Ultra Street Fighter IV/Cody/Omega

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Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Cody

SSFIV-Cody Face.jpg


In a nutshell


(Intro paragraph to describe overall gameplay)


Click for USF4 version


Notable Changes from USF4 to Omega

Bafcord Omega Doc - Cody
Detailed Frame Data with USF4 Comparisons - Cody

  • General/Movement Changes:
    • Walk speed decreased (Forward: 0.0425 > 0.038) - USF4 buff reverted
    • Forward Dash: 2f faster (18f > 16f)
    • Throw: slightly shorter range


  • Normal Move Changes:
    • -

    • Crack Kick - 6HK - when juggled into, opponents drop more quickly, preventing most followup juggles
    • Final Combination - 6LP~LP... - New target combo sequence with a few possible routes; can start a juggle vs. airborne opponents, but 6LP itself has no juggle potential
      • Feint - 6LP~LP~4LP - quickly does a backwards punch after 2 hits with incredibly fast recovery (+7/+2), allowing Cody to loop this up to 4 times
      • Final Combination Ender - 6LP~LP~LP~LP - On hit, opponent is launched for a quick juggle state; can cancel final hit into Knife Throw or Super
      • Final Combination Throw - 6LP~LP~LP~2LP - Side switch similar to Guy's Bushin Chain Throw; only works on hit vs. grounded opponents


  • Special Move Changes:
    • Mega Crash (KKK) - New move - fast, invincible reversal for 1 bar, hits on both sides
    • Crime Sway (2KKK) - New move - fast, invincible dodge (vulnerable to throws)
    • EX Low Bad Stone (236LP+HP) - New version of EX Rock Throw, much faster and can hit under some projectiles
    • Bad Stone (236P) - Level 2/3 charged versions now have a set startup time regardless of when you release punch
      • In USF4, Cody would start throwing the rock as soon as the button was released
    • Knife Throw (Knife 236P) - LP version has much faster startup
    • Zonk Knuckle (Hold + release P) - all versions have faster startup; Level 2/3 meterless versions are safer on block and require less charge time
    • Criminal Upper (214P) - LP/MP versions are faster with fewer hits, HP is slower
      • EX no longer has invincibility
    • Ruffian Kick (236K) - EX version is 3 hits and launches opponent for a juggle
      • All versions except MK are slightly safer on block


  • Super/Ultra Changes:
    • Super (236236K / 2xQCF+K) - faster, more damage, safe on block
      • No longer has 3 different versions; has both a strike and sand-kick projectile hitbox at the beginning
    • Ultra 2 (214214+PPP / 2xQCB+PPP) - non-cinematic version juggles properly after the sand kick, giving it much more utility
      • Both the cinematic and non-cinematic versions do significantly more damage


  • Moves with ending Input Buffer:
    • Close 5LP, 5MP, 5HP, 5LK, 5HK; Far 5LP, 5MP; 2LP, 2MP, 2HP, 2LK; Knife 5LP, 5MP, 2LP, 2HP
    • Stomach Blow (6MP), Jaw Crusher (4MP), Crack Kick (6HK), Final Combination Feint (6LP~LP~4LP), Final Combination full (6LP~LP~LP~LP)
    • EX Low Bad Stone (236LP+HP), LP Criminal Upper (214LP), HK/EX Ruffian Kick (236HK/KK), Focus Attack + Forward Dash

Character Specific Data

Cody

VITALS
Health: 1000 Stun: 1050
WALKING
Forward Walk Speed: 0.038 Back Walk Speed: 0.024
JUMPING
Jump Total Frames: 4+36+4 Jump Distance: 1.925 Forward, 1.94 Back
DASHING
Forward Dash Frames: 16 Forward Dash Distance: 1.11
Back Dash Frames: 23 Back Dash Distance: 0.854
FA + Forward Dash Frames: 17 FA + Back Dash Frames: 18
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-14 FA + Back Dash Airborne: 4-9
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -2 Lv1 FA + Back Dash (Block): -3
Lv2 FA + Forward Dash (Block): +4 Lv2 FA + Back Dash (Block): +3

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 3 3 5 3 6 30 50 M Ch Sp Su -
5MP (Close) cl. Mp.png 6 3 8 4 7 70 100 M Sp Su -
5HP (Close) cl. Hp.png 6 4 13 1 6 80 200 M Sp Su Forces stand
5LK (Close) cl. Lk.png 4 4 6 2 4 30 50 M - -
5MK (Close) cl. Mk.png 5 1*4 14 -4(-5) -1 70*30 100*50 M Sp Su / - 2 hits, only 1st is cancellable; 2nd hit whiffs on crouch blocking characters ~Shoto height or shorter (Block Adv. if 2nd hit whiffs)
5HK (Close) cl. Hk.png 5 2*6 17 -5(-7) KD 80*40 150*50 M Sp Su / - 2 hits, 1st hit forces stand and is cancellable; 2nd hit launches and has juggle potential, but whiffs vs. most crouch blocking characters (Block Adv. if 2nd hit whiffs); KD Adv: +44
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 3 2 6 3 6 30 50 M Ch Sp Su -
5MP (Far) far. Mp.png 7 3 11 0 3 90 100 M - -
5HP (Far) far. Hp.png 8 4 17 -3 1 120 200 M - Whiffs vs. crouching characters ~Shoto height or shorter
5LK (Far) far. Lk.png 5 4 8 -1 2 40 50 M - -
5MK (Far) far. Mk.png 8 5 9 0 3 70 100 M - -
5HK (Far) far. Hk.png 10 5 15 -2 2 110 200 M - Whiffs on all crouching characters except Hugo
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 3 2 7 2 6 20 50 M Ch Sp Su -
2MP Down.gifMp.png 5 2 11 1 4 60 100 M Sp Su -
2HP Down.gifHp.png 7 3 16 -1 4 80 200 M Sp Su Forces stand; 3rd active frame hits higher for anti-airing
2LK Down.gifLk.png 4 4 7 0 3 35 50 L Sp Su -
2MK Down.gifMk.png 7 7 12 -5 -2 70 100 L - 6-13f low profile; has good AA hitbox above feet; animation looks like a slide, but hitbox doesn't move so it can't be spaced for better frame advantage
2HK Down.gifHk.png 6 2 25 -9 KD 110 200 L - KD Adv: +15
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Knife 5LP Knife Lp.png 4 3 6 2 6 40 50 M Ch Sp Su Deals chip damage
Knife 5MP Knife Mp.png 6 2*2 10 0 4 40x2 50x2 M Sp Su / - Deals chip damage; 2 hits, only 1st is cancellable
Knife 5HP Knife Hp.png 8 3 17 -2 3 120 200 M Su Deals chip damage
Knife 2LP Knife Down.gifLp.png 3 4 7 0 3 40 50 M Sp Su Deals chip damage
Knife 2MP Knife Down.gifMp.png 7 4 12 -2 1 80 100 M Su Deals chip damage
Knife 2HP Knife Down.gifHp.png 7 4 12 2 7 120 200 M Su Deals chip damage
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Stomach Blow Right.gifMp.png 8 3 12 1 6 60 100 M - Can't be used with Knife
Jaw Crusher Left.gifMp.png 6 4 13 -1 5 80 100 M - Good anti-air; can't be used with Knife
Hammer Hook
(Overhead)
Right.gifHp.png 18 1*3 21 -4 3 (-1) 40*60 50x2 H*H - 2 hits; (worse Hit Adv. on crouching opponents)
Crack Kick Right.gifHk.png 14 3 9+3 land 1 KD 110 200 M - 4-16f lower body invuln (not airborne); whiffs on crouching opponents; kick has juggle potential, and puts opponent into limited juggle state on hit; KD Adv: +44
Final Combination
(Start)
Right.gifLp.png 4 3 11 -3 2 40 50 M TC Against airborne opponents, causes limited juggle state; entire Final Combination sequence can juggle from this
