From Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!
Cody
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 good, all-around character who is similar to Ryu in this regard, and only this regard. Despite being easy to learn, Cody's true strengths lie in one of the most advanced aspects in all of Street Fighter - frame traps. Cody is, for lack of a better word, a demon when it comes to frame traps. The moment he gains momentum in a match, he can and will keep you under constant pressure, waiting for that one opportunity to tick throw or punish should your guard be broken down. Because of this, however, Cody's defense is one of the worst in the game. He has very few options for when he ends up getting pressured himself. Despite this, if you want a solid character who plays different from the norm, give Cody a try.
Moves
Unique Attacks
Pick up Knife

+

(when standing over knife
Knife Attack
(while holding knife)
Causes chip damage
Stomach Blow

+
Crack Kick

+
Jaw Crusher

+
Hammer Hook

+
Throws
Special Moves
Bad Stone

+
Not possible when holding knife; Hold

to delay toss and increase damage;

cannot be charged;
Criminal Upper

+
Ruffian Kick

+
Use

for upwards kick; Use

for stragiht kick; Use

for ground kick that hits low;
Zonk Knuckle

(charge and release)
Knife Throw
(while holding knife)

+
Bad Spray
(as you hit the ground from a knockdown)

+
Fake Bad Stone
When holding knife, becomes Fake Knife Throw.
Super Combo
Dead End Irony
First hit mimics Ruffian Kick; Use

