this is why combos are pretty much inconsistent within this game though because the hurtbox moves during hit animation. (Killer Instinct seemed to have got it right. Just sucks this game have moving hitboxes like so.)
Opinions/suggestions on Cody vs. Juri?
Just had a painful set with a decent Juri and I feel like I have no idea the best way to deal with her.
- I can’t match her in the zoning game - rocks feel almost completely useless.
- I can’t get close to her - crack kick and zonk are complete guesses due to high/low fireball and focus dash isn’t fast enough. Jumping in on her seems impossible - the best I could get was an occasional trade.
- Buffering normals into ruffian is a complete lottery due to her airborne normals.
- Her c.mk seems to low profile absolutely everything.
- Her Ultra 1 feels like it’s guaranteed damage if she activates when I’m knocked down. Only option seems to be EX Zonk, but that’s less than a 50/50 if she mixes in block/neutral jump.
- I felt like I was only getting decent damage if he dropped a combo into pinwheel or went for EX pinwheel and I blocked.
I suppose there must have been an element of my play being too predictable against this particular opponent, because he barely missed a throw tech and when I thought I’d done enough to justify going for a counter-hit I just got thrown out of it (and yet staggered jab or cl.mp jab didn’t work either).
I agree, a well play Juri can prove difficult to close the gap in. I shall share my opinion on this match up, but I’m sure many people will have differing advice.
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Rocks are not completely useless. However, they can’t be used at random due to Juri’s ability to close the gap very fast. I reserve throwing rocks at full screen only. When Juri tries to full screen zone me with random fireballs at different heights, I use the rocks as a tool to discourage this style of play. Since the rocks can travel full screen and her fireballs can’t. If Juri persists on zoning with fireballs pick up the knife. No, Im not joking. Unlike the rocks which travel slow, have a weird arc, and merely hit; The knife travels VERY fast, in a strait line, and upon hit causes a knock down which you can use to help close the gap. Patience is key in this situation.
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I would advise against random Zonk. I don’t see that working out. I never do it. Crack Kick can be used to go over her c.MK and close the gap when in range. Don’t do it from a distance, there is no reason to do so. Focus Dash can be used from a distance to slowly close the gap but I don’t see a reason why you would do it up close. Don’t randomly jump. A solid Juri player will AA you with her crouching normals clean. Save jumping for knock downs when you can meaty jump in and so as to not get stuffed by her anti-air normals.
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Buffering normals to Ruffian is a good idea. If you find that you are hitting Juri and she air-resets due to an airborne normal and you wind up doing a Ruffian and whiffing thus being left at a disadvantage then stop doing it. You’ve already figured out what you need to know, which is they use a lot of airborne normals. Instead c.LP from the distance you would normally buffer from and when you connect with a jab and she air resets dash in and close the gap.
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Yes. Her c.MK does seem to low profile everything. That is an accurate statement. I hate it. You hate it. That’s about it.
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Her Ultra 1 feels like guaranteed damage but it is not. Blocking is hard, yes, but not impossible. If she activates Ultra when you are on the ground your best bet is to charge EX-Zonk and crouch block it out. Don’t be nervous, just watch, and listen, to the attacks. Don’t be overwhelmed, which is what they hope. Ultra allows her to chain all her attacks which causes a rhythm in hit sounds. You’re going to hear a constant tak tak tak. If there is a silence then she is going for a throw or her overhead to open you up. To which you can make a decision, try and block, or zonk through. If you are not on the ground and she activates Ultra, just run. Run away as best as you can even though she can close the distance stupidly fast. The longer you can last running the more time of her Ultra you’ve burned and thats the best you can hope for. There is no sure fire way to avoid her once she activates Ultra. Just accept that you may get hit and stay calm. Also, don’t over estimate a persons nerves. They may activate Ultra for the last ditch come back and potentially could drop the combo or do something stupid. Even while getting hit stay aware and be ready for a mistake.
-Ex Pinwheel can be punished with c.FP to whatever combo or can be Ultra2’ed during her recovering. EX Pinwheel is her best reversal, so understand it will come out eventually and try and bait it then punish with Ultra or combo.
- If you’re being too predictable that will play a factor. Unfortunately I can’t address one’s predictability. Go into the replays and figured out what you’re doing too much of. Also, look at what your opponent is pressing. You may find, to your surprise, that there are moments where he could be mashing or has tendencies to do things that you couldn’t see due to the pressure of the match. In a clam environment such as the replay channel, you can really take an outside look at what’s happening and evaluate accordingly.
So I made an attempt to address each one of you billets. Overall, the general opinion I can give you is to remember that Juri has low health and stun. If you capitalize on all of your openings you can make it out on top. Every solid read Cody gets can be huge damage. Juri really has to work for her damage. Her having a life lead in a round should not weigh heavily on your mind set while playing. Cody does not have many strengths, but one of them is definitely damage and against Juri that is a pretty big advantage. Of course, everything I’m saying is always “Easier said than done”. I’m sure you’re a great player my friend. Just try and hang in there and remember to stay calm in this match up.
Ideal Juri should lose once she gets knocked down. If she has no meter, she can’t rely on EX pinwheel (which in turn it’s a matter of guessing if they do counter or not.) With meter, expect a EX Pinwheel or EX counter if they really want out.
neutral i’d play full screen with rocks as Tenchi stated. midscreen you could try fake rocks to see if they’re on point with their dive kick punishes. Otherwise you have normals to match or challenge her normals.
I don’t think it’s all that bad. Just play it patience, pick your areas on where/when to throw rocks and fake rocks. When you get the lead, sit on it and let Juri come in and kill herself. (or if you feel comfortable closing it out, go in.) I like playing Juris but good ones are far and wide…
Fireball game you don’t want to be zonking for sure. What is really useful in the MU though is crMK. Her high fireballs can’t hit crouching opponents at all. Trick is to mix between crMK to get under mids, F+HK to get over lows, walking forward, and neutral jumping.
Once you get to about mid screen it starts being a risk for her because F+HK will go over a low and hit her AND it has a decent chance to tag her extended leg if she does a MK Version which is a trade in your favor obviously.
The thing about Juri’s fireballs is that she has to stock them first. She actually can have a mildly hard time keeping up with HP + EX Rocks at absolute max screen distance as unless she leaves the stick neutral she has to block them while her low fireball disappears JUST before you’d have to block them. Also if you manage to land a counterhit during one of her fireball releases there is a decent chance that you’ll get a knockdoiwn. Her fireballs have a short period of time that she is airborne when she throws them. If you hit her with a badstone during those frames you’ll get a knockdown which lets you gain ab unch of ground.
crLP - MK Ruffian works fine vs her for the most part during footsies. Her only airborne normals from far away are farHK (her version of crack kick) and her overhead F+MK. Both are slow. FarHK is 15F startup and F+MK is 20F.
Her crMK is pretty insane as a low profile. She can even low profile Cody’s U1 and F+MP with it.
The Juri matchup is probably one of my most played matchups due to a friend maining her. In addition to what the others have said i would like to add a few do’s and dont’s.
The jump back divekick is what makes her zoning extremely effective, the reason for this is it covers multiple options Cody might have to deal with her fireball. If she jumps back she can react to you doing a focus and break it, catch forward and neutral jumps also. It’s a pain So look if the Juri player is covering her fireball by jumping neutral or back, if not you can take a risk…when you are not in range for her to anti air you. If she stays on the ground she can deal with mid range focus atttacks by doing a pinwheel or simply sticking out a cr.mk for you to dash forward.
I do like to use the f.hk from a bit further than midrange as when she releases a grounded fireball you hop over it, make sure you are out of range to NOT get touched by her fuhajin store.
The best time to go for throw attempts is right after the Juri player has done a Fuhajin store, a chance the might have light fireball store and thus they cannot tech unless they want to risk a counterhit. J
f.hk from close range will hop over her cr.mk but if she doesn’t do it she can simply sweep you on reaction or a hefty punish.
Another way to gain ground is if you see a fuhajin store you can dash up and take a chance by pressing a normal such as cr.mp to stop her fireball game.
Midrange i like to jumpback sometimes to punish her divekick, the neutral jump will cause the divekicks to go under, from long rang i do neutral jump. Trying to anti air her divekicks is a lost cause imo, the timing can be varied to match and on reaction you’ll likely be too late anyway. You cna get the occasional b.mp and far.hk but i don’t think it’s worth the risk.
Using rocks in blockstrings is a absolute no go, Juri can stop that by simply pressing her cr.mk to get in between and YOU will get counterhit.
Cr.mk low profiles everything, extremely annoying if they leave an intentional gap to bait an EX Zonk and low profile it grrr.
In the corner she has some really really annoying pressure, don’t press buttons after a blocked fireball or after cl.mp. Where you do need to look for is a fuhajin store, you can challenge after this with a cr.lk if you are close enough. If she is a bit further do a cr.mp because she front leg is of the ground if she is the cr.lk will whiff. Sometimes the fuhajin store will completely whiff if they are too far, still use cr.mp or if you can a far.hk. Lastly if the Juri player has meter(always!!! dammit) and you are in the corner be aware she can deal a whole lot of chip with ex fuhajin and it is all a true blockstring.
Her counter if she goes behind you, try to stand to make your hurtbox smaller, unless you are ofcourse stuck in an animation, and look for the whiff punish of a cr.mk. If they go up you can press st.hk, you get a cl.hk. if you are really aware you can also do qcf.hk.
TLDR:
Overall really pick your approach, be on the lookout for fuhajin store to press your offense or counteroffense from corner. Use f.hk or ex ruffian(not great of an answer) Don’t leat uponce you are close and if she has meter be aware of ex pinwheel and counters. Blocking EX pinwheel will net you nice damage or her losing 3 meter for the fadc. If she doesn’t have any meter os for backdash. few rocks from fullscreen but watch out for divekicks. You have to take risks in this matchup to get in.
I would like to ask something about Dan , How exactly do you approach this matchup ? Should i try to zone him or just go in . What are also my options after his Lk knee , it seems i have to respect him so much after blocking it .
Play footsies with him. Cody has better pokes, better damage conversion from pokes, and better whiff punishes. Zoning isn’t really that good, you can throw rocks but he can pretty easily avoid them with instant air LK Danku or his own fireball which recovers pretty quick itself and has a much faster startup and more damage but less range than Cody’s. It’s worth doing to at least keep him on his toes and mix in fake badstone so he doesn’t jump too much but don’t use it too much IMO.
Up close you gotta respect his DP still which while it doesn’t have the horizontal reach many DPs do it still is a DP and his EX one is very very invincible.
On the ground if he is doing LK knee block strings make sure to always stand block when he does the Danku if you can react to it. Alternately you can actually slide under it or beat it with a crLP between the blocked normal - LK Danku since they aren’t ever true block strings unless you are standing and he does it from sHP otherwise it’s got a pretty big gap (I think like ~4-5F)
If you do block a LK Danku, even while standing you do have to respect his followups. Throw, DP, crLK, clsMP he has some good options after a blocked LK Danku and the DP backs them up to make trying to do something of your own a bit more of a risk. Best option is probably just to learn how to 4 button tech and wait for an opening once he pushes himself out a bit farther.
Of course all of this changes in ultra.
Anyone have some quick chun knowledge/tips?
C.Mk a lot.
Rocks can and probably will go over her fireballs, and even then it’s not like you have to really be afraid of them at max range.
I’ll suggest this pressure her as much as possible until she gets meter then back off, and or bait the EX SBK. Since that’s the only thing you’ll have to be afraid of on wake-up.
Jump in with heavy punch. Chun has no good anti air for this move except for ex spinning bird kick. If she has no charge ( meaning she hasn’t been crouching), you can jump in for free.
Careful about crouch teching against her. Cody can have a hard time against her especially if she uses her overhead kick after blockstrings, on wakeup and if she chooses to do it randomly in your face. It’s safe on block and it will go over his crouch jab and low so if you must crouch tech, do it with by pressing crouch jab, low and fierce to option select it to smack her out of the air in case she does it or throw
Believe it or not, chuns recovery on her fireball is not good. But due to the fact that most chuns back up b4 they shoot it, they don’t fear the jump in too much. Chun are usually very obvious about their fireballs so if you see one walking back, odds are they are going to shoot a fireball sooner or later. At near full screen If you see this. walk forward with her while mentally preparing to input the fireball motion. Match her back walk speed with your forward walk. EX slide will easily punish the fireball due to its slowness. You won’t be at risk of getting hit by it on startup like in the shoto matchup because it moves forward much too slow.
Chuns love backdashing and luckily cody is one of the characters that can cover her backdash. Simply do standing lk canceled into mk ruffian on her wakeup. It works because cody’s standing lk can’t be special cancelable so if it hits her, the mk ruffian won’t come out and if it whiffs, mk ruffian goes far enough to catch the backdash.
On her wakeup, meaty standing strong and Fierce is a good option rather than jab because they both put you at advantage on block and will clip her out of the air if she decides to wakeup with overhead kick which will beat out and crouch jab option.
Ending blockstrings in lp criminal upper will leave you at -5 however chun cannot punish that with anything except ex lightning legs which does very little damage at that distance. If you want to make her waste meter, end all your blockstrings with lp CU. If she punishes, she does very little damage at the cost of meter, or she has to block and take the block damage. This is a great way of making her hungry for meter or simply annoying her with chip damage. Be smart tho, don’t do this unless you have the life lead.
