"Jackpot!" Cody Combo Thread

I find zonk to be really good in a corner. One of my fav combos is j.hp > s.hp > ex. zonk > ex. criminal upper (No FADC necessary).

Hey, Kelter :pleased:.

Here’s a (real) quick rundown of most of the combos I use:

Basic hit confirm: c.LP, c.LP, c.MP xx HP CU (duh)

Besides just hit confirming the c.LPs, lately, I’ve been trying to remember to focus on also determining the distance I’m hitting at once I see the first c.LP hit. For example, against someone not blocking solid, I’ll often do a single blocked c.LP, then just pause slightly, and then do c.LP, c.LP. The first c.LP is just to get them to stop blocking, and the second and third c.LPs are the real hit confirm. The thing is, from this distance, you don’t want to do c.MP xx HP CU, because you wont get all the hits of the CU. So instead, from this distance I do c.LK xx HP CU. Alternatively, I could do c.MP xx LK or MK RK, but I prefer the knockdown situation HP CU gives.

It’s easy to remember to be aware of my distances with this canned setup, but I’m trying to stay aware of it at all times during the match, so any random c.LP c.LP is not only hit confirmed, but that I choose the right combo to maximize damage. It might seem negligible, but it’s not only a matter of damage. When a HP CU doesn’t hit fully, the timing of the knockdown also changes, along with the distance between you and the opponent, so any followup you do (like a safejump for example) has to be adjusted, and makes them worse in general.

Ok so this post is turning out to be not so “real quick.” :rofl:.

Off an ambiguous j.MK, my combo of choice is cl.MP, c.MP xx HP CU. You mentioned in your post you’ve started using cl.MP, c.LP, c.MP xx HP CU. I strongly recommend you break that habit immediately and use cl.MP c.MP (or cl.MP, c.HP if you’re comfortable with the 1f link). The jab might not change that damage, but that’s again assuming the HP CU hits fully. On most characters, adding the jab will push them too far away to get full hits of the HP CU. Hell, even doing cl.MP, c.MP after a crossup will still cause too much push-back to get full hits on some characters, and I’ll use cl.MP, c.LP xx HP CU sometimes.

For t.MP, I used to use c.LK xx MK RK, because I thought getting full hits off a c.LK xx HP CU wasn’t consistent. Now that I’ve become so familiar with t.MP, I understand that using c.LK xx HP CU will almost always get you full htis of the CU, and I’ve started using that exclusively over the MK RK. There are still times i’ll hit a t.MP as a counterpoke against something, causing them to get hit at like max c.LK range, and I’ll still use MK RK.

For punishes (or free combos) with no meter, if I can get point blank before they recover, I use cl.HP, c.MP xx HP CU. It’s an easier link then cl.MP, c.HP, and it does more damage or stun or something…honestly, it’s been so long since I tested it, I don’t remember the exact numbers…I only remember they were both similar in damage/stun, but the cl.HP, c.MP combo was better (and an easier link on top of it).

If I can’t get point blank for a punish, I’ll use c.HP xx HP CU, or just Ultra if I react fast enough. This is also something I’m focusing a lot more on lately.

For punishes with meter, I always use cl.HP, c.MP xx HK RK FADC, Zonk. Zonk is the best damage and stun you can do after a HK RK FADC out of all the possibilities. Also, if you end up in the corner with this combo (which is likely, given how far Zonk goes), you can tack on an EX CU for some extra damage/stun.

You can’t do that combo starting in the corner though, so beware of that. If I get a free combo in the corner, I always go for cl.HP, c.MP xx HK RK, EX RK, EX CU, assuming I’m against a character it works on, which is most characters (though you have to know a few character specific changes to the beginning of the combo in some cases). If I don’t have meter, I’ll use cl.HP, c.MP xx HK RK, HK RK, which works on almost every character, and is relatively easy.

That’s about it really. There are other combos I use here and there, but these are probably 95% of what I use, and what I would call the important combos to know.

No worries, I really appreciate the tips to help me recognize when I should and shouldn’t be using extra hits in his basic hit confirm. Until this post I would just hammer through it without thinking about distance. I see you play on mondays via the OS stream and I’m always asking questons in the chat but of course they usually get lost amongst all of the “troll” comments.

