Alpha 3 : XAV-Cody

Hope no-one minds me starting up this thread, I just thought theres a real lack of strat and vs character info for Cody, I mean there are some VC’s out there but no strats and matchup guides. I’m not sure if this thread will get any responses since I have no idea how many Alpha 3 players are still using Cody.

What are Codys good pokes? Tricks? Mindgames? Setups?

Is Cody a good corner pressure character? Seems I do extremely well if I get the opponent in the corner, but out of the corner his only weapons seem to be a jump-in or Crack Kick. What’s his options in the ground game? Crouching Strong is a great poke but sometimes gets beaten out speed-wise.

Is crouching Fierce a good poke/anti-poke? I already know its a good anti-air but I end up trying to use it like Sakuras B+HP, I have invarible success with it depending on the matchup.

Should Cody try to Anti-Air jump-ins most of the time or try to jump up there and take them out? Is Cody better in the Air or on the ground? Seems Cody does have a lot of Options for Anti-air on the ground, SP, RK, cr. FP, RK Ruffian Kick, you can even use the cr. FK to slide under anti-airs :lol:

Is the knife a viable option? It does cause block damage, but he drops it when he gets hit…

Anything interesting about Cody’s Supers in different isms? Does the A-ism Final Destruction even useful? Is it possible to perform a similar combo manually during the X-ism Final Destruction?
Does Cody usually combo into supers???

I’ve had some strange results with the X-Final Destruction comboing infinitely when Cody hits just with the tip of his fist, the person will just stay in hit stun while Cody jabs away…

Are the other Cody ism’s viable? Or are the VC’s the best way to go? What are Codys best crouch cancels???

Hope someone responds, all I have to read for Cody strats at the moment is the old 98-99 alt.sf2 archives :smiley:

i made a pretty long cody document its in msword format i posted it on alpha 3 Q&A its somewhere near the 150th post. It came hand in hand with kawaks movies but i actually have the movies all compiled together in wmv so if anyone feels like hosting it i can put it up it has v-isms, infinite setups, corner traps, block chains, tricks etc…

Thanks heaps :slight_smile:

The post didnt show up until i searched for ‘*cody’ posts instead of just ‘cody’

The Cody notes are really helpful thanks

BTW do you usually try a cc. attack off a air major counter hit without VC? Or just try for a ground juggle?

Best I’ve been able to do so far is jab criminal upper, jump SK cc. jump RK in the corner. lol Are there any other crouch cancels outside VC or counter hit?

Also been mucking around in the other isms, A-Cody can link a Final Destruction on the end of a JP Bad Stone outside sweep range, he can also link a FK Ruffian kick but it takes better timing.
The good thing is the Bad Stone causes opponents to stand up when getting hit, so its guaranteed Final Destruction if the bad stone hits, (its an overhead as well isnt it?)

Another nice combo is up close cr. JP, cr. JP, cr. SK, FK Ruffian Kick.
Ruffian kick is the only thing that will combo lol

Also, had much experience with Cody outside of V-ism???

An old alt.sf2 posts says you can do the manual X-Final destruction just like the A-Final destruction, you just have to do it manually. 2x JP, turn away, turn towards 2x JP repeat.

I was able to get the same effect just by hitting with the tip of Codys fist, but its interesting… it could mean X-Cody could have a viable super option in mid-screen.

Anyway I’ll do more testing with that.
Thanks again!

Update:

Looks like X-Codys Final Destruction super seems to have a kind of bug.

If X-Cody’s final destruction is activated, and the punch is a counter hit, all following punches will be counterhits as well, it seems to store the counterhit, so if you time it properly you can jab away infinitely, although im not sure if it will only store the counterhit if the punches keep comboing, I don’t really have anyone to test it out on…

I am really a pathetic beginer on V-ISM, and Cody. Hence, trying to learn Cody V-ISM is hard. My best custom combo is… ok start to laugh…

c.MP, tornado MP(or whatever it is call)… do it non stop.

