"We finished practicing now?" Cody Match-up Thread

After a LP Shoryu? No, the cr. fp has to be counter-hit for the EX Rocks to hit. You might be able to huck the rocks alone and link it to U2, that’d be something to try.

Juri is a fu*king pain in the ass. Here’s some things I found through some sessions with a very good Juri.

-Juri’s single hit divekick and LK Pinwheel are not completely safe on block for her and you can punish with cr. LP > combo but you’ll have to mash the cr.lp on her LK Pinehweel because the window to punish is not that big. If Juri spaces her LK Pinwheel from max distance, you can’t punish.

-Juri’s EX Pinwheel is punishable with your hardest hitting combo/Ultra.

-Juri’s MK Pinwheel is punishable with Ultra 2 and cr. MP > combo.

Juri’s HK Pinwheel is punishable with Ultra 2 and cr. HP > combo.

-Be very careful and pick your jumpin’s wisely because Juri she has very effective air-to-air normals that can combo into her Ultra2 and can lead to huge damage combos.EX: Jumping MP, jumping MP, st. cl. HP, EX Pinwheel. Juri also has godlike anti-air normals that will always beat you and won’t even trade if she times it right. Stay grounded.

-Crossing up Juri is tough, even on wakeup especially if she has EX meter because her EX Pinwheel can hit you from behind her. The hit box on her EX-Pinwheel is ridiculous and to beat it with a cross-up, the timing is very strict and the window is very small. Most of the time what will happen is Juri will hit you from behind with a counterhit from behind and will send you full screen away leaving you at square 1 all over again. It’s similar to crossing up Bison where he has meter, he can get away for free but at the cost of meter.

-FA is very ineffective in this matchup since her pinwheel will hit you multiple times, she has has multiple normals that hit twice, and FA is just a wide open punish opportunity for Juri’s divekick.

-If you start pressuring Juri and she wants out (especially when you’re trying to use frametraps) Juri can use her HP counter move and she will be either right above you , (If Juri does her Chun-Li esque Roundhouse in the air you can always beat it with b. MP as long as you time it right.)her MP counter move and goes right behind you (you can punish with Ultra 2, cr. MK, HP Criminal Upper or EX Ruffian), or she can vanish around 3 character spaces away with her LP version in which case you’re S.O.L and you can’t punish with anything…

-St. LK, cr.LK, st. MK and cr. MP were the most effective pokes I found in this match.

-Throwing rocks is risky/not very effective against Juri simply because during the rock throw animation, Juri can openly divekick you and punish. Juri can also just use her counter-move to absorb your rocks and can end up right behind you or she can just absorb them all day and stay full screen away from you resulting in a stale-mate.

-Be careful of using Ultra 2 for chip damage to win the round. (even with the sand) Because Juri can absorb the sand and can end up right behind you, takes absolutely no damage and has 12 days to punish you while Cody is swinging his wrench around. Her EX Pinwheel will also beat U2 completely…

-Juri has a very quick forward dash and a good kara-throw so if you’re not ready for it, you will eat a throw. She also has a really good backdash she can use on wakeup and if you hit her during he flipping animation, it will result in her being hit but she will be in her “air recovery” animation so you can’t follow up with a combo…

I’m being beaten to hell by my buddy’s Guile. When I try to jump over Sonic Booms, I land into an LP Sonic Boom. If I’m close enough to Zonk through them, I get swept. I try Zonking out of the salvo, I get swept. When I get in close, Guile’s normals seem to beat out mine a lot. I try to cross up, Guile flashes out of the way.

It seems like such an impossible matchup. Any tips?

ey sanchez put up the match up for ryu. i know you been playin jorge all weekend. oh yeah, way to choke against john rog.

One of my main troubles against Dhalsim is building meter to EX slide. Since rocks don’t build meter (whyyyyy, Capcom?), it’s tough to pre-empt his fireballs. Zonking through an LP fireball is danged tough to time, and if I let them get close enough that I can stop’em with Upper, the Dhalsim gets to teleport behind me and punish. Any tips here?

I played a good Zangief for a few matches today, and jeez, it’s a horrible, horrible matchup. I managed to hit him a few times by poking with HK, but even that’s risky, as this Gief spaced his jumps really well. You need REALLY spot-on reactions to H.Ruffian Gief if he jumps in with the right attack, since if you’re even a little late, his jumping HP trades in his favor… I tried switching it up a bit with regular HK for antiair, but then that move would get beat out if he stuck out his knees (J.LK or J.MK, I think).

