
Cody
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 (US), Packz (UK)
Ultra SFIV Changes
Character Specific Data
Cody
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: | 0.854 [0.903] | |||
Jump Height Apex: | 1.76 | Back Dash Total Frames: | 26 [23] | ||
Jump Total Frames: | 40 (4+36) | Back Dash Invincibility: | 8 | ||
Forward Jump Distance: | 1.925 | Back Dash Airborne: | 5 | ||
Back Jump Distance | 1.925 | Back Dash Recovery: | 13 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 0.984 | Face Up Total Frames: | 31 | ||
Back Throw Range: | 0.984 | 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: | 29 | ||||
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 |
*[Refers to buffered Special/Super/Ultra at the end of Back Dash - comes out up to 3f earlier]
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 ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 3 | 5 | 3 | 6 |
Close MP | Close ![]() |
70 | 100 | 40 | HL | sp/su | 6 | 3 | 8 | 4 | 7 |
Close HP | Close ![]() |
100 | 200 | 60 | HL | sp/su | 8 | 4 | 13 | 1 | 6 |
Close LK | Close ![]() |
30 | 50 | 20 | HL | - | 4 | 4 | 6 | 1 | 4 |
Close MK | Close ![]() |
90 | 100 | 40 | HL | sp/su | 6 | 4 | 14 | -4 | -1 |
Close HK | Close ![]() |
110 | 200 | 60 | HL | su | 8 | 6 | 17 | -5 | -1 |
Far LP | Far ![]() |
30 | 50 | 20 | HL | ch/sp/su | 3 | 2 | 6 | 3 | 6 |
Far MP | Far ![]() |
90 | 100 | 40 | HL | - | 7 | 3 | 11 | 0 | 3 |
Far HP | Far ![]() |
120 | 200 | 60 | HL | - | 8 | 4 | 17 | -3 | 1 |
Far LK | Far ![]() |
40 | 50 | 20 | HL | - | 5 | 4 | 8 | -1 | 2 |
Far MK | Far ![]() |
70 | 100 | 40 | HL | - | 8 | 5 | 9 | 0 | 3 |
Far HK | Far ![]() |
110 | 200 | 60 | HL | - | 10 | 5 | 15 | -2 | 2 |
Crouch LP | Crouch ![]() |
20 | 50 | 20 | HL | ch/sp/su | 4 | 4 | 5 | 2 | 6 |
Crouch MP | Crouch ![]() |
60 | 100 | 40 | HL | sp/su | 5 | 3 | 10 | 1 | 4 |
Crouch HP | Crouch ![]() |
100 | 200 | 60 | HL | sp/su | 7 | 3 | 16 | -1 | 4 |
Crouch LK | Crouch ![]() |
20 | 50 | 20 | L | sp/su | 3 | 4 | 8 | -1 | 2 |
Crouch MK | Crouch ![]() |
70 | 100 | 40 | L | - | 7 | 7 | 13 | -3 | -1 |
Crouch HK | Crouch ![]() |
100 | 100 | 60 | L | - | 7 | 3 | 24 | -9 | - |
Stand LP Knife | Stand ![]() |
40 | 50 | 20 | HL | ch | 4 | 3 | 6 | 2 | 6 |
Stand MP Knife | Stand ![]() |
40*40 | 50*50 | 40 | HL | su*- | 6 | 2*2 | 10 | 0 | 3 |
Stand HP Knife | Stand ![]() |
120 | 200 | 60 | HL | su | 8 | 3 | 17 | -2 | 3 |
Crouch LP Knife | Crouch ![]() |
40 | 50 | 20 | HL | ch | 3 | 4 | 7 | 0 | 3 |
Crouch MP Knife | Crouch ![]() |
80 | 100 | 40 | HL | su | 7 | 4 | 12 | -2 | 1 |
Crouch HP Knife | Crouch ![]() |
120 | 200 | 60 | HL | su | 7 | 4 | 12 | 2 | 7 |
Stomach Blow | ![]() ![]() |
60 | 100 | 40 | HL | - | 8 | 3 | 12 | 1 | 6 |
Crack Kick | ![]() ![]() |
110 | 200 | 60 | HL | - | 14 | 3 | 9 + After landing 3 | 1 | - |
Jaw Crusher | ![]() ![]() |
80 | 100 | 40 | HL | - | 6 | 4 | 13 | -1 | 5 |
Hammer Hook | Overhead![]() ![]() |
40*60 | 50*50 | 60*20 | H | - | 18 | 1*3 | 21 | -4 | 3[-1] |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Neutral Jump LP | Neutral Jump ![]() |
50 | 50 | 20 | H | - | 4 | 8 | - | - | - |
Neutral Jump MP | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 6 | 7 | - | - | - |
Neutral Jump HP | Neutral Jump ![]() |
120 | 200 | 60 | H | - | 8 | 8 | - | - | - |
Neutral Jump LK | Neutral Jump ![]() |
40 | 50 | 20 | H | - | 5 | 8 | - | - | - |
Neutral Jump MK | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 7 | 7 | - | - | - |
Neutral Jump HK | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 8 | 3 | - | - | - |
Angled Jump LP | Angled Jump ![]() |
50 | 50 | 20 | H | - | 4 | 8 | - | - | - |
Angled Jump MP | Angled Jump ![]() |
80 | 100 | 60 | H | - | 9 | 3 | - | - | - |
Angled Jump HP | Angled Jump ![]() |
100 | 200 | 60 | H | - | 11 | 6 | - | - | - |
Angled Jump LK | Angled Jump ![]() |
40 | 50 | 20 | H | - | 5 | 8 | - | - | - |
Angled Jump MK | Angled Jump ![]() |
70 | 100 | 40 | H | - | 7 | 7 | - | - | - |
Angled Jump HK | Angled Jump ![]() |
90 | 200 | 60 | H | - | 9 | 11 | - | - | - |
Jump LP Knife | Jump ![]() |
50 | 50 | 20 | H | - | 4 | 10 | - | - | - |
Jump MP Knife | Jump ![]() |
80 | 100 | 40 | H | - | 7 | 3 | - | - | - |
Jump HP Knife | Jump ![]() |
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 | - | - |
Red Focus Attack (Level 1) | Level 1 Red Focus | 90 | 100 | 20 | HL | - | 10+11 | 2 | 35 | -21 | -21 |
Red Focus Attack (Level 2) | Level 2 Red Focus | 120 | 150 | 40 | HL | - | 18+11 | 2 | 35 | -15 | - |
Red Focus Attack (Level 3) | Level 3 Red Focus | 210 | 200 | 60 | - | - | 64 | 2 | 35 | - | - |
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 90 | 100 | 20 | HL | - | 10+11 | 2 | 35 | -15 | - |
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 | 0.984 | - | 3 | 2 | 20 | - | - |
Bad Stomp | Back Throw | 130 | 120 | 40 | 0.984 | - | 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 Lv.1 ![]() |
50 | 150 | 10/20 | HL | su | 20+9 | 16 | 15 | 4 | 8 |
Bad Stone | Bad Stone Lv.2 ![]() |
60 | 160 | 10/20 | HL | su | 22+9 | 16 | 15 | 4 | 8 |
Bad Stone | Bad Stone Lv.3 ![]() |
70 | 170 | 10/20 | HL | su | 45+9 | 16 | 15 | 4 | 8 |
Bad Stone | Bad Stone Lv.4 ![]() |
80 | 180 | 10/20 | HL | su | 90 | 16 | 16 | 3 | 7 |
Bad Stone | Bad Stone Lv.1 ![]() |
50 | 150 | 10/20 | HL | su | 20+9 | 20 | 17 | 2 | 6 |
Bad Stone | Bad Stone Lv.2 ![]() |
60 | 160 | 10/20 | HL | su | 22+9 | 20 | 17 | 2 | 6 |
Bad Stone | Bad Stone Lv.3 ![]() |
70 | 170 | 10/20 | HL | su | 45+9 | 20 | 17 | 2 | 6 |
Bad Stone | Bad Stone Lv.4 ![]() |
80 | 180 | 10/20 | HL | su | 90 | 20 | 18 | 1 | 5 |
Bad Stone | Bad Stone Lv.1 ![]() |
50 | 150 | 10/20 | HL | su | 20+9 | 27 | 19 | 0 | 4 |
Bad Stone | Bad Stone Lv.2 ![]() |
60 | 160 | 10/20 | HL | su | 22+15 | 27 | 9 | 10 | 14 |
Bad Stone | Bad Stone Lv.3 ![]() |
70 | 170 | 10/20 | HL | su | 45+15 | 27 | 9 | 10 | 14 |
Bad Stone | Bad Stone Lv.4 ![]() |
80 | 180 | 10/20 | HL | su | 90 | 27 | 20 | -1 | 3 |
EX Bad Stone | Bad Stone ![]() |
70*50 | 100*100 | -250/0 | HL | su | 24 | 24 | 16 | 8 | 15 |
Fake Bad Stone | Fake Bad Stone | - | - | - | - | Total 32 | - | - | |||
Pick Up Knife | Knife Pickup | - | - | - | HL | su | - | - | Total 27 | - | - |
Knife Throw | Knife Throw | 70 | 100 | 10/20 | HL | - | 26 | - | 20 | 7 | - |
Fake Knife Throw | Fake Knife Throw | - | - | - | - | - | - | - | Total 32 | - | - |
Criminal Upper | Criminal Upper ![]() |
80*20x3 | 70*30x3 | 20/5x4 | HL | su*-x3 | 13 | 2(1)6*4*4 | 22 | -4 | - |
Criminal Upper ![]() |
70*20x4 | 70*30x4 | 20/10*5x4 | HL | su*-x4 | 13 | 2(1)6* 4*4*6 |
23 | -8 | - | |
Criminal Upper ![]() |
60*20x5 | 70*30x5 | 20/10*2x5 | HL | su*-x5 | 13 | 2(1)4*4* 4*3*3 |
28 | -10 | - | |
EX Criminal Upper | Criminal Upper ![]() |
60*20x6 | 50x30*6 | -250/0 | HL | su*-x6 | 7 | 2(1)2*2* 2*2*2*2 |
30 | -11 | - |
Ruffian Kick | Ruffian Kick ![]() |
120 | 150 | 20/40 | L | - | 15 | 8 | 20 | -7 | - |
Ruffian Kick ![]() |
130 | 100 | 20/40 | HL | - | 11 | 4 | 25 | -8 | - | |
Ruffian Kick ![]() |
100 | 100 | 20/40 | HL | su | 7 | 13 | 27 | -19 | - | |
EX Ruffian Kick | Ruffian Kick ![]() |
130 | 150 | -250/0 | L | - | 11 | 7 | 25 | -11 | - |
Zonk Knuckle | Zonk Knuckle (Lv1) | 130 | 200 | 40/40 | HL | su | 16 | 3 | 26 | -8 | - |
Zonk Knuckle (Lv2) | 140 | 200 | 40/40 | HL | su | 17 | 3 | 26 | -8 | - | |
Zonk Knuckle (Lv3) | 150 | 200 | 40/40 | HL | su | 18 | 3 | 26 | -8 | - | |
EX Zonk Knuckle | Zonk Knuckle ![]() |
90*70 | 150*100 | -250/0 | HL | su*- | 16 | 1*2 | 26 | -7 | - |
Bad Spray (Face Up) | Bad Spray (Face Up) | 30*30 | 100 | 0/20x2 | HL | -*su | 25 | 6*6 | 29 | -14 | - |
Bad Spray (Face Down) | Bad Spray (Face Down) | 30*30 | 100 | 0/20x2 | HL | -*su | 25 | 6*6 | 9 | 6 | - |
Move Name | Nickname | Damage | Stun | Meter Gain |
Hit Level |
Cancel Ability |
Startup | Active | Rcvry | Block Adv | Hit Adv |
Dead End Irony | Super Combo ![]() |
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 | - |
Super Combo ![]() |
60*45x5*65 | 0 | -1000/0 | HL | - | 1+7 | 9(14)3(12) 3(19)7(17) 6(22)3(14)7 |
30 | -16 | - | |
Super Combo ![]() |
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 | Ultra Combo 1 | 83*385 | 0 | 0/0 | HL | - | 0+13 | 2 | 50 | -31 | - |
Last Dread Dust | Ultra Combo 2 | 23x7*42* 45x4*30*53 |
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
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Close LP |
Close Jab | Close lp | ![]() ![]() |
~~ Uses and Strategies ~~ Quick upper body elbow. Gives good frame advantage, but its | ||||
File:No image.png |
Close MP |
Close Strong | Close mp | speccancel supercancel |
~~ Uses and Strategies ~~ An upwards punch. Cody's most frame advantageous normal, allowing him to link to moves off a regular hit that you can't from others (Last Dread Dust and crouch | ||||
File:No image.png |
Close HP |
Close Fierce | Close hp | speccancel supercancel |
~~ Uses and Strategies ~~ Very good combo tool. Does good damage and stun, safe on block; and on hit, leaves the opponent in hit stun long enough for you to confirm into a crouch | ||||
File:No image.png |
Close LK |
Close Short | Close lk | |
~~ Uses and Strategies ~~ A | ||||
File:No image.png |
Close MK |
Close Forward | Close mk | speccancel supercancel |
~~ Uses and Strategies ~~ Another underused normal. Unsafe on block and negative on hit. Can make a good anti-air if the enemy is on top of you, but the hitbox is surrounded by a hurtbox, and you'll sometimes get a far | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close hk | supercancel |
~~ Uses and Strategies ~~ Good anti-air if the opponent is jumping on top of you, outside of this, it doesn't see much use since its punishable on block and you can't link anything afterwards (you can combo into Red Focus, though). |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Far LP |
Far Jab | lp | ![]() ![]() |
~~ Uses and Strategies ~~ A quick outstretched jab. Has a fully active hitbox starting at his handcuff. Good at stuffing rushing attacks (such as Fei Long's rekkas or Honda's headbutt) or beating out divekicks from the twins. | ||||
File:No image.png |
Far MP |
Far Strong | mp | |
~~ Uses and Strategies ~~ An outstretched fist with his other hand. Somewhat useful against a few characters, but not much other use. | ||||
File:No image.png |
Far HP |
Far Fierce | hp | |
~~ Uses and Strategies ~~ A skull-cracking straight punch aimed a bit upwards. Far anti-air, and slightly faster than stand | ||||
File:No image.png |
Far LK |