On a cross up you can’t even get the jab to land after the sc.mp so I’ve figured that much out already. I only use the “jab version” when I get a j.hk up close, anything else usually pushes them back too far as you’ve said. You’ve saved me a lot of hassle of wondering why I’m not getting all of my hits. All I need to do now is learn what hits on which characters. It’s not so much the link that’s the hard part as much as my reaction to hit confirming without the extra jab I’ve been throwing in but you’ve given me more than enough reasons to strengthen that part of my game.

I’ve been using c.lk xx mk rk off of f.mp for pretty much the same reasons you were. Again, more great information that will save me some trial and error.

One of the first things I did when I picked up Cody the other day in my effort to take the leap into “officially” using him was figuring out a better punish than just hp xx hp cu. In fact I think I mention it in my post that the damage numbers are the same for both hp link punish combos except 1 is a tougher link (aside from the fact that sc.mp is 2 frames faster but, if it’s a punish opening that big I doubt it’ll matter, still something to think about though)

This is some stuff I’ll have to work on to add to the toolbox, awesome. With my main being Bison, corner combos and combos extended via EX juggles and FADC is not really common place I’m excited about these.

Obviously this thread is probably loaded with these but, like I said I do see you play once a week or so and it’s great to get the combos and situations straight from the source instead of watching and trying to take notes as fast as I can.

I didn’t mean to turn this into “reply to every section of your post” kinda thing but, it just ended up working out that way.

Thanks a lot

Edit: What’s the longest link combo cody has? I’ve gotten f.mp, sc.mp, c.lp, c.mp xx whatever. I’m trying to see if I can get f.mp, sc.mp, c.mp, c.lp, c.mp xx whatever but, I’m having trouble getting all the links let alone figuring out if he’s close enough.

i think the longest combo (without jab mashing) is the one posted at the top of the page.

ch c.fierce, ex rocks, f.strong, close s.strong, c.fierce, high ruffian, fadc, crack kick, ex cu.

btw. i use c.lk xx hp cu as a conter poke all day long - it’s imo one of cody’s best pokes :> but keep 2 bars back if you missed the counterhit.

Looking over cody’s hitbox data I just realized something about Criminal Upper. First off only HP and EX CU have the top of the tornado as a hit box. Second that top of the tornado does not execute at the same time as the rest of the tornado, it comes a few frames after. This would explain why if you have ever tried using HP or EX CU as an anti-air the opponent was able to jump through the top of the tornado.

After doing a close hard punch are you still in range for a close medium punch?

i doubt it. for your bnb do afterwards a c.mp into desired followup. or ex rocks as ch for link into u2

The reason I’m asking is because if it is possible then close.hp close.mp crouching HP would be possible for a combo with a massive 460 stun start. If you open with a fierce jump in that goes to 620 before you do any special.

nah not possibly due to pushback however if you land close enough from a jump in you can do cl.mp cl.mp or cl.mp cl.mk

Ok i’ll be honest, someone has probably already found this, and maybe put it here but i’m not going trough 11 pages of combo’s to try and spot it:

In this vid Vegit814 posted yesterday he could have won the match by FADCing the HK Ruffian then doing f+HK, EX Criminal: [media=youtube]lRJCS8MITdk#t=4m24s[/media]
However since you sometimes might not have 3 bars available, you can use ultra 2 instead (if you have ultra meter ofcourse).
Use only if you’re sure it will end the match though, since only the dust part hits.
I’ve tested it and it does 6 less damage than ending with EX CU:

  • j.MK, cr.LP, cr.LP, cr.LKxxHK Ruffian>FADC>f+HK, EX CU does 283 damage
  • j.MK, cr.LP, cr.LP, cr.LKxxHK Ruffian>FADC>f+HK, Ultra 2 does 277 damage

Again, for me it’s news, for others it might not be.

^that’s indeed very old ^^

you can also do plain f.hk => u2 dust.
or hk ruffian FADC u2 dust.
or Air Hitting Rocks u2 dust.
another viable option is in the corner ex zonk => u2 dust. that’s the way i often end a match.

btw, can u2 crossup in any kind (like dust hit => connect afterwards etc)? i wondered that for a while, but didnt tested it yet. maybe someone did.

computer crashed while trying to post this earlier, so ima get straight to it

during some friendlies i landed something unexpected: antiair focus attack(forward dash) > bingo

havent seen this dicussed before & since cody’s specials have a lot of juggle/float properties… i took it to the cell to see what else would work

didnt take note of dmg/stun since most of these are dependant on spacing, execution, & meter… theres most likely gonna be a better choice :sweat:

but theres a myriad of different combinations using cody’s specials & U1…some are easy, some do damage, & some are just unique/surprising

the followups to aa focus attack are in bold, then bullet points show each different option available after the followup

