Street Fighter V/Cody: Difference between revisions

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Cody’s V-Trigger 1 is Side Arm, which has Cody pulling out his signature knife. This changes all of his punch normals, along with the corresponding frame data, and gives him access to four new special moves: Snipe Shot, Anti-Air Snipe Shot, Reload, and Rapid Fire. You can {{cancel}} into the activation from any normal and the first hit of EX Zonk Knuckle. Every normal costs some of your timer to use, but that time is cut in half on block. Snipe Shot has Cody throwing his knife. It can be hit out of the air, similar to Ibuki’s kunai. As a projectile, it’s not great, but it can be juggled out of for good damage. It’s also +3 on block with no pushback, making it a dangerous pressure tool. Anti-Air Snipe Shot is an upwards knife throw. Cody throws it decently far out, so as an anti air, it should only be used from a bit of a distance. You can get stronger juggles from this compared to the normal knife throw, so keep that in mind while doing combos. Reload has Cody simply reequipping his knife after he throws it. It takes about ⅛ of the timer to use. This can be cancelled into from any special cancellable move, and whiff cancelled from both knife throws and a Tornado Sweep, making it useful in niche pressure situations. Rapid Fire is a slash forward that sees Cody slash the opponent multiple times. This costs ½ your gauge, and should generally not be used, as it only deals a bit more damage and stun than heavy Ruffian Kick. It’s +3 on block, so it’s not terrible as a quick pressure tool. VT1 doesn’t have the robbery factor of VT2, but it’s alright to use against characters where you struggle in neutral.
Cody’s V-Trigger 1 is Side Arm, which has Cody pulling out his signature knife. This changes all of his punch normals, along with the corresponding frame data, and gives him access to four new special moves: Snipe Shot, Anti-Air Snipe Shot, Reload, and Rapid Fire. You can {{cancel}} into the activation from any normal and the first hit of EX Zonk Knuckle. Every normal costs some of your timer to use, but that time is cut in half on block. Snipe Shot has Cody throwing his knife. It can be hit out of the air, similar to Ibuki’s kunai. As a projectile, it’s not great, but it can be juggled out of for good damage. It’s also +3 on block with no pushback, making it a dangerous pressure tool. Anti-Air Snipe Shot is an upwards knife throw. Cody throws it decently far out, so as an anti air, it should only be used from a bit of a distance. You can get stronger juggles from this compared to the normal knife throw, so keep that in mind while doing combos. Reload has Cody simply reequipping his knife after he throws it. It takes about ⅛ of the timer to use. This can be cancelled into from any special cancellable move, and whiff cancelled from both knife throws and a Tornado Sweep, making it useful in niche pressure situations. Rapid Fire is a slash forward that sees Cody slash the opponent multiple times. This costs ½ your gauge, and should generally not be used, as it only deals a bit more damage and stun than heavy Ruffian Kick. It’s +3 on block, so it’s not terrible as a quick pressure tool. VT1 doesn’t have the robbery factor of VT2, but it’s alright to use against characters where you struggle in neutral.
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Cody’s V-Trigger 2 is Dirty Coach, arming Cody with his trusty pipe. This changes all of his heavy punch normals, and unlocks four new special moves: Gentle Swing, Gentle Upper Swing, Bean Ball, and Toss & Smash. You can {{cancel}} into this from any normal and the first hit of EX Zonk. The heavy punch normals use up about ⅛ of your gauge, while the specials use ¼. His standing {{hp}} in VT2 can crush counter, and if it does, it will give you back about ⅛ of your gauge. Gentle Swing sees Cody swinging his pipe. This can be cancelled into from any normal or special, making a strong combo ender. It’s also -2 on block, so it can be used to make some unsafe moves, safe. Gentle Upper Swing is like the normal swing, but upwards. It makes a decent anti air and sends into a free juggle state, which can lead to devastating damage. Bean Ball and Toss & Smash are the most tricky parts about VT2. Bean Ball is a projectile where Cody pulls out a rock, tosses it up, and lets it fall. You can hit it with a normal swing or upper swing. A normal swing can send the rock at one of three angles: a mistimed lob, a mistimed sliding rock, or a just frame fast moving rock that hits 3 times. Hitting it with upper swing launches the rock upwards; it’s distance is determined by the strength of the rock, making it very useful as a setup tool or approach tool. Toss & Smash is a 5 frame command grab, which has 3 different timings: a mistimed jam, a mistimed pop fly, and a just frame homerun, which causes a wall bounce and deals 300 stun, giving you a setup that leads into game. Mistiming it, however, can cost you the game, so be sure to practice your timing (look for when the opponent is about to descend after a full rotation, or when Cody says “Let’s have some FUN”). This VT turns Cody into a whole new beast, so be sure to learn all the ins and outs it has to offer.
Cody’s V-Trigger 2 is Dirty Coach, arming Cody with his trusty pipe. This changes all of his heavy punch normals such as his overhead increasing is its reach, and unlocks four new special moves: Gentle Swing, Gentle Upper Swing, Bean Ball, and Toss & Smash. You can {{cancel}} into this from any normal and the first hit of EX Zonk. The heavy punch normals use up about ⅛ of your gauge, while the specials use ¼. His standing {{hp}} in VT2 can crush counter, and if it does, it will give you back about ⅛ of your gauge. Gentle Swing sees Cody swinging his pipe. This can be cancelled into from any normal or special, making a strong combo ender. It also knocks back many types of projectiles. It’s also -2 on block, so it can be used to make some unsafe moves, safe. Gentle Upper Swing is like the normal swing, but upwards. It makes a decent anti air and sends into a free juggle state, which can lead to devastating damage. Bean Ball and Toss & Smash are the most tricky parts about VT2. Bean Ball is a projectile where Cody pulls out a rock, tosses it up, and lets it fall. You can hit it with a normal swing or upper swing. A normal swing can send the rock at one of three angles: a mistimed lob, a mistimed sliding rock, or a just frame fast moving rock that hits 3 times that cuts through many projectiles such as Urien's VT1 mirror. Hitting it with upper swing launches the rock upwards; it’s distance is determined by the strength of the rock, making it very useful as a setup tool or approach tool. Toss & Smash is a 5 frame command grab, which has 3 different timings: a mistimed jam, a mistimed pop fly, and a just frame homerun, which causes a wall bounce and deals 300 stun, giving you a setup that leads into game. Mistiming it, however, can cost you the game, so be sure to practice your timing (look for when the opponent is about to descend after a full rotation, or when Cody says “Let’s have some FUN”). This VT turns Cody into a whole new beast, so be sure to learn all the ins and outs it has to offer. Once your Vj-meter runs out, you still have one shot left of your fierce pipe or you can utilize his upgraded neutral throw which deals good stun.  
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Revision as of 14:08, 2 March 2021