Far Short | lk | |
~~ Uses and Strategies ~~ Quick kick to the side. Hitbox isn't too good, and shorter range then what the animation will show you; but is quick shortens his lower hurtboxes by a bit so you can dodge a | ||||
File:No image.png |
Far MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ Spartan kick. Probably Cody's main poking tool. Good to place in the space in | ||||
File:No image.png |
Far HK |
Far Roundhouse | hk | |
~~ Uses and Strategies ~~ High angled kick. Slow, but is a very good far anti-air and very useful against big characters (read: grapplers) like Zangief. |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | rpdfire ![]() |
~~ Uses and Strategies ~~ One of Cody's good normals. Like the far LP, While pressuring, remember that this is one of Cody's few true blockstrings when chained, so if you break the chain by accidentally delaying another cr.LP or frame trapping, a mashed reversal will stop your pressure. | ||||
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 | ||||
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 | ||||
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 | ||||
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. It is possible to go under fireballs with cr.MK, but the timing is strict, so trying this often will result in a lot of health loss. Its also great for stuffing fireballs up close in the neutral. | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | |
~~ Uses and Strategies ~~ Cody's sweep. 2nd longest range crouching move. Can be used as a quick whiff punisher, however its best used rather sparingly, due to it being very negative on block. |
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 | ||||
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 | ||||
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 / ![]() |
|
~~ Uses and Strategies ~~ Mostly used for air-to-ground tick throws. 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 / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / ![]() |
|
~~ Uses and Strategies ~~ Nice | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / ![]() |
|
~~ Uses and Strategies ~~ Crosses up, also makes a nice air to air. | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / ![]() |
|
~~ 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 ![]() |
|
~~ 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 ![]() |
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 ![]() |
supercancel |
~~ Uses and Strategies ~~ A horizontal slash. Not much use outside of the damage. | ||||
File:No image.png |
Crouch LP Knife |
Crouch Jab Knife | d + ![]() |
|
~~ Uses and Strategies ~~ Identical to standing LP with knife, except it looks like you're hitting | ||||
File:No image.png |
Crouch MP Knife |
Crouch Strong Knife | d + ![]() |
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 + ![]() |
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 ![]() |
|
~~ Uses and Strategies ~~ Nice air to air, not much use out of that. | ||||
File:No image.png |
Jump MP Knife |
Jump Strong Knife | Jump ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Jump HP Knife |
Jump Fierce Knife | Jump ![]() |
|
~~ 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:
After a On block, here are some things you can do:
| ||||
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 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 On hit, you can follow up with:
| ||||
File:No image.png |
Jaw Crusher |
Anti-air Punch | b + mp | |
~~ Uses and Strategies ~~ Cody's easiest to use anti-air, nice prioritized upwards hitbox, but can't beat pre-emptive jump ins (i.e. | ||||
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. |
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 ![]() ![]() |
|
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Bad Stomp |
Back Throw | b + ![]() |
|
~~ 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 + ![]() |
Not possible while holding knife; Hold ![]() ![]() |
~~ 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 After hitting a Bad Stone on an air opponent they are put into a juggle state where you can combo the following:
| ||||
File:No image.png |
Fake Bad Stone |
Fake Rocks | d + ![]() |
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 + ![]() |
|
~~ Uses and Strategies ~~ The animation in which Cody picks up the knife. Can be canceled into other actions throughout the animation, however, the knife is not considered picked up until it has gone through 12 frames, so if you have to block something you won't have the knife. | ||||
File:No image.png |
Knife Throw |
Knife Throw | (while holding knife) ![]() ![]() |
|
~~ 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) ![]() ![]() |
|
~~ 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 |
Tornado | qcb + ![]() |
|
~~ 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 | ||||
File:No image.png |
Ruffian Kick |
Ruffian | qcf + ![]() ![]() |
Button used determines angle of kick: ![]() ![]() ![]() |
~~ Uses and Strategies ~~ Cody slides along the ground while kicking, with the kick performed is determined by the button used. All of the kicks have different properties, and all are unsafe when blocked.
| ||||
File:No image.png |
Zonk Knuckle |
Bingo Punch | hold ![]() ![]() |
|
~~ 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 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) ![]() |
|
~~ 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 |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Dead End Irony |
Super Combo | ![]() ![]() ![]() |
Button used will match the corresponding Ruffian Kick for it's first attack. |
~~ 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 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 | ![]() ![]() ![]() ![]() |
|
~~ 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 match ups where the opponent is often jumping and Ultra 2 would not work. | ||||
File:No image.png |
Last Dread Dust |
Ultra Combo II | ![]() ![]() ![]() |
|
~~ 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, close MP, of EX Bad stone. However when hitting an opponent out of the air it leaves Cody completely vulnerable to punishment. 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
Cody is essentially a more offensive oriented version of Ryu. He has all the tools he needs to win but not dominate anyone, however, his tools are not as easy to use compared to Ryu's. His defense is bad, with only one full invincible reversal (other than his Ultras), but he has a really high damage output and probably the highest stun output in the game. He has a plethora of frame traps to beat out enemy moves while pressuring, and he also can pull out tons more damage from a counter hit than anyone else in the game.
Cody can be a very good character for people starting out, since he can teach a lot of good fundamentals, but at a high level, Cody players will have to make a LOT of good reads to win.
Frame Traps
Frame traps are basically there to beat out 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 perfectly timed 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 or frame traps, tick throwing them can be a good way to break their guard. It is very important to have a strong throw game to use frame traps effectively.
Ground Game/Footsies
A list of his most important normals, you will use these the most:
- standing
- Basic poking tool.
- standing
- Makes a nice anti air from afar.
- standing/crouching
- Easy frame traps with delayed LPs, also for fishing for knockdowns
- crouching
- Combo filler/starter.
- crouching
- Very fast normal, good reach, and can be option-selected into specials if it hits
+
- Close the distance while still attacking, good in pressure strings.
+
- Hopkick, also nice for setting up throws.
+
- Very easy to use anti-air.
Air Game
- neutral jump
- Air-to-air or anti-air.
- neutral jump
- Attacking, can also hit-confirm into an Ultra.
- jumping
- Air-to-air or defensive anti-air.
- jumping
- Same use as the neutral jumping counterpart.
- jumping
- Cody's cross-up jump in.
- jumping
- 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.
Basic
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)
Intermediate/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)
- cr.LK →
- 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)
- cr.LK (this will actually reduce the damage of the combo, so in guaranteed situations, don't do this) →
- 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)
- cr.LK →
Situational
Corner Only
- LP Criminal Upper → EX Criminal Upper - (240 damage, 310 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 - (264 damage, 280 stun)
- EX Criminal Upper - (304 damage, 384 stun)
- EX Zonk Knuckle → EX Criminal Upper - (280 damage, 430 stun, costs 2 meter stocks)
Counter Hit
- F+MP →
- cr.HP →
- xx HP Criminal Upper - (303 damage, 501 stun)
- xx HK Ruffian Kick - (255 damage, 405 stun)
- cr.HK - (175 damage, 225 stun)
- cr.HP →
- cl.HP →
- cr.HP xx HP Criminal Upper - (353 damage, 626 stun)
- xx EX Bad Stone → cr.HP xx HP Criminal Upper - (437 damage, 764 stun, costs 1 meter stock)
Juggles
- F+HK (Crack Kick) →
- F+MP (Stomach Blow) - (170 damage, 300 stun) - Air reset.
- MK Ruffian Kick - (240 damage, 300 stun) - Corner carry.
- EX Criminal Upper - (290 damage, 430 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 - (478 damage, 100 stun, costs 2 meter stocks)
- EX Zonk Knuckle (1 hit) xx FADC, Final Destruction - (468 damage, 150 stun, costs 3 meter stocks)
- Lv3 Zonk Knuckle xx FADC, Final Destruction - (527 damage, 200 stun, costs 2 meter stocks)
- Lv3 Focus Attack, Final Destruction - (471 damage, 200 stun)
- EX Bad Stone, Final Destruction - (498 damage, 200 stun, costs 1 meter stock)
- Lv2 Focus Attack (backdash), LP Bad Stone, Final Destruction - (402 damage, 270 stun) - Can be done off a Lv3 Focus, but you have to wait a bit for the LP stone after the focus
Last Dread Dust (Ultra 2)
- cr / cl.HP (counter hit) xx EX Bad Stone, Last Dread Dust - (576 damage, 450 stun, costs 1 meter stock)
- F+MP (counter hit), Last Dread Dust - (453 damage, 125 stun)
- Lv3 Focus Attack, Last Dread Dust - (476 damage, 200 stun)
- Lv3 Focus Attack, EX Bad Stone, Last Dread Dust - (517 damage, 360 stun, costs 1 meter stock)
- nj.HP, Last Dread Dust - (498 damage, 200 stun)
- EX Zonk Knuckle, Last Dread Dust - (274 damage, 250 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.
