Ok have not seen this anywhere so it is tie to make a place for it…
This is a place for anyone to post some of the Cody tricks and mind games that they have been testing or come across during play. Cody is being described as character with many combo options which provide great mix-up. The goal of this thread is to find clever ways to start the mix-up game as well as wake up options. As more people add I will update this thread as needed I am hoping to hear some great stuff.
I think this is awesome after a bait of DPs grab ultras etc. because it causes the player to wiff therefore not wasting frames on block I usually follow with a cr. HP and finishing move I also found that in the corner ex rocks ultra 1 works (very frame specific) and you won’t be out of range. Also Hk ruffian FADC t. Hk ex upper will work since the backdash creates enough space from the wiff.
[edit] safer alternative pointed out by 8ighty6ix is to use the slow walk back like gief does since the recovery is alot faster. Using both interchangeably at the right moments keeps the opponent guessing.
more comming soon…
Unblockable Ultra 2 setups
-Thanks 2ToN
Option selects
will add…
Using the knife as Bait
When to use the t. hp
Some times I feel this is very underrated especially when is comes to getting charge characters out of their crouching block position…
I understand this is not the greatest overhead but since we are talking mind games here having your opponent know that Cody does have an overhead option can prove advantageous in some scenarios some of my uses…
creating a series of blockstrings followed by a t. hp then a grab can be use full
baiting a down/up from a charge character
-after standing using a sweep for a knockdown
t. hp may not be the safest option but when used in certain situations it can force the opponent think about crouching all the time
Plus if anyone can lead to good info on Cody’s mix-up game and opponents wakeup options I will be glad to add everything in this thread and keep it organized so we can use this as a resource… let me know what you guys think!
Frame Traps
I also noticed that after a t. mp you can do a cr. mp even if they do not combo their frames are too close and can punish moves done in between an example would be:
i pulled off an unblockable off a zonk then an ex rock afterwards if the opp quick standed
the timing is really strict so i dont think its practical but i typed out some setups for ex rocks to cross up which can land a hit therefore can be comboed into LDD
its on the last page of the match up thread for some tricks for opps who like to quick stand alot
Backdash on Wakeup is not safe on most opponents. It has terrible recovery, and when used too freely, is easily punished. I am aware that this is a mixup thread, and most people wont expect the backdash if your doing your mixup properly, but it still is rather unsafe.
Probably safer to bait like Geif with the slow walk back and forth (Also, Cody and Geif have the same walking speed).
As far as Mix-Up goes (and this is pretty obvious), the Knife is a great, great mixup tool. This will put your opponent in a completely different mind-state, start applying Chip pressure, and start to Turtle a little more.
Your opponent will more than likely be watching what you do with the Knife, and start to forget about your ability to perform Ruffian Kicks, and AA Criminal Upper’s. Throwing the Knife is a very dangerous mixup move, I tend to land it a lot since they don’t expect me to give up the Knife, but it doesn’t go through fireballs and leaves you open for attack. Knife throw is better for punishing, especially in the corner since it is combo-able.
I’ll leave his Special/Normal/Grab Mixup game to some of the more experienced Cody’s, just thought I’d add this obvious choice of Mixup.
i catch a ridiculous amount of people by doing a BnB and finishing with lp CU, then immediately throwing an ex CU right after. Everybody seems to wanna punish after lp CU, sorta like how Bison can get you with lk SK then ex SK when you try to punish the SK or stop loops
If you’re looking to fish for Counter Hit, there’s some beastly combos that you can pull off.
Some of the Corner only combos work anywhere on certain characters, for example Guy, but it depends on if the C.HP after EX Rocks combos will hit their character model or not. Also some of the bigger combos get scaled on characters with lower HP.Some of these are also particularly nasty on seth because they stun him.
[Damage/Stun] (Bars used)
Corner Only
[630/680] (3) CH C.HP > EX Rocks > C.HP > Roundhouse Ruffian > FADC > Ultra
[467/800] (3) CH C.HP > EX Rocks > C.HP > Roundhouse Ruffian > FADC > NJ. HP
Towards Corner
[495/778] (4) CH C.HP > EX Rocks > Roundhouse Ruffian > FADC > Fierce Zonk > EX CU
Mid screen
[474/778] (4) CH C.HP > EX Rocks > Roundhouse Ruffian > FADC > T.HK > EX CU
Anywhere
[607/530] (3) CH C.HP > EX Rocks > Roundhouse Ruffian > FADC > Ultra
[409/670] (3) CH C.HP > EX Rocks > Roundhouse Ruffian > FADC > NJ. HP
[423/670] (3) CH C.HP > EX Rocks > Roundhouse Ruffian > FADC > Fierce Zonk
[325/540] (1) CH C.HP > EX Rocks > C.HK
[417/736] (2) CH C.HP > EX Rocks > T.HK > EX CU
i’ve noticed you can catch a lot of people by using ultra after f+mp, lp CU, and a few cMK slides (people usually get tired of constantly blocking them and eventually try to punish).
obviously this doesn’t ALWAYS work, but it does work
I’ve been messing with unblockable U2 setups as well. You can get it off his sweep (no quick stand)… which is a lot more consistent then a quick recovery, but the timing is mad strict. So you could do say, c.lp, s.mp, c.rh --> lp.stone unblockable.