All Gief has to do is be patient and outpoke you, which he doesn’t seem to have trouble doing… Standing HK is good against him, theoretically, but only at max range for it: If he’s just a teensy bit closer, he’s got faster pokes that hit you. And worse still, if he hits just one crouching LP, he combos that into LK and then into green hand. And then you’re close to the corner or IN the corner, and Gief is all up in your face.

Cody’s sand-tossing wakeup move (up+punch as you land) is not recommended. Most of Gief’s jumpins seem to kill it, and Green Hand smacked it away.

Rocks are fine, but this Gief wasn’t afraid to take a little chip damage getting in, and he wouldn’t jump in a lot, either, so baiting him with fake rocks wasn’t very effective. And don’t even THINK about using M.ruffian in this matchup, unless it’s to punish a Lariat. If he’s close enough where it’ll hit, he’ll be poking you out of it.

So to summarize: Gief outpokes you, you need good reactions to antiair him without trading, and if you zone him out for most of the match and then make one mistake, say goodbye to half your lifebar. Oh, and if he gets the lead and decides to turtle, yyyyeah. You’re screwed.

Hmm. That said, I didn’t use MP much in the matches. Anyone have any experience with getting counterhits with standing, forward or crouching MP on Gief?

any tips against good seth/sim players?

EAT. A. DICK.

I found a neat trick vs DP mashers–Cross up MK, Zonk. You both whiff but you get to shove your Adidas in his ass.

Against Bison, feel him out by spamming nj.HP. Any headstomp/DR/jump ins for ambigious xup will be punished. Even trades with his bs s.HK. When he stops using those moves, throw rocks. When he gets in with Scissors, some well-timed EX Zonk works wonders: usually after a Scissor (punishes followups like c.LK or another SK), but you do want to keep Zonk charged.

Sim is pretty hard but I managed to win against some pretty though ones. Key was to neutral jump the Yoga Fire and hit nj.HP, punishes those streched arms. Proceed him slowly but steady (Didn’t have much succes with EX RK), get in range for Zonk and… bingo.

You can ultra 1 blanka out of ultra 1 while he’s in the air.

O-kay. Any tips on how to counter that stupid crossup thing Bison does between headstomp and followup? I’ve encountered a lot of players who do that, and it throws off both an attempt to EX Zonk the purple arms, and attempts to B+MP, since Cody winds up Zonking the wrong way or doing F+MP instead.

NJ.HK is FAR from invincible against him. Bison can beat that out by timing his jumps differently, or can freely scissor or Psycho Crusher to punish if he sees you do it. So, good as an occasional deterrent, but not a go-to tactic.

@Jennyus

I play juri also and consider her and cody as my sub mains. Any pinwheel is unsafe and Any Divekick even the first hit on block in unsafe, Do not bemistaken

Honda Buttslam info dump go!

I’ve gotten various results in testing Honda’s Sumo Smash (buttslam), here’s what I get.

  • You cannot do a damn thing inbetween hits besides Lk Super, EX Zonk, U1, and I didnt test it, but I assume you can do a correctly timed U2.

  • You can FA the first part and backdash the second, but it requires timing due to Cody’s horrible backdash
    I suggest not even trying to FA it.

  • You can block the first hit, backdash the second, but that as well requires timing so Boo =(

  • If the first hit whiffs, feel free to bMP him out of the air, or use whatever AA you’d like.

However, he can still be a dick and just EX sumo smash right after landing =(

Looking at this data makes me feel so helpless, if someone else would like to help in checking if there’s anything we can do, it’d be greatly appreciated.

I played a buttslam-happy Honda earlier, and in two of the rounds, he tried buttslamming me to start the round. The first time, I backdashed immediately and threw him just as he came down. The second time, I did the down-MK slide forwards, and immediately threw him. Much like with jumpins, it’s possible to hit the throw button BEFORE he comes down (though I suppose online lag MAY have affected this, so don’t take it as gospel) and thus throw him just as he hits the ground.

The funny part about the MK-slide avoiding was that it looked like the buttslam should’ve hit. Either the MK-slide’s hitbox is deceptive, or the buttslam’s hitbox is pretty narrow. I wonder if you can use down-MK to avoid the stomp after blocking the first hit?

U2 gets full hits no matter what. I thought you’d have to delay it, but even reversal U2 works, because Honda falls so fast to the ground, so that’s an easy punish with U2.

Without Ultra, if you want an easy hit, just Focus the second hit, hit him with the level 1 focus (not enough time to charge to level 2), and then backdash to safety.