Template:SFVHeader

Cody

SFV-Cody Portrait.jpg
VITALS
Health: 1025 Stun: 1050
WALKING THROWS
Forward Walk Speed: 4.7 Throw Range: 0.25
Back Walk Speed: 2.89 Throw Hurt Range: 0.8
DASHING JUMPING
Forward Dash Total Frames: 17 Jump Height Apex: -
Back Dash Total Frames: 23 Jump Total Frames: 46(4+38+4)
Forward Dash Distance: 127.9 Forward Jump Distance: ?
Back Dash Distance: 84.2 Back Jump Distance ?
NOTABLE MOVE CLASSES
Overheads: f+HP Hard Knockdowns: crHK (CH)
Low Attacks: crLK, crMK, crHK, Ruffian Kick LK/EX, Lumber Sweep Crush Counters: HK, crHK, crHP

Summary

Bio

First appearing in Final Fight, Cody Travers was once a hero of Metro City. But after he saved the day, his life took a dark turn, as he started getting in street fights just for fun. He was eventually arrested for his crimes, but would regularly break out to have some fun. In SFV, Mike Haggar exonerates Cody of his crimes, which leads to him becoming the new mayor of Metro City. Although he has a big responsibility to take care of, he always finds time to relive the glory days and get in some much more casual street brawls.


Why Pick Cody?
On surface level, Cody is a basic brawler with a decent projectile, anti air options, and setups. However, going beyond the surface reveals the dirty tricks behind this otherwise honest fighter. Cody has his fair share of weaknesses, as he struggles against projectiles, doesn't have great defense, and doesn't have amazing pressure, but Cody makes up for this by utilizing sneaky tactics like in days of old. Utilizing moves like EX Tornado Sweep and Zonk Knuckle to get in, two versatile V-Skills to keep your opponent guessing, and huge robbery factor with one of the strongest V-Triggers in the game, Cody has little trouble closing the gap between him and his target, and once he does, he dishes out damage and stun with great meaties and VT2 setups to take the round in a moment's notice. If you're ok with a character who lacks a bit in neutral and defense but can dish out damage and rob the game in the blink of an eye, give Cody a try.


Players To Watch
Poifuru, Kiske, Hoji, Shazyy, Soundboi, Packz

Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Added as part of Season 3 DLC (June 2018)

Season 3 (Arcade Edition)

  • N/A

Move List

Unique Attacks

SFV-Cody-Unique.jpg

Special Moves

SFV-Cody-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Cody-Vsystem.jpg

Critical Art

SFV-Cody-Critical.jpg

Cody Discussions

Discussions regarding Cody

Cody Shoryuken Forum

Cody Discord Link

Cody Discord

Video Guides

Capcom Fighter's Character Introduction Series

Bafael's At a Glance

YouTube Playlist with previous season changes

Other Useful Guides

Saintcola and Cody Discord's Cody Guide

Automattock's Working Cody Guide

Frame Data

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Stand LP LP 4 3 7 1 3 5 30 70 H ["ch","sp","su","vt1","vt2"] - - - - 36 84
Stand MP MP 7 2 16 0 4 6 60 100 H ["sp","su","vt1","vt2"] - - - 9 72 120
Stand HP HP 6 2*3 21 -9*-7 4*3(1) 19 90*30 120*50 H ["sp","su","vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Stand LK LK 5 3 10 3 4 6 40 70 H ["sp","su","vt1","vt2"] - - - - 48 84
Stand MK MK 7 3 12 3 7 9 60 100 H ["vt1","vt2"] - - - 9 72 120
Stand HK HK 15 3 21 -4 2 22 80 150 H ["vt1","vt2"] - - - 13 96 180
Crouch LP d+LP 4 2 10 2 4 6 30 70 H ["ch","sp","su","vt1","vt2"] - - - - 36 84
Crouch MP d+MP 6 3 13(15) 2 5 7 60 100 H ["sp","su","vt1","vt2"] - - - 9 72 120
Crouch HP d+HP 9 2 21 -4 0 2 90 150 H ["sp","su","vt1","vt2"] - - - 14 108 180
Crouch LK d+LK 4 3 8 1 3 5 20 70 L ["ch","vt1","vt2"] - - - - 24 84
Crouch MK d+MK 7 3 15 1 3 5 60 100 L ["vt1","vt2"] - - - 9 72 120
Crouch HK d+HK 9 4 25(23) -14 KD KD 90 150 L ["vt1","vt2"] 69 20 25 14 108 180
Jump LP u+LP 4 5 - - - ? 40 70 M - - - - - 48 84
Jump MP u+MP 7 5 - - KD KD 70 100 M - - - - 11 84 120
Jump HP u+HP 9 5 - - - ? 90 150 M - - - - 14 108 180
Jump LK u+LK 5 5 - - - ? 40 70 M - - - - - 48 84
Jump MK u+MK 7 5 - - - ? 60 100 M - - - - 9 72 120
Jump HK u+HK 10 5 - - - ? 90 150 M - - - - 14 108 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Air Raid Punch MP > HP (air) 7+9 5 - - KD KD 70*63 100*108 M*M - - - - CHIP CH_DAMAGE CH_STUN
Air Raid Kick MK > LK (air) 7+3 5 - - - ? 60*36 100*63 M*M - - - - CHIP CH_DAMAGE CH_STUN
Axel Knuckle f+HP 25 2 21 -7 1 3 80 150 M - - - - 13 96 180
Hammer Kick f+HK 19 1*2 20 -4*-2 5*2 ? 60*40 100*50 H*H ["sp","su","vs1","vs2","vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Slip Jab LP > LP 4+4 2 17 -6 -2 0 30*27 70*45 H*H - - - - CHIP CH_DAMAGE CH_STUN
Crime Blow LP > LP > LP 4+4+6 3 26 -7 -4 -2 30*27*40 (97) 70*45*64 (179) H*H*H - - - - CHIP CH_DAMAGE CH_STUN
Final Combination LP > LP > LP > LP 4+4+6+9 2 33 -13 KD KD 30*27*40*49 (146) 70*45*64*84 (263) H*H*H*H ["vt1","vt2"] 86 27 32 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Final Combo Throw LP > LP > LP > d+LP 4+4+6+5 3 - - KD KD 30*27*40*14x2*49 (179) 70*45*64*105 (284) H*H*H*T - 54 5 5 ? CH_DAMAGE CH_STUN
Trash Out LP+LK 5 3 17 - KD KD 120 150 T - 53 4 4 ? 144 180
Crime Throw b+LP+LK 5 3 17 - KD KD 150 200 T - 54 5 5 ? 180 240
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Side Arm HP+HK (VT1) 1 - 4 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Dirty Coach HP+HK (VT2) 1 - 7 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Double Kick MP+MK (VS1) 14 3(7)3 10+15 -18 KD KD 80 70 H - 75 16 21 ? 96 84
Crack Combination (V-Skill 1) f+HK > MP+MK (VS1) 19+9 3(8)3 10+15 -18 KD KD 60*40*72 (172) 100*50*63 (213) H*H - 75 16 21 ? CH_DAMAGE CH_STUN
Crime Combination (V-Skill 2) f+HK > MP+MK (VS2) 19+16 3 26 -11 KD KD 60*40*72 (172) 100*50*135 (285) - - 84 25 30 ? CH_DAMAGE CH_STUN
Crime Sway (High) MP+MK (VS2) - - 36 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Crime Sway (Low) d+MP+MK (VS2) - - 36 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Wrench Fist MP+MK (VS2) > P 12+9 2 23 -7 KD KD 80 150 - ["sp","su","vt1","vt2"] 88 29 34 ? 96 180
Lumber Sweep d+MP+MK (VS2) > K 14+11 2 22 -6 KD KD 80 150 - ["vt1","vt2"] 90 31 36 ? 96 180
Prison Breaker f+KKK 17 2 23(13) -2 KD KD 60 - H - 74 15 20 ? 72 CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Bad Spray u+P (wake-up) 3(20~25) 4 14 -2 2 4 - - H - - - - ? CH_DAMAGE CH_STUN
Taunt PPP+KKK - - 61 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
LP Tornado Sweep qcf+LP 18 65 31 -7 -2 0 50 100 H ["su"] - - - ? 60 120
MP Tornado Sweep qcf+MP 18 52 31 -7 0 2 50 100 H ["su"] - - - ? 60 120
