Cody Beginner's Guide

How does Cody stand up to the rest of the Street Fighter cast?

fine

He’s a higher skill player than most (imo). Easy to pickup, difficult to master. His style is unique so expect to put in some serious time learning through defeat. It’s totally worth it though.

What are some good pointers for using Cody? I do his simple bnbs combos and that’s about it.

define “pointers”.

Some good basic strategies.
How do close the gap between you and your opponent with Cody.
How do deal with zoning and poking characters such as Dhalsim and Vega. Throw rocks?
Good general times to use the Zonk Knuckle. How often would you be charging the knuckle? EX Knuckle good for wake up?
I’ve seen more Cody using ultra 2. Is ultra 2 just better or it just ultimately depends on who you are fighting?
Good time to use the knife?
One of my biggest problems is dealing with dive kick pressure or rushdown in general. Any good option for Cody to get out of them?

That’s just something on top of my head for now.

Here are my thoughts - I have a ‘B’ rank Cody so do with this info what you like.

Bridging the gap. - cr-MK to slide towards enemy but slow recovery on block so be careful (also can be an excellent anti-air against grapplers and the like), fwd-HK leaps Cody forwards about a square distance in training stage. Its good for baiting and mix-ups, also good for ‘option selecting’ from. fwd-Medium punch (Cody’s gut punch) - excellent priority/start up great to move him forwards but only a small amount (this is one of his go-to counter hit moves). And obviously dash towards. Cody has one of the best towards dashes imo. And the obvious one - just walk forwards :slight_smile:

Zoning - Cody can have a tough time if you are zoned but the above answers should help you out. Standing HK is great for distanced attack in your favoured range and lots of active frames. Zonk knuckle, EX-Ruffian and cr-MK can be good against fire ball zoners. Against Sim - check out the match-up section but in a sentence, your normals are better than his, once you trap him keep him there and be aware of your option selects on that backdash. I use Ultra one against Sims that like to Yoga Snipe.

Zonk Knuckle - against fireball character all the time, against vega all the time, against Viper all the time. I like to use EX-zonk after the twds-HK catches a lot of people out but thats quite an old trick. Used late it can be fantastic against vortex peeps and all Adons specials.

Ultra 2 - check out the posts on Ultras

Knife - right now imo never. One little punch and you lose it anyway. but it can be good against Dudley and styling it. You find people play a little differently when you pick up the shank - experement with it. I hope they rebalance the knife so you only drop it on knock-down we’ll see more and more people experement with it and see good results im sure.

Dive kicks - for sake of argument you’re talkign about twins. st-LP beats out dive kicks all day. Rufas you just block it and option select the cr-HP / MP.

Hope that helps.

What is the goto combo post focus crumple?

Sorted by difficulty:

s.mp, c.hp xx hp cu - very advanced
s.hp, c.mp xx hp cu - advanced
c.hp xx hp cu - beginner friendly

c.hp xx has also the longest reach if you want to punish a srk or something. if you need a Quick punish c.lk xx hp cu is the way to go. also, depending on the positioning and or character you’re facing you can also go into lk ruffian or mk ruffian or hk ruffian FADC for followup.

If you’re baller, f.mp, cl.mp, cr.hp xx HP CU. That’s two one frame links, but the increase in damage and stun over less optimal combos is far from negligible…it’s almost 50 extra damage. Worth practing, imo. Be wary that against characters with fat hitboxes (Balrog and Hakan come to mind) you get far mp at times =(.

If you want safe, easy damage, s.hp, cr.mp xx CU or LK Ruffian. CU for extra damage, Ruffian against guys with bad wakeup.

Then there’s situational stuff, that you mostly use after a stun where scaling is too high. Usually ending in EX Ruffian for shenanigans and occasionally I will just do back throw, for the safe jump and putting the guy in the corner.

Whenever I do cr.hp after a focus they air recover before the CU comes out

then you are too slow. just to be sure, you know that you’ve to dashcancel the focus attack after it hits right?^^

Too slow on the cr.hp.

Edit: Holy shit zUkUu.

I didn’t know that actually, thanks

lvl 3 focus attack > dash cancel > EX rocks > cr. hp xx hp criminal upper does a ton of damage and isn’t too hard.

This is exactly what I do 100% of the time (if I have 1x bar of meter). No messing.

In those Sasaki vs Air
why didn’t air wakeup srk? sasaki would just stand there doing nothing(?)

If you watched all 3 videos Sasaki was spacing him enough so that he could Zonk knuckle on reaction and all SRKs will whiff. Air pretty much had to save his meter just so that he could FADC his SRKs. Also the risk vs reward against a non jumper with SRK is pretty high. On hit you might get the guy in a wake-up but on whiff/block you will eat a ton of guaranteed damage.

I can’t figure out option selects. I’m doing standing short(mk ruffian) to counter a backdash on wakeup and all that happens is the short whiffs and they backdash away, shouldn’t the ruffian come out? Other times if they block the standing short the MK ruffian comes out and gets blocked. Shouldnt the ruffian not happen if the short gets blocked?

It’s a timing issue. Pretend you’re canceling the st. lk into mk ruffian and it should work right. Also on some characters you might have to use EX ruffian to catch their backdash. (Rose, Chun, maybe Seth)