Street Fighter V/Cody/Strategy

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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 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 version you can perform by pressing 2MP+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 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 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 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 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 V-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.


Matchups

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Abigail
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Abigail[No Data]
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Akira
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Akira[No Data]
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Akuma
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Akuma[No Data]
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Alex
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Alex[No Data]
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Balrog
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Balrog[No Data]
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Birdie
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Birdie[No Data]
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Blanka
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Blanka[No Data]
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Cammy
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Cammy[No Data]
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Chun-Li
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Chun-Li[No Data]
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Cody
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Cody[No Data]
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Dan
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Dan[No Data]
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Dhalsim
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Dhalsim[No Data]
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Ed
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Ed[No Data]
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E. Honda
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E.Honda[No Data]
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Falke
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Falke[No Data]
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F.A.N.G
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F.A.N.G[No Data]
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G
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G[No Data]
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Gill
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Gill[No Data]
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Guile
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Guile[No Data]
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Ibuki
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Ibuki[No Data]
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Juri
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Juri[No Data]
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Kage
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Kage[No Data]
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Karin
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Karin[No Data]
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Ken
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Ken[No Data]
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Kolin
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Kolin[No Data]
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Laura
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Laura[No Data]
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Lucia
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Lucia[No Data]
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Luke
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Luke[No Data]
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M. Bison
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M.Bison[No Data]
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Menat
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Menat[No Data]
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Nash
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Nash[No Data]
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Necalli
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Necalli[No Data]
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Oro
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Oro[No Data]
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Poison
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Poison[No Data]
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Rashid
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Rashid[No Data]
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Rose
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Rose[No Data]
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R. Mika
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R.Mika[No Data]
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Ryu
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Ryu[No Data]
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Sagat
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Sagat[No Data]
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Sakura
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Sakura[No Data]
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Seth
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Seth[No Data]
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Urien
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Urien[No Data]
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Vega
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Vega[No Data]
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Zangief
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Zangief[No Data]
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Zeku (Old)
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Zeku (Old)[No Data]
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Zeku (Young)
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Zeku (Young)[No Data]
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External Resources

SFV Navigation

General
FAQ
Controls
HUD
Glossary
Movement
Offense
Defense
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V-System
Advanced
Game Data
Changelist
Links
Characters
Abigail
Akira
Akuma
Alex
Balrog
Birdie
Blanka
Cammy
Chun-Li
Cody
Dan
Dhalsim
Ed
E.Honda
Falke
F.A.N.G
G
Gill
Guile
Ibuki
Juri
Kage
Karin
Ken
Kolin
Laura
Lucia
Luke
M.Bison
Menat
Nash
Necalli
Oro
Poison
Rashid
Rose
R.Mika
Ryu
Sagat
Sakura
Seth
Urien
Vega
Zangief
Zeku (Old)
Zeku (Young)
Eleven