HP Tornado Sweep qcf+HP 18 39 31 -7 2 4 50 100 H ["su"] - - - ? 60 120
EX Tornado Sweep qcf+PP 18 - 27 2 4 6 40*40 60*60 H*H - - - - ? CH_DAMAGE CH_STUN
LK Ruffian Kick qcf+LK 18 5 23 -8 KD KD 100 150 L ["su"] 69(73) 20(24) 25(29) ? 120 180
MK Ruffian Kick qcf+MK 12 5 27 -8 KD KD 120 150 H ["su"] 78(82) 19(23) 24(28) ? 144 180
HK Ruffian Kick qcf+HK 10 7 23 -10 KD KD 130 150 H ["su"] 84(90) 25(31) 30(36) ? 156 180
EX Ruffian Kick qcf+KK 16 5 25 -12 KD KD 30*50 50*100 L*H - 111 52 57 ? CH_DAMAGE CH_STUN
Zonk Knuckle hold any punch button, release 20 3 20(21) -2 3 5 80 150 H ["su"] - - - ? 96 180
Zonk Knuckle Level 2 hold any punch button, release 20 3 20 -2 5 7 80 150 H ["su"] - - - ? 96 180
EX Zonk Knuckle hold any 2 punch buttons, release 15 3(19)2 13(18) 3 KD KD 80*50 100*100 H*H ["vt1","vt2"] 97 38 43 ? CH_DAMAGE CH_STUN
EX Zonk Knuckle Level 2 hold any 2 punch buttons, release 15 3(19)2 13(18) 5 KD KD 80*50 100*100 H*H ["vt1","vt2"] 115(107~113) 56(48~54) 56(48~54) ? CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Criminal Punisher qcf,qcf+P 7 13(27) 73 -35 KD KD 330 0 H - 69 10 15 ? 396 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Stand LP LP 4 3 8 2 6 8 30 70 H ["ch","sp","su"] - - - - 36 84
Stand MP MP 8 3 15 4 5 7 60 100 H - - - - 9 72 120
Stand HP HP 13 3 19(20) -2 7 9 90 150 H ["sp","su"] - - - 14 108 180
Crouch LP d+LP 5 3 7 3 5 7 30 70 H ["ch","sp","su"] - - - - 36 84
Crouch MP d+MP 6 2 13 4 5 7 60 100 H - - - - 9 72 120
Crouch HP d+HP 11 5 20 -5 4 6 90 150 H ["sp","su"] - - - 14 108 180
Jump LP u+LP 4 5 - - - ? 40 70 M - - - - - 48 84
Jump MP u+MP 6 4 - - - ? 70 100 M - - - - 11 84 120
Jump HP u+HP 9 3 - - - ? 90 150 M - - - - 14 108 180
Burst Shot MP > HP 10+13 4 27 -14 -3 -1 60*72 100*108 H ["sp","su"] - - - CHIP CH_DAMAGE CH_STUN
Snipe Shot HP+HK 15 - 22 3 KD KD 60 100 H ["su"] 112 53 58 ? 72 120
Anti-Air Snipe Shot d+HP+HK 14 - 21 0 KD KD 60 100 H ["su"] 111 52 57 ? 72 120
Reload HP+HK - - 29 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Rapid Fire qcb+P 13 2 20 3 KD KD 10x6*80 (140) 180 H ["su"] 64(74) 15(25) 20(30) ? CH_DAMAGE 216
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Stand HP HP 14 2 21 -5 4 KD 100 150 H - 97 38 43 16 120 180
Crouch HP d+HP 9 4 21 -7 2 4 90 150 H ["sp","su"] - - - 14 108 180
Jump HP u+HP 10 3 - - - ? 100 150 M - - - - 16 120 180
Axel Knuckle f+HP 25 3 20 -7 0 2 90 180 M - - - - 14 108 216
Trash Out LP+LK 5 3 17 - KD KD 130 200 T - 62 13 13 ? 156 240
Gentle Swing HP+HK 16 3 25 -2 KD KD 100 150 H ["su"] 85 26 31 ? 120 180
Gentle Upper Swing d+HP+HK 12 3 28 -6 KD KD 100 150 H ["su","vt2"] 91 32 37 ? 120 180
Gentle Swing > Bean Ball HP+HK > qcb+P 16+19 2(~) 30 -26 KD KD 100(40) 150(50) H*H - 62 3 8 ? CH_DAMAGE CH_STUN
Gentle Upper Swing > Bean Ball d+HP+HK > qcb+P 15+19 3(~) 30 -25 KD KD 100(40) 150(50) H*H - 72(102) 13(43) 18(48) ? CH_DAMAGE CH_STUN
Bean Ball qcb+P 19 - 30 -11(~) -8(~) ? 40 50 H - - - - ? 48 60
Present Delivery (High) qcb+P > HP+HK 19+34 2(~) 25 ~(-3) ~(KD) ? 100(100) 120(150) H - 85(~) 26(~) 31(~) ? CH_DAMAGE CH_STUN
Present Delivery (Mid) qcb+P > HP+HK 19+36 2(~) 25 ~(-3) KD KD 150(100) 150(150) H - 89(123) 30(64) 35(69) ? CH_DAMAGE CH_STUN
Present Delivery (Low) qcb+P > HP+HK 19+39 2(~) 25 ~(-3) ~(KD) ? 80(100) 100(150) H - 85(~) 26(~) 31(~) ? CH_DAMAGE CH_STUN
Unluck Gift qcb+P > d+HP+HK 19+33 3(~) 13 ~(9) ~(KD) ? 80(100) 150(150) H - 106(90) 47(31) 52(36) ? CH_DAMAGE CH_STUN
Toss & Smash hcb+K > P 5 3 60 - KD KD 140 (150) 150 T - 61(67) 2(8) 2(8) ? CH_DAMAGE 180
Toss & Smash (Just Frame) hcb+K > P (Just Frame) 5 3 60 - KD KD 220 300 T - 88(82~86) 29(23~32) 29(23~32) ? 264 360
Toss & Smash > Bean Ball hcb+K > qcb+P 5+19 - 30 - - ? 140(150) 150 T*H - 64(70) 5(11) 5(11) ? CH_DAMAGE 180
Toss & Smash (JF) > Bean Ball hcb+K (JF) > qcb+P 5+19 - 30 - - ? 220 300 T*H - 80 21(15~24) 21(15~24) ? 264 360
Toss & Smash > Present Delivery (H) hcb+K > qcb+P > HP+HK 5+19+34 - 25 - - ? 140~150(100) 150(120) T*H ["su"] 34(40) -25(-19) -25(-19) ? CH_DAMAGE CH_STUN
Toss & Smash > Present Delivery (M) hcb+K > qcb+P > HP+HK 5+19+36 - 25 - - ? 140~150(100) 150(150) T*H ["su"] 32(38) -27(-21) -27(-21) ? CH_DAMAGE CH_STUN
Toss & Smash > Present Delivery (L) hcb+K > qcb+P > HP+HK 5+19+39 - 25 - - ? 140~150(80) 150/100) T*H ["su"] 29(35) -30(-24) -30(-24) ? CH_DAMAGE CH_STUN
Toss & Smash > Unluck Gift hcb+K > qcb+P > d+HP+HK 5+19+33 - 13 - - ? 140~150(80) 150(150) T*H ["su"] 46(52) -13(-7) -13(-7) ? CH_DAMAGE CH_STUN
Toss & Smash (JF) > Present Delivery (H) hcb+K (JF) > qcb+P > HP+HK 5+19+34 - 25 - - ? 220(100) 300(120) T*H ["su"] 50(44~53) -9(-15~-6) -9(-15~-6) ? CH_DAMAGE CH_STUN
Toss & Smash (JF) > Present Delivery (M) hcb+K (JF) > qcb+P > HP+HK 5+19+36 - 25 - - ? 220(150) 300(150) T*H ["su"] 48(42~51) -11(-17~-8) -11(-17~-8) ? CH_DAMAGE CH_STUN
Toss & Smash (JF) > Present Delivery (L) hcb+K (JF) > qcb+P > HP+HK 5+19+39 - 25 - - ? 220(80) 300(100) T*H ["su"] 45(39~48) -14(-20~-11) -14(-20~-11) ? CH_DAMAGE CH_STUN
Toss & Smash (JF) > Unluck Gift hcb+K (JF) > qcb+P > d+HP+HK 5+19+33 - 13 - - ? 220(80) 300(150) T*H ["su"] 62(56~65) 3(-3~6) 3(-3~6) ? CH_DAMAGE CH_STUN
Notes
  • CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
  • For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
  • Chip damage for normals refers to grey life inflicted

