Cody Beginner's Guide

Question
How do I do the bad spray special on wakeup?
>8|
I don’t mean the ultra but the move where he just throws some sand (also in alpha 3). I’ve seen it used maybe once. Not on the command list.

Also in regards to frametraps, do they get really specific? As in vs Ryu would I prefer to use x ft over y ft in order to beat x normal from the main character?

after a TECHABLE KNOCKDOWN just hold UP and press any punch (can be mashed).

it’s in the command list afair.

Learnt a couple of good points with this, cheers.

Also, just a quick question, out of all is anti-airs and pokes, which are his go-to ones?

I use :back: :mp: as his anti air, and cr.:lk: as a poke and I option select it into a Medium Ruffian kick, is that a good idea or not, because I do it almost religiously.

B+MP and HK Ruffian Kick are the two you’ll be using most. Others have uses for different reasons.

Better to buffer LP Criminal Upper into your cr. LK poke. Safer (not that it’s safe) on block and harder to punish for many characters. Plus, it’s 10 more damage.

Ar ramma said b.mp and hk ruffian are your to go options. In some matchups cr.mk (honda, balroga) is very good, as is s.hk (cammy jumping from 3/4 of the screen with hk).

Use cr.lp xx mk ruffian for poking because it has 4 active frames and a better hitbox. cr.lk of course can be used, but i prefer cr.lp because it stays out a while. You shouldn’t really use criminal upper because it almost never combos from lights when you’re poking with them.

Umm what are cody’s blockstrings?

this helps alot

Cody notes updated to 2012:

http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Cody

EX-CU has some invincibility frames on it, although it doesn’t go all the way to active frames. But if someone is harassing you with meaty jab/shorts, you can guess EX-CU to beat it, instead of sitting there and taking it. Characters with fast recovering jabs are still safe though (Balrog/Cammy/Sakura etc)

Since there’s no Q&A thread. I see quite a few tier charts floating around. Cody is in the top 10, but people seem to think he has the 2nd least problems in the game? 1st is Akuma. I always thought Cody had a lot of problems if he’s not frame trapping…

Where are these tier charts you speak of? haha

I’ll have to dig around at home for them, I can’t find them atm. Alioune’s is the only one I can find atm.

http://shoryuken.com/forum/index.php?threads/103619/

Well he’s listed Cody as #10. Honestly, not many other tier charts/lists put him that high. Most have him around the middle of the pack. And I’m not really sure why Alioune thinks he’s so well-rounded and yet has Makoto so far to the left. Both of these characters have similar weaknesses…slow walk speed, sub-par reversals and wake-up.

Yeah, I kinda saw that after lol. These forums keep screwing up for me and run really slow. Searching is close to impossible, for me anyway.

My thoughts exactly. Their reversals and wake-up is kinda what puts me off of them. Makoto is a turtle, and Cody is a slug in terms of movement, although their forward dashes are really good. I actually like these 2 and enjoy watching them.

Anyone else find utilizing badstones really really really hard to do? I’d say 1 out of 5 badstones I throw ends up with me getting counterhit by something from nearly full screen.

Hell if you want to try and badstone one of Sagat’s heavy fireballs you have to input the move before he even finishes saying “tiger shot”.

Sim can easily s.hp any time he hears the rocks clink whether it is badstone or fake stone and he’ll hit you. :confused:

Yeah. Bad stones are very useful in some match-ups (Honda, Makoto, Guile, Grapplers) but they usually don’t win projectile wars.

I find that you really need perfect timing and faking on badstones against Zangief (due to green hand), they are almost useless against Abel (due to Roll and wheel kick) and really good against T Hawk.

As for Makoto and Honda, only if they don’t have any meter. If they have meter both can cross the screen with an EX move from full screen distance and land a counterhit for massive damage if their reactions are on point even fake stone will result in eating an EX Hayate or EX Headbutt.

Plus the reward is sooooo small. I don’t know why they made Cody’s badstone 50damage 150stun. In Alpha3 Cody’s badstone was equal to everyone elses in damage at point blank (and his LP/MP/HP rocks all had the same recovery and hitstun) with the advantage that in Alpha 3 projectiles lose damage over time it meant that Cody’s badstone being fast and coming out higher than others meant you could throw a badstone over a hadoken and trade hits but you’d take about half as much as your opponent.

Badstone isn’t a bad move by any means and I’d take it over NO fireball any day. And Cody’s like Sasaki and Momochi show how useful it can be in mindgames and corner pressure but it still feels to me like the move should either be 24F or 65damage base. Or not be absorbable via focus.

One thing I found weird was that Capcom decided to create special code that affects only ONE matchup. Cody’s rocks can’t be reflected. But the only character that can reflect is Rose.

I’m a total noob to fighting games and I’ve been trying to get the hang of Cody alongside Ryu and I am trying to figure out which basic combos I can practice in training mode to just be able to start playing him. I gathered up a list of 6 combos:

  1. cr.lp cr.lp cr.mp xx CU/RK
    ***Seems like a simple enough hit confirm combo.

  2. cr.lk xx CU/RK
    ***Hit confirm combo which starts with a low hit so I can mix this with the above combo.

  3. cr.lp st.mp cr.hk
    ***Basic knockdown combo

  4. b+mp cr.lp cr.mp xx CU/RK
    ***I am considering this as a combo off of b+mp when I punish jump ins.

  5. cr.hp xx CU/RK
    ***Seems like a decently high damage punish against whiffs/blocks

  6. st.hp xx HK RK fadc ultra
    ***st.hp forcing opponent to stand for HK RK setting up fadc ultra.

For jump ins I think I would just jump forward mk and then do combo 1 from the above list.

Do these combos seem ok or is there something essential I should add just to be able to start playing Cody?

Combo #1 you should substitute cr.lk over cr.mp unless you’re right next to your opponent in order to guarantee all hits of criminal upper (and more damage).

Combo #4 you won’t be able to combo off an anti-air because the b.mp sends them flying backwards

#1 should be c.LP c.LP c.LP c.MP - MK or LK Ruffian. Remove one of the c.LPs dependant on range. If you are doing a criminal upper you want to use c.LP c.LP c.LK - Criminal Upper as HeavensCloud stated above.

#3 AFAIK there aren’t many sweep setups for Cody, this is mainly because LK Ruffian does a hard knockdown, does 20more damage, 50more stun, builds the same amount of meter and can be used in more situations. For example you can do c.LP - s.MP - c.MP - LK Ruffian instead of c.LP - s.MP - sweep.

The only instance I know of that sweep is a better choice in a combo is max range f-MP to sweep because you can’t cancel the f-MP.

#6 You can substitute c.HP for s.HP depending on range. Some characters the c.HP - HK Ruffian will whiff if you are too far away but both of them force stand. Also it is possible to do s.MP - c.HP - HK Ruffian for a little more damage.

For jump-ins forward jump MK is best followed by either a c.LP or s.MP as you surmised. However Cody’s forward jump HK is one of his best jump in normals as it has a very dominate hitbox and tons of active frames so don’t forget to use that too depending on the situation. Also forward jump LP is good for a throw setup. They usually are expecting a medium or heavy attack and the LP has very little hitstun so you can throw them right after it is blocked.