Tips
To practice counterhit combos, go into training mode and set the dummy to random block and random counterhit. Also use the memory function so that you don't have to watch U2 when you hit it nor use the restart.
When to use EX Red Focus
- Worth it to combo into a Raw U1 or U2.
- Not worth it when using W Ultra if you could just ruffian FADC U1 [cr.LK xx CU being the exception]
- Worth it to connect a combo off a cr.LK xx Criminal Upper if the normal FADC combo is too hard or you have
- Not worth it to extend into a normal combo followup as a normal FADC combo is about the same damage and saves a bar while Ruffian FADC crack kick EX CU would do more damage and stun for the same meter
- After Red Focus only use cl.HP cr.MP xx HP Criminal Upper (Momochi combo[(F+MP, cl.MP, cr.HP xx HP Criminal Upper] is not worth its ~ 5 damage/stun diff)
- Only use empty jump cr.LK xx LP Criminal Upper when you can FADC into combo or RFC into combo/ultra
Dizzy Combos
If you stun someone off of a long combo just follow with nj.HP, cr/cl.HP xx HP Criminal Upper. If you stunned them from a single hit or small combo then follow with FA3, EX Bad Stone, cr/cl.HP xx HP Criminal Upper. If you want to save bar you can do nj.HP, F+MP, cl.MP, cr.HP xx HP Criminal Upper or nj.HP, cl.HP, cr.MP xx HP Criminal Upper if you're worried about the 1 framers.
Strategy
Far Range
- The only thing Cody can do in this range is build meter and pester the enemy from afar, so you should be throwing lots of Bad Stones. If you're not looking to hit the opponent for some reason or you want a shorter recovery for safety you can use
Stones. No real reason to use Fake Stone here unless you are fighting someone who can punish from fullscreen (Chun, Abel, Seth, etc.)
Mid Range
Getting In
Here are some moves you can use to close the gap between you and your opponent:
- Crack Kick (
+
) - Slow and whiffs crouchers, but can be confirmed into a short combo for a reset or corner carry.
- crouch
- Can go under some fireballs, use sparingly
- Focus Attack - Has good range. Can also be canceled into dash very quickly for increased distance + the benefit of absorbing a hit (known as focus dashing)
- LK Ruffian Kick (
+
) - Very risky, but hits low and is hard to punish if done at max range. Best as a one-time use surprise only.
- EX Ruffian Kick
Jumping is a nice option, but I only recommend jumping in these situations: 1. Your opponent has not shown they can anti-air well 2. You are still above 50% health. 3. You think your opponent is about to throw out a fireball or a slow move (and they aren't Guile).
The Knife
http://blockstring.com/forum/viewtopic.php?f=19&t=540
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 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)
http://www.youtube.com/watch?v=_D6sBJ4WEo4
Safe Jumps
- Back throw, forward jump HK (5f safe jump)
- HP Criminal Upper, walk forward ~1f, j. HK. (4f safe jump)
- Combo ender LK Ruffian, quickly crouch, neutral jump HP. (4f safe jump)
- EX Ruffian, forward dash, cr. lk, neutral jump HP. (4f safe jump)
- Ex Ruffian, fake bad stone, neutral jump mk. (3f safe jump on Ryu, Evil Ryu, and Ken only)
Pressuring
First of all, in order to consistently start up your frame trap game, you have to establish a solid throw game. If the opponent is just going to keep blocking your pressure, then your frame traps are useless. Here are some moves that usually leave you at a kara throw range (from point blank on block):
- cr.LP, cr.LP
- cl.MP
- cl.HP
- close ranged Stomach Blow
- close range Crack Kick
Remember you can safe jump with j.LP to reduce hitstun and mess with throw tech timings.
Know the start-up gradient between cr.LK, cr.LP, cr.MP, cl.MP, cr.HP, cl.HP, F+MP, (Focus/Kara) dash, F+HK; in addition to knowing the frame advantage on block of the same normals and how to apply the gradient. Examples:
- cr.LP cr.LK - 2 frame
- cr.LP cr.LP – 2 frame
- cr.LP cr.MP - 3 frame
- cr.LP cl.MP - 4 frame etc
- cr.LP cr.HP - 5 frame
- cr.LP cl.HP/F+MP - 6 frame
- cr.LP F+HK – 12 frame aka you better be outside of poke range or have them conditioned to block patiently
- cr.LP, dash in – 16 frame aka you better be outside of poke range or have them conditioned to block patiently
- cr.LP, focus dash – useful if you think they are going to stick out a slow poke
To consistently set up your offense, first check your foe's crouch with unexpected cr.LK xx LP Criminal Upper. It is -4 and is much safer than previous versions. Until your opponent shows you they can consistently punish it there is no reason not to.
2 frame gaps are throw impervious, 3 frame gaps can get thrown by frame perfect stand tech inputs and trade with frame perfect 3 frame normal inputs. Look at your opponents fastest buttons to determine the largest gap that they cannot mash normals to get out of.
Starting your first frame trap string with cr.LP x2 (chained), walk back, F+MP is a great way to get a read on your opponents tendencies. It allows you to block reversals, punish stand tech, visually confirm crouch techs, continue pressure vs blocking opponents and visually confirm backdashes. You can also see whether your opponent is delay teching or mashing crouch tech/jab safely. This allows you to more intelligently apply your throw/frame trap game.
You can charge focus to Lv2 and immediately release outside of your opponents throw range but inside your own throw range to try to catch them delay crouch teching for a focus crumple or free dash cancel into continued pressure. Lv2 focus dash on block is +4
Learn when to realize when you get a counter hit and take advantage of them. Practice reacting to them in training mode by setting the dummy to random block and random counter hit.
Staggering jabs with gaps larger than your opponents reversal is a way to bait reversals while continuing pressure vs patiently blocking opponents, mashed normals will put you in block stun or potentially counter hit you out so make sure to mix it up with normal frame traps.
Your opponent has no reason to press buttons unless they are inside your throw range. Keep this in mind as you want to be frame trapping when inside throw range and F+MP/F+HK/dash/focus dashing back in when outside of throw range. Lv2 focus is the exception as it is useful inside your throw range and outside of it. However players may try to stuff your F+MP/F+HK/dash/focus dashing with normals once they catch on so in that case it may be worth trying a cr.HP xx EX Bad Stone or other frame traps outside of throw range.
Remember at the end of an unsuccessful frame trap string you don’t always have to try to get back in or end it in cr.LK xx LP Criminal Upper. You can just admit defeat, stay safe and go back to neutral.
cl.MP F+HK can be used to blow up stand techs and backdashes as it is airborne but it will be thrown by a frame perfect stand tech even if you input the crack kick frame perfect. Another option is to Crack Kick on your opponents wakeup if you read a stand tech and/or backdash.
Setups
Double tap all specials and plink all normals for timing (remember cr.LK can be plinked with cr.LP).
Only do empty jump cr.LK xx LP Criminal Upper when you can FADC into combo or RFC into combo/ultra as this justifies giving up any chance for pressure and the risk (being -4)
after HP Criminal Upper
Forward Dash x2
- meaty cr.LP
- wait, throw
- cl.HP (3F gap)
- F+HK (beats stand tech and backdash)
cr.LP x2 cr.LK xx and cr.LP cl.MP cr.HP xx
- empty jump cr.LK xx LP Criminal Upper
- hold up forward, whiff j.HK, delay crouch tech (fake safe jump)
- pause (?F), hold up forward, j.HK (4F manually timed safe jump, susceptible to delay QR)
- LP Bad Stone, LK Ruffian (safe and chips, may need to hold forward 1 or 2 frames before cancelling)
cr.LP x3 cr.LK xx and long range F+MP cr.LK xx
- empty jump, backdash (DP bait)
after Bad Stomp (back throw)
- empty jump, cr.LK xx LP Criminal Upper
- forward jump HK (5F safe jump)
- immediate st.LP, forward jump HK (4F delay wakeup safe jump)
- walk forward (?F) j.HP/j.MK (anti-shoto DP setup, for MK you will have to walk a bit more than HP)
Delay Wakeup OSes (for basic safe jump)
- F+HK (beats stand tech and backdash)
- cl.HP (2F gap)
- cr.LP (meaty safe vs. 8F reversals, +8 on hit and +4 on block)
- wait, throw
after Prisoner Throw (front throw)
- empty jump, cr.LK xx LP Criminal Upper
- walk forward, pause 1-2 frames, jump HK (4F manually timed safe jump)
Same back throw delayed wakeup option selects and anti-shoto setups still apply.
Matchups
SRK Matchup thread archive: https://archive.supercombo.gg/t/we-finished-practicing-now-cody-match-up-thread/98500
The majority of these matchup information suggestions are taken Blockstring forums matchup thread (site now offline), provided by Ramma
Abel
Abel (Slightly Unfavorable, 4.5-5.5) [character page] |
---|
General Strategy: Mid-Range: Rocks have their uses, but one bad rock will lead to Roll > Command Grab and you're screwed. Fake rocks are good for baiting roll and Ultra 1. All the same, use rocks and fake rocks sparingly, and focus more on beating him with footsies. Unfortunately, you can play a perfect footsie game for 60 seconds, and one mistake leads to you losing the round in 15 seconds. You have to play smart. Don't be predictable. Keep him at the spacing you want him at. Pressure vs Pressure: You'll get a feel of what time of Abel player you're going against just by how they go for pressure when knocking you down. If they are peppering with you jabs and light attacks, trying to lock you into place, you're in much more trouble than against someone who goes for a lot of command grabs and cr.HPs to catch you running away. The latter is committing where as the former is conditioning. Both dangerous all the same. Don't show Abel's pressure game too much respect. You better believe he won't show yours any. Notes:
|
Adon
Adon (Unfavorable, 4-6) [character page] |
---|
General Strategy: Adon can pretty much blow you up in any category, so you really just want to get this match done fast. And don't be afraid to play dirty, because Adon players are not afraid at all. Keeping a distance for a while and chucking rocks isn't bad to do as long as you have a zonk stored in case he tries to special his way in. Mid-Range Game: Stepping on the Jaguar's Tail: Dealing with Jaguar Pressure: |
Akuma/Gouki
Akuma (Unfavorable, 4-6) [character page] |
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General Strategy: Getting in on Akuma is a hell of a feat to say the least. Cody has no great option against Akuma's air fireballs. Sliding and focus dashing under poorly spaced ones are an option. EX rocks can be good if you can time and space them for Akuma to land on them (it gives you a chance to dash in a bit). EX Ruffian Kick works great on all grounded fireballs for the record. But even when you get passed Akuma's fireball game, his mobility and footsies blow Cody out of the water. With this in mind you really need to capitalize big on Akuma's mistakes and/or get a solid whiff punish. For example, Akuma's st. far HK is very bad on Cody because the second hit whiffs on block. This allows Cody to do a pretty good punish leading into a knock down. The Lack of Oki on Gouki - Keeping him locked down: Your go to OS in this match is crack kick. Note that the crack kick is supposed to whiff. It's your follow up that catches him. Cody can't OS to catch his teleport with anything but crack kick. After F+HK, you can follow that up with a Ruffian Kick or U2. This OS will also cover his back dash but will obviously lose to DP. Sweep can also be OSed during block strings if he's back dashing. Being Vortexed: Trying to focus attack out of his demon flip is a terrible idea. For starters, palm and throw will beat it and more times than not the dive kick will recover in time. Back dashing will just get you OS ed by a sweep if the Akuma player is good. If he's not option selecting...BACK DASH! Your best option is to be patient and find your opening. Notes:
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Balrog/Boxer
Balrog (Close/Even, 4.5-5.5 or 5-5) [character page] |
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General Strategy: Mid-Range - Cuffs vs Gloves: Pressuring the Boxer: Getting the Mike Tyson Treatement: Try to end every combo you get with EX Ruffian. If the ex ruffian is spaced as anything but max-distance, you will pass under Balrog. After you recover from your ex ruffian, input st.mk, cr.lk and do jump forward HK. This is an unblockable Practice punishing his dash punches with cr.lk and st.lp. Here would be a great opportunity to re-wire that stick of yours and start plinking lp with select so that the punish is a bit easier. Corner combo when stunned, jump-in hk, cl.mp, cl.mp, cr.hp xx HK Ruffian xx MK Ruffian. You can even link without using meter to U1 after HK Ruffian, but I don't prefer that ultra. Theoretically, as f.HK has the same start-up as U1, you should be able to connect with that and end the combo with EX CU, but I haven't tested it, just thought of it. Notes:
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Blanka
Blanka (Even, 5-5) [character page] |
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General Strategy: Neutral Game: Pressuring the Brazilian: Once he does have meter or ultra, you need to be much more careful and delay your normals just outside of his throw range (they love to wake up throw too). Your delayed buttons will not eat his ultra or upball, but will catch his rainbow ball. Dealing with Blanka Gimmicks: Notes:
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C. Viper
C. Viper (Very Unfavorable, 4-6 or 3.5-6.5) [character page] |
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General Strategy: Mid-Range: Viper's cr. MP xx Thunder Knuckle string is not safe. Feel free to zonk Viper ( :kappa: ) between the two. Although, this match doesn't always leave the most room for using Bingo. Pressuring the Milf:
Jab pressure (with sweep OS) on wake up is a good way to start off, just don't be predictable and also bait things. A meaty jab can make Thunder Knuckle whiff, allowing you to punish when she lands behind you. It'll also catch her mashed Burn Kick and can deal with some Seismos or Seismo feints. A meaty cr. HP on wake up isn't a bad idea when Viper has meter and you're predicting a EX Seismo to escape. It'll land you a counter hit cr. HP that you can cancel into EX Rocks > U2 for big damage, or combo from easily with cr. LK xx HP Criminal Upper. To be honest, this all sounds easier on paper than it is in reality. If (When) You Get Knocked Down: Notes:
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Cammy
Cammy (Unfavorable) [character page] |
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U1 and RH Ruffian punish hooligans. Train yourself to punish hooligan on reaction. |
Chun-Li
Chun-Li [character page] |
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cr.MK beats her st.HP and st.HK clean since they hit high and it slides under.
Bad Stone vs Fireballs Careful about crouch teching against her. Cody can have a hard time against her especially if she uses her overhead kick after blockstrings, on wakeup and if she chooses to do it randomly in your face. It's safe on block and it will go over his crouch jab and low so if you must crouch tech, do it with by pressing crouch jab, low and fierce to option select it to smack her out of the air in case she does it or throw When he was trying to run away with fireballs, I found it effective to just out-run-away with Bad Stone. Her fireball can't really keep up, and you can gain positioning by dashing once after a Stone. A few times of seeing that sequence made him weary to try to keep up, and he started trying to do other things. So after that stuff got understood, we found ourselves at mid range a lot, just kinda playing footsies, and without his st.HP and st.HK feeling strong, he was using a lot of st.MP which beats Cody's cr.MK, and is his last super long range poke (but basically the best one). I quickly found that f.MP beats her st.MP clean every time. As a bonus, you hit her CH and I was able to link sweep on reaction multiple times. Believe it or not, Chun's recovery on her fireball is not good. But due to the fact that most Chuns back up before they shoot it, they don't fear the jump in too much. Chun are usually very obvious about their fireballs so if you see one walking back, odds are they are going to shoot a fireball sooner or later. At near full screen If you see this. walk forward with her while mentally preparing to input the fireball motion. Match her back walk speed with your forward walk. EX slide will easily punish the fireball due to its slowness. You won't be at risk of getting hit by it on startup like in the shoto matchup because it moves forward much too slow. On her wakeup, meaty standing strong and Fierce is a good option rather than jab because they both put you at advantage on block and will clip her out of the air if she decides to wakeup with overhead kick which will beat out and crouch jab option. cr.HP xx MK Ruffian works as a counter poke but use it sparingly and at the proper spacing as it is easily whiff punished Remember to use fake rocks especially if Chun is rocking ultra 1. Cody has a slow ass fireball so many Chuns will definitely try to punish with overhead kick. You a fake rock to bait out an overhead kick which you can immediately focus attack after fake rock. Leads to great damage. Alternatively instead of baiting it out, you can also focus attack dash in on reaction to an overhead kick and punish with crouch low into Criminal upper. Lastly, once Chun has her ultra 1. Look to see if she's waiting for you to throw a fireball. Many players totally forget Cody even has fake rock in his arsenal. 1 fake rock at 3/4 screen is sometimes all you need to take the round. If she's knows you have it in your arsenal or you've been using it heavily in match already. Throw it out randomly a lot to scare her from using Ultra 1. |
Cody (Mirror)
Cody (Even, 5-5) [character page] |
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General Strategy: Pressuring: Being Pressured: Notes:
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Dan
Dan[No Data] [character page] |
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Decapre
Decapre [character page] |
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Punishes:
Scramble:
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Dee Jay
Deejay (Favorable, 5.5-4.5 or 6-4) [character page] |
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General Strategy: Pressuring the Jamaican: DeeJay on the Offense: Notes:
need the damage rather than the spacing to finish him off). |
Dhalsim
Dhalsim [character page] |
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cr.MK is a great option to close the distance on Dhalsim. If he does j.HP and you can slide under to make it whiff, or cause a trade. Either way you can start to back him to the corner quickly. |
Dudley
Dudley (Slightly Favorable, 5.5-4.5) [character page] |
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General Strategy: Mid-Range Game: Notes:
SSF4AE Team PIE Concept Match: PIE Chin (Cody) vs PIE Smug (Dudley) |
E. Honda
E. Honda (Close/Even, 5-5 or 4.5-5.5) [character page] |
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General Strategy: This match is easier if the Honda isn't willing to be patient. If Honda is a :turtle: , this match becomes more difficult. Most Hondas like to turtle. If you have the life lead, or at the start of the match, there is really no reason for you to go in. Start a match with a zonk stored as you would with Ryu. If he tries to headbutt or buttslam, "BINGO!" Once you've established a significant life lead, you can hang back or continue to pressure if Honda has no meter. Barraging a meterless Honda with pressure is always safe when you're Cody. Once Honda has meter, everything changes. You have to bait EX headbutts, deal with random EX headbutts, and EX hands are nasty, and if you don't have the life lead, good luck. Your main goal is KEEP THE LIFE LEAD. Once Honda has the lead, and even more so if he has meter, this match turns into 12/-2 in Honda's favor. Cody has no great options to get in on Honda, as Honda can keep him at bay pretty easily. You're going to have to inch your way in and make a read that guys Honda knocked down. From there, again, if he has meter, find away to neutralize EX Head butt by crossing him up and making him lose his charge. If you have a round to spare, it's not a bad choice to build a bunch of meter and cause him to waste his leading into the next round :wink: . Sad that that's one of your best options. :failfish: Mid-Range Game: Cody can keep Honda away with rocks, st. HK and anti airs easily enough. Once Honda has meter, the match completely changes because of EX headbutt. Being that you don't need HP for much, you want to keep zonk stored incase the random head butt, or even butt slam (B+MP can stuff this), come your way. It's good to use cr. LK xx OS MK Ruffian in this match because of it's reach and speed to deal with Honda's st. HK (which is -6 on block). Never sleep on Honda. You have to have your anti-airs ready at all times. You need to pay attention to Honda's charge. Rocks AND Fake Rocks are not an option when Honda has meter and is sitting on downback, because reacting to the start-up is easy enough. Do something to make him move. If you have the life lead, do nothing until he moves or inch your way forward if you're really far out.. If he doesn't have meter and goes for HP or MP headbutt, you can punish them with MK Ruffian or U2 on block (stand vs MP version). Zonk will beat regular versions and EX Zonk will beat EX HB, so if you need to avoid chip, do so. Pressuring Honda: When Honda is meterless, just do it! Have your Zonks and OSes ready all the same when pressuring Honda incase he backdashes or tries to butt slam. Standard traps all work and just do your thing. Once Honda has meter, you need to be very careful. On block, EX head butt is completely safe and not easy to stuff from the ground. Luckily you can bait EX headbutt with jump back. When you land, it's a free cr. HP xx HP Criminal Upper punish. Knocked Down/The Fat Man is in: Honda's pressure can be pretty scary. His HHS and oicho throw can be hard to deal with. His well spaced cr. LP will shut down most of Cody's buttons for free (knife is good vs it, but if Honda is in, you can't pick it up, so...If you're cornered, you need to find your opening and get out. Honestly, you might have to take a risk or make a very good read to do so. Between Honda's nj. HP and his cr. LP, Cody is pretty damn locked down. B+MP is actually a godlike anti-air (vs all of Honda's jump ins, cross up or not) and Butt Slam stuffer when cornered. It just seems to take care of everything with almost no strict timing. It's important to note that meaty cr. MK will avoid or stuff all of Honda's wake-up options with the exception of EX headbutt. Some meaty slide set-ups (leaving you at +5 on hit, +8 on counter hit) will go a long way in this match-up. Notes:
more damage. A good Honda won't head butt once they see you have Ultra 2 though. U1 is useful if you can react to Head Butts, Butt Slams (their wake up, or yours) and can be used to anti-air Honda. Plus, if you're knocked down, you have the threat of a safe combo into Ultra with EX Zonk or Bad Spray FADC combos. I prefer U1, as do others. But I think U2 remains the popular choice.
When Cody has the life lead, or at the start of the match, E.Honda will have to take risks if the Cody player is as patient as he is. To get in and steal the life lead back, Honda has to give up his favourite D/B position, lose buttslam and headbutt charge, and walk forward. When he does walk, realise you can jump in for free or at least trade with him and keep your life lead. Honda's main goal at this point is doing damage by footsies with cr.jab x HHS (and gain meter), he'll ignore the normals he gets to his face along the way. If the Honda player is unable to do cr.jab HHS, he'll probably walk forward and do some st.HK pokes (gets blown upped by your own f.HK), st.HP or neutral jump (risky). What he'll most likely do of all, is walk in midscreen range and wait until you throw a rock from mid screen (fake or real), react to it and do chip damage with HHS or get in with an oicho throw. You should not fall for his obvious attempts. From midscreen Honda can also do some desperate stupid stuff like medium buttslam and jump forward. buttslam, jumping forward (when Cody does nothing) and st.HK are the most risky options Honda can do. He can't do much without charge and if Cody's in the air, maybe a chop (st.HP) or 2. When E.Honda has the life lead, he'll give you hell and sit on it with all his might. He can just D/B from fullscreen and not give a fuck. if you walk forward and you're close, he can do some random cr.jabs (if the player can cr.jab x HHS). if the cr.jab connects, he's going to HHS to get more EX.headbutt meter and give you even more hell. He can also jab headbutt to beat your focus attempts when he feels like it and be completely safe. worst case scenario, he can do nothing and just react ex.headbutt towards everything you do. Unless you're playing a reaction god monster, you can still walk forward with cody (even though he's slow as a snail), bait ex.headbutt, jump back and punish with an ultra or your biggest combo. If the life difference isn't so much, you can throw 5 chip rocks to set the record straight. when choosing this approach, watch the timer you might get the win this way. Last but not least, I think Cody can also set the record straight with knife poking and baiting ex headbutts or buttslams. Cody Match-Up Tips: E. Honda (USFIV) by Ramma |
El Fuerte
El Fuerte[No Data] [character page] |
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Elena
Elena [character page] |
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Evil Ryu
Evil Ryu (Close/Even, 5-5 or 4.5-5.5) [character page] |
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General Strategy: This match is pretty even. Evil Ryu is going to want to get you down pretty quickly and take advantage of a meterless Cody or he may go for the zoning approach at first. You want to find your opening and get Evil Ryu down. From here you need to be OSing whenever you aren't baiting a reversal. Evil Ryu's will still use that terrible teleport (OS U2 or LK Ruffian) and they will back dash. You really can't afford to low him and his low health get away. Mid-Range: It's important to keep a zonk charged when mid-range to react to a fireball, just like vs Ryu. However, doing a zonk through cr. MK xx Hadoken is not possible unless done at max range (you only get touched by Evil Ryu's toes). If ER is doing a lot of fishing with cr. MK or sweep, you need to be throwing out that cr. LK xx MK Ruffian to stuff it and pretty easily whiff punish it. Like most characters, Cody doesn't have much to go against ER's st. MK, so if he's using it a lot, try focusing it, using your own st. MK to stuff it or even use the knife (st. MP). It is important to be weary of Evil Ryu's dash and kara dash, just to note it. He covers distance quickly in general. Dealing with the Angry Shoto: When it comes to pressuring Evil Ryu, there's really nothing special for you to know. There are a few things to keep in mind when being slapped around by Evil Ryu. For starters, his EX Axe Kick is -4, so punish it with cr. LK xx whatever. Evil Ryu has some decent frame traps, but if you don't see him using any, tech your ass off. You can EX zonk all of Evil Ryu's axe kick cancels the way you would any other cancel that's not a true string. Pay attention to what he does in the air when he's jumping in when you're knocked down. That dive kick can be tricky. After a blocked MK Axe Kick, it's best to press nothing and really delay your tech. Evil Ryu is -2 on block. However, a typical trick of the trade is for Evil Ryu to rip an SRK in hopes to catch you pressing anything. That, or he'll do a kara throw (which a delayed cr. tech will tech but not come out and get caught by the SRK). It's best to just let Evil Ryu do what he wants to do. If the range of the MK Axe is really bad, you can actually opt to back dash/kara back dash away pretty safely (just don't be predictable with it). Oh, and...don't get cornered. Evil Ryu has some pretty nasty set-ups and fake cross-ups on Cody in the corner. Couple that with his ambiguous dash after a LK tatsu reset, and you'll find yourself in serious trouble. Notes:
Cody Match-Up Tips: Evil Ryu (USFIV) by Ramma |
Fei Long
Fei Long (Even, 5-5) [character page] |
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General Strategy: All fundamentals. Fundamentals wins this match for both characters. This is one of those matches where Cody really only has to worry if he's cornered. Cody can work his footsie game quite well here. Keep the game neutral and don't back up too much. You definitely don't need to in on Fei too hard. When he has you knocked down, the damage can add up, and if he ends up landing a nice 3 Rekka combo on you, you've lost a lot of space. If you got the life lead, it's better to let him back dash on trouble than put yourself in a knocked down situation. It's worth mentioning that there's little to no reason for you to risk jumping in. Unless it's some Fei spamming slow normals that you can get an easy jump in combo on, there's no reason to go for a jump. Playing Footsies with Bruce Lee Buffered *cr. LP* and cr. LK are very strong in this battle. A max spaced cr. LP can stuff Fei's godlike cr. HP. A buffered cr. LK can catch a lot of things as well. In regards to st. HK, it's not as useful vs a good Fei. It's slow and easy to whiff punish. Once he recognizes that you use it a lot, he'll beat it clean with cr. HP or crumple you for some big damage with his focus attack. Use it sparingly and strategically at most. Keeping HP Bingo stored is quite good as well. Any Fei that uses chicken wing or focus a lot is going to take a lot of zonks in the face. Rekkas are easily stuffed with Bingos (if you react fast enough and other normals such as st. HK. Rekkas are very easy to whiff punish with cr. HP (buffered) and cr. MP (buffered) if you stay at the right range. In USFIV, Rekkas took quite the nerf, so Fei players won't be as liberal with them as they used to be. Rocks are great from more than half screen because you can pretty much react to anything Fei tries from this range. Any closer range could lead you getting focus crumpled, chicken winged, or ultra'd. Know your spacing jailbirds. Pressure vs Pressure As stated earlier, Fei can do some nasty things to Cody in the corner. Luckily in USFIV he lost his 3 frame chainable cr. LK, so his empty jump cr. LK gimmick is sort of out the window. However, with Cody's back to the wall, the options are still there. Look out for a jump attack (cross-up or regular) into Tenshin grab (particularly EX grab now that it's 10 frames in USFIV). It's a Fei tradition. If Fei is pressuring you and he gets cute with a second Rekka that is blocked, or if he's feeling really risky, a blocked 3rd Rekka, punish him hard. All 2nd and 3rd Rekkas (except second EX Rekka) is 8 on block or much worse. Meaning all of them are U2 punishable. All in all, avoid being knocked down as per usual, but Fei's pressure is manageable. When it comes to you getting the business done. Fei's going to have a 4 frame cr. LK in USFIV, which is going to make him even easier to frame trap. If he's mashing LP to be a regular Balrog, just throw him a lot or jab stagger. Standard pressure really does apply here. Watch his meter when he has two bars of course. When pressuring Fei, Safe jumps are great. Probably even so in USFIV, just don't rely on them as much. Your go to OS on safe jumps is cr. HP. It catches back-dash. It stuffs Chicken Wings (great for when they want to escape the corner) and will not come out if they DP (unless delayed wake up of course). If you have to opt for keeping him knocked down, sweep and MK Ruffian are good as well. Notes
for 35 frames
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Gen
Gen (Close/Even, 5-5 or 4.5-5.5) [character page] |
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General Strategy: Mid-Range Game: Pressuring Gen: Ruffian is Down: Notes:
you can't do a combo.
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Gouken
Gouken (Favorable, 6-4) [character page] |
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General Strategy: Mid-Range Game: Pressuring Papa Ryu: A meterless Gouken is a free Gouken. Once he has one bar you have to worry about EX counter, EX Tatsu or ex demon flip. At that point it's just about making reads. As per usual, EX Zonk will beat or avoid all of his reversal options. Notes:
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Guile
Guile (Unfavorable, 4.5-5.5 or 4-6) [character page] |
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General Strategy: Getting in on the Family Man: If Guile is chasing down his sonic booms, and thanks to ADN for pointing this out to me, there is usually a gap between when the sonic boom hits you and his st. HP. You can squeeze in a cr. lK xx finisher or zonk after the sonic boom. Now, once you do it, he might try to bait it so, use it sparingly. Pressuring the American: Definitely establish your throw game BEFORE you start going for frame traps (you should be doing this anyway, but a reminder is needed here). Some Guiles mash LP when being pressured and some Guiles try to walk out of pressure as well (if you notice this, you can sweep them too). If you get Guile cornered, keep him there. Unless you are setting up an unblockable or have a trick up your sleeve to finish the match/get the stun, keep him locked down, be ready for a jump or bazooka knee to get himself out. Notes:
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Guy
Guy [character page] |
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cr.MK is amazing in this matchup, as it beats/neutralizes his Bushin Flip and even some of his mixups. Since it gives you forward momentum you will usually end up behind Guy while he is still recovering. |
Hakan
Hakan[No Data] [character page] |
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Hugo
Hugo [character page] |
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Ibuki
Ibuki[No Data] [character page] |
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Juri
Juri (Even, 5-5) [character page] |
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General Strategy: Getting In: Pressuring on Wake-Up: Juri's FSE (Ultra 1): Notes:
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Ken
Ken (Even but obnoxious, 5-5 or 4.5-5.5) [character page] |
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General Strategy: Mid-Range Game: Notes:
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M. Bison/Dictator
M. Bison (Even but obnoxious, 5-5) [character page] |
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General Strategy: Mid-Range Game: Pressuring Bison: Bison's seem to have a habit of using EX PC or a Reversal after a F+MP for whatever reason, so be ready for that. EX Ruffian or a delayed U2 will punish EX PC, and cr. LK xx finisher will punish EX Scissors. If the Bison player likes mashing LK under pressure, jab stagger Bison as you would Balrog or Vega. Ruffian Under Pressure: Don't abuse it and it's a risk, but you can cr. MK after a blocked scissor. If he tries to scissor again or goes for his st. HK, you'll stuff him, giving you some space. You can also buffer a cr. LP xx MK Ruffian after a blocked Scissor which will beat most of what he follows up with (except an EX or ultra for example). Again, this is like a once, maybe twice, in a match move to pull, and Bison can bait it if he presses nothing and whiff punish you. It's an option, but it's not a go to. All and all, his pressure is hell to deal with, and it's just a matter of you making the right read to get out. Notes:
(from BJ Unchained's post on EventHubs) Cody has an answer for most of Bison's options:
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. |
Makoto
Makoto (Slightly Unfavorable, 4.5-5.5) [character page] |
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General Strategy: Mid-Range Game: This is another match where the knife does come in handy. St. MP is not only great in footsies as it will beat everything Makoto does, but it is also a great wake up pressure tool. Don't rely on cr. HP as an anti air though. Makoto is great at getting around it. Momentum - Pressure vs Pressure: When Makoto has you locked down, it's a matter of making a good read. Trying to EX Zonk her off you right away is a poor decision, as many Makoto's like to keep the pressure going off the knockdown with Axe Kicks. You do have options to deal with Axe Kick. You can dash forward or backward depending on the height. You can also wake up with focus, which more times than not will give you a crumple. You should try to react to overheads, not anticipate them. They are very slow and if you're watching, you'll see it. Back dashing out of pressure also works quite well, but don't over use it, or you'll just end up eating an OS dash into Command Grab. Even in USFIV, Cody's back dash is still one of the worst in the game. Notes:
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Oni
Oni (Even or Slightly Favorable, 5-5 or 5.5-4.5) [character page] |
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General Strategy: Playing Footsies with a God: As I stated earlier, buffered pokes all day with a mix of some rocks. You can control space all day with buffered pokes. If you can do that with a zonk stored to prevent Oni from doing any random specials or fireballs, you're golden. Oni might start doing the Oni Shuffle in the air where he's flopping all over the screen like an idiot. Bop him with some rocks or clip him with a HK Ruffian and that'll stop really quick. Hell. Let him give up space and move forward a bit. Don't play into any shenanigan he plans on trying. They love that Air EX Tatsu. Pressure vs Pressure: Dealing with Oni's pressure can be a bit of a guessing game (and very difficult to deal with online). After a blocked LP Slash, Onis will either go for a throw, a DP or a Sky Dive if they want to mix you up there. Focus back dash can deal with the latter two depending on the strength. Delayed tech or stand tech will get caught by Sky Dive. If you happen to predict a sky dive on your wake up or during pressure, you can focus crumple it. Notes:
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Poison
Poison [character page] |
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Rolento
Rolento [character page] |
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Rose
Rose (Even, 5-5) [character page] |
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General Strategy: Mid-Range Game: Pressuring Grandma: Dealing with the Fortune Teller Lady: Notes:
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Rufus
Rufus (Unfavorable, 4-6) [character page] |
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General Strategy: Mid-Range: Buffered pokes such as cr. LP and cr. MP are great to catch Rufus coming in but again, he'll bait a buffered poke just to jump over it and he's in. Jumping back LP can get you out of that if you have the time to. Stray away from over using st. HK. Rufus's cr. HP will go right under it. St. MK can stuff a lot of Rufus's stuff as well. If he goes for a Galactic Tornado to get in, you can stuff it with MK Ruffian Kick or land a full neutral jump combo (great way to start a round too). You can also Ultra it on reaction. Putting some leather on the Fat Man: EX Messiah Kick is an obnoxious special to say the least. It's got crazy invincibility frames. Does decent damage and FADC can lead to ultra. On safe jumps you can avoid it with OS Bingo (don't need to EX). If they mash it out, you can punish most of the follow ups with HK Ruffian (you can avoid the overhead with dash under > cr. HP xx HP CU. You can punish ALL follow ups or no follow up with a non-reversal Ultra 1. To do non-reversal Ultra 1, you need to slightly delay your U1 after you're out of block stun. Once you practice it a bit in the lab, you'll find the timing to be very easy. One more option to delay with a wake up EX Messiah is jb. HK to avoid chip. It's a read and Rufus could make you pay for it, but it's an option. The Fattest Pressure in the Universe:
It's a matter of making the right read with which option to use to be honest. Whatever you do, don't get predictable in your defense and remain patient. Sometimes it's simply better to just weather the storm. Knowing how to deal with Rufus's pressure does come from practice, so find yourself a Rufus training partner. Cody L Upper Beating EX Messiah Notes:
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Ryu
Ryu (Even, 5-5) [character page] |
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General Strategy: You have no reason to take any action once the match begins. Let Ryu make the first move, and punish him for it. He might fireball (Zonk), jump (HK Ruffian), focus (just wait). If he back dashes or whiffs a st. LK from the get go, you already know he's gonna try to zone you and wants to get out of your zonk range or see if you're ready to punish those fireballs. If he dashes in, he wants to get you knocked down more likely. It's important to know what type of Ryu you're dealing with. The zoning Ryu, IMO, is much easier to deal with than the pressure Ryu because of Cody's bad wake-up. Cody definitely has comeback potential against Ryu and visa-versa, so it's important to not give Ryu the chance to rally. Ryu doesn't have the relentless pressure of Cammy or Sakura, but he can certainly put the heat on Cody, especially a meterless Cody. Dealing with Fireballs: Footsies and Crouching Medium Kick: Knockdown Pressure: Obviously, his 3 frame SRK and Super are not safe-jumpable, so you have to mix in your safe jump set-ups with empty jumps to bait his reversals. It isn't a bad idea to opt for a empty jump (delayed throw/crouch tech) in your first attempt to see how he reacts, particularly in a longer set. In the corner, you have so many options to use on Ryu. You can go for the EX Ruffian set up, a damaging EX Criminal Upper juggle, an unblockable and even a cross under reset. The first option will corner you, so be careful when using it. Know when to use it. See the Data Thread for those set-ups. Ryu Has You Down: Notes:
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Sagat
Sagat (Even or Unfavorable? 5-5 or 4-6, Sanford says Sagat wins) [character page] |
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General Strategy/Footsies: Getting in on the Tiger Lord: From further out rocks have their uses, such as negating fireballs and giving you a safe approach (they can even sneak over low Tiger Shots on occasion), but that is about where their uses end (outside of frame traps of course). Your slide can go under high tiger shots with loose timing as can crouching, but the slide will bring you closer and is safe to whiff from the right spacing. From up close, you can Bingo for a free punish. For low shots, you can neutral or forward jump, focus them, or block. Use all your options so your opponent doesn't know what to expect. I cannot express the importance of using EX Ruffian to get yourself in. Reacting to Sagat's fireballs are not very difficult, but a good Sagat player is going to shoot them outside of zonk range. And once you're in zonk range, they'll probably start mixing in a lot of st. LKs and st. MKs to space you out. Possibly so they can space you for a safe Tiger Knee. Zonk Knuckle is useful, but the range of EX Ruffian Kick can not underestimated. Yanking the Tiger's Tail - Pressuring Sagat and Notes:
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Sakura
Sakura (Unfavorable, 4-6) [character page] |
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General Strategy/Footsies: Basically keep Sakura out until she gets herself knocked down and then get to work. Pressuring Ryu Jr.: Sakura Got You Down? Notes:
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Seth
Seth (Unfavorable, 4-6) [character page] |
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General Strategy: What Cody does have going for him in this match is his stun and damage vs Seth's health. That said, all combos and punishes need to be optimal in terms of your output. Your single goal is to not get knocked down at any cost. There's no secret to what Seth is going to endlessly do. Mid-Range Game and Pressuring: Once Seth knows he can't jump in, he's going to start fishing for dash in SPD, Tanden Engine and he'll use his atrocious fireball. If you have a bar, Seth should almost never get away with a fireball. EX Ruffian Kick will be there ten minutes before Seth is done recovering. When Seth is down, it's all about reads. Is he going to reversal, teleport, wait to mash or do nothing? There's no good OS you can use on Seth unless it's a safe jump setup. Only OS when you're looking to punish a teleport or avid some sort of chip. Boss Character Doing The Beatdown: Notes:
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T. Hawk
T. Hawk (Favorable, 6-4) [character page] |
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General Strategy: Zoning T. Hawk: If Hawk is using Condor Spire or sweep to wiggle his way in, you can easily react to it with a HK or MK Ruffian Kick and send him back across the screen. If Hawk is focus dashing a lot, feel free to tag him with an EX Rock, or a buffered poke if he is in range. You can bait the hell out of T. Hawk using your rocks and fake rocks. They work really well in this match. If Hawk lands on a rock, be sure to follow it up with a MK Ruffian. The only time you should be worried about T. Hawk is when he isn't afraid to just walk forward (a.k.a. a Good Hawk player). When Hawk is patient and willing to take some chip and hits to get in. You have to play footsies well (again, knife works well here). So keep him out with st. HK and st. MK, but watch for his sweep (which is safe). Keep your st. HK spacing, and be ready to whiff punish. Notes
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Vega/Claw
Vega (Even, 5-5) [character page] |
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General Strategy: There isn't anything too match-up specific about fighting Vega outside of punishing what he does. All of Vega's blocked specials with the exception of roll can be punished with U2 and MK/EX Ruffian Kick. His slide is easy to whiff punish and punishable on block. You can use EX zonk to avoid any chip out he attempts and to avoid his Super or Izuna grab. Trading with his roll is never a bad thing because it does like no damage off a single hit. |
Yang
Yang[No Data] [character page] |
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Yun
Yun (Very Unfavorable, 3.5-6.5) [character page] |
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General Strategy: Until you have Yun knocked down, do your best to make him pay trying to come in. If Yun is playing the neutral jump game while waiting for an opening, you can always delay a rock so that he falls on it. HK Ruffian and st. HK are great for keeping Yun out of the air if he's in range, but his neutral jumping can bait those both really well. So be sure to mix in st. LP to knock Yun out of the air. This isn't a great keep away tool because it doesn't do a lot of damage, nor does it push him back, but it stops Yun from getting in, and that's a big enough battle in itself. Once you have him down, start frame trapping. A lot of Yun players like to make you respect his wake up right away so be wary of this. Again, in USFIV, Yun will have no good wake up option without meter, so a meterless Yun is free to pressure. Once you get him down, keep him locked down unless you read reversal. Then punish him hard. If you're pressing buttons on his wake up, you need to OS. Like Rose, Makoto and Vega players do, Yun players love to back dash away. His 4 frame cr. LK is good for frame trapping. Once Yun has 3 bars or more, you need to be careful. Tighten those footsies right up, because if he gets a jump in or if he whiff punishes something...it begins...and it's going to be a ton of damage and he's going to drag you all the way to the corner where he can pummel you some more on wake up, or go for a reset. If you can force Yun into any situation where he blows some meter, you do it. Never let Yun sit there and start whifing palm for meter. Like in 3S, Yun without bar is Yun racing to get bar. Yun with bar is Yun in control. Keep him from gaining control. The Twin Has You Down: Unfortunately, you simply have to weather the storm and find an opening. EX Zonk is not going to get you out of dive kick pressure very well. There has been relative success vs Dive Kicks with EX Criminal Upper (and this may be even more true in USFIV when it gets a strike invincibility buff), but use it sparingly. If Yun hits you with a dive kick very high, you can go for a throw. Especially if it's LK dive kick (which is almost a completely vertical attack). Making a good read on a dive kick with jb. LP will work wonders as well. Notes:
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Zangief
Zangief (Close/Even, 5-5 or 4.5-5.5) [character page] |
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General Strategy: Keeping the Russian Out: Gief's st. HK, cr. HK and cr. MK are very easy to punish and whiff punish with a simple cr. LK xx MK Ruffian/HP criminal Upper, so there is no reason to just block. Always punish. Greenhands are all unsafe on block and some on hit. Punish every single blocked green hand and punish it well. Most Giefs will mash an SPD after a blocked green hand because they know they will be punished. EX Greenhand is very unsafe on block and is a free U2. What's even better is that whether Gief does a FADC on his blocked EX Greenhand or not, Cody can still U2 it. Gief can FADC forward or backward or not at all, but no matter what, he's getting ultra'd. :wink: Take not that EX Greenhand is +1 on hit and can combo into Red Focus, so be wary when he has meter. Rocky gets knocked down by Drago: When you are cornered, be ready to react because Cody loses the match here. If Gief throws out a normal to inch in for an SPD cr. LK xx Ex or MK Ruffian to give yourself some space. Be ready to anti air. Watch Gief like a Hawk (T. HAWK :kappa: ). If Gief looks to set you up for the Snackish (focus > dash forward > then SPD or U2 guess), react to focus with a zonk or ruffian kick. Notes:
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External links
- GroundedSF YouTube channel - Lots of Cody videos on this channel.
- SRK Cody Forums
- Cody dropbox folder - Online folder filled with matchup info and advanced tech. Will eventually be transfered over here (thanks mapleleafs791!)
- Packz Cody blog - Blog by a top UK Cody player, no longer updated.
