk.png
Neutral Jump Light Punch
U.png + Lp.png
Neutral Jump Medium Punch
U.png + Mp.png
Neutral Jump Hard Punch
U.png + Hp.png
Neutral Jump Light Kick
U.png + Lk.png
Neutral Jump Medium Kick
U.png + Mk.png
Neutral Jump Hard Kick
U.png + Hk.png
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
Angled Jump Hard Punch
Ub.png / Uf.png + Hp.png
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png

Unique Attacks

Name
Command
Notes
Pick up Knife
D.png + 3p.png (when standing over knife
Knife Attack
(while holding knife) P.png
Causes chip damage
Stomach Blow
F.png + Mp.png
Solid normal to keep pressure going if you get pushed out
Crack Kick
F.png + Hk.png
Can corpse hop on knockdown, won't hit crouching opponents
Jaw Crusher
B.png + Mp.png
Great anti air
Hammer Hook
F.png + Hp.png
High.png
Bad Spray
U.png + P.png during Quick Recovery
Fake Bad Stone
D.png + Hp.png + Hk.png
Knife Throw
Qcf.png + P.png

Throws

Name
Command
Notes
Prisoner Throw
F.png or N.png + Lp.png + Lk.png
Throw.png
Bad Stomp
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Bad Stone
Qcf.png + P.png
Ex.png
Can be charged
Criminal Upper
Qcb.png + P.png
Ex.png
Zonk Knucke
hold P.png and release
Ex.png
Ruffian Kick
Qcf.png + K.png
Ex.png Chrg.png

Super Art

Name
Command
Notes
Final Destruction
Qcf.png + 3k.png

Frame Data (updated for v2013)