+ Final Combination (2) + Lp.png 4 3 11 -3 2 *40 *50 M TC Feint -
+ Final Combination (3 Feint) + Lp.png > Left.gifLp.png (2) (2) 2 2 7 - - - - 5 total frames; Hit/Block Adv. is for 6LP~LP into Feint; has a backwards hitbox, but no way to hit opponent with it
+ Final Combination (3 Hit) + Lp.png > Lp.png 7 3 16 -5 2 *60 *50 M TC -
+ Final Combination (4 Full) + Lp.png > Lp.png > Lp.png 8 3 22 -8 KD *80 *100 M Sp* Su *Knife Throw cancel only; KD Adv: +38
+ Final Combination (4 Throw) + Lp.png > Lp.png > Down.gifLp.png 3 1 - - KD *110 *100 M - Side switches, drops knife if holding it; can only be used if 3rd LP hits grounded (and is not armor absorbed); KD Adv: +4
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 4 8 - - - 50 50 H - -
j.MP (angled) Upright.gifMp.png 9 3 - - - 80 100 H - -
j.HP (angled) Upright.gifHp.png 11 6 - - - 100 200 H - -
j.LK (angled) Upright.gifLk.png 5 8 - - - 40 50 H - -
j.MK (angled) Upright.gifMk.png 7 7 - - - 70 100 H - Crossup
j.HK (angled) Upright.gifHk.png 9 5 - - - 90 200 H - -
j.LP (neutral) Up.gifLp.png 4 8 - - - 50 50 H - -
j.MP (neutral) Up.gifMp.png 6 7 - - - 80 100 H - -
j.HP (neutral) Up.gifHp.png 8 8 - - - 120 200 H - Knocks down vs. airborne opponents
j.LK (neutral) Up.gifLk.png 5 8 - - - 40 50 H - -
j.MK (neutral) Up.gifMk.png 7 7 - - - 80 100 H - -
j.HK (neutral) Up.gifHk.png 8 3 - - - 100 200 H - 1st active frame hits high above Cody, then swings downward
Knife j.LP Knife Upright.gifLp.png 4 10 - - - 50 50 H - Deals chip damage
Knife j.MP Knife Upright.gifMp.png 7 3 - - - 80 100 H - Deals chip damage
Knife j.HP (angled) Knife Upright.gifHp.png 8 6 - - - 120 200 H - Deals chip damage; wider hitbox then neutral jump version, but more vulnerable hurtbox
Knife j.HP (neutral) Knife Up.gifHp.png 8 6 - - - 120 200 H - Deals chip damage; strong downward reaching hitbox
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 2 35 -21 KD 100 150 M Dash KD Adv: +9; +28 after Forward Dash, +27 after Back Dash; unaffected by holding Knife
Focus Attack Lv. 2 Mp.pngMk.png 18+11 2 35 -15 crumple 80 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 64 2 35 crumple crumple 140 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Prisoner Throw
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +10
Bad Stomp
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +15
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Bad Stone
(Rock Throw)
Qcf.pngLp.png
236+LP
29 (16) 15 4 8 50 150 M Su Shortest range; (active frames not included in total frame count)
+ Lv.2 LP Stone + hold Lp.png 52 (16) 15 4 8 60 160 M Su Hold LP for 22~44f
+ Lv.3 LP Stone + hold Lp.png 71 (16) 15 4 8 70 170 M Su Hold LP for 45~63f
+ Lv.4 LP Stone + hold Lp.png 90 (16) 16 3 7 80 180 M Su Hold LP for 64f~
MP Bad Stone
(Rock Throw)
Qcf.pngMp.png
236+MP
29 (20) 17 2 6 50 150 M Su Medium range; (active frames not included in total frame count)
+ Lv.2 MP Stone + hold Mp.png 52 (20) 17 2 6 60 160 M Su Hold MP for 22~44f