- List of moves that beat Zonk by Eternal
- Durran SD's Tech playlist
Videos
Momochi's Tutorial on Cody
Maximizing your Options by Blockstring.com
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 ![]() |
30 | 50 | 20 | HL | ch/sp/su | 4 | 3 | 5 | 11 | 3 | 6 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MP | Close ![]() |
70 | 100 | 40 | HL | sp/su | 6 | 3 | 8 | 16 | 4 | 7 | 15 | 18 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HP | Close ![]() |
100 | 200 | 60 | HL | sp/su | 8 | 4 | 13 | 24 | 1 | 6 | 18 | 23 | Force stand | Force stand | Reset | Reset | - | - | - | - | - | - | - | ||||
Close LK | Close ![]() |
30 | 50 | 20 | HL | - | 4 | 4 | 6 | 13 | 1 | 4 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close MK | Close ![]() |
90 | 100 | 40 | HL | sp/su | 6 | 4 | 14 | 23 | -4 | -1 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Close HK | Close ![]() |
110 | 200 | 60 | HL | su | 8 | 6 | 17 | 30 | -5 | -1 | 18 | 22 | Only 125 damage on counterhit | Reset | Reset | - | - | - | - | - | - | - | |||||
Far LP | Far ![]() |
30 | 50 | 20 | HL | ch/sp/su | 3 | 2 | 6 | 10 | 3 | 6 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MP | Far ![]() |
90 | 100 | 40 | HL | - | 7 | 3 | 11 | 20 | 0 | 3 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HP | Far ![]() |
120 | 200 | 60 | HL | - | 8 | 4 | 17 | 28 | -3 | 1 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far LK | Far ![]() |
40 | 50 | 20 | HL | - | 5 | 4 | 8 | 16 | -1 | 2 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far MK | Far ![]() |
70 | 100 | 40 | HL | - | 8 | 5 | 9 | 21 | 0 | 3 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Far HK | Far ![]() |
110 | 200 | 60 | HL | - | 10 | 5 | 15 | 29 | -2 | 2 | 18 | 22 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch LP | Crouch ![]() |
20 | 50 | 20 | HL | ch/sp/su | 4 | 4 | 5 | 12 | 2 | 6 | 11 | 15 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MP | Crouch ![]() |
60 | 100 | 40 | HL | sp/su | 5 | 3 | 10 | 17 | 1 | 4 | 14 | 17 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HP | Crouch ![]() |
100 | 200 | 60 | HL | sp/su | 7 | 3 | 16 | 25 | -1 | 4 | 18 | 23 | Force stand | Force stand | Reset | Reset | - | - | - | - | - | - | - | ||||
Crouch LK | Crouch ![]() |
20 | 50 | 20 | L | sp/su | 3 | 4 | 8 | 14 | -1 | 2 | 11 | 14 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch MK | Crouch ![]() |
70 | 100 | 40 | L | - | 7 | 7 | 13 | 26 | -3 | -1 | 17 | 19 | Reset | Reset | - | - | - | - | - | - | - | ||||||
Crouch HK | Crouch ![]() |
100 | 100 | 60 | L | - | 7 | 3 | 24 | 33 | -9 | - | 18 | - | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | - | - | ||||
Stand LP Knife | Stand ![]() |
40 | 50 | 20 | HL | ch | 4 | 3 | 6 | 12 | 2 | 6 | 11 | 15 | Deals 5 chip damage, chained version does not cause proximity blocking | Reset | Reset | - | - | - | - | - | - | JP: 3 [Chained version JP: 0] | |||||
Stand MP Knife | Stand ![]() |
40*40 | 50*50 | 40 | HL | su*- | 6 | 2*2 | 10 | 19 | 0 | 3 | 12 | 15 | Deals chip 8 damage | Reset | Reset | - | - | - | - | - | - | JP:3*3 [Close version JP: 3*0] | |||||
Stand HP Knife | Stand ![]() |
120 | 200 | 60 | HL | su | 8 | 3 | 17 | 27 | -2 | 3 | 18 | 23 | Deals chip 10 damage | Reset | Reset | - | - | - | - | - | - | JP:3 | |||||
Crouch LP Knife | Crouch ![]() |
40 | 50 | 20 | HL | ch | 3 | 4 | 7 | 13 | 0 | 3 | 11 | 14 | Deals chip 5 damage, considered to be a standing attack | Reset | Reset | - | - | - | - | - | - | JP: 3 [Chained version JP: 0] | |||||
Crouch MP Knife | Crouch ![]() |
80 | 100 | 40 | HL | su | 7 | 4 | 12 | 22 | -2 | 1 | 14 | 17 | Deals chip 8 damage, considered to be a standing attack | Reset | Reset | - | - | - | - | - | - | JP: 3 | |||||
Crouch HP Knife | Crouch ![]() |
120 | 200 | 60 | HL | su | 7 | 4 | 12 | 22 | 2 | 7 | 18 | 23 | Deals chip 10 damage, considered to be a standing attack | Force stand | Force stand | Reset | Reset | - | - | - | - | - | - | JP: 3 | |||
Stomach Blow | ![]() ![]() |
60 | 100 | 40 | HL | - | 8 | 3 | 12 | 22 | 1 | 6 | 16 | 21 | Cannot perform with knife | Reset | Reset | - | - | - | - | - | - | JP: 1 | |||||
Crack Kick | ![]() ![]() |
110 | 200 | 60 | HL | - | 14 | 3 | 9 + After landing 3 | 28 | 1 | - | 16 | - | Cannot hit crouching | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | Lower body: 4~17F | Lower body: 4~17F | - | 8F~ | JP: 1 | |||
Jaw Crusher | ![]() ![]() |
80 | 100 | 40 | HL | - | 6 | 4 | 13 | 22 | -1 | 5 | 16 | 22 | Cannot perform with knife, Cannot hit crouching | Reset | Reset | - | - | Head: 1~9F | Head: 1~9F | - | - | - | |||||
Hammer Hook | Overhead![]() ![]() |
40*60 | 50*50 | 60*20 | H | - | 18 | 1*3 | 21 | 42 | -4 | 3[-1] | 20 | 27[23] | [] refers to vs crouching | 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 ![]() |
50 | 50 | 20 | H | - | 4 | 8 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~3F | - | - | - | ||||||||
Neutral Jump MP | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 6 | 7 | - | 12 | - | - | Reset | Reset | - | - | - | Lower body: 1~5F | - | - | - | ||||||||
Neutral Jump HP | Neutral Jump ![]() |
120 | 200 | 60 | H | - | 8 | 8 | - | 15 | - | - | Soft Knockdown | Soft Knockdown | - | - | - | Lower body: 1~7F | - | - | JP: 1 | ||||||||
Neutral Jump LK | Neutral Jump ![]() |
40 | 50 | 20 | H | - | 5 | 8 | - | 12 | - | - | Reset | Reset | - | - | - | Lower body: 1~4F | - | - | - | ||||||||
Neutral Jump MK | Neutral Jump ![]() |
80 | 100 | 40 | H | - | 7 | 7 | - | 13 | - | - | Reset | Reset | - | - | - | Lower body: 1~6F | - | - | - | ||||||||
Neutral Jump HK | Neutral Jump ![]() |
100 | 200 | 60 | H | - | 8 | 3 | - | 10 | - | - | Reset | Reset | - | - | - | Lower body: 1~7F | - | - | - | ||||||||
Angled Jump LP | Angled Jump ![]() |
50 | 50 | 20 | H | - | 4 | 8 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~3F | - | - | - | ||||||||
Angled Jump MP | Angled Jump ![]() |
80 | 100 | 60 | H | - | 9 | 3 | - | 11 | - | - | Reset | Reset | - | - | - | Lower body: 1~8F | - | - | - | ||||||||
Angled Jump HP | Angled Jump ![]() |
100 | 200 | 60 | H | - | 11 | 6 | - | 16 | - | - | Reset | Reset | - | - | - | Lower body: 1~10F | - | - | - | ||||||||
Angled Jump LK | Angled Jump ![]() |
40 | 50 | 20 | H | - | 5 | 8 | - | 12 | - | - | Reset | Reset | - | - | - | Lower body: 1~4F | - | - | - | ||||||||
Angled Jump MK | Angled Jump ![]() |
70 | 100 | 40 | H | - | 7 | 7 | - | 13 | - | - | Reset | Reset | - | - | - | Lower body: 1~6F | - | - | - | ||||||||
Angled Jump HK | Angled Jump ![]() |
90 | 200 | 60 | H | - | 9 | 11 | - | 19 | - | - | Reset | Reset | - | - | - | Lower body: 1~7F | - | - | - | ||||||||
Jump LP Knife | Jump ![]() |
50 | 50 | 20 | H | - | 4 | 10 | - | 13 | - | - | Deals 5 chip damage | Reset | Reset | - | - | - | Lower body: 1~3F | - | - | - | |||||||
Jump MP Knife | Jump ![]() |
80 | 100 | 40 | H | - | 7 | 3 | - | 9 | - | - | Deals 8 chip damage | Reset | Reset | - | - | - | Lower body: 1~6F | - | - | - | |||||||
Jump HP Knife | Jump ![]() |
120 | 200 | 60 | H | - | 8 | 6 | - | 13 | - | - | Deals 10 chip damage | Reset | Reset | - | - | - | Lower body: 1~7F | - | - | - | |||||||
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 | 16 | 16 | Range: 2.291 | Crumple | Soft Knockdown | Soft Knockdown | 1~10F | - | - | - | - | - | - | ||||
Focus Attack (Level 2) | Level 2 Focus | 80 | 150 | 40 | HL | - | 18+11 | 2 | 35 | 65 | -15 | - | 22 | - | Range: 2.291 | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F | - | - | - | - | - | - | |||
Focus Attack (Level 3) | Level 3 Focus | 140 | 200 | 60 | - | - | 64 | 2 | 35 | 100 | - | - | - | - | Range: 2.291, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~63F | - | - | - | - | - | - | ||
Red Focus Attack (Level 1) | Level 1 Red Focus | 90 | 100 | 20 | HL | - | 10+11 | 2 | 35 | 57 | -21 | -21 | 16 | 16 | Range: 2.291, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block | Crumple | Soft Knockdown | Soft Knockdown | 1~10F (99 hits) | - | - | - | - | - | - | ||||
Red Focus Attack (Level 2) | Level 2 Red Focus | 120 | 150 | 40 | HL | - | 18+11 | 2 | 35 | 65 | -15 | - | 22 | - | Range: 2.291, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | Crumple | Crumple | Free Juggle | Free Juggle | 1~18F (99 hits) | - | - | - | - | - | - | |||
Red Focus Attack (Level 3) | Level 3 Red Focus | 210 | 200 | 60 | - | - | 64 | 2 | 35 | 100 | - | - | - | - | Range: 2.291, Opponent gains 30 meter on hit, cannot hit pre-jump | X | Crumple | Crumple | Free Juggle | Free Juggle | 1~64F (99 hits) | - | - | - | - | - | - | ||
EX Red Focus Attack (Level 1) | Level 1 EX Red Focus | 90 | 100 | 20 | HL | - | 10+11 | 2 | 35 | 57 | -15 | - | 22 | - | Range: 2.291, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block | 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 | 0.984 | - | 3 | 2 | 20 | 24 | - | - | - | - | Hard Knockdown | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | ||
Bad Stomp | Back Throw | 130 | 120 | 40 | 0.984 | - | 3 | 2 | 20 | 24 | - | - | - | - | Hard Knockdown | X | Hard Knockdown | - | - | - | - | - | - | - | - | - | - | ||
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 |
Bad Stone | Bad Stone Lv.1 ![]() |
50 | 150 | 10/20 | HL | su | 20+9 | 16 | 15 | 44 | 4 | 8 | - | - | Charging increases damage and stun (+10 per hit), Level 1 charge 1~21F, Level 2 charge 22~44F, Level 3 charge 45~81F, Level 4 charge 82F~, Rock becomes active 9F after button release, without Knife only | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
Bad Stone | Bad Stone Lv.2 ![]() |
