Cody Beginner's Guide

This is probably information overload at this point heh. These two videos helped me out when I started. They are not cody specific but you will get the idea.

Hit confirming: very very important
[media=youtube]eDMboPnznJc&feature=related[/media]

Option selects: probably a little advanced for now but you may want to come back to this later
[media=youtube]aHHoGHcgK9k[/media]

Okay, guys. I have a ton of information to process so I won’t bug you for a while. I’ll try to take all this info in. I already started on the videos. Solid7x2, those videos were very helpful! Thanks for all your help, everyone. Especially zUkUu.

Btw, can anyone tell me if Cody’s trial 21 is a practical combo for use in a real match? I haven’t finished it yet, it’s still a bit out of my reach (can’t land Final Destruction fast enough), but I’m curious if it’s a combo I should remember?

Yeah that’s a very easy to land combo with cody. In general, you’ll be using c.fp or s.fp canceled into roundhouse ruffian kick fadc’d into ultra 1 quite often if you choose to use ultra 1.

Okay, some updates. I got down trial number 21 but am stuck on 22.
Those videos were very helpful. Ryan Hunter is a great Cody. I made a list of tips, combos, etc so I won’t need any new combos for a while.
One thing I am wondering though. What are Cody’s best A2As? J.hp seems to be useful but are there others?

j.lk is his best “a2a” move. not only does it hit high, it is quick and has tons of active frames.
if you’re allready in the air and your opponent jumps “into you” - j.hk/j.mk is rather good. j.hk and j.lp are also good when you “jump away” and your opponent jumps after you.
as for neutral jumps. nj.hp is your friend

btw to make 22 easier just combo the criminal upper off a c.lk instead of a c.lp. so (j.hk, b.mp, c.lp, c.lk xx cu xx super)

im not disagreeing w/zuk…
but to me jumping lp knife is codys best a2a. forwards, backwards, & neutral. half as many active frames as j.lk, but 1frame faster startup into an **amazing **hitbox :nunchuck:

assuming u will even have the knife… shenanigans lol :wink:

What exactly are shenanigans? I’m watching the AE tournament at the moment and Ultra David keeps mentioning shenanigans.

in short: “mix up”

in general: tricks :smokin:

Hi im learning Cody, is that possible to combo Stand HP with Cr HP
in this video [media=youtube]eB_RPFwgP74&feature=player_embedded[/media]
he do Standing HP to Cr HP ? is that possible ?

Thanks for everybody who explain this.

you think he is the sickes video editor to fake that? xD yes it’s possible. the reason is that the s.hp hits “meaty”.
since the srk wiki is currently down I’ll give an TL;DR explanation of myself:

s.hp has 4 active frames and has 13 recovery frames, and yields +6 frame advantage. this means the hitstun of this move is 3+13+6=22 frames. howeever, if you manage to hit with its later active frames, you get every non-hitting active frame to your frame advantage added since the hitstun remains the same. let’s say you hit your opponent with the 4th active frame, you get +3 frame frame advantage since you’ve skipped the first 3 ones.

how to make a move hitting with it’s later active frames? there are different possibilities. through distance, during your opponent’s wake up (he kinda rises “into” your move) or if a move forces him into a reel-back animation (like cody’s j.hp does).

st.mp connects to U2: Having trouble connecting it consistently… any tricks at all to help with this? any tricks to make close mp hit meaty possibly?

I think it’s a 1 frame Combo, so it isn’t that easy… I only use it on CH cl.MP…
The U2 motion has to be buffered. When I see that the cl.MP connected as Counter Hit I push the button :smiley:

btw. hi there I’m a new Cody player on that forum :pray:

for rock frame traps would I do a block string with the following hits: cl.hp,f+mp,cr.lp,lp stone because normally when I have someone in the corner I can apply the f+mp,cr,lp into lp stone but I dont know what to follow that up with

Hey all, Akuma/Rose player here. Going through Cody’s trials, need some help. How do you pull of combos like “st. mp > ex zonk/bingo”??? Thank you!

charge ex zonk with lp + hp hit s.mp and let go.

Hey criminal people, just picked up cody and trying to work the frame trap stuff! Wondered if anyone could tell me some nice stuff to use to trap and hit confirm with. I seem to use c.lp c.lp c.mp xx h.criminal upper a lot but if they block it i guess pushback, i want to know how to close the distance on them and get a confirm before i CU, any thoughts, ideas, suggestions or sparring offers? :slight_smile:

f.mp is your main poking tool in close distance to keep presure on. combine that with dash, f.hk and c.mk and there you go. for mix up throw in tick throws on block friendly opponents, f.hp overhead, lp rock for ch combo or an non anti airable crossup etc

I’ve felt out that f+mp is pretty nice, i likes it :slight_smile: i’m assuming c.lp or mp is a good trap from that? What’s a CH combo? How do i do a non anti-airable cross up?

(sorry if these seem like stupid questions, i’ve never been great with the lingo lol)

EDIT: Rocks?! I HATE ROCKS! >_< I just can’t use em, they have so much start up, I don’t hate them really =) just need some advice on how to use them. it just seems like loads of startup and recovery for a really bad projectile. Please correct me if I’m wrong.