Half of the time I am the one end up in the corner after doing this custom combo. Anyhow I was able to win a few matches against the computer, but Chun Li on expert level is really impossible. Not even a single round!!

How do you beat a Chun li that keep on cleaning you off the floor with bunch of c.MK, super kicks, and a lot of GRABS?

It’s not a bug. The Opponent can’t flip because Cody isn’t recognized to be in a neutral state during the super. The standard juggling sequence is:

Anti-Air(e.g when they flip from a jab tornado): activate Final Destruction-> [low punch-> standing punch-> jump up kick] x n

Anti-Ground: activate Final Destruction-> Jump kick-> [low punch-> standing punch-> jump up kick] x n

If they opponent starts to float too low, use more low punches.

Big cc combo:

Counter hit jump fierce-> crouch cancelled jump roundhouse-> low jab(cps chain)-> stand fierce-> final destruction-> [jump up kick-> low punch-> standing punch] x n

The above juggles only work in the corner. If you’re just outside the corner, say 3 character lengths away, you can do: Anti-Air: activate Final Destruction-> low punch-> jump towards kick-> corner sequence.

He also has a damaging non-juggle(but very hard) corner combo involving pressing the punches to start the auto combo then turning away from the oppoent to whiff one of the hits then linking back into more punches.

CPU Chun-Li really is annoying, but I think Guy is more annoying sometimes.

Most of the time a well timed standing FK works on CPU Chun-Li, as well as a sweep. But really just try and get her in the corner and do repeated crouching LK, jab criminal upper, Crack kick the CPU never retaliates and usually messes up and eventually gets hit, just keep doing that for everyone and you should be fine.

I think CPU guy is the bigger problem with his superior speed, range, and priority on the ground, but then again im playing Hard 5 on the Arcade version so the CPU is a bit more insane than the console version.

What I meant middlekick is that if the Final destruction is a counter hit on the ground against a standing character, all subsequent punches that combo will have the same counter hit property. It happened when i was fighting CPU Gouki once.
I activated Final Destruction and hit Gouki as he was punching, the jab did really long stun for some reason, not sure if it was a one off fluke or not. And I mashed on punch and cody just kept jabbing every half second up to 17 hits.

An old easy V-Cody mid screen VC was: VC3 crouching LK/SP, jab criminal upper, (crouching FP, FK Ruffian Kick, standing FP, FK Ruffian Kick) repeat till corner.

Then in the corner, FP Criminal upper, standing FP repeat
or crouching RK, RK Ruffian Kick repeat.

Problem with codys corner VC’s is sometimes cody ends up behind the opponent its annoying.

thats because you need to do a better corner pattern to not end up on the other side. i use s.fierce, wiff jab criminal over and over. you an still end up crossing under, but if you time it to where you land the s.fierce when the opponent is low, it wont happen…

I was thinking if I tried to hit low with the standing fierce, then the jab criminal upper would have ended and would’ve given a flip opportunity?

Also, I was wondering how you incorporated the Bad stone into play? I’ve been using it whenever the opponent is at 1/2 or more screenlength except against dhalsim, or someone with a full screen super charged.

I was thinking, on special occasions it could be used to combo into the final destruction in the corner, as long as the opponent doesnt block, im not sure if the bad stone knocks down if the stone is a counterhit. Alls if have to do is motion the super after throwing the jab bad stone against an opponent getting up from a knock down in the corner, and press the button after you see the hit. If its blocked, crack kick and resume pressure poking.

Everyone seems to get nailed when Cody has someone trapped in the corner, and they try to jump out, walk back standing jab works almost everytime, and against the problem opponents like vega and chun-li, jumping jab works wonders. Keeping them in the corner makes things so much easier for Cody, since he doesnt have to work so hard to get inside the opponents effective range.

I have real problems against V-Dhalsim though, unless i start guessing every normal he throws out. I can see why people use V-Cody in comp now, it allows him to get inside so much easier.

Oh yeah one extra thing, if you can do this combo against an opponent this would look kewl

Opponent in corner: Jump-in RK, cr. JP, cr.SK, JP Criminal Upper, Jumping Fierce, crouching Strong, FP Criminal Upper opponent dizzy Jump-in RK, cr. SP, Final Destruction Lvl 3, cr. SP, FP Criminal Upper (41 HITS!!!)