AA lvl3 focus attack followups:

Spoiler

U1

roundhouse ruffian
[list][]mk ruffian
[
]fadc
[list][] ex cu
[
]mk ruffian
[]ex ruffian > ex cu
[
]bingo > ex cu[/list][/list]

ex ruffian
[list][]ex cu
[
]U1 (niiiice!)[/list]

bingo
[list][]mk ruffian
[
]roundhouse ruffian > fadc > excu
[]ex ruffian > ex cu
[
]ex cu > fadc > ex cu (stylin!)
[]U1
[
]lk super full connect (great!)[/list]

ex zonk (1 hit)
[list][]mk ruffian
[
]roundhouse ruffian > fadc > ex cu
[]roundhouse ruffian > fadc > U1
[
]ex cu
[]ex ruffian > ex cu
[
]fadc > ex ruffian
[*]fadc > U1[/list]

ex zonk (2hit)
[list][*]ex cu[/list]

ex cu
[list][]fadc
[list][
]mk or roundhouse ruffian
[]ex ruffian
[
]ex cu[/list][/list]

ex rocks
[list][*]ex cu[/list]

i also suspect fadc > exzonk will work after ex rocks tho i couldnt execute

you can combo into ex rocks after AA HK ruffian FADC. followup into u2 dust or ex cu in the corner. both score around 300+ dmg and ex cu combo around 420 stun aswell.

nice neva thought about fadc’in in the air to ex rock them

neaaat :tup:

remember its also possible to hit ex rocks after an aa badstone as well… not sure about the followups

major edit check this charspecific nonsense out:

counterhit f+mp > close s.roundhouse xx m or lk super full connect (think ive had roundhouse super drop opponent) :nunchuck:

i could get it to work on these guys standing: sagat, rufus, boxer, seth, gouken
& on zangief crouching… lol wtf

if i ever land this in a match, im gonna shit a brick. i love links into any roundhouse… (still dying to land counterhit c.fierce w/knife > s.roundhouse)

any suggestions on landing? i was thinking a close proximity late ass meaty f+mp vs the right char+player might get the counterhit :sweat:

I have discovered combo gold! Lol.

Okay, this is a jump-in combo.
[518/480] j.rh to s.fp xx RH Ruffian xx Dead End Ironaaaay!

[EDIT] This thread really should have a section for Dead End Irony combos.
BnB for Dead Irony is basically either CU xx DEI or RK xx DEI.

then you mustve discovered trial #19 :lol:

but seriously, aside from what you mentioned, a dead end irony section would look something like:

focus crumple > super
cancellable normals xx super
aa ruffian or aa level3 focus attack > lk super full connect
knife throw > lk super full connect

not that #19 isnt a damaging or sick looking combo…
i just think, as w/most chars… youd be better off utilizing those 4 ex stocks for something else.
but this is a combo thread not strategy & besides who am i to say anything… look @ the retarded char & stance specific counterhit super combo i posted above :sweat:

I don’t have it on right now but I remember that if you do land the jump in you want to skip the ruffian kick to maximize damage (edit I went and checked and I confused myself with criminal upper you would still add the hk ruffian for maximum damage)
J.hk/J.hp > cl.hp xx Super (I’m an idiot)

but if you’re on the ground and you’re punishing with super you’d do…
Cl.hp xx HK Ruffian xx Super

but if you need to punish a fast recovery move you would do
cr.lk xx lp criminal upper xx super (spacing dependent go for hp criminal if you’re not close)

If you got a focus crumple you would have to go straight into the super, but I think you’ve got better options than spending you’re entire meter for a focus crumple.
ex. rocks > cr.hp xx hp criminal upper for saving the other 3 meter and you get almost a super damage with only one meter spent

Its all about efficiency my friend
The super is pretty good in my opinion, but because of damage scaling you’d never want to add it during a long scale combo or any hit confirm combos.
just keep it strictly as a punish combo

Wow, thanks! I’m just starting out with Cody, so I’ve been learning a lot. Unfortunately, I’m not too good with links in real battle, but I’m getting a TE Fightstick in about 2 weeks so I can plink some of the 1-frame links in battle. :smiley: