Cody Beginner's Guide

Sometimes I use cr. mk to slide under the cross up don’t make it a habit though…

Not sure if this has been mentioned yet, but LK and HK super are completely invincible until the slide starts to end. Though oddly, MK isn’t. MK super becomes vulnerable at the beginning of the slide, 2f after his hitbox becomes active. So, if you wanna blow through something, like a fireball, use LK or HK.

i noticed that as well… been using the super as AA haha…

b. MP as AA

After you knock someone out of the air with b+MP I usually find myself dumbfounded at what to do next… It’s basically a reset…? Or am I able to do anything in response?

I usually go for a jump in. When you do b+mp, you will recover before they even hit the ground. So, usually they won’t be prepared to do an AA unless they’re mashing out a SRK or something. Another option I’ve used is HP Bad Stone. Since the start-up is poor and the recovery is fast, it’s a good choice.

i read somewhere on this forum that after a back throw, if you immediately jump at them, and HP at the right time, it’s a safe jump. Can anybody confirm if this is character specific or what, or throw me some tips, cuz I’ve been punished by a few people, while attempting this :frowning:

I’ve done it on most characters. A Ryu reversal EX SRK’d me, but my timing could’ve been off. I would also like some conformation.

yeah i am worried my timing is off. Never really got into some of the advanced tactics for street fighter until recently, so my safe jumping ability is likely nil lol

i’d like to see a video of cody’s safe jump if anybody can whip up a half decent one

You can’t safe jump against shoryuken. So it’s impossible to safe jump a Ryu, Ken or Akuma.

Makes sense, thanks for the info.

You can do a safe empty jump to bait an srk if you notice they are particularly srk happy.

What’s there to do against counter-hit bait/throw mix-ups? When I try not to fall into the counterhit trap and wait/mash throw, it usually turns out for the worse for me.

I’m having some serious problems doing Ruffian Launcher > FADC > Ultra 1 on the 2p side. When I hit the two buttons, and dash, cody just cancels out of the attack, and does a focus attack instead of dashing forward. On the 1p side, I can tap the buttons, and he dashes forward fine, also, the weird thing is, if you hold the buttons down, and dash forward it still works. He completely ignores using the focus attack on the 1p side.

Any advice on this odd issue? The holding button thing seems like a bug, but why the hell doesn’t it work on the 2p side.

I’m encountering a similar thing. I can FADC from the 2P side, but when I try from the 1P side, Cody doesn’t dash…I just get the focus attack. I can even do it in training with the inputs on where I’ll see mp+mk, forward, forward but he just keep charging that FA. Do you have to wait an instant before pressing forward forward?

You should be able to dash as soon as you do your focus attack.
Also, I’ve read somewhere that you can start your dash prior to hitting FA. So you input RK, tap forward, FA, tap forward and it should cancel.

I, on the otherhand, have trouble executing my ultra after an FADC while on the 1P side. BUT.
I’m finding that on the stick I perform my ultras better after an FADC by hold my stick forward, after doing 2 qcfs.
So after an FADC, qcf,qcf (Hold forward) and 3 punches. My Ultra usually always comes out.

And if that is general knowledge than… Please forgive my ignorance.

Registered here because I’m trying to get into SSFIV. I’m a relatively new player, still trying to get a hang of the SE Fight Stick. I love Cody though, and I have a question.

The move Bad Spray, where you throw the dust I guess upon recovering from a knock down…does this actually exist or is it a myth? And if it does exist, what are the conditions?

up+punch after a a knock down you can quick rise from.

Verified this last night in training mode. Decent pushback on blocking opponent. On hit it did something like less than 50dmg on Ryu. Tonight I’m going to see if the spray has U2’s projectile eating properties.

Zonk Punch builds meter. Lots of it.

Use it at times when you can use it safely to build meter and after a landed Ultra.

For some odd reason HK Super will not fully connect on Ryu in the corner. The other versions however fully connect.