for initial upwards kick; Use

for initial stragiht kick; Use

for initial ground kick that hits
Ultra Combos
AE ver. 2012 Changes
Advance
Increased speed when moving forward.
Retreat
Increased speed of retreat.
Hammer Hook (Stick Forward + Heavy Punch)
Increased hit and block stun by 2F. This gives the attacker a +3F advantage on a hit against a standing opponent, a -1F (dis)advantage against a crouching opponent, and a -4F (dis)advantage when blocked.
Enabled execution even when holding a knife.
Standing Light Punch (With Knife)
Lengthened hit stun, giving the attacker a possible +6F advantage on a hit.
Standing Medium Punch (With Knife)
Changed from a 1-hit to a 2-hit attack. No change to action or damage.
Standing Heavy Punch (With Knife)
Lengthened hit stun, giving the attacker a possible +3F advantage on a hit.
Crouching Medium Punch (With Knife)
Shrunk hurtbox on attacking arm.Also set hitbox active period to 4F. No change to overall frame count.
Crouching Heavy Punch (With Knife)
Startup changed from 9F to 7F. Changes total frame count from 24F to 22F.
Jumping Light Punch (With Knife)
Increased length of hit detection.
Jumping Medium Punch (With Knife)
Expanded hitbox up and down.
Pick up Knife
Made transition to block possible during move.
Bad Spray
Changed from a 1-hit to a 2-hit attack. No change to overall damage.Also made second hit super-cancelable.
EX Zonk Knuckle
Increased forward knockdown distance somewhat.
Ruffian Kick
Expanded medium kick’s hitbox forward slightly.
Angled Jumping Medium Punch
Expanded hitbox up and down.
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 to 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 at least for 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 for some juicy damage.
- 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
| HL
| 30
| 50
| 20
| ch/sp/su
| 4
| 3
| 5
| +3
| +6
|
|
|
Close
| HL
| 70
| 100
| 40
| sp/su
| 6
| 3
| 8
| +4
| +7
|
|
|
Close
| HL
| 100
| 200
| 60
| sp/su
| 8
| 4
| 13
| +1
| +6
| Forces stand
|
|
Close
| HL
| 30
| 50
| 20
| -
| 4
| 4
| 6
| +1
| +4
|
|
|
Close
| HL
| 90
| 100
| 40
| sp/su
| 6
| 4
| 14
| -4
| -1
|
|
|
Close
| HL
| 110
| 200
| 60
| su
| 8
| 6
| 17
| -5
| -1
|
|
|
Far
| HL
| 30
| 50
| 20
| ch/sp/su
| 3
| 2
| 6
| +3
| +6
|
|
|
Far
| HL
| 90
| 100
| 40
| -
| 7
| 3
| 11
| 0
| +3
|
|
|
Far
| HL
| 120
| 200
| 60
| -
| 8
| 4
| 17
| -3
| +1
|
|
|
Far
| HL
| 40
| 50
| 20
| -
| 5
| 4
| 8
| -1
| +2
|
|
|
Far
| HL
| 70
| 100
| 40
| -
| 8
| 5
| 9
| 0
| +3
|
|
|
Far
| HL
| 110
| 200
| 60
| -
| 10
| 5
| 15
| -2
| +2
|
|
|
crouch
| HL
| 20
| 50
| 20
| ch/sp/su
| 4
| 4
| 5
| +2
| +6
|
|
|
crouch
| HL
| 60
| 100
| 40
| sp/su
| 5
| 3
| 10
| +1
| +4
|
|
|
crouch
| HL
| 100
| 200
| 60
| sp/su
| 7
| 3
| 16
| -1
| +4
| Forces stand
|
|
crouch
| L
| 20
| 50
| 20
| sp/su
| 3
| 4
| 8
| -1
| +2
|
|
|
crouch
| L
| 70
| 100
| 40
| -
| 7
| 7
| 13
| -6
| -3
|
|
|
crouch
| L
| 100
| 100
| 60
| -
| 7
| 3
| 24
| -9
| -
| Hard knockdown
|
|
Jump up
| H
| 50
| 50
| 20
| -
| 4
| 8
| -
| -
| -
|
|
|
Jump up
| H
| 80
| 100
| 40
| -
| 6
| 4
| -
| -
| -
|
|
|
Jump up
| H
| 120
| 200
| 60
| -
| 8
| 8
| -
| -
| -
| [Air hit] Limited juggle knockdown
|
|
Jump up
| H
| 40
| 50
| 20
| -
| 5
| 8
| -
| -
| -
|
|
|
Jump up
| H
| 80
| 100
| 40
| -
| 7
| 7
| -
| -
| -
|
|
|
Jump up
| H
| 100
| 200
| 60
| -
| 8
| 3
| -
| -
| -
|
|
|
Jump forward
| H
| 50
| 50
| 20
| -
| 4
| 8
| -
| -
| -
|
|
|
Jump forward
| H
| 80
| 100
| 60
| -
| 9
| 3
| -
| -
| -
|
|
|
Jump forward
| H
| 100
| 200
| 60
| -
| 11
| 6
| -
| -
| -
|
|
|
Jump forward
| H
| 40
| 50
| 20
| -
| 5
| 8
| -
| -
| -
|
|
|
Jump forward
| H
| 70
| 100
| 40
| -
| 7
| 7
| -
| -
| -
|
|
|
Jump forward
| H
| 90
| 200
| 60
| -
| 9
| 11
| -
| -
| -
|
|
|
| Fake Knife Throw
| HL
| -
| -
| -
| -
| -
| -
| Total 32
| -
| -
|
|
|
| Knife Pickup
| HL
| -
| -
| -
| su
| -
| -
| Total 27
| -
| -
| Can cancel into block
|
|
| Knife Throw
| HL
| 70
| 100
| 10/20
| -
| 26
| -
| Total 45
| +7
| -
|
|
|
Knife Standing
| HL
| 40
| 50
| 20
| ch
| 4
| 3
| 6
| +2
| +6
|
|
|
Knife Standing
| HL
| 40*40
| 100
| 40
| su
| 6
| 2*2
| 10
| 0
| +3
|
|
|
Knife Standing
| HL
| 120
| 200
| 60
| su
| 8
| 3
| 17
| -2
| +3
|
|
|
Knife Crouching
| HL
| 40
| 50
| 20
| ch
| 3
| 4
| 7
| 0
| +3
|
|
|
Knife Crouching
| HL
| 80
| 100
| 40
| su
| 7
| 4
| 12
| -2
| +1
|
|
|
Knife Crouching
| HL
| 120
| 200
| 60
| su
| 7
| 4
| 12
| +2
| +7
| Forces stand
|
|
Knife Jumping
| H
| 50
| 50
| 20
| -
| 4
| 10
| -
| -
| -
|
|
|
Knife Jumping
| H
| 80
| 100
| 40
| -
| 7
| 3
| -
| -
| -
|
|
|
Knife Jumping
| H
| 120
| 200
| 60
