Cody Matchup
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Cody Matchup
Matchup Figure: 4.5/5.5
Overview
This matchup will test your ability to apply pressure and handle it. Both Cody and Rose have mixups that revolve around frame traps. Both have strong AA and weak reversal options. Cody, however, has vastly superior damage output and superior close normal. Rose, on the other hand, has better pokes. Still, she cannot win merely by keeping Cody out. Thankfully, Cody’s own poor reversals means Rose has an easier time on the offense.
Approach the footsies game with the same caution as you would in fights against grapplers. Block and tech intelligently. Pressure aggressively when you have the opportunity.
Picking Ultras
Ultra 1 is not practical in this matchup because it can only really AA. Ultra 2 is a decent option that gives Rose momentum and mixup opportunities. Do not activate it at far range as Cody can use Bad Stone to snuff your orbs.
The Far-Range/Fireball Game
Rose’s fireballs are largely useless in this matchup. Cody can match them with his own projectiles, slide right under them or focus them to build Ultra meter. If he has Ultra 2 stocked he can punish Rose severely for throwing out from any range closer than a full screen away. At footsies and jumping range Cody can easily go through Rose’s fireballs with Zonk Knuckle or EX Ruffian Kick. Both options lead to good damage and a knockdown, so Rose really has no reason to risk so much by throwing a single measly fireball It is worth noting that Rose cannot reflect Cody’s Bad Stone. She cannot sit around and build meter for free.
The Midrange/Footsies Game
St. MK and st. HK are excellent options as usual. The former is excellent for whiff-punishing with Cody’s slide. Unfortunately for Rose, Cody has no real reason to be throwing out constant pokes.
His FA has great range and startup so he can catch st. HK and cr. MK and even st. MK with a level 2 if Rose is being predictable. A successful jump-in is also incredibly rewarding for Cody since he can easily combo for more than 300 damage meterless.
Cody’s 3f cr. LK is probably his best tool against Rose. Cr. LK xx MK Ruffian Kick or HP Criminal Upper will consistently punish all non-max ranged slides and Spirals. Rose cannot be sloppy with her spacing against Cody.
Cody’s Crack Kick (towards HK) can be quite a thorn in Rose’s side. It is +1 on block and can be linked into an easy MK Ruffian Kick for good meterless damage and corner carry. It can also go over Rose’s slide.
Cody’s slide has rather short range but it has the same startup, blockstun and hitstun values as Rose’s. It can be used to stuff her slide if he does it pre-emptively. The same applies for Rose. Whiff punish with st. MK or cr. MP xx MK Spiral if in range.
Applying Pressure
Outside of wakeup Ultra, Rose only has to worry about Cody throwing out EX Zonk Knuckle or EX Criminal Upper. The former has decent invincibility but slow startup. The latter only has a little invincibility but is completely throw-invincible.
Cody’s crouch tech is better than most thanks to the speed and reach on his cr. LK. Rose needs to have airtight links for her frame-traps to avoid being hit out of them by that cr. LK.
Anti-Air
All of Rose’s AA options are viable here but be aware of the hitboxes on j. HP and j. HK, his two best jumping normal. The former needs to be timed very carefully whereas the latter can hit from very far away.
Cody’s AA is excellent so Rose should not be jumping in on him recklessly. He has st. HK, back MP, st. HP, cr. HP and HK Ruffian Kick as AAs. None of those moves are to be trifled with.
Punishing
Max-ranged Zonk Knuckles can’t be punished due to pushback and Rose’s lack of a fast and cancellable long-ranged. However, improperly spaced ones can be punished by cr. MP or cr. HP xx MK/EX Spiral depending on how close they are.
Rose needs to be able to tell apart the different strengths of Cody’s Criminal Upper. The LP version is only -5 on block, making it completely safe at max range. All other versions are punishable by cr. MP xx MK/EX Spiral. Cr. HP xx Spiral will not work as a mid-screen punish due to CU’s pushback.
All of his Ruffian Kicks that don’t hit at max range can be punished with cr. MP or cr. HP xx Spiral depending on the spacing.
Handling Pressure
Cody’s frame-trap game is incredible. It is very safe against a character with poor reversals such as Rose and it can lead to highly damaging and practical hitconfirms. Crouch tech intelligently. Do not mash. You will be punished hard. And unless you’re about to die, always take the throw if the alternative is likely to be a high damaging CH combo.
Do not try to escape non-crossups with EX ST as Cody can punish you with cr. HP xx HP Criminal Upper or worse very time.
Cody can stagger his cr. LP (do a couple of jabs then inch forward to close the distance then do more jabs) thanks to it being +2 on block so watch the rhythm of your crouch tech.
Learn to recognize the gaps in Cody’s blockstring where you can EX Spiral him out. Of course, do not do this recklessly.
EX Spiral will beat cl. HP, cr. HP and Stomach Blow (towards MP) because of their slow startups. Keep in mind if he does something like cr. LP linked to Stomach Blow, EX Spiral may lose because of the frame advantage from the previous cr. LP.
EX Zonk Knuckle is one of his most damaging frame traps. EX Zonk Knuckle FADC combos do incredible stun and damage so always watch out when Cody has 3 bars.
Cody also has ways to crack open down-back with his damaging and long-reaching overhead. The startup is average (18f) but it can be hard to block. Learn to recognize the situations and ranges where Cody would want to throw it out and be ready to block high.
Concluding Tips
· Be very patient; playing recklessly or panicking under pressure will get you destroyed
· Pay very close attention to Cody’s mixups and any patterns he may have.
· Don’t be afraid to press the offensive against Cody if you get the opportunity since he is one of the few characters Rose can pressure relatively safely
· Don’t be afraid to sit and block
· Cody, despite what his frame-trapping ability might suggest, is not a rushdown character and is perfectly at home with playing a defensive game and waiting for an opening to start his offense. Do not play into his hand by going at him recklessly[/details]