Remember to use fake rocks especially if Chun is rocking ultra 1. Cody has a slow ass fireball so many chuns will definitely try to punish with overhead kick. You a fake rock to bait out an overhead kick which you can immediately focus attack after fake rock. Leads to great damage. Alternatively instead of baiting it out, you can also focus attack dash in on reaction to an overhead kick and punish with crouch low into Criminal upper. Lastly, once chun has her ultra 1. Look to see if she’s waiting for you to throw a fireball. Many players totally forget Cody even has fake rock in his arsenal. 1 fake rock at 3/4 screen is sometimes all you need to take the round. If she’s knows you have it in your arsenal or you’ve been using it heavily in match already. Throw it out randomly a lot to scare her from using ultra 1.
If I think of anything else ill edit this.
I was looking forward to trying this… until I played a good Chun and it was frequently anti-aired from various ranges
yea uh…I wasn’t sure about the jump in part because Chun’s AA game is still on point and only getting better again in Ultra. The only way I can see j.HP working is if you actually have it cross up/hit ambiguously.
and I’d really not test rocks/fake rocks full screen on a stocked U1 chun. That’s asking for free damage. They will punish on reaction.
Cody’s air HP looks like this. So jumping in at the medium range is a no go for most matchups.It’s got a pretty long hitbox that lacks a hurtbox on both sides of the rectangle. He’s has 2 ideal ranges where his jumps are dangerous. Use it as a far jump in much like ryu’s and cammy’s air HK because the hitbox is deceivingly long. At this range you will beat out most normal antiairs or trade with the best ones. In most cases this is fine because 200 stun and 100 dmg will most likely be more than what you’ll be receiving from the trade.
The other optimal range is almost Crossup distance. It’s Hurtbox acts much like M Bison Air HP in which when you Make it look very close to crossup, it will cause srk like moves to whiff. Additionally It can Hit in the front as well as crossup because of it’s long hitbox.

I was going to disagree but i think you hit it spot on. That shit is such a bitch for me to AA in training mode with normals from E Ryu of course SRK is free as hell lol(was testing his normals vs other chars) + it is ambiguous as fuck off backthrow walk forward jump vs shotos (reversals wiff or get reset)
I love that move. Too bad DWU kills his back throw game and he is still free to wake up animation based setups
That Feel
We’ll definitely have to lab it up to see what setups we can get from Back Throw to deal with DWU.
Anyways, the Evil Ryu matchup is interesting. It’s not as bad as Akuma since it’s a lot easier to chase down teleports (just MK or EX Ruffian on reaction). Kinda have to watch out for Cr. MK, since that thing eats Crack Kick alive. Counter poking with Cr. MP seems to be my go-to, but I haven’t had too much luck. I get most of my wins in that matchup from guessing games off a back throw honestly. Anyone else have much experience with this matchup?
What about the Adon match , I have tried to play footsies match with him but it seemed quite rough . His walk speed along with that HK, Sweep and c.Mp made it really hard to be successful with that . I also had Zonk charge all the time to blow any jaguar kick attempts but the problem is that i didn’t know what is the optimal one to charge.I need HP to feint with rocks,Mp to counterpoke with f.mp and c.mp. Any tips would be useful,
I personally prefer HP because Rock feint isn’t THAT important compared to focus attack, B+MP, and throw tech. I don’t really like to throw that many rocks in the MU as it is since Adon can blow em up pretty free with just playing his normal gameplan of NJ Jaguar kicks (remember, Adon is generally considered to have a slight advantage even on Guile. If his Sonic booms can’t keep Adon out rocks ain’t gonna cut it for long. Don’t wanna slack on em and not use em but I don’t use em too much.)
crMK is solid in this MU at certain positions. Wanna be careful using it too much though since Adon has some jumping attacks that will blow it up but overall it’s good since it typically beats jaguar kicks except EX and beats most jumps. pre emptive crLP buffered to MK Ruffian is a good answer to Adon’s far HK poking as it’s fast enough to be safe to just throw out without worrying too much about Adon’s walk speed causing a whiff punish on your missed attack.
Far HK can do well in this MU. It competes with Adon’s far HK in range and deals well with jumps but it’s a big risk if whiffed at certain distances due to long time before returning to neutral. (The recovery itself isn’t too bad, it’s just that it takes a long time for Cody to actually move back to his original position during the recovery animation so it’s easy to whiff punish)
I’m actually a fan of far MP in this MU too. Solid poke, highly underrated as pokes go. At certain positions it can preempt a jump attempt as well as controls good space and does 90 damage.
You really gotta watch out for Adon’s instant overhead NJ MK and make sure that if you get Adon in the corner you don’t let him out. When Adon is in the corner Cody is much better able to control where Adon can attack from which is a huge problem in the MU imo.
There is some good match footage out there if you look it up. Lots of Sasaki, a decent amount of BJ Unchained vs Blockbuster Jon from WNFs, some gamerbee vs strong codys, ect.
@amrraed ; I seem to run into the Adon match up a lot online. So if I may, I’d like to share my opinion based on this match up.
First; FP Zonk should be charge a good chunk of the time. As Eternal stated, Throw Tech and B-MP are essential. Rock Feint won’t do much for you since Adon doesn’t need to fear your projectile game. He has too many options to deal with rocks on reaction. With FP Zonk charge you can actually safely react to Jaguar Kicks. Just hold back and when you see one release Zonk. If you miss time you will block and nothing comes out or you will counter him. You can do the same with Jaguar Tooth, but you want to be weary and feel out how often he actually uses Jaguar Tooth to hit you or bait you with a short Jaguar Tooth. Also, if he’s spamming far HK, if you’ve got the life to spare, Zonk it once to just remind him you can do that. Or to play it more safe, wait until you have the meter to do an Ex-Zonk full combo and that should make him more weary of using HK.
For Adons jump, it is fast but also has a short arc. You can back B-MP many, if not all, his jump in attempts. I personally do not advise relying on B-MP 100% of the time because a wise Adon will mix it up with Air Jaguar Kicks which can throw off your timing. So I personally mix it between B-MP and c.MK when I SEE a jump in coming. If I anticipate a jump in, I use far-MP or far-HK. Lastly, if you believe your reactions to be on point, HK Ruffian is always the most damaging solution due to combo potential.
In the neutral game, Don’t under estimate c.LP. It can stop many of Adons poke options. I would assume, some people, would advice to buffer it with MK Ruffian. In my experience I have found that this is an ok option. However there are times where I somehow catch the start up of a jump or special attack where he will then air reset and I’m stuck in the recovery of a MK Ruffian. So be weary of that. I personally don’t buffer it and just use jab to pick at his pokes and hopefully make him impatient. Other options in the neutral game, as Eternal stated, is far HK. If used well this is a great tool and can even stop Jaguar Kicks. Due to its long start up and recovery though I would advise using it sparingly. Far MP is a great poke and actually has a great hitbox, so this is a good tool as well.
In the close range game do was Cody does best. Frame Traps and Throw Mix ups. This, of course, is where Cody shines. The obvious warning is to just to be aware of Rising Jaguar Reversal especially if he is sitting on two bars or more. If I recall correctly, from point blank range, you can neutral jump his Rising Jaguar and punish accordingly. I’m sure I don’t have to explain the risk involved in that. If you’d got a good read on your opponent though, … well, then it’s your call.
From full screen you’ve got rocks. That’s kinda it. Let’s just be honest, Codys projectile game is not scary.
Anywhoo, lastly I’d just like to point out things to just be aware of that you may or may not know. The Back Throw Safe Jump does not work. So don’t forget that. Adon also really needs to work to get damage. A good Adon will mix up his block strings with pokes, throws, and Jaguar Kicks to catch Crouch Techs. So with that said, don’t be to afraid to block it out because even if he’s got the life lead Codys damage potential is greater than his and you can regain the life lead usually after one good opening. It’s also good to know that Jaguar Kicks are not 100% free. LK/MK is -3 and HK is -4. If not spaced well they can be punished on block, so keep that in mind. Adon also has the farthest Back Throw in the game. An extremely reactive Adon can set you up if you like to stand tech throws. He can space you out and make you whiff a throw then throw you in return. It’s not pleasant.
Lastly, never under estimate the power of walking up and doing nothing. A versed Adon player knows Cody can bring some hurt his way and this can create great field presence. After showing that you can reactively Zonk many of his approaches walking up and doing nothing can do a lot for creating openings or favorable situations. Sometimes if they have enough fear in them, you can even walk them to the corner with not a whole lot of effort.
In closing, Adon has the tools to approach you from all angles but Cody has the tools to deal with a majority of his approaches.
Don’t ever GUESS. Play by reacting to what you SEE.
Soon, you’ll wanna know if you’re done practicing now.