| -
| 8
| 6
| -
| -
| -
|
|
|
| Bad Spray
| HL
| 30*30
| 100
| 0/40
| -*su
| 25
| 6*6
| 29
| -20
| -
| Projectile hitbox, (translate)
|
|
Stomach Blow ( + )
| HL
| 60
| 100
| 40
| -
| 8
| 3
| 12
| +1
| +6
| pursuit property, cannot perform with knife
|
|
Crack Kick ( + )
| HL
| 110
| 200
| 60
| -
| 14
| 3
| 12
| +1
| -
| 4~16f strike and projectile invincible, 17~24f feet strike and projectile invincible, pursuit property, cannot hit crouching opponents
|
|
Jaw Crusher ( + )
| HL
| 80
| 100
| 40
| -
| 6
| 4
| 13
| -1
| +5
| cannot perform with knife, cannot hit crouching opopnents
|
|
Hammer Hook ( + )
| L
| 40*60
| 50*50
| 60*20
| -
| 18
| 1*3
| 21
| -4
| +3
| Only -1 on hit vs crouching opponents
|
|
| 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
| -
| -
| Hard knockdown
|
|
| Back Throw
| 0.98
| 130
| 120
| 40
| -
| 3
| 2
| 20
| -
| -
| Hard knockdown
|
|
Bad Stone
| HL
| 50
| 150
| 10/20
| su
| 29
| 16
| Total 44
| +4
| +8
| Charging increases damage and stun (+10 per hit), cannot perform with knife
|
|
Bad Stone
| HL
| 50
| 150
| 10/20
| su
| 29
| 20
| Total 46
| +2
| +6
| Charging increases damage and stun (+10 per hit), cannot perform with knife
|
|
Bad Stone
| HL
| 50
| 150
| 10/20
| su
| 29
| 27
| Total 48
| 0
| +4
| Charging increases damage and stun (+10 per hit), cannot perform with knife
|
|
Bad Stone
| HL
| 70*50
| 100*100
| -250/0
| su
| 24
| 24
| Total 40
| +8
| +15
| Pursuit property, cannot perform with knife
|
|
Criminal Upper
| HL
| 80*20x3
| 70*30x3
| 20/5x4
| su*-x3
| 13
| 2(1)14
| 22
| -5
| -
| 1st hit forces stand, pursuit property, projectile hitbox
|
|
Criminal Upper
| HL
| 70*20x4
| 70*30x4
| 20/10*5x4
| su*-x4
| 13
| 2(1)20
| 23
| -8
| -
| 1st hit forces stand, pursuit property, projectile hitbox
|
|
Criminal Upper
| HL
| 60*20x5
| 70*30x5
| 20/10*2x5
| su*-x5
| 13
| 2(1)18
| 28
| -10
| -
| 1st hit forces stand, pursuit property, projectile hitbox
|
|
Criminal Upper
| HL
| 60*20x6
| 50x30*6
| -250/0
| su*-x6
| 7
| 2(1)12
| 30
| -11
| -
| 1~4f Invincible, 5~9f unthrowable, 1st hit forces stand, pursuit property, projectile hitbox
|
|
Ruffian Kick
| L
| 120
| 150
| 20/40
| -
| 15
| 8
| 20
| -7
| -
| 2~10f airborne, hard knockdown, armor break
|
|
Ruffian Kick
| HL
| 130
| 100
| 20/40
| -
| 11
| 4
| 25
| -8
| -
| 2~7f airborne, armor break, pursuit property
|
|
Ruffian Kick
| HL
| 100
| 100
| 20/40
| su
| 7
| 13
| 27
| -19
| -
| armor break, pursuit property, cannot hit crouching opponents
|
|
Ruffian Kick
| L
| 130
| 150
| -250/0
| -
| 11
| 7
| 25
| -11
| -
| 2~7f airborne, 11~17f lower body projectile invincible, 11~20f upper body strike and projectile invincible, [grounded hit] hard knockdown, [air hit] untechable limited juggle knockdown, armor break, pursuit property
|
|
| Zonk Knuckle (Lv1)
| HL
| 130
| 200
| 40/40
| -
| 16
| 3
| 26
| -8
| -
| 1~11f upper body strike and projectile invincible, armor break, pursuit property, charge 60f
|
|
| Zonk Knuckle (Lv2)
| HL
| 140
| 200
| 40/40
| -
| 17
| 3
| 26
| -8
| -
| 1~14f upper body strike and projectile invincible, armor break, pursuit property, charge 90f
|
|
| Zonk Knuckle (Lv3)
| HL
| 150
| 200
| 40/40
| -
| 18
| 3
| 26
| -8
| -
| 1~17f upper body strike and projectile invincible, armor break, pursuit property, charge 120f
|
|
Zonk Knuckle
| HL
| 90*70
| 150*100
| -250/0
| su*-
| 16
| 1*2
| 26
| -7
| -
| 1~16f Invincible, armor break, pursuit property, charge 60f
|
|
Super Combo
| L*HLx6
| 60*45x5*65
| 0
| -1000/0
| -
| 1+11
| 9(14)3(12)3(19)7(17)6(22)3(14)7
| 30
| -16
| -
| 1~19f Invincible, untechable limited juggle knockdown, pursuit property
|
|
Super Combo
| HL
| 60*45x5*65
| 0
| -1000/0
| -
| 1+7
| 9(14)3(12)3(19)7(17)6(22)3(14)7
| 30
| -16
| -
| 1~8f Invincible, untechable limited juggle knockdown, pursuit property
|
|
Super Combo
| HL
| 60*45x5*65
| 0
| -1000/0
| -
| 1+7
| 6(2)4(11)4(18)6(17)6(22)3(14)8
| 29
| -16
| -
| 1~12f Invincible, untechable limited juggle knockdown, pursuit property, 1st hit cannot hit crouching opponents
|
|
| Ultra Combo 1
| HL
| 83x385
| 0
| 0/0
| -
| 0+13
| 2
| 50
| -31
| -
| 1~14f Invincible, hard knockdown, armor break, pursuit property, 1st hit goes into animation
|
|
| Ultra Combo 2
| HL
| 23x7*45x5*120
| 0
| 0/0
| -
| 0+7
| 2x7(24)2(12)2(14)2(12)2(22)2
| 47
| -28
| -
| 1~14f Invincible, hard knockdown, 1st-7th hit projectile hitbox and pursuit property, 12th hit goes into animation
|
|
|
| Block
|
|
| Super Meter
|
|
|
|
| Frames
|
|
|
| Move Name
| HL
| Damage
| Stun
| Gain
| Cancel Ability
| Startup
| Active
| Recovery
| On Guard
| On Hit
| Notes
|
Notes: