Cody Beginner's Guide

It’s completely invincible to throws, and it has enough strike invincibility to beat meaty attacks too. It’s not reliable, but it’s not terrible either and it can beat certain things the EX zonk can’t.

Yeb are you playing cody?

jesus I had no idea that it had any invincibility at all
I thought it just did more damage and started faster!

Thanks for the insight on EX CU. I think Bingo punch is going to get really predicable quick and want to find some other options that make sense.

Another question… this may sound dumb to some people but I loose track of when I loose a bingo charge. I am still holding the button, but somehow the charge is gone. What conditions in the game besides button release cause loss of charge?? I’m missing opportunities bc I’m expecting the punch but…nope nothing happens.

yeah i have had zonks stop being charged for me too
pisses me off

Anyone have suggestions on how to close distance and move in with Cody? He’s such a slow moving character, and I know I’m not supposed to rely on Jumpins. A lot of the time I go for c.MK to close some distance, or LK Ruffian Kick from outside it’s range to get in close, though this stuff gets me in trouble sometimes. f.HK is another nice little distance close (I love catching people with a whiff and going right into a c.LP combo)

I’m enjoying playing Cody right now. I’m generally a Charge Character player, but I’m trying to get comfortable with using Cody. I’m just having trouble at times getting in and applying pressure well.

i would love some advice on properly using his command normals (especially f+mp)

I don’t know if it’s that it stops being charged, or if you’re just mistiming the release. I’m still struggling with the proper timing to release EX Zonk on wakeup, for instance, because you only have that one shot at it, and I get beat out by people jabbing me or doing meaty jumpins. Plus, if you release the button while in the middle of another move that’s not cancelable into Zonk/EX Zonk, it doesn’t come out.

Hitting the 3P button might have an effect, too, as it counts as both a hit and release of all three punch buttons? Much like you’re unable to hit any punch buttons while holding 3P for EX Zonk, it could be that the game simply stops treating whichever punch button you’re holding as being held in after using 3P.

Nice to have the opportunity to do wakeup EX CU, too… I’ve had some success with it, and the option makes for more of a guessing game on their part, too.

I know what you mean about the ZP getting dropped due to a mistimed release, but I’m thinking there is somthing else that I’m missing. If what you are saying abt the 3XPunch is true it may be a good way to cancel the zonk charge in case you do not want to release it. I’ve run into situations where I wanted to use that button, but i was charged with a zonk.

Since my last post wakeup EX CU has saved my ass a bunch of times actually.

just a friendly reminded, you only need to hold TWO buttons for ex Zonk, not all three. Sure, it’s easier to use a macro button, but u can also still use jFP if u hold the other two. Also fun to hold all three buttons for zonk, but release one, then ex zonk right after

Yeah. Was playing with Cody a bit today and noticed you can throw Bad Stone even if you negative edge it. Kinda help’d with the fireball war. If your thinking you’re Zonking to many of them, Toss the rocks instead by letting go of the button. I was shock’d when i saw it come out to be honest. Might wanna throw that on the OP if i’m right?

Trying to be a decent Cody~

use the the jump to get in when your far enough away to be safe from an anti-air. At mid/mid far range use the EX slide kick, it really isn’t that hard to time to go through projectiles, the thing about it is that it isn’t the start up at all that is invincible, it’s in the middle of the dash. use zonk punch, for close/mid close. The important thing to do with Cody is NOT get in a position where your more than mid far from your opponent. If you can’t move in focus the projectiles and jump straight up until they close the gap a bit for you, then get aggressive again. Cody is all about maintaining momentum. You have to keep the pressure on, because he doesn’t have alot of tools to get the pressure off of himself.

Cody requires alot of prediction and zoning, Just try to keep your opponent where you want them. If the jump back use the appropriate slide to stay on top of them, so when they land, your right where you were before, but with more meter because of it.

And now my question: Does cody have anything that can link into his standing fierce? Like Sakura’s it stands the opponent up, so you can H RK to set up the ultra. So far all I can do is his crossup mk int s hp xx H RK FADC U1. Anyone know anything better/more?

release it when Cody grabs his knee. its pretty easy once you figure that out.

In sf4 throw/counterhit mixup type characters have some serious problems due to the delayed OS tech. There’s just so many variables that could result in your aggression being punished. Say I just made them block a close MP, well now I am at this huge frame advantage. Unlike other games though I have to guess through a lot more options, in other games I just have to guess if they’ll dp, block, or push a button, that’s 3 things, but now I have to guess between dp, block, mash jab/short/throw, delayed tech, or backdash, that’s 5 things. IMO this makes throw/counterhit reliant characters like cody seem somewhat weak in this engine since you realistically only have a 1 in 5 or 20% chance to damage the opponent once you put them at frame disadvantage and if you guess wrong you can even take massive damage in return.

I actually agree with the guy who is complaining in the other threads about his rocks’ arc being too low and his walk speed being too slow, if those things were changed to alpha properties then he wouldn’t be so completely throw/counterhit mixup reliant and he would be more viable in this engine, but as it is, I see him as being a balrog who can’t turtle as well with a slower walk speed. He does do a lot of damage if he guesses right so he will not be a low tier character but I see him staying at the lower middle of the pack unless something big gets found or unless I am totally off base.

Can Cody compete against Ryu ?
I really like Cody style, and i plan to pratice with him. Unfortunally, Ryu (and Ken) are very popular in France, and almost 50% of my opponant online and in tournament are shotos…:arazz:

I don’t aim at the perfect top tier caracter, but having a bad match up against the most popular caracter doesn’t sound like a great plan :rolleyes:

If you look at everything from a perspective of how many options they have total instead of analyzing the player your going to give yourself a headache

Figuring out people’s tendencies in frame disadvantage will knock these odds more into your favor. Learning how to fish for OS tech throws is going to be what gets you your damage IMO. Its one of the safer things to do in pressure… unless you exploit it. If they resort to other options like DPs or actaully trying to throw, you have answers for that too. Usually if I expect a throw in my pressure strings I toss in a cr.lk (since its 4 frames like your jab you can stick it in where you would put a jab in like off a f.mp), if it hits CU…although hit confirming it for me is non existent atm.

… and remember a CH nets you some pretty scary damage.

btw if anyone has come up with some pretty reliable setups into a CH c.FP punish 3/4 framed attacks within block pressure I’m all ears.

Need help with Cody’s trial:

st. mp
EX Zoink Knuckle

I feel like I’m missing something very obvious here.

So after spending some time in training mode, I found out that Cody’s lk ruffian kick is invincible to throws.

I dont think anyone has mentioned it yet, but if someone did, please ignore this message

  1. Press down LP, MP, HP at the same time.
  2. Hold for Zonk Knuckle to charge
  3. Release MP, then in a split of second, release LP & HP at the same time.

I’m liking the rang on st. lk, and st. mk. Does anyone know if it hits sweeps, his leg looks mid (kind of like dictator)? Is st.lk special or super cancellable?