Never actually tried doing that one, mostly cause I can’t do the super motion fast enough on the arcade sticks yet. It should work in theory. The opponent has places to flip but the jumping FP and crouching SP should snag them. Does anyone know if this is the biggest possible A-ism combo any character could do???

Heh I prolly sound like a scrub now just cause I think high hit A-ism combos are kewl :lol:

do j.jab then j.fierce cc’s after the jab criminal uppercut, more hits and if they flip, they’ll usually eat the jab hella more than the fierce

Yeah most good players dont get caught by the jumping jab after they’ve played me a bit, they usually flip out just out of reach, but if you finished that combo with a JP criminal upper then, did a jump JP, then cc. FP or would they be too low for it? In that case use cc. RK, then finish with crouching SP into FP Criminal upper, if they dont fall to the ground. Should be 48 hits or so, not that its of much practical use, but it would look kewl… :smiley:

I think I’ll stick with A-Cody until I can pull a crouching SP, 2xQCF Negative edge consistantly. Then I might muck around with V-Cody, but I’d worry too much about getting GC’d because any comboed hits following a high or low attack will still combo, seems like most characters could crush your guard in one combo. No to mention Gouki’s and Zangiefs little quirks of the dodge they can exploit. How do you V-Cody guys handle that? Just VC all jump-ins and crack kick/FK all footsie pokes? I wish I could find some V-Cody vs footage somewhere. :bluu:

akuma air fireball is easy to avoid. during the dodge glitch. you can vc, special, or f+rh out of the glitch. when akuma is in range to make you block, hes in range to get hit by a VC during the air fireball recovery or do a forward ruffian kick or f+rh depending on range. pretty easy to avoid. gief on the other hand, is hard as hell to avoid. just gotta be quick on reaction to the banashing fist which is really tough. i face it all the time and still rarely get out of it. gotta keep your distance on that beast…

Yeah but isn’t Zangief a monster to everyone anyway?
Man CPU Chun-Li is almost unbeatable, I’ve been playing CPU Chun-Li at expert Level and she pretty much kicks your butt most of the time unless you can keep her in the corner without her doing a super to your crouching LK. I found the computer is less likely to super when you cr. LK at near maximum range.

Also, alot of people I play have been getting really annoyed at my Cody, (mostly A-Akuma players). Some even walk off when I offer them a round.

Found out jumping JP and crouching JP are the best ways to handle Vegas wall drops. Just mix up the jump JP and crouching JP so the opponent can’t time the hit perfectly.

Was playing as X-Cody the other day, at the start of the round, activate super, then jump kick. If the opponent doesnt DP or super, you can juggle to the corner on a counterhit. Cody’s attack priorities are huge during the super, and opponents are unable to flip if you get a juggle. If the opponent blocks the Autocombo, you can D+P/K at the end to throw them. Now I wonder if Cody has any CPS chains…

gimme some practical V-Cody CC’s. Thanks.

Most of the VC’s are already listed in the A3 VC thread.

I still can’t get the corner JP criminal upper, standing FP to work right, I mean after the first upper, how early to you FP? And how early do you cancel into the next FP? I keep getting the shadows of my Criminal uppers hitting so it messes my timing bad.

i need ground vc’s though the ones listed are anti airs.

its easy to do you just do whiff jp criminal upper and hit with FP. I do it in VC2 to.

Mid-Screen ground start I usually use is, VC3, cr. SK, JP Criminal Upper, (cr. FP, FK Ruffian Kick, st. FP, FK Ruffian Kick) until corner

dont start vc with a criminal, if you do, all the damage scaling will happen in that move since its so many hits. activate, c.short or c.strong(doesnt matter), medium ruffian kick, s.fierce, wiff medium ruffian kick etc…

with those cody V-combos im finding that the standing feirce starts to push them out of range… is this just me or do i need to change the combo at certain lengths?..