If you want a better punish without ultra, Focus absorb the second hit and then immediately dash forward, from here you have a few options. Throw is guaranteed, and a back throw sets up a really solid mixup because all his reversals can be OSed with EX Zonk. Your other option is c.LP into whatever. c.LP, cl.MP, c.HP xx whatever, or c.LP, c.MP xx HP CU. Whatever floats your boat. Getting the guaranteed c.LP is a little tough on the timing, but it’s also the most guaranteed damage.

hrm, never did try FA dash forward, thanks for the info guys.

Man, so much to learn from the OP, thanks for this!

HAV asked me for some insight from Cody’s perspective on the Cody vs Abel matchup, so I did a write up of the matchup for him to use in the Abel forum. Obviously, it has just as much, if not more use here, so here it is:

(Note: This is my perspective now with the limited matchup experience I have at this point in time. Don’t expect this to be the final say on the matchup. Also, it’s too early for me to be trying to rate matchups with numbers, so I wont even try at this time. All I’ll say is that it feels like it’s in Abel’s favor, so I’ll say this matchup falls somewhere between “slightly in Abel’s favor” and “totally still winnable for Cody.”)


Fighting Abel is all about zoning him. Abel’s walk speed is pretty similar to Cody’s, and his step kick (his main poke), is pretty similar to Cody’s s.MK. However, at mid range, Abel has a distinct advantage because the reward he gets for connecting a step kick canceled into a dash (even on block) is much bigger then the small damage Cody deals on a successful s.MK. The only poke Cody can utilize at this range to match the type of risk vs reward Abel is representing is c.LK OS MK RK because it gets him both respectable damage, and a knockdown across the screen.

If Cody has an opportunity to pick up the Knife it can give him a nice edge in the poking war, and even surprisingly help him escape pressure. Abel has no real answer for knife s.MP and c.MP in terms of pokes, and they deal decent damage, so this can quickly cause Abel to start taking risks like jumps and rolls to hit away the Knife. If Abel manages to get inside while Cody is holding the knife (for example a blocked step kick), the Knife’s 3f c.LP will be faster then anything Abel can do, and he will have to resort to EX TT if he wants to beat it.

However, overall Cody still has the advantage from mid range because of Bad Stone. Although it cannot be abused, especially due to rolls, Abel must still respect it because incorrectly reacting to a Fake Stone should give Cody a knockdown, either through anti-airing a jump, or punishing a roll.

When punishing rolls, it is important to use a move with a lot of active frames because all rolls only have 1f of recovery. This makes c.MK (7 active frames) and s.HK (5 active frames) good choices to ensure the punish is not mistimed, which can easily result in Cody getting himself thrown instead.

Once Abel gets (either) ultra, Bad Stones become basically unusable, because even a Fake Stone is slow enough (30f) to be punished with an ultra on reaction, especially by Abel’s U2. This is the crucial time in the match when a solid normal-based poking game becomes essential.

If Abel scores a knockdown, it can be very difficult for Cody to escape to a neutral position. Even if Abel simply lands a blocked t.MK xx Dash, it can be difficult for Cody to create distance again, because his backdash travels so little distance.

If Cody feels the need to reversal in one of these situations, EX Zonk should almost never be used over EX CU. EX CU is fully throw invincible until the hitting frame (7), and also has 4f of strike invincibility starting on frame 1. This makes it almost ideal for fighting Abel, because it will beat any TT, but also any likely normal, because the normals Abel is likely to use all have very few active frames. Even in the case of cl.HP, there is too much of a gap between the two hits, that EX CU will more then likely hit before the second hit stuffs the EX CU. However, EX CU is also extremely unsafe on block (-11f), so it cannot be abused.

When Cody gets Abel knocked down, he can actually pressure Abel extremely well, especially on his wakeup. Cody normally has excellent safe jump setups off his throws and CU, but Abel can react to these setups with reversal EX TT, which becomes guaranteed because Cody falls into the grab. However, if Cody delays his safe jump setups slightly, he can remain high enough to avoid these attempts at EX TTs. Furthermore, if he option selects a grab, he can counter any EX Roll attempts as well, which completely forces Abel to block the jump in, setting him up for Cody’s standard pressure game.


EDIT: Also, I should mention, this, along with write ups exactly like this for all characters will be put up on www.option-select.com, in the strategy section. I had already begun doing write ups for Cody for the site (which I was going to share here as well) because HAV even asked me to, so this was just an excuse to do the Abel matchup tonight. I’m hoping to have a large chunk of Cody’s matchups written up by the end of this week.

Good shit Ryan. This seems like a good place to start in the Cody vs Abel matchup, much appreciated as always.

As if it wasn’t bad enough, found out the hard way that Ibuki’s Ultra 2 is projectile invincible.

“Random ultra? Ha HA! I’ll just use my all-purpose punish ultra…oh…oh crap…damn.”