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Tuesday
Jul202010

CODY - INTRO - SUPER STREET FIGHTER 4

 NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UPS 

CHARACTER STATS & INFO
TYPE RUSHDOWN & MIX - UP WITH SEMI STRONG KEEP AWAY GAME.
STRENGTHS Excellent set of normal moves and strong rushdown game. Good neutral game
WEAKNESSES No reliable wake up reversal moves.
STAMINA 1000 - AVERAGE
STUN 1050 - ABOVE AVERAGE
CROSS UP  JUMPING MEDIUM KICK
ANTI-AIR BACK + MP, STANDING HP, HEAVY RUFFIAN KICK, CROUCHING MK
ARMOR BREAK RUFFIAN KICK, BINGO PUNCH, CRIMINAL UPPER(MULTIPLE HITS)
GOOD MATCH UP BLANKA, BALROG, GOUKEN
BAD MATCH UP CAMMY, ABEL, C. VIPER, T.HAWK, IBUKI

 COMMUNITY VIDEOS

Tuesday
Jul202010

CODY - MATCH VIDEOS - SUPER STREET FIGHTER 4



Sunday
Mar212010

CODY - NORMAL MOVES - SUPER STREET FIGHTER 4

JAB (LIGHT) PUNCH

     

Standing Light Punch is one Cody's fastest normal attack, coming out at 3 frames.  Use this to beat out instand dive kicks.  Jumping Jab is great air to air normal since it has 10 active frames and a good hit box,  meaning you can hit the button early and have it be active for a long time giving you a better chance to nock your opponent before they hit you.

Crouching Light Punch is Cody's go to combo starter, allowing him to combo into Crouching Medium Punch, Crouching and Standing Light Kick.  Pair this move with an option select and it becomes a great footsie tool for Cody.  Crouching Light Punch with a buffered Medium Ruffian kick is a good fast poke to hit just out of reach normals from your opponent and net your large damage with almost no risk.

STRONG (MEDIUM) PUNCH

     

Crouching Medium Punch is a great attack for Cody to use in that it enables him to combo into his Criminal Upper, Light, Medium and Heavy Ruffian kick if the opponent is standing. It has deceptive range, allowing him to hit wiffed moves like Ryu's Low Foward and E. Honda's Crouching Fierce.  Pair this again with Medium Ruffian Kick and you got yourself another damaging Footsie tool.  Unlike Jab Medium Punch is going to require more spacing from you since it comes out slower and doesn't have as good a hurt box so it is more prone to getting beat but with these risks comes greater range. 

Close Standing Medium Punch (not pictured) is an excellent attack giving Cody a lot of frame advantage on block +4or hit +7. This is one of the few normals in the game that can lead into a Crouching Jab or Short creating a true block string meaning your opponent cannot mash out which makes it great for starting a basic throw or no throw mix up.

FIERCE (HARD) PUNCH

     

Standing Heavy Punch is a great anti air attack and can even hit opponents who are jumping away from him.

Crouching Heavy Punch is a great attack to punish wiffed moves from the opponent, or even after a Level 2 or 3 Focus Attack. It can also be canceled into his special moves as well.

Neutral Jump Heavy Punch will "splat" the opponent, knocking them down. Inflicts heavy stun.

Diagonal Jump Heavy Punch is a great jump in attack, allowing Cody to combo into whatever he wants from there.  

SHORT (LIGHT) KICK

     

Standing Light Kick is a good, far reaching poke that will interrupt many of the opponents attacks.  Use this to keep your opponent out of range at little risk.

Crouching Light Kick is now 3 frames with the recent update giving him an easier time pressuring every character in the game along with punishing things like balrogs dashpunch and making it easier to hit inbetween players block strings.  This is Codys only low that can lead into a special attack.  

 FORWARD (MEDIUM) KICK

     

Standing Medium Kick is a great far reaching attack that will go over many of the opponents moves, interrupting their attacks.

Crouching Medium Kick is one of Cody's best normal attacks in that not only will it interrupt many attacks as he slides forward, but he can also slide under many airborne attacks like C. Viper's Burning Kicks.

Neutral Jump Medium Kick is an excellent attack which can easily combo into Crouching Medium Punch and Crouching Light Kick.

Diagonal Jump Medium Kick is Cody's go-to cross up attack, allowing him to hit the opponent from either side, comboing into whatever he would like.

ROUNDHOUSE (HARD) KICK

     

Standing Heavy Kick can be used to poke versus larger characters such as T. Hawk and Zangief.

Crouching Heavy Kick is Cody's sweep -- use this to set up untechable knockdowns.

Diagonal Jump Heavy Kick is a great attack to use when the opponent is waking up because it can be hard to tell if it is a cross up or not. Use this attack in conjunction with Jumping Medium Kick cross ups to confuse the opponent. It is also Cody's best air-to-air attacks.

WITH KNIFE

JAB (LIGHT) PUNCH 

   

STRONG (MEDIUM) PUNCH     

    

FIERCE (HARD) PUNCH

   

COMMAND NORMALS

STOMACH BLOW

F + MP

Stomach Blow is a great attack for Cody because not only does it move him forward, on hit it allows him to combo into Crouching Light or Medium Punch. On Counter Hit he can combo into another Stomach Blow and follow up with a combo. 

CRACK KICK

F + HK

Crack Kick is one of Cody's best attacks due to the fact that he can combo into EX Criminal Upper if you use it to hit airborne opponents. You can also combo into the Crack Kick after an FADC'd EX Zonk Knuckle, ending that combo with EX Criminal Upper. It will wiff on crouching opponents, which isnt all bad, in that it will allow you to mix up between throw and other attacks after it wiffs.

You can also combo Crack Kick into Ultra 1 against many characters.  If you time it right, you can combo Crack Kick into Ultra 1 against almost every characters.  See the community video below for more.

COMMUNITY VIDEO:

SSF4:AE Cody's Crack Kick into Ultra 1 by TheLegendofLuke:  This video demonstrates comboing Crack Kick into Ultra 1 against several characters, with Crack Kick hitting both normally and anti-air.

JAW CRUSHER

B + MP

Jaw Crusher is Cody's best anti-air attack in that it will stop virtually every jump in attack. Using this against jumping opponents is a critical element of Cody's gameplan.

HAMMER HOOK

F + HP

Hammer Hook is a somewhat slow overhead attack, but it hits twice and will even hit opponents who back dash, so it definitely has its uses.

Sunday
Mar212010

CODY - SPECIAL MOVES - SUPER STREET FIGHTER 4

BAD STONE


QUARTER CIRCLE FORWARD + PUNCH

Cody picks up some rocks from the ground, tossing them at the opponent. You can hold the attack to increase the power and also mix up the timing. It can be used as a zoning tool, but is most useful to simply annoy the opponent.

The EX version will hit twice, allowing Cody more combo opportunities. He can combo into Crouching Heavy Punch and also both of his Ultras from close range. 

You can fake the Bad Stone by pressing Down and Taunt (HP, HK)

CRIMINAL UPPER


QUARTER CIRCLE BACK + PUNCH

Cody's signature Uppercut where he sends a tornado in front of him, attacking the opponent. Useful in combos but it should not be used against jump in attacks due to its slow start up.

The light version is generally safe on block but can be punished by certian attacks such as Ryu's Super and El Fuerte's second Ultra.

In the corner, you can use the Light Version in a combo and on many character follow up with a juggle using the EX version.

All versions will negate projectiles.

RUFFIAN KICK


QUARTER CIRCLE FORWARD + KICK

The Ruffian Kick has three different versions, each with various applications. The Light Kick version hits low, the Medium Kick version hits mid, and the Hard Kick version is a vertical attack which can be used as anti-air. This is also Cody's armor breaking attack making it ideal to punish Focus-Happy opponents. 

The Heavy Kick version can be FADC'd allowing Cody to hit with Ultra 1 anywhere on the screen or even follow up with a MK Ruffian Kick. 

The EX version will pass through projectiles and other attacks after it's initial start up. The initial start up is not invincible so you have to end up guessing in many cases when using the EX version.

ZONK KNUCKLE

HOLD PUNCH, RELEASE

The Zonk knuckle is an interesting move where Cody will sock the opponent across the head with a hard hitting punch. You can use this as you are approaching the opponent, punishing throws and other attacks. Holding two buttons will allow for an EX Version of the move, and holding all three punches allows for a single Zonk and also a follow up EX Zonk.

The EX version can be FADC'd, and you can follow up with a Crack Kick or Ultra 1.

None of the Zonk Knuckles are safe on block, so when you release Punch, you need to be asbolutely sure it will connect or have two stocks of meter to FADC from the EX version into safety.

It's worth noting this move also goes through fireballs, although it does not travel as far as other special moves such as Balrog's TAP. 

 

BAD SPRAY

UP + PUNCH AFTER TECHABLE KNOCKDOWN

Cody will send dirty towards the opponent during this attack, but it is very easy to counter. Not only can the opponent Focus Dash through it, it also has a lot of recovery frames, so even if it is blocked Cody can be punished by many attacks. 