Move Command Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS "Notes
"
Far LP H 30 4 2 9 +6 +3 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal moves
Far MP H 60 7 3 11 +7 +3 - 2 1 1 -
Far HP **LC H 90 8 4 18 +3 -2 - 3 1 1 -
Far LK H 30 5 4 10 +3 -1 - 1 1 1 -
Far MK H 60 8 5 11 +5 +1 - 2 1 1 -
Far HK **LC H 90 10 5 17 +3 -2 - 3 1 1 -
Close LP H 30 4 3 8 +6 +2 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal moves
Close MP H 60 6 3 10 +8 +4 SM,EX,SA,CA 1 1 1 -
Close HP H 90 8 4 13 +9 +3 SM,EX,SA,CA 1 1 1 Forces standing
Close LK **LC H 30 5 4 8 +5 +1 - 1 1 1 -
Close MK **LC H 60 6 4 14 +3 -1 SM,EX,SA,CA 2 1 1 -
Close HK H 90 7 6 17 +3 -3 SM,EX,SA,CA 3 1 1 Forces standing
Crouch LP H 30 4 4 8 +5 +1 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal moves
Crouch MP H 60 5 3 12 +6 +2 SM,EX,SA,CA 1 1 1 -
Crouch HP H 90 7 3 21 +2 -4 SM,EX,SA,CA 1 1 1 Forces standing
Crouch LK L 30 5 4 13 0 -4 SM,EX,SA,CA 1 1 1 -
Crouch MK L 60 7 7 13 +1 -3 - 2 1 1 -
Crouch HK L 90 7 3 24 hard knockdown -7 - 1 1 - -
Jump Up LP M 40 4 8 until ground+4 +12 +4 - 1 1 1 -
Jump Up MP M 70 6 4 until ground+4 +16 +5 - 2 1 1 -
Jump Up HP M 100 8 8 until ground+4 +20 +8 - 0 1 1 Ground bounce on airborne opponent, Float on grounded counter hit
Jump Up LK M 40 5 8 until ground+4 +12 +4 - 1 1 1 -
Jump Up MK M 70 7 7 until ground+4 +16 +5 - 2 1 1 -
Jump Up HK M 100 8 3 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LP M 40 4 8 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MP M 70 9 3 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HP M 100 11 6 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LK M 40 5 8 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MK M 70 7 7 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HK M 100 9 11 until ground+4 +20 +8 - 3 1 1 -
Launcher **LC HP+HK H 100 12 2 54 switch -34 - 3 - - Crushes crouching attacks frames 1-13, Launches opponent while switching characters
Cross Cancel f+HP+HK (while blocking) H 60,60 8 2,13 31 hard knockdown - - - - Invulnerability frames 1-10, Resembles LP Criminal Upper
Prisoner Throw LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Bad Stomp b+LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Jaw Crusher b+MP H 70 6 7 14 +3 -4 - 2 1 0 -
Stomach Blow f+MP H 60 8 3 13 +6 +1 - 2 1 0 Forces standing
Hammer Hook f+HP M 60,50 18 1,3[1] 21[22] -1 -6 - 3,3 1,1 0 Forces standing, Values in [] indicate frames on block
Crack Kick f+HK H 90 14 3 12 float +2 - 3 1 0 Whiffs on crouching opponent
Knife Standing LP LP while holding Knife H 40 4 3 10 +4 0 - 1 1 1 Rapid fire cancelable into light normal moves
Knife Standing MP **LC MP while holding Knife H 70 7 4 13 +4 0 SM,EX,SA,CA 2 1 1 -
Knife Standing HP **LC HP while holding Knife H 100 8 3 17 +5 0 SM,EX,SA,CA 3 1 1 -
Knife Crouching LP Crouching LP while holding Knife H 40 3 4 11 +2 -2 - 1 1 1 Rapid fire cancelable into light normal moves
Knife Crouching MP Crouching MP while holding Knife H 70 7 2 20 -1 -5 - 2 1 1 -
Knife Crouching HP **LC Crouching HP while holding Knife H 100 9 4 16 +6 0 SM,EX,SA,CA 3 1 1 -
Knife Jump Up LP Jump Up LP while holding Knife M 50 4 4 until ground+4 - - - 1 1 1 -
Knife Jump Up MP Jump Up MP while holding Knife M 80 7 3 until ground+4 - - - 2 1 1 -
Knife Jump Up HP Jump Up HP while holding Knife M 110 8 6 until ground+4 - - - 3 1 1 -
Knife Jump Diagonal LP Jump Diagonal LP while holding Knife M 50 4 4 until ground+4 - - - 1 1 1 -
Knife Jump Diagonal MP Jump Diagonal MP while holding Knife M 80 7 3 until ground+4 - - - 2 1 1 -
Knife Jump Diagonal HP Jump Diagonal HP while holding Knife M 110 8 6 until ground+4 - - - 3 1 1 -
Criminal Upper LP qcb+LP H 60,20x3 14 2(1)6,4,4 22 float -6 - 3,3,3,3 0,1,0,4 0 -
Criminal Upper MP qcb+MP H 50,20x4 14 2(1)6,4,4,6 22 float -7 - 3,3,3,3,3 0,0,0,0,4 0 -
Criminal Upper HP qcb+HP H 40,20x5 14 2(1)4,4,4,3,3 28 float -9 - 3,3,3,3,3,3 0,0,0,0,0,4 0 -
Criminal Upper EX **LC qcb+PP H 40,20x6 8 2(1)2,2,2,2,2,2 30 float -10 - 4,4,4,4,4,4,4 0,0,0,0,0,1,5 0 Invulnerability frames 1-5
Ruffian Kick LK **LC qcf+LK L 80 16 8 20 hard knockdown -6 - 3 3 0 Soft knockdown on airborne opponent, Chargeable: 51F for EX Version and 100F for Super Art
Ruffian Kick MK **LC qcf+MK H 100 12 4 25 knockdown -7 - 3 3 0 Chargeable: 51F for EX Version and 100F for Super Art
Ruffian Kick HK **LC qcf+HK H 70 8 13 27 float -18 - 1 3 0 Chargeable: 51F for EX Version and 100F for Super Art
Ruffian Kick EX qcf+KK L 110 12 8 24 hard knockdown -10 - 3 1 0 Projectile invulnerability frames 1-19, Soft knockdown on airborne opponent, Chargeable: 51F for Super Art, Projectile invulnerable during charge
Zonk (charge for lvl 1 60F, lvl 2 90F, lvl 3 120F+) P H 100 17 3 26 float -7 - 3 3 0 18F start up for 2nd, 19F for 3rd level. Upper body invulnerability frames Lvl1 1-12f, Lvl2 1-13f, Lvl3 1-14f
Zonk EX (charge for 60F+) PP H 100 17 1,2 26 float -6 - 3,3 0,0 0 Invulnerability frames 1-17
Bad Stone LP **LC qcf+LP H 80 30 - 15 +8 +5 - 3 3 0 Can be delayed to increase damage (up to 95), Cannot be reflected
Bad Stone MP **LC qcf+MP H 80 30 - 17 +6 +3 - 3 3 0 Can be delayed to increase damage (up to 95), Cannot be reflected
Bad Stone HP **LC qcf+HP H 80 30 - 19 +4 +1 - 3 3 0 Can be delayed to increase damage (up to 95), Cannot be reflected
Bad Stone EX **LC qcf+PP H 60,60 27 - 16 +11 +8 - 3,3 0,4 0 Cannot be reflected
Fake Bad Stone d+HP+HK - - - - 32 - - - - - - -
Knife Pick Up d+PPP - - - - 28 - - - - - - -
Knife Throw qcf+P H 120 27 - 19 knockdown +8 - 3 3 0 -
Fake Knife Throw d+HP+HK - - - - 35 - - - - - - -
Bad Spray u+P on face up knockdown (during Quick Rise) H 80 26 12 9 knockdown +1 - - - - -
Final Destruction **LC qcf+KKK H 330 14 4(13)5(17)5 34 hard knockdown -21 - 3,3,3 0,0,3 - 60 frames cinematic freeze before attack begins, Invulnerability frames 1-14
Cross Art **LC qcf+MP+MK H 150+ 9 2 65 switch -45 - 3 - - 68 frames cinematic freeze before attack begins, Invulnerability frames 1-10