+ Lv.3 MP Stone + hold Mp.png 71 (20) 17 2 6 70 170 M Su Hold MP for 45~63f
+ Lv.4 MP Stone + hold Mp.png 90 (20) 18 1 5 80 180 M Su Hold MP for 64f~
HP Bad Stone
(Rock Throw)
Qcf.pngHp.png
236+HP
29 (27) 19 0 4 50 150 M Su Longest range; (active frames not included in total frame count)
+ Lv.2 HP Stone + hold Hp.png 59 (27) 9 10 14 60 160 M Su Hold HP for 22~44f; significantly faster recovery than other versions; can potentially bait a jump and anti-air
+ Lv.3 HP Stone + hold Hp.png 78 (27) 9 10 14 70 170 M Su Hold HP for 45~63f; significantly faster recovery than other versions
+ Lv.4 HP Stone + hold Hp.png 90 (27) 20 -1 3 80 180 M Su Hold HP for 64f~
Ex.png Bad Stone
(Rock Throw)
Qcf.png2p.png
236+PP
24 (24) 16 8 15 70*50 100x2 M FA 2 hits; full screen range; (active frames not included in total frame count)
Ex.png Low Bad Stone
(Low Rock Throw)
Qcf.pngLp.pngHp.png
236+LP+HP
14 (14) 28 -4 3 70*50 100x2 M FA 2 hits, ~half screen range; rocks can low profile under other projectiles; 236PPP input also works; (active frames not included in total frame count); better frame adv. if spaced
+ Fake Bad Stone
(Feint)
Down.gifHp.pngHk.png
2HP+HK
- - 32 - - - - - - Used as a fake projectile to bait opponent's response
LP Knife Throw Knife Qcf.pngLp.png
Knife 236+LP
12 - 23 3 KD 70 100 M - Faster startup, slow travel speed; KD Adv: +45
MP Knife Throw Knife Qcf.pngMp.png
Knife 236+MP
26 - 19 7 KD 70 100 M - Slower startup, medium travel speed; KD Adv: +49
HP Knife Throw Knife Qcf.pngHp.png
Knife 236+HP
26 - 19 7 KD 70 100 M - Slower startup, fast travel speed; KD Adv: +49
+ Fake Knife Throw
(Feint)
Knife Down.gifHp.pngHk.png
Knife 2HP+HK
- - 32 - - - - - - Used as a fake projectile to bait opponent's response
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Zonk Knuckle
(Lv. 1 Bingo)
Hold P.png, Release 11 3 26 -8 KD 130 200 M Su 1-10f upper/middle body invuln; Charge time 60f; KD Adv: +23
Zonk Knuckle
(Lv. 2 Bingo)
Hold P.png, Release 13 3 24 -6 KD 140 200 M Su 1-12f upper/middle body invuln; Charge time 90f; KD Adv: +25
Zonk Knuckle
(Lv. 3 Bingo)
Hold P.png, Release 15 3 23 -5 KD 150 200 M Su 1-14f upper/middle body invuln; Charge time 120f; KD Adv: +26
Ex.png Zonk Knuckle
(EX Bingo)
Hold 2p.png, Release 12 1*2 26 -7 KD 90*70 150*100 M FA 1-12f full invuln; only 1st hit is cancellable; launches opponent for possible followup juggle; KD Adv: +46
LP Criminal Upper
(Tornado)
Qcb.pngLp.png
214+LP
6 2(2)8 17 -8 KD 80*50 100*50 M Su Only 1st hit is cancellable; 2nd hit is a projectile; KD Adv: +45
MP Criminal Upper
(Tornado)
Qcb.pngMp.png
214+MP
12 2(2)[5x2] 20 -9 KD 80*20*50 100*30*50 M Su Only 1st hit is cancellable; 2nd-3rd hits are projectiles; KD Adv: +46
HP Criminal Upper
(Tornado)
Qcb.pngHp.png
214+HP
16 2(1)[3x3] 20 -7 KD 80*15x2*50 100*10x2*50 M Su Only 1st hit is cancellable; 2nd-4th hits are projectiles; KD Adv: +48
Ex.png Criminal Upper
(Tornado)
Qcb.png2p.png
