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

You are right Soledge. Vega is one if my mains and i never lost to one online with Cody (of course I never player one of the top vegas), but zonk kills his dives and after he is scared of going to the air is just a matter of keeping the pressure. Cody is very good on staying on your face and Vega do not have safe “get out of jail” moves when pressured.

I dont know about this matchup it seems like its an average matchup IMO, Never really fight good vegas.

Also everyone updated the OP , also ill be doing some of my thoughts on cody vs juri in the next week or so.

I’ve been reading everything about Gief and I still seem to have trouble with him. While trying to zone I have found that AA RHRK FADC into Ultra 1 doesn’t work if Gief is too high? Also I keep getting caught with Cr.RH tick into SPD or l.p, l.p tick into SPD. Gief and Guile seem to give me the most trouble, anyone have any suggestions on how to get past the tricks I mentioned?

In case anyone was wondering about this, I tested Cody’s back throw > immediate j.hk safe jump setup against the entire cast and found the following:

It’s 100% safe (meaning they can’t hurt you for doing it although they may be able to avoid it via teleport or something) vs everyone except

Abel: U2, EX Tornado Throw win
Adon: No clue because he gets up too late and screws up the timing
Akuma: Shoryuken wins
Cammy: U2 wins
Dan: Shoryuken wins
Dee Jay: EX Jackknife wins
Dudley: EX Jet Upper, Super, Counter win
El Fuerte: U2 wins
Fei Long: U2 wins
Gouken: Counter wins
Guile: Flash Kick wins
Guy: EX Tatsu wins
Ken: Shoryuken wins
Ryu: Shoryuken wins
Sagat: Super wins
Zangief: Lariat wins

He can beat dhalsim, but its a wierd pace match. At first you wanna go very slow and get inside. Once your kinda inside rush him the fuc? down before he teleports away. Its a hard match because at no point can cody lame this match up out. he has to always move forward.

In a tournament situation all that matter’s is who wins the first match. If you win the first match you can counter pick if you lose the second match. Cody is a character that should be in your back pocket. Not a character who should be a front runner. I think he owns balrog easy. He isnt bad vs ryu either.

Cody takes good damage and dizzy. So i never feel helpless with him. One combo can pretty much dizzy sim.

Vs Akuma

I find myself more on the defensive end on this fight, AA or punishing whatever he tries to do. He’s got tons of options to get out on wakeup (make your dmg count!), however YOU have an answer for practically anything he does offensively . Hk ruffian will beat almost all of his jump in attempts (as long as he has nothing meaty out above you). Close HK/s.lp work well if he tries to jump over you (non oki). Try to keep moving, and be ready for an inevitable air fireball as he tries to make his way in to start his offense. LEARN TO PUNISH AIR FIREBALLS WITH U2. All of them can be punished by timing the U2 just before the fireball hits you (he should be near head level)… except for early ones, that are close to you. If you expect one start to back up to give yourself a better chance, or be prepared to dash forward to get under them. Cannot stress that enough, if you can’t punish his air fireballs you are gonna lose (or I suppose you could lk ruffian / lk super if you feel like you can react quick enough and spacing dependent). If your doing well in this fight EVERY time he jumps at you it should be a very scary commitment on his part. Expect to net a lot of hk ruffians --> mk ruffians.

Cody is going to do well in this fight, until Akuma scores a knockdown (which is tru for about any character vs Akuma) its your job to read him carefully and find a chance get out.

Oki Demon Flip / Vortex Hurr kick etc.
This is going to be where Akuma nets his damage, whooping your ass on wakeup. Try your best not to get knocked down, but don’t be scared of it and expect to fall victim to its gimmicks. Ex CU will beat all his setups except palm, and a cross up… or cross flip–>cr.lk setup. This is completely up to you to read and gauge what he tries (recommend blocking the ladder). Also recommend blocking and getting used to his jump arcs…ex zonk is a horrible idea. Try to get used to blocking high then low… his palm does hit overhead (though nothing else will). His demon kick can get really wonky depending if you blocked it crouching or standing… sometimes it’ll crossup when it shouldn’t and vice versa. I’m 95% positive his lk.flip isn’t going to cross unless his is directly on top of you… (anything thing else will probably not… perhaps a early demon kick or something… needs more testing). Max screen though an ex flip without any input is pretty much a guarantee that it’ll cross.

If he tries net knockdowns from cr.hk, either f.hk over it or punish it with a U2. Same goes true for teles (just dash forward and ultra… if he has U2 though hold off).

Your overhead is -3 if he gets hit by it crouching, so he can technically s.lp --> cr.hk if its too close… or DP. However if spaced correctly it’ll become a great tool for stopping him from focusing your pressure, jumping to escape, and become unpublishable on block/hit. Remember, you dont need much to stun this guy!

Trying to escape from a corner with a tk hurr kick (if baited properly) can net you a f.hk or U2.

That’s all for now, if I think of anything else I’ll throw it up.

Haven’t played many good sims yet, but so far what i’ve noticed is that fp rocks will go over the fireball when it’s about midway. This turns out to be a decent option to suppress that nonsense given the recovery on bad rock. EX ruffian, of course, goes through them too, so that may be another option. A 3rd thing i’ve been wanting to try to curb sim’s zoning is just plain old CU, since it seems like it’d be ideal to cancel the fireball and peg any immediate followup st.fps, but i’m not sure if that idea has legs yet.

Also, i’ve noticed that cr.fp tended to beat sim’s j.fp a lot.

Gen vs Cody

I know that with considerable nerfs there aren’t many gens left but where does Cody stand in this fight.

I know its not terrible but i just couldn’t think off the top of my head and got scrubbed out.

Ive noticed this too… i might wanna test this as being the antiair on choice in this matchup

I’m having trouble against Dictator. I have a lot of trouble getting in close, can anyone help me?

If Blanka’s trying to chip you with Ultra 1 and you’re far enough that you don’t have to block the rising part, it’s pretty easy to EX Ruffian under it, I’ve found.

Always be charging Zonk

  • Zonk or b+MP (watch side switch) beat his dives
  • Pressure him to what (he thinks) is outside your poke range then Zonk his long distance counter pokes
  • Crack kick > zonk or U2 his backflips when he tries to escape pressure

From my experience, c. MK slide gets in under his s. HK. Other than that, that’s all I’ve got.

there came quite some intel together. is the thread creator not active anymore? the first page needs those updates for easy access. 22 pages is a chunk to look through if you want to know something.

Im definitely active, just not as active as I should be since I do have IRL things that take priority. Anyways, Not everything is solid or valid information. I read just about everything and wait to catch legit write ups.

But, I do need to do some skimming on some of the recent pages. I

u dont have to do it all alone. i’m sure some might help and gather all notable info for a specific matchup and post it here or pm it to you.

Jeez, I feel like Cody’s helpless against a Gief who’s aware that all he needs to do is cautiously approach and poke Cody into the corner. This guy knew when to throw out a VERY rare Green Hand, mostly EX to beat focus stuff, so I couldn’t just fish for a counterpoke. I beat out a lot of his stuff with HK, but if he decided to make a (close and also very rare) jumpin, I’d wind up on the end of a combo if I threw that slowass normal out. Throwing out C.MP helped maybe once, but when it did I would be too far away to do anything helpful with it anyway.

Seriously, is there ANYTHING Cody can do except hoping to get lucky with standing HK and punishing blocked Green Hands? Can he punish any of Gief’s blockstrings or pokes, or are they all safe? I couldn’t even bait this dude with rocks, since he’d happily block or focus through them in the knowledge that all he needed was one knockdown.

Now, jumpin- or GH-happy Giefs, those aren’t a huge problem any longer, but a patient one is a freaking nightmare.

Yeah Gief is a chronic pain for my Cody game. It’s depressing, but don’t think insurmountable. Very early days aaauuuug

see it this way:
you dont have safe tools to close in, but neither he has. just turtle him with rocks and camp with life lead. rock => lariat => ex/lk ruffian does good damage if spaced proper. jump in? b.mp / s.hk / s.hp / c.hp / hk.ruffian. green hand? free punish on block. the most important thing is to stay patient and to resist the pressure to jump / close in. also, learn the timing when you’ll hit lariat on knockdown. vs crossup on wake up, you can charge ex-zonk, block the first hit and you’ll beat any piledriver. back dash also works wonders against empty jumps.

I’d also pick u2 against gief if they are lariat friendly.

That’s the trouble, though… Rocks aren’t fast enough to zone him for long, and the one I played wouldn’t do Lariat unless it was safe (i.e. completely fullscreen). Once he’s got you in the corner, you pretty much have to poke and and play perfectly, since his pokes beat yours. If you keep trying to poke at him to keep him back, he’ll eventually catch you out of it with his longer-ranged pokes, and then he’s suddenly got the life lead.

Since all it takes is a single mistake for Cody to wind up in the Gief Vortex, the risk/reward is heavily skewed towards Gief in this one. You say defending against crossups is just a matter of charging EX Zonk, but Gief can also block, and then he gets a free punish. That’s if you time it correctly in that very, very small window between blocking the crossup and Gief hitting the ground. If you don’t time it right, you just lost the Zonk charge.

So if I stay patient and don’t counterpoke, Gief gets to work his way slowly inwards until I’m in the corner, and he ticks into LP SPD and vortexes. If I try to counterpoke, he mixes up his game and actually DOES start to do some riskier moves, and if he jumps when I try to catch him with a poke, then I’m dead.

So basically, I feel that unless Cody has an answer to Gief’s poke game, he’s screwed. “Throw rocks, block his pokes and antiair his jumpins” doesn’t work when he can get me into the corner with a minimum of fuss.