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Far LP H 30 4 2 9 +6 +3 - Rapid fire cancelable into light normal moves
Far MP H 42 7 3 26 -8 -12 - -
Far HP **LC H 63 8 4 34 -13 -18 - -
Far LK H 30 5 4 10 +3 -1 - -
Far MK H 42 8 5 22 -6 -10 - -
Far HK **LC H 63 10 5 34 -14 -19 - -
Close LP H 30 4 3 8 +6 +2 - Rapid fire cancelable into light normal moves
Close MP H 42 6 3 24 -6 -10 EX,SA,CA -
Close HP H 63 8 4 32 -10 -16 EX,SA,CA Forces standing
Close LK **LC H 30 5 4 8 +5 +1 - -
Close MK **LC H 42 6 4 22 -5 -9 EX,SA,CA -
Close HK H 63 7 6 32 -12 -18 EX,SA,CA Forces standing
Crouch LP H 30 4 4 8 +5 +1 - Rapid fire cancelable into light normal moves
Crouch MP H 42 5 3 26 -8 -12 EX,SA,CA -
Crouch HP H 63 7 4 34 -12 -18 EX,SA,CA Forces standing
Crouch LK L 30 5 4 13 0 -4 - -
Crouch MK L 42 7 7 23 -9 -13 - -
Crouch HK L 63 7 3 37 hard knockdown -20 - -
Knife Standing LP H 28 4 3 10 +4 0 - Rapid fire cancelable into light normal moves
Knife Standing MP **LC H 49 7(10) 4 26 -9 -13 - -
Knife Standing HP **LC H 70 8 3 35 -13 -18 EX,SA,CA -
Knife Crouching LP H 40 3 4 11 +2 -2 - Rapid fire cancelable into light normal moves
Knife Crouching MP H 49 7 2 28 -9 -13 - -
Knife Crouching HP **LC H 70 9 4 32 -10 -16 EX,SA,CA -

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

  • cl.HP, cr.HP xx qcb+HP (292)

(0bar, easy)

Hit Confirm Combos

  • cr.LP, cr.LP, st.LP, cr.LK xx qcb+HP (189)

(0bar, easy)

  • cl.HP, cr.MP xx qcb+HP (262)

(0bar, easy)

  • f+MP, cr.MP, cr.LK xx qcb+HP (242)

(0bar, easy)

  • cl.LP, cr.MP, cr.MP xx *P*, cl.HK xx qcb+HP(3), cl.HP, cl.HK xx *P* (375)

(0bar, corner, medium)

Post-Launch Combos

  • cl.HP, cr.MP xx *P*

(0bar, medium)

Advanced Combos

  • cl.HP, cr.HP xx *P*, cl.HK xx qcb+HP, cl.HP, cl.HK xx *P*(470)

(0bar, corner, medium, requires pre-charge)

  • *PP*, f+HK, cr.HP x *P* or qcf+MK

(1 bar, easy)

air to air

  • nj.HP (ground bounce) cl.HP, cl.HK x *P*

(0bar, corner, medium)

Knife Combos

  • st.HP x *P*, st.HP x qcf+HP (3hit), st.HP, cr.HP x *P* or qcf+MK

(0bar, corner, hard)

air-to-air CH float

  • f+HK, cr.HP x *P* or qcf+MK

(0bar, counterhit, medium)


Combos Into Supers

  • N/A

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Street Fighter Characters
Abel
Akuma
Balrog
Blanka
Cammy
Chun Li
Cody
Dhalsim
Dudley
Elena
Guile
Guy
Hugo
Ibuki
Juri
Ken
M Bison
Poison
Rolento
Rufus
Ryu
Sagat
Sakura
Vega
Zangief
Tekken Characters
Alisa
Asuka
Bob
Bryan
Christie
Heihachi
Hwoarang
Jack X
Jin
Julia
Kazuya
King
Kuma
Lars
Law
Lei
Lili
Marduk
Nina
Ogre
Paul
Raven
Steve
Xiaoyu
Yoshimitsu
Guest Characters
Cole
Kuro
Mega Man
Pac Man
Toro