Combos

BnB

  • cr.lp
    • xx MK/HK Ruffian
    • Final Combination
  • st.lk
    • xx MK/HK Ruffian
    • cr.lp xx MK/Ruffian
  • cr.mp
    • st.lk xx MK/HK Ruffian
    • xx LK Ruffian
    • xx Zonk
    • xx Level 2 Zonk
      • st.lk, cr.lp xx MK/HK Ruffian
  • st.mk
    • cr.mp xx LK/MK/HK Ruffian
    • st.mp xx LK/MK/HK
    • st.hp xx LK/MK/HK Ruffian

With Meter

  • cr.lp xx EX Zonk
  • st.mk
    • cr.mp xx EX Ruffian
      • LK/HK Ruffian
      • f.hk xx VS
    • st.hp xx EX Tornado Sweep
      • cr.lp xx HK Ruffian
      • Final Combination

Corner

  • EX Ruffian, VS2 xx MK Ruffian

Crush Counter

  • cr.hp CC
    • xx Tornado Sweep, MK Ruffian
    • f.hk xx EX Ruffian
      • LK/MK Ruffian
      • f.hk xx VS
  • st.hk CC
    • f.hk
      • xx EX Ruffian
        • LK/HK Ruffian
        • f.hk xx VS
      • xx Level 2 Zonk
        • st.lk, cr.lp xx HK Ruffian
        • Final Combination

V-Trigger Cancels

V-Trigger 1

V-Trigger 2

V System

V Reversal

A 17f strike reversal. This is one of Cody's few ways to get out of pressure, and since he can build V-Meter fast from his anti-air V-Skill 1, and both are only two bars, so it's not bad to Throw.png this out once in a while.

V Skill 1

Cody's V-Skill 1 is Double Kick, a classic move from the original Final Fight. Cody jumps into the air and does a spinning kick that hits both sides. It has 14 frames of startup, but has invincibility on frames 3-26. It does 80 damage and builds ⅙ of your total V-Meter, but in the process, Cody also takes 40 recoverable damage as well. The slow startup makes it difficult to use as a reversal, but it’s still entirely possible. However, don’t let these measly downside fool you, as it’s one of, if not, the best anti air in the game. The invincibility allows it to beat moves like Cammy dive kicks and Honda butt slams clean. With the CE patch, it also gives him oki for landing it. VS1 is very volatile thanks to it’s very good upsides but very bad downsides, so make sure you carefully pick and choose the right moments to use it.

V Skill 2

Cody's V-Skill 2 is Crime Sway. When you use it, Cody dodges into the background. During this dodge, he's completely invincible to all standing and jumping attacks, but can still be grabbed or hit with a crouching attack. You can press the input again to do a followup attack. This attack can be special cancelled or V-Trigger cancelled. There's a Low.png version you can perform by pressing d,mp+mk. This version allows Cody to dodge crouching attacks, but can still be hit by standing or jumping attacks. The followup attack from the Low.png version can only be V-Trigger cancelled. Both followup attacks are unsafe on block (-7/-6 respectively) so you really want to make sure you actually dodge an attack so you can land the followup. Both also build a bit of V-Meter on hit and block. The Low.png version has great range and pushback, making it safe when spaced and a good poke in neutral. Both versions are fully invincible to fireballs. At a distance you're better off jumping, but at midrange, this can create a strong guessing game with an action as simple as throwing a fireball. This makes some fireball characters, particularly Ryu, Sagat, and Guile, much more manageable. Fully mastering this V-Skill will take time, as throwing it out too much will get you killed. You'll have to carefully pick and choose times when you know you can dodge a move in neutral or under pressure.