 

 

 

SUPER - DEAD END IRONY

QUARTER CIRCLE FORWARD X2 + KICK

Cody's Super is one of the more useful ones in the game, even though you should typically save your meter for EX Zonk and Ruffian Kick. Each version of the super has different properties, with the Light version hitting low, the Medium version hitting mid and the Heavy version acting as an anti-air, hitting high.

Dead End Irony will also pass through projectiles and many other attacks.

 

ULTRA 1 - FINAL DESTRUCTION

QUARTER CIRCLE FORWARD X2 + THREE PUNCHES

Final Destruction can be combed from an FADC'd EX Zonk Knuckle or Heavy Ruffian Kick -- it can even be used as an anti-air attack on its own. That said, it has very short range, so it can end up wiffing if you aren't close enough to the opponent when attempting a punish.

 

ULTRA 2 - LAST DREAD DUST

    
QUARTER CIRCLE BACK X2 + THREE PUNCHES

Last Dread Dust is Cody's more "advanced" Ultra considering it's set ups aren't as straight forward as Final Destruction. That said, it does more damage than his first Ultra and has far more range.

It can be useful in certain match ups such as E. Honda and Blanka considering it can punish Headbutts and Blanka Balls when timed correctly.

Combo into it after EX Rocks as well for heavy damage after a stun or Counter Hit Crouching Heavy Punch. 

 

 

Sunday
Mar212010

CODY - COMBOS - SUPER STREET FIGHTER 4

CHALLENGE MODE TRIALS

NORMAL MOVE COMBOS

Close Standing Medium Punch, Crouching Heavy Punch

Crouching Light Punch, Crouching Light Kick or Medium Punch

BAD STONE COMBOS

Light or EX Bad Stone, Ultra 2

Close EX Bad Stone, Crouching Heavy Punch

Counter Hit Crouching Heavy Punch, EX Bad Stone

CRIMINAL UPPER COMBOS

Crouching Light Punch, Crouching Medium Punch, Criminal Upper

Crouching Light Kick, Criminal Upper

In corner or catching the opponent when they are airborne: Forward and Heavy Kick, EX Criminal Upper

Cross Up Jumping Medium Kick, Close Standing Medium Punch, Crouching Heavy Punch, Criminal Upper

RUFFIAN KICK COMBOS

Crouching Medium Punch, Ruffian Kick

Crouching Light Kick, Ruffian Kick

...Heavy Ruffian Kick, FADC, Ultra 1

Anti Air Heavy Kick Ruffian Kick, Medium Ruffian Kick

Anti Air EX Ruffian Kick, EX Criminal Uppercut or Ultra 1 

ZONK KNUCKLE COMBOS

EX Zonk Knuckle, FADC, Forward and Heavy Kick, EX Criminal Upper

EX Zonk Knuckle, FADC, Ultra 1

KNIFE COMBOS

Crouching Light Punch, Standing Light Punch, Crouching Light Kick, Medium Ruffian Kick

ULTRA 1 - FINAL DESTRUCTION COMBOS

Heavy Ruffian Kick, FADC, Final Destruction

EX Zonk Knuckle, FADC, Final Destruction

Close EX Rocks, Final Destruction

ULTRA 2 - LAST DREAD DUST COMBOS

Close Standing Medium Punch, Last Dread Dust

Counter Hit Crouching Heavy Punch, EX Bad Stone, Ultra 2 

Monday
Aug102009

CODY - MATCH UPS

VS BALROG

  • Against TAP you can use Crouching Light Kick into Medium Ruffian Kick, or if you're quick enough even Crouching Heavy Punch into Criminal Upper.

VS BLANKA

  • High Blocked Blanka Balls can be punished with EX Ruffian Kick. In the corner you can follow up with EX Criminal Upper.
  • Blanka Ball on hit can be punished with Ultra 2 - Last Dread Dust

VS M. BISON

  • Crouching Medium Kick will slide under Bisons Headstomps allowing you to punish him with a combo or throw.

 VS T. HAWK 

  • Blocked Condor Dives can be punished with Forward and Heavy Kick, Criminal Upper, Ruffian Kicks and Ultra 2 when timed correctly. Medium Ruffian Kick is generally your best bet with no meter because regardless of the spacing you're looking at 130 damage output. Criminal Upper can net you 160 dmg or so but the spacing and timing has to be on point.
Monday
Dec012008

SPECIAL THANKS AND CONTRIBUTIONS - CODY

COMMUNITY CONTRIBUTIONS:

  • TheLegendofLuke:  Comboing Crack Kick into Ultra 1 and associated Youtube video demo