60 | 160 | 10/20 | HL | su | 22+9 | 16 | 15 | 46 | 4 | 8 | - | - | Level 2 charge 22~44F, Rock becomes active 9F after button release, without Knife only | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
Bad Stone | Bad Stone Lv.3 ![]() |
70 | 170 | 10/20 | HL | su | 45+9 | 16 | 15 | 69 | 4 | 8 | - | - | Level 3 charge 45~81F, Rock becomes active 9F after button release, without Knife only | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
Bad Stone | Bad Stone Lv.4 ![]() |
80 | 180 | 10/20 | HL | su | 90 | 16 | 16 | 104 | 3 | 7 | - | - | Without Knife only | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
Bad Stone | Bad Stone Lv.1 ![]() |
50 | 150 | 10/20 | HL | su | 20+9 | 20 | 17 | 46 | 2 | 6 | - | - | Level 1 charge 1~21F, Rock becomes active 9F after button release, without Knife only | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
Bad Stone | Bad Stone Lv.2 ![]() |
60 | 160 | 10/20 | HL | su | 22+9 | 20 | 17 | 48 | 2 | 6 | - | - | Level 2 charge 22~44F, Rock becomes active 9F after button release, without Knife only | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
Bad Stone | Bad Stone Lv.3 ![]() |
70 | 170 | 10/20 | HL | su | 45+9 | 20 | 17 | 71 | 2 | 6 | - | - | Level 3 charge 45~81F, Rock becomes active 9F after button release, without Knife only | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
Bad Stone | Bad Stone Lv.4 ![]() |
80 | 180 | 10/20 | HL | su | 90 | 20 | 18 | 106 | 1 | 5 | - | - | Without Knife only | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
Bad Stone | Bad Stone Lv.1 ![]() |
50 | 150 | 10/20 | HL | su | 20+9 | 27 | 19 | 48 | 0 | 4 | - | - | Level 1 charge 1~21F, Rock becomes active 9F after button release, without Knife only | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
Bad Stone | Bad Stone Lv.2 ![]() |
60 | 160 | 10/20 | HL | su | 22+15 | 27 | 9 | 46 | 10 | 14 | - | - | Level 2 charge 22~44F, Rock becomes active 15F after button release, without Knife only | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
Bad Stone | Bad Stone Lv.3 ![]() |
70 | 170 | 10/20 | HL | su | 45+15 | 27 | 9 | 69 | 10 | 14 | - | - | Level 3 charge 45~81F, Rock becomes active 15F after button release, without Knife only | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
Bad Stone | Bad Stone Lv.4 ![]() |
80 | 180 | 10/20 | HL | su | 90 | 27 | 20 | 108 | -1 | 3 | - | - | Without Knife only | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | - | ||||
EX Bad Stone | Bad Stone ![]() |
70*50 | 100*100 | -250/0 | HL | su | 24 | 24 | 26 | 39 | 8 | 15 | - | - | Opponent gains 10x2 meter on hit | X | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP:1*2 | ||||
Fake Bad Stone | Fake Bad Stone | - | - | - | - | Total 32 | 32 | - | - | - | - | Considered a special move | - | - | - | - | - | - | - | - | - | - | - | ||||||
Pick Up Knife | Knife Pickup | - | - | - | HL | su | - | - | Total 27 | 27 | - | - | - | - | Can ![]() ![]() |
- | - | - | - | - | - | - | - | - | - | - | |||
Knife Throw | Knife Throw | 70 | 100 | 10/20 | HL | - | 26 | - | 20 | 45 | 7 | - | - | - | Strike attack, can be deflected by other strikes or a projectile. | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 1 | ||
Fake Knife Throw | Fake Knife Throw | - | - | - | - | - | - | - | Total 32 | 32 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | ||||
Criminal Upper | Criminal Upper ![]() |
80*20x3 | 70*30x3 | 20/5x4 | HL | su*-x3 | 13 | 2(1)6*4*4 | 22 | 51 | -4 | - | 22 | - | 1st hit forces stand, projectile hitbox for hits 2~4, builds 4*3x3 meter on block, opponent gains 2*1x3 meter on block | X | [1st Hit]: Force stand, [2nd~4th hit]: Soft knockdown | [1st Hit]: Force stand, [2nd~4th hit]: Soft knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | Tornado: JP: 0*1*2 | ||
Criminal Upper ![]() |
70*20x4 | 70*30x4 | 20/10*5x4 | HL | su*-x4 | 13 | 2(1)6* 4*4*6 |
23 | 58 | -8 | - | 21 | - | 1st hit forces stand, projectile hitbox for hits 2~5, builds 5x4 meter on block, opponent gains 5x2 meter on block | X | [1st Hit]: Force stand, [2nd~5th hit]: Soft knockdown | [1st Hit]: Force stand, [2nd~5th hit]: Soft knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | Tornado: JP: 0*1*2*3 | |||
Criminal Upper ![]() |
60*20x5 | 70*30x5 | 20/10*2x5 | HL | su*-x5 | 13 | 2(1)4*4* 4*3*3 |
28 | 61 | -10 | - | 21 | - | 1st hit forces stand, projectile hitbox for hits 2~6, builds 10*2x5 meter on block, opponent gains 5*1x6 meter on block | X | [1st Hit]: Force stand, [2nd~6th hit]: Soft knockdown | [1st Hit]: Force stand, [2nd~6th hit]: Soft knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | Tornado: JP: 0*1*2*3*4 | |||
EX Criminal Upper | Criminal Upper ![]() |
60*20x6 | 50x30*6 | -250/0 | HL | su*-x6 | 7 | 2(1)2*2* 2*2*2*2 |
30 | 51 | -11 | - | 21 | - | 1st hit forces stand, projectile hitbox for hits 2~7, opponent gains 15*6x5 meter on hit, 7*2x5 on block | X | [1st Hit]: Force stand, [2nd~7th hit]: Soft knockdown | [1st Hit]: Force stand, [2nd~7th hit]: Soft knockdown | Soft Knockdown | Soft Knockdown | - | - | All: 1~7F | - | - | - | "Punch: JP: 1
Tornado: JP: 2~7 sequentially" | ||
Ruffian Kick | Ruffian Kick ![]() |
120 | 150 | 20/40 | L | - | 15 | 8 | 20 | 42 | -7 | - | 21 | - | X | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | - | - | - | - | 2~10F | - | |||
Ruffian Kick ![]() |
130 | 100 | 20/40 | HL | - | 11 | 4 | 25 | 39 | -8 | - | 21 | - | Reduced knock back on grounded counter hit. | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | 2~7F | JP: 1 | |||
Ruffian Kick ![]() |
100 | 100 | 20/40 | HL | su | 7 | 13 | 27 | 46 | -19 | - | 21 | - | Cannot hit crouching | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | - | - | - | - | JP: 1 | |||
EX Ruffian Kick | Ruffian Kick ![]() |
130 | 150 | -250/0 | L | - | 11 | 7 | 25 | 42 | -11 | - | 21 | - | Opponent gains 20 meter on block | 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 | su | 16 | 3 | 26 | 44 | -8 | - | 21 | - | Charge 60F, only EX Focus cancelable not Super cancelable | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | Upper body: 1~11F | Upper body: 1~11F | - | - | JP: 1, JS: 99 | ||
Zonk Knuckle (Lv2) | 140 | 200 | 40/40 | HL | su | 17 | 3 | 26 | 45 | -8 | - | 21 | - | Charge 120F, only EX Focus cancelable not Super cancelable | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | Upper body: 1~14F | Upper body: 1~14F | 1~19F | - | JP: 1, JS: 99 | |||
Zonk Knuckle (Lv3) | 150 | 200 | 40/40 | HL | su | 18 | 3 | 26 | 46 | -8 | - | 21 | - | Charge 180F, only EX Focus cancelable not Super cancelable | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | - | Upper body: 1~17F | Upper body: 1~17F | 1~20F | - | JP: 1 | |||
EX Zonk Knuckle | Zonk Knuckle ![]() |
90*70 | 150*100 | -250/0 | HL | su*- | 16 | 1*2 | 26 | 44 | -7 | - | 21 | - | Charge 60F, opponent gains 10x2 meter on block | X | Soft Knockdown | Soft Knockdown | Soft Knockdown | Soft Knockdown | - | All: 1~16F | - | - | - | - | JP: 1*2 | ||
Bad Spray (Face Up) | Bad Spray (Face Up) | 30*30 | 100 | 0/20x2 | HL | -*su | 25 | 6*6 | 29 | 65 | -14 | - | 21 | - | Deals 13x2 stun on block, only can be performed when landing face up from a soft knockdown | X | [1st Hit]: Free Juggle, 2nd Hit: Soft knockdown | [1st Hit]: Free Juggle, 2nd Hit: Soft knockdown | [1st Hit]: Free Juggle, 2nd Hit: Soft knockdown | [1st Hit]: Free Juggle, 2nd Hit: Soft knockdown | - | All: 1~10F | - | - | - | - | JP: 1*2 | ||
Bad Spray (Face Down) | Bad Spray (Face Down) | 30*30 | 100 | 0/20x2 | HL | -*su | 25 | 6*6 | 9 | 45 | 6 | - | 21 | - | Deals 13x2 stun on block, only can be performed when landing face down from a soft knockdown | X | [1st Hit]: Free Juggle, 2nd Hit: Soft knockdown | [1st Hit]: Free Juggle, 2nd Hit: Soft knockdown | [1st Hit]: Free Juggle, 2nd Hit: Soft knockdown | [1st Hit]: Free Juggle, 2nd Hit: Soft knockdown | - | All: 1~10F | - | - | - | - | JP:1*2 | ||
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 |
Dead End Irony | Super Combo ![]() |
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 | - | 21 | - | Opponent gains 7x20 meter on hit | [2nd~7th Hit]: Hard Knockdown | [2nd~7th Hit]: Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~19F | - | - | - | - | JP: 1~7 sequentially | |||
Super Combo ![]() |
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 | - | 21 | - | Opponent gains 7x20 meter on hit | [2nd~7th Hit]: Hard Knockdown | [2nd~7th Hit]: Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~8F | - | - | - | - | JP: 1~7 sequentially | ||||
Super Combo ![]() |
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 | - | 21 | - | 1st hit cannot hit crouching, opponent gains 7x20 meter on hit | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~12F | - | - | - | - | JP: 1~7 sequentially | ||||
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 |
Final Destruction | Ultra Combo 1 | 83*385 | 0 | 0/0 | HL | - | 0+13 | 2 | 50 | 64 | -31 | - | 21 | - | Opponent gains 20*10x11 meter on hit | X | Hard Knockdown | Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~14F | - | - | - | - | JP: 1 | ||
Last Dread Dust | Ultra Combo 2 | 23x7*42* 45x4*30*53 |
0 | 0/0 | HL | - | 0+7 | 2x7(24) 2(12)2(14) 2(12)2(22)2 |
47 | 161 | -28 | - | 21 | - | 1st~7th hit projectile hitbox, 12th hit goes into animation, opponent gains 14x10 meter on hit | X | [12th Hit]: Hard Knockdown | [12th Hit]: Hard Knockdown | Hard Knockdown | Hard Knockdown | - | All: 1~14F | - | - | - | - | Dust: JP: 1~7 sequentially, Wrench Swings: JP: 1~5 sequentially | ||
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 |