V Trigger 1

Cody’s V-Trigger 1 is Side Arm, which has Cody pulling out his signature knife. This changes all of his punch normals, along with the corresponding frame data, and gives him access to four new special moves: Snipe Shot, Anti-Air Snipe Shot, Reload, and Rapid Fire. You can Cancel.png into the activation from any normal and the first hit of EX Zonk Knuckle. Every normal costs some of your timer to use, but that time is cut in half on block. Snipe Shot has Cody throwing his knife. It can be hit out of the air, similar to Ibuki’s kunai. As a projectile, it’s not great, but it can be juggled out of for good damage. It’s also +3 on block with no pushback, making it a dangerous pressure tool. Anti-Air Snipe Shot is an upwards knife throw. Cody throws it decently far out, so as an anti air, it should only be used from a bit of a distance. You can get stronger juggles from this compared to the normal knife throw, so keep that in mind while doing combos. Reload has Cody simply reequipping his knife after he throws it. It takes about ⅛ of the timer to use. This can be cancelled into from any special cancellable move, and whiff cancelled from both knife throws and a Tornado Sweep, making it useful in niche pressure situations. Rapid Fire is a slash forward that sees Cody slash the opponent multiple times. This costs ½ your gauge, and should generally not be used, as it only deals a bit more damage and stun than heavy Ruffian Kick. It’s +3 on block, so it’s not terrible as a quick pressure tool. VT1 doesn’t have the robbery factor of VT2, but it’s alright to use against characters where you struggle in neutral.

V Trigger 2

Cody’s V-Trigger 2 is Dirty Coach, arming Cody with his trusty pipe. This changes all of his heavy punch normals such as his overhead increasing is its reach, and unlocks four new special moves: Gentle Swing, Gentle Upper Swing, Bean Ball, and Toss & Smash. You can Cancel.png into this from any normal and the first hit of EX Zonk. The heavy punch normals use up about ⅛ of your gauge, while the specials use ¼. His standing Hp.png in VT2 can crush counter, and if it does, it will give you back about ⅛ of your gauge. Gentle Swing sees Cody swinging his pipe. This can be cancelled into from any normal or special, making a strong combo ender. It also knocks back many types of projectiles. It’s also -2 on block, so it can be used to make some unsafe moves, safe. Gentle Upper Swing is like the normal swing, but upwards. It makes a decent anti air and sends into a free juggle state, which can lead to devastating damage. Bean Ball and Toss & Smash are the most tricky parts about VT2. Bean Ball is a projectile where Cody pulls out a rock, tosses it up, and lets it fall. You can hit it with a normal swing or upper swing. A normal swing can send the rock at one of three angles: a mistimed lob, a mistimed sliding rock, or a just frame fast moving rock that hits 3 times that cuts through many projectiles such as Urien's VT1 mirror. Hitting it with upper swing launches the rock upwards; it’s distance is determined by the strength of the rock, making it very useful as a setup tool or approach tool. Toss & Smash is a 5 frame command grab, which has 3 different timings: a mistimed jam, a mistimed pop fly, and a just frame homerun, which causes a wall bounce and deals 300 stun, giving you a setup that leads into game. Mistiming it, however, can cost you the game, so be sure to practice your timing (look for when the opponent is about to descend after a full rotation, or when Cody says “Let’s have some FUN”). This VT turns Cody into a whole new beast, so be sure to learn all the ins and outs it has to offer. Once your Vj-meter runs out, you still have one shot left of your fierce pipe or you can utilize his upgraded neutral throw which deals good stun.


Strategy

Playing as Cody

Fighting Against Cody

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