214+PP
7 2(1)[2x6] 30 -11 KD 60*20x6 50*30x6 M FA Only 1st hit is cancellable; 2nd-7th hits are projectiles; KD Adv: +43
LK Ruffian Kick Qcf.pngLk.png
236+LK
15 8 15 -6 KD 140 150 L Su Low hit can catch people stand blocking; KD Adv: +19
MK Ruffian Kick Qcf.pngMk.png
236+MK
11 4 25 -8 KD 120 100 M Su Fast horizontal attack; KD Adv: +23
HK Ruffian Kick Qcf.pngHk.png
236+HK
7 13 20 -12 KD 100 100 M Su Whiffs on all crouching opponents (use Force Stand move to combo into it); juggles opponent on hit, useful as an anti-air; KD Adv: +41
Ex.png Ruffian Kick Qcf.png2k.png
236+KK
6 8(11)4(10)7 22 -10 KD 50*30*70 50x3 L*M FA 6-13f projectile invuln; low hit can catch people stand blocking, puts opponent into limited juggle state; KD Adv: +39
Mega Crash
(Spinning Upkicks)
3k.png
KKK
6 2(10)4 14 -11 KD 120 100 M - 1-8f full invuln, 9-18f airborne; strong reversal that hits both directions; KD Adv: +19
Crime Sway
(Duck)
Down.gif3k.png
2KKK
- - 20 - - - - - - 1-17f strike/projectile invuln
Pick Up Knife Down.gif3p.png
2PPP
- - 27 - - - - - Ch Sp* Su Cancellable into chainable light normals, Knife Throw, Criminal Upper, EX Focus, or Super; can block at any point during animation, but only picks up knife after 12f
Bad Spray
(Face-Up Sand)
Up.gifP.png
(On Wakeup)
25 6x2 29 -14 KD 30x2 50x2 M Su Only on wakeups where Quick Rise is possible; most knockdowns are face-up; must only hit one P button to activate move; KD Adv: +32
Bad Spray
(Face-Down Sand)
Up.gifP.png
(On Wakeup)
25 6x2 9 6 KD 30x2 50x2 M Su Only on wakeups where Quick Rise is possible; very few knockdowns are face-down (e.g. wall bounces, crumples); must only hit one P button to activate move; KD Adv: +52
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Dead End Irony
(Super)
Qcf.pngQcf.pngK.png
236236+K
1+5 [4(8)/10]*
3(6)3(13)
3(8)6
15 0 KD 440 - M - 1-9f full invuln; KD Adv: +88; on 3rd active frame, a separate projectile hitbox appears along the ground that lasts for 10f; Damage distribution: 30*50*20*30*50x3*30*130; several hits drop vs. high airborne opponents, especially after 236HK; On hit, automatically performs 2 extra hits
Final Destruction
(Ultra 1)
Qcf.pngQcf.png3p.png
236236+PPP
0+13 2 50 -31 KD 468 - M - 1-14f full invuln; limited juggle potential, goes into cinematic on successful hit; KD Adv: +70
Last Dread Dust
(Ultra 2)
Qcb.pngQcb.png3p.png
214214+PPP
0+8 13(24)2(12)
2(14)2(12)
2(22)2
47 -28 KD 23x7*45x6*75
[15x7*30x5]
- M - 1-14f full invuln; high juggle potential; [Non-cinematic damage vs. airborne]; dust has projectile hitbox, 1st active frame has short range, reaches max range on 4th active frame; KD Adv: +71 cinematic, +67 non-cinematic
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • Dmg/St --

Punishes:

  • Dmg/St --

Counterhit Confirms:

Ultra Setups:

Useful Info

Reversals:

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:


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