Spoiler
Cody lacks defense options more than anything else. He can be bullied for free, in particular on wake up. His neutral game isn’t that strong to make up for that disadvantage.
These are the top 3 buffs that would help him the most to be a better character overall:
-Better Backdash
This is a no brainer. A slight increase in range and/or shorter duration, would help him in specific situations. As it stands, his backdash is barely an option, since it covers no distance and is easily punished by everything. Paired with his slow backwalkspeed, it’s very difficult for Cody to get some breathing room on the ground.
-EX Criminal Upper: Strike invincibility up to the first active frame (since EX Zonk is a terrible design)
Currently it has only a few strike invulnerability frames, making it useless as reversal. EX Zonk is the ONLY move Cody can rely on, but EX Zonk is a TERRIBLE design choice due to many reasons:
-You lose 2 Buttons. That is the biggest penalty ANY reversal in the game has. Not only do you lose normals, but along also command normals (b.MP anti air, f.HP overhead, f.MP pressure) AND you also lose the ability to Tech throws, or Focus.
-Despite that it costs 1 Meter
-Despite that it is one of the slowest reversals with 16F start up in the game
-Despite that you have to “charge it”, thus making it impossible to use on reaction
The move just doesn’t work well and fails to replace his “Alpha Counter” from Street Fighter Alpha. That is why it either needs a command change (From “p charge” to PPP / KKK ala Lariat, or any other input) or we need a viable substitution: EX Criminal Upper.
Increasing the strike invincibility of EX Criminal Upper would make it a proper reversal that can be used on reaction, without sacrificing almost all our utility. It costs a meter and is still unsafe on block, so it wouldn’t affect the overall balance much. This would help Cody the most to be more viable and consistent, without having to rely on a gimmicky defense.
-EX Ruffian Kick: Projectile invincibility from frame 1 (or Armor)
In the current version, EX Ruffian Kick has to be somewhat guessed to be able to hit an opponent that throws a fireball. It’s hard to use it at anything but almost full screen (where it often doesn’t hit) to react to a fireball, since you’ll be simply hit out of it during the start up. Covering the early frames as well, would give Cody, who is one of the slower character to deal with zoning properly at the expense of an meter. The move has currently just almost no use. Again, this would make Cody a lot more reliable since you don’t have to take risks by throwing it out on a good guess. Otherwise, giving it 1 Armor (ala EX Punches form Balrog) could also fulfill the role. It would mean it loses to EX Fireballs, but also make it viable to catch limbs.
Secondary changes that would slightly improve his gameplan:
-Ultra 2: Safe against airborne opponent:
That the pipe hits whiff against an airborne juggled opponent after the dust (and therefore the cinematic) is okay, but you shouldn’t be punished for correctly reacting to your opponents jump in. Simply making the pipe animation stop after the first hit “whiffs” would let Cody recover in time before the opponent recovers from his knockdown. If the first pipe hit is blocked the ultra behaves normally and does the other two as well, leaving him as punishable as he should be for using the ultra incorrectly. This would also allow him to use the Ultra in combos for a very slight damage increase (since only the dust hits) without being widely open afterwards.
-Fake Bad Stone: Shorten overall duration or make it “block”-cancelable (like Knife Pick up)
The benefit over just throwing a normal rock is very small. It’s the slowest feint in the game and has therefore barely a reason to be used. Making its duration shorter overall, or cancelable by at least blocking, would mean much to his footsie shenanigans.
-Crack Kick (f.HK): Better hurt box / airborne
It’s one of the tools Cody should make use of, but is often just no option since the move has a very bad hurtbox and is somewhat slow. It get’s beaten by almost every low in the game, despite “hopping” over them. Making it low-invulnerable by lifting the hurtbox would make it a proper option in our offense.
-HK Ruffian: Shorter recovery or usable on crouching opponent
A shorter recovery would mean we could follow it up easier after using it against badly timed jump ins and trades.
Making it usable on crouching opponent would mean we could trade meter for additional damage against a crouching opponent.
-s.MK better as poke
If the hit box is increased and/or the start up faster, it could be a viable poke. Currently Cody has only a very slow s.HK and a somewhat short c.LK as pokes. The missing of a real “crouching mk” is very noticeable.
-Reducing crouching MK’s recovery
Removing 1 or 2 frames of its recovery would make it a better tool to use.
-LP Criminal Upper: Slightly safer on block (-5 -> -3)
There is just no reason to use LP or MP version of Criminal Upper. It’s a combo only move, so the start up doesn’t matter. Buffing LP Criminal Upper’s frame advantage would give it a purpose:A block string ender. Cody currently has none, since everything is either heavily unsafe or way to slow (Rocks). It would not affect him much, but give him a new option. It would act like Ryu’s c.MK xx Hadoken on block and would give Cody any sort of chip damage potential. c.LK xx LP Criminal Upper has a gap on block where he can be reversaled in between, just like Ryu’s hadoken.
Making it -3 would make him lose his momentum, but be reasonable safe against punishes - a fair trade off.
-LP / MP Bad Stone -Adding a higher “arc”:
In Alpha 3, his Bad Stone also cover a bit of horizontal space since they fly in an arc. Retaining this property to SF4 would make him a way more interesting character. LP Bad Stone has no reach and could therefore have a reasonable high arc. MP flies further away and should have a lower arc. HP Bad Stone almost hits fullscreen and can remain the same (so does EX).
BUG FIXES (not buffs)
-Cody’s crouching knife attacks are considered “standing” attacks. That means that he can be hit by “standing only” moves ala Lariat (later hits), High Tiger shot and various other moves.
-Cody’s b.MP is unable to counter hit
-Cody’s far s.MK and far s.MK while holding the knife have different size hurtboxs and hitboxes.
-Cody’s Super regularly drops the opponent out of a clean hit.
-Cody’s Badspray from a face up knockdown has 20F more recovery than his Badspray from a face down knockdown.