Cody Beginner's Guide

Dunno if this has been posted but I was jus messin around in trainin with the knife, and j. fierce, c. fierce, c. short, CU links. As well as j. fierce, c. fierce, sweep,

i didn’t say it was worth anything, i was simply pointing out that he had one.

in short: do the cammy approach. he’s not the first character with a lack of a safe chip dmg ender.

I need to ask an embarrassingly scrubby question: how do I stop people from running away from me?

I’ve always played rushdown characters, and playing Cody is like playing a rushdown character whose rushdown happens in slow motion. He’s like a big, stationary beast. I just don’t feel very mobile, and I’ve noticed that a lot of players online are figuring this out as well. The options that I do have to move forward don’t seem very safe (Forward RK, Zonk knuckle, c.forward slide, f+RH). I’m having real problems with losing to players that I know I am definitely better than because they can run away from me the entire match. It’s especially bad for characters that I can’t use the rocks against like Ryu. I’m trying to play solid and slowly push them into the corner, but then two situations happen:

  1. I’m inside their range, pressuring them, and since Cody has no ability to stop cross-ups, they just jump over me.
  2. I’m just outside of range and they pull a sky high Tatsu to get over me.

It’s frustrating as hell, because I’ve had people down a round and about to lose when they suddenly figure this out and proceed to run away from me the entire match, slowly chipping me down. At least against Akuma I can punish air fireballs with EX RKs, but I played an Ibuki last night who literally did nothing except jump back Kunai. I beat him, but it was really embarrassing to admit that it had been an exhausting match just to chase him down.

Makes me want to go back to Rufus or Balrog so that people CAN’T run away from me.

You aren’t going about playing Cody in the right way from what I can tell. Of all the moves you listed to “move forwards” c.mk is the only legitimate one and it is only unsafe if you are too close, in which case I have to ask: why you are trying to move forward when you are already point blank?
All ruffian kicks are slow startup and unsafe on block. Terrible option to move forwards unless you already know its going to work before you do it, and you are at least a quarter screen away… because if you are closer, there is a better choice.
F+RH whiffs over people who are crouching and again, slow startup. you need EX meter to follow up on it too, if it does land.
Zonk Knuckle is slow, again, unsafe, again, and while it is upper body invincible that is of no consequence when you are point blank because people are mashing low tech anyway

So you list all these bad ways of moving forwards - rightly noting that they suck - but then you leave out F+MP? That moves you a long way, its safe on block, fast startup, people can’t crouch it, and you can hit confirm out of it…

Cody does have options to stop crossups… don’t say he doesn’t if you haven’t explored his options fully. B+MP is insane if you learn the timing. Close roundhouse, and if they are especially predictable with their jumps you can neutral jump and meet them air-to-air with Cody’s nj.fp. You can also forward dash out of his crossup, or c.mk slide, or walk forward a little and then jab them as they drop on your other side.

Why can’t you use rocks against Ryu? If you know the spacing, your rocks can go over or under his fireball. You’ll get to block his hadou while he has to eat your rock and all the stun it does. You can also fake rocks while he can’t fake his fireball… you can negate his fireballs then ruffian to punish them, so on so forth. If people are jumping out of your pressure, then it is not really pressure is it? It takes frames to jump so this comes to your execution and faulty thinking again.

Rocks are weird. You can’t use them like a normal fireball but you can certainly use them… that Ibuki that was doing jump back kunai could have easily been smoked by rocks on landing… her kunai is very fast, but her recovery on the ground is very slow. People running away from you shouldn’t be your biggest concern because Cody can handle that… people rushing you down should be your biggest worry

quick question wat r cody footies tool

not quite sure if this has been mentioned… I noticed throwing knife stops blanka’s ex roll

so i’m charging a bingo with HP. is it possible to change my mind last minute and EX bingo? and by bingo, are you guys all referring to strictly EX bingo?

Combo doesn’t work on Hakan.

This is so much fun.

Question: How are you getting the bad stone to land? I can get everything else except that.

Btw team, knife s.mp is working well for me as AA. Someone else want to put in their input so we can possibly update OP?

Thanks for the clarification on Bingo, I guess I need to play offline more since apparently my Internet connection is trash and I end up in a lot of 1-2 bar matches.

Also what do you guys do when you “know” your opponent is going to get up and hold d/b? Throw? f+FP and call it a life?

I notice people who know Cody hold d/b block all day because his RH RK will miss on crouching opponent and he doesn’t seem to have an awesome go to overhead like Juri’s dive kick or something like that.

how do i deal with any characters with command grabs? I have a serious problem with not being able to deal with simple shit like jump in SPD/Oicho Throw/Tornado Throw on my wakeup

I’m having trouble getting in on fireball shoto characters without getting punish, what is a good way to get in close without running smack dab into a shoryuken.

It’s the same problem I have. I’ve found though that most Shotos start their fights off with either jump back or fireball. On the start of a fight with Cody I always either have a bingo ready, walk forward and if I see the fireball, let bingo go and boom there is my first hit and a knock down. If they jump back I do a light Ruffian kick to close up the gap. My trick is to always have a bingo held down against shotos and try to keep in their face to bait balls and shoryukens. If they do a ball, zonk knuckle. If they shoryuken, punish with a criminal upper combo.

Again though, if they are completely turtling/zoning you out, then the options are very limited. I’ll generally absorb 1-3 fireballs with focus attack dashing so as to build ultra meter, and then do a slow and steady, moving in/jumping in game, but always remaining out of the range of a shoryuken. Eventually you should corner them and have a chance to bait/pummle them. Of course you’ll have those kids who like to fireball 100 times, get into corner, and then run away with a spinning kick to start it all over. For those people if they win a round like that by just running away—I quit out on them. They aren’t fighting they are just being pussys----it’s not a strategy… you’re just abusing being a d bag through and through.

My bigger problems have been with Gief or Abel as Cody. Since Cody has no wake up options really a Gief or Abel can stay on top of you on a knock down and go for command grabs-----it’s a really big problem. :frowning:

Im sorry if these have been posted before, just a few things I figured out:

  • j.HP can be used as an ambiguous cross-up. Like ken, it required pretty strict spacing, but if you land it its going to be a pretty beefy jump-in combo.
    -You can land U1 after knife throw in the corner. You can also land it midscreen if you are RIGHT next to your opponent. Doesn’t really seem useful

Also whats the best meterless ender after FADC HK ruffian?

I think you can backdash, no? They might do that OS sweep though so you’ll have to try to read your opponent to guess what they’ll do.

Also, neutral jump on wakeup I think is another option.

Someone I’m sure can give a better reply than myself, though.

Double

I don’t know if this has been discussed before, but quick question. I land a lot of level 3 focus attacks that connect all the way, but I’m unsure how to punish the best possible way. Right now Im using forward HP (the two hit move) then lk ruffian, but usually the ruffian gets blocked by then. Any tips?

After crossup MK, the easiest Ultra 1 combo I have found is cr. jab, cr. jab, cr. short, HK Ruffian, FADC Ultra 1. But if the opponent was ducking the crossup, they stay ducking the entire combo, so the HK Ruffian will whiff. Is there a way to change the combo to make ducking opponent stand up so I can finish with an ultra?

Either EX Ruffian or in corner, EX CU.

lol he asked what the best METERLESS ending is

i’d have to say f+HK in my opinion.

^I was drinking last night. Can’t read properly now. :rofl: