Super Street Fighter IV AE/Cody: Difference between revisions

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== AE Changes ==
== AE Changes ==
* Crouching Light Kick now has a 3 frame start up. Frame advantage on hit is still the same. Should be a better low poke, with reach, now.
* Crouching Light Kick now has a 3 frame start up. Frame advantage on hit is still the same. Should be a better low poke, with reach, now.
* F + Hard Kick has more ability to juggle after connecting it. Until now, on a grounded opponent, the first hits of EX Criminal Upper didn't connect, but now they will. This new combo ability makes this move a great deal deadlier as a long range punish and as such should make your opponents respect it a lot more. A popular followup from this kick in AE is the MK Ruffian Kick, as it not only tacks on over %100 of the damage but also leaves you in a nice position to start some pressure. If you have meter to burn you can substitute the MK Ruffian for a HK alternative and FADC into Ultra 1.  
* F + Hard Kick has more ability to juggle after connecting it. Until now, on a grounded opponent, the first hits of EX Criminal Upper didn't connect, but now they will. This new combo ability makes this move a great deal deadlier as a long range punish, and as such your opponents will be forced respect it a lot more. A popular followup from this kick in AE is the MK Ruffian Kick, as it not only tacks on over 100% of the damage but also leaves you in a nice position to start some pressure. The timing can be a little bit tricky but only really if you're trying to get it on reaction. If the f.HK is a guaranteed hit then you should be pretty much 100% successful with this followup after some training [in any case, Cody isn't that unsafe if he misses the link and whiffs the Ruffian, so it's always worth going for - if not for the damage then the unscaled meter gain!]. If you have meter to burn you can substitute the MK Ruffian for a HK alternative and FADC into Ultra 1.  
* The range at which Cody can pick up the knife has been increased.
* The range at which Cody can pick up the knife has been increased.



Revision as of 12:22, 20 June 2011

Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Cody

SSFIV-Cody Face.jpg

Lauded as a hero in the rescuing of Mayor Mike Haggar's daughter Jessica from the Mad Gear Gang in Metro City, it was expected for Cody to live a promising future as Jessica was also his girlfriend. However, the lure of combat from battling Mad Gear never left his blood and Cody turned to a life of constant fighting out of boredom! Eventually, his penchant for picking random brawls landed him in jail, and his relationship with Jessica was permanently ruined. But from time to time, Cody escapes prison almost at will and returns to the life of fighting, now taking to the Street Fighting circuit to find opponents.


In a nutshell

Cody is a rather versatile character who can play a strong defense with Bad Stone and Ruffian Kicks, but at the same time can be scary to deal with when he gets on the offense. He has a very direct method of attacking, utilizing Frame Traps and Hit Comfirms to deal most of his damage. He also has one of the farthest Overheads in the game. However, Cody suffers from a weak defense, especially being burdened with one of the wosrt Back Dashes in the game. He's definitely a character who has to work hard for his victories, which is odd considering how bored Cody is.


Moves

Unique Attacks

Name
Command
Notes
Pick up Knife
d + 3p (when standing over knife
Knife Attack
(while holding knife) p
Causes chip damage
Stomach Blow
f + mp
Crack Kick
f + hk
Jaw Crusher
b + mp
Hammer Hook
f + hp
high

Throws

Name
Command
Notes
Prisoner Throw
f or n + lp + lk
throw
Bad Stomp
b + lp + lk
throw

Special Moves

Name
Command
Notes
Bad Stone
qcf + p
Not possible when holding knife; Hold p to delay toss and increase damage; ex cannot be charged; ex
Criminal Upper
qcb + p
ex
Ruffian Kick
qcf + k
Use hk for upwards kick; Use mk for stragiht kick; Use lk for ground kick that hits low; ex armorbreak
Zonk Knuckle
p (charge and release)
ex armorbreak
Knife Throw
(while holding knife) qcf + p
Bad Spray
(as you hit the ground from a knockdown) u + p
Fake Bad Stone
d + hp + hk
When holding knife, becomes Fake Knife Throw.

Super Combo

Name
Command
Notes
Dead End Irony
qcf qcf + k
First hit mimics Ruffian Kick; Use hk for initial upwards kick; Use mk for initial stragiht kick; Use lk for initial ground kick that hits low

Ultra Combos

Name
Command
Notes
Final Destruction
qcf qcf + 3k
armorbreak
Last Dread Dust
qcb qcb + 3p


AE Changes

  • Crouching Light Kick now has a 3 frame start up. Frame advantage on hit is still the same. Should be a better low poke, with reach, now.
  • F + Hard Kick has more ability to juggle after connecting it. Until now, on a grounded opponent, the first hits of EX Criminal Upper didn't connect, but now they will. This new combo ability makes this move a great deal deadlier as a long range punish, and as such your opponents will be forced respect it a lot more. A popular followup from this kick in AE is the MK Ruffian Kick, as it not only tacks on over 100% of the damage but also leaves you in a nice position to start some pressure. The timing can be a little bit tricky but only really if you're trying to get it on reaction. If the f.HK is a guaranteed hit then you should be pretty much 100% successful with this followup after some training [in any case, Cody isn't that unsafe if he misses the link and whiffs the Ruffian, so it's always worth going for - if not for the damage then the unscaled meter gain!]. If you have meter to burn you can substitute the MK Ruffian for a HK alternative and FADC into Ultra 1.
  • The range at which Cody can pick up the knife has been increased.

The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 30 50 20 ch/sp/su 4 3 5 +3 +6
Close Strong.gif HL 70 100 40 sp/su 6 3 8 +4 +7
Close Fierce.gif HL 100 200 60 sp/su 8 4 13 +1 +6
Close Short.gif HL 30 50 20 - 4 4 6 +1 +4
Close Forward.gif HL 90 100 40 sp/su 6 4 14 -4 -1
Close Roundhouse.gif HL 110 200 60 su 8 6 17 -5 -1
Far Jab.gif HL 30 50 20 ch/sp/su 3 2 6 +3 +6
Far Strong.gif HL 90 100 40 - 7 3 11 0 +3
Far Fierce.gif HL 120 200 60 - 8 4 17 -3 +1
Far Short.gif HL 40 50 20 - 5 4 8 -1 +2
Far Forward.gif HL 70 100 40 - 8 5 9 0 +3
Far Roundhouse.gif HL 110 200 60 - 10 5 15 -2 +2
crouch Jab.gif HL 20 50 20 ch/sp/su 4 4 5 +2 +6
crouch Strong.gif HL 60 100 40 sp/su 5 3 10 +1 +4
crouch Fierce.gif HL 100 200 60 sp/su 7 3 16 -1 +4
crouch Short.gif L 20 50 20 sp/su 3 4 8 -1 +2
crouch Forward.gif L 70 100 40 - 7 7 13 -6 -3
crouch Roundhouse.gif L 100 100 60 - 7 3 24 -9 -
Jump up Jab.gif H 50 50 20 - 4 8 - - -
Jump up Strong.gif H 80 100 40 - 6 4 - - -
Jump up Fierce.gif H 120 200 60 - 8 8 - - -
Jump up Short.gif H 40 50 20 - 5 8 - - -
Jump up Forward.gif H 80 100 40 - 7 7 - - -
Jump up Roundhouse.gif H 100 200 60 - 8 3 - - -
Jump forward Jab.gif H 50 50 20 - 4 8 - - -
Jump forward Strong.gif H 80 100 60 - 9 3 - - -
Jump forward Fierce.gif H 100 200 60 - 11 6 - - -
Jump forward Short.gif H 40 50 20 - 5 8 - - -
Jump forward Forward.gif H 70 100 40 - 7 7 - - -
Jump forward Roundhouse.gif H 90 200 60 - 9 11 - - -
Fake Knife Throw HL - - - - - - 32 - -
Knife ?? HL - - - su - - 27 - -
Knife ?? HL 70 100 10/20 - 26 - 45 +7 -
Knife Standing Jab.gif HL 40 50 20 ch 4 3 6 +2 +5
Knife Standing Strong.gif HL 80 100 40 su 6 4 10 0 +3
Knife Standing Fierce.gif HL 120 200 60 su 8 3 17 -2 +2
Knife Crouching Jab.gif HL 40 50 20 ch 3 4 7 0 +3
Knife Crouching Strong.gif HL 80 100 40 su 7 2 14 -2 +1
Knife Crouching Fierce.gif HL 120 200 60 su 9 4 12 +2 +7
Knife Jumping Jab.gif H 50 50 20 - 4 4 - - -
Knife Jumping Strong.gif H 80 100 40 - 7 3 - - -
Knife Jumping Fierce.gif H 120 200 60 - 8 6 - - -
Bad Spray HL 60 100 0/40 - 25 12 29 -20 -
Stomach Blow (Right.gif+Strong.gif) HL 60 100 40 - 8 3 12 +1 +6
Crack Kick (Right.gif+Roundhouse.gif) HL 110 200 60 - 14 3 12 +1 -
Jaw Crusher (Left.gif+Strong.gif) HL 80 100 40 - 6 4 13 -1 +5
Hammer Hook (Right.gif+Fierce.gif) L 40*60 50*50 60*20 - 18 1*3 21 -6 -1
Focus Attack LVL1 HL 60 100 20 - 21 2 35 -21 -21
Focus Attack LVL2 HL 80 150 40 - 17+12 2 35 -15 -
Focus Attack LVL3 - 140 200 60 - 64 2 35 - -
Forward Throw 0.98 130 140 40 - 3 2 20 - -
Back Throw 0.98 130 120 40 - 3 2 20 - -
Bad Stone Jab.gif HL 50 150 10/20 su 29 16 44 +4 +8
Bad Stone Strong.gif HL 50 150 10/20 su 29 20 46 +2 +6
Bad Stone Fierce.gif HL 50 150 10/20 su 29 27 48 0 +4
Bad Stone EX.gif HL 70*50 100*100 -250/0 su 24 24 40 +8 +15
Criminal Upper Jab.gif HL 80*20x3 70*30x3 20/5x4 su 13 2(1)14 22 -5 -
Criminal Upper Strong.gif HL 70*20x4 70*30x4 20/10*5x4 su 13 2(1)20 23 -8 -
Criminal Upper Fierce.gif HL 60*20x5 70*30x5 20/10*2x5 su 13 2(1)18 28 -10 -
Criminal Upper EX.gif HL 60*20x6 50x30*6 -250/0 su 7 2(1)12 30 -11 -
Ruffian Kick Short.gif L 120 150 20/40 - 15 8 20 -7 -
Ruffian Kick Forward.gif HL 130 100 20/40 - 11 4 25 -8 -
Ruffian Kick Roundhouse.gif HL 100 100 20/40 su 7 13 27 -19 -
Ruffian Kick EX.gif L 130 150 -250/0 - 11 7 25 -11 -
Zonk Knuckle (Lv1) HL 130 200 40/40 - 16 3 26 -8 -
Zonk Knuckle (Lv2) HL 140 200 40/40 - 17 3 26 -8 -
Zonk Knuckle (Lv3) HL 150 200 40/40 - 18 3 26 -8 -
Zonk Knuckle EX.gif HL 90*70 150*100 -250/0 su 16 1*2 26 -7 -
Super Combo Short.gif H*HLx6 60*45x5*65 0 -1000/0 - 1+11 ??? 30 -16 -
Super Combo Forward.gif HL 60*45x5*65 0 -1000/0 - 1+7 ??? 30 -16 -
Super Combo Roundhouse.gif HL 60*45x5*65 0 -1000/0 - 1+7 ??? 29 -16 -
Ultra Combo 1 HL 83x385 0 0/0 - 0+13 2 50 -31 -
Ultra Combo 2 HL 23x7*45x5*120 0 0/0 - 0+7 ??? 47 -28 -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: