Difference between revisions of "Super Street Fighter IV AE/Cody"

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{{SSFIVMoveListRow | Last Dread Dust | qcb qcb + 3p |  }}
 
{{SSFIVMoveListRow | Last Dread Dust | qcb qcb + 3p |  }}
 
{{MoveListFooter}}
 
{{MoveListFooter}}
 +
 +
 +
== 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.
  
  
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* 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.  
 
* 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 range at which Cody can pick up the knife has been increased.
 +
  
 
==The Basics==  
 
==The Basics==  

Revision as of 04:53, 16 December 2011

Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Cody

SSFIV-Cody Face.jpg

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

Name
Command
Notes
Pick up Knife
D.png + 3p.png (when standing over knife
Knife Attack
(while holding knife) P.png
Causes chip damage
Stomach Blow
F.png + Mp.png
Crack Kick
F.png + Hk.png
Jaw Crusher
B.png + Mp.png
Hammer Hook
F.png + Hp.png
High.png

Throws

Name
Command
Notes
Prisoner Throw
F.png or N.png + Lp.png + Lk.png
Throw.png
Bad Stomp
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Bad Stone
Qcf.png + P.png
Not possible when holding knife; Hold P.png to delay toss and increase damage; Ex.png cannot be charged; Ex.png
Criminal Upper
Qcb.png + P.png
Ex.png
Ruffian Kick
Qcf.png + K.png
Use Hk.png for upwards kick; Use Mk.png for stragiht kick; Use Lk.png for ground kick that hits low; Ex.png Armorbreak.png
Zonk Knuckle
P.png (charge and release)
Ex.png Armorbreak.png
Knife Throw
(while holding knife) Qcf.png + P.png
Bad Spray
(as you hit the ground from a knockdown) U.png + P.png
Fake Bad Stone
D.png + Hp.png + Hk.png
When holding knife, becomes Fake Knife Throw.

Super Combo

Name
Command
Notes
Dead End Irony
Qcf.png Qcf.png + K.png
First hit mimics Ruffian Kick; Use Hk.png for initial upwards kick; Use Mk.png for initial stragiht kick; Use Lk.png for initial ground kick that hits Low.png

Ultra Combos

Name
Command
Notes
Final Destruction
Qcf.png Qcf.png + 3k.png
Armorbreak.png
Last Dread Dust
Qcb.png Qcb.png + 3p.png


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 Jab.gif HL 30 50 20 ch/sp/su 4 3 5 +3 +6
Close Strong.gif HL 70 100 40 sp/su 6 3 8 +4 +7
Close Fierce.gif HL 100 200 60 sp/su 8 4 13 +1 +6
Close Short.gif HL 30 50 20 - 4 4 6 +1 +4
Close Forward.gif HL 90 100 40 sp/su 6 4 14 -4 -1
Close Roundhouse.gif HL 110 200 60 su 8 6 17 -5 -1
Far Jab.gif HL 30 50 20 ch/sp/su 3 2 6 +3 +6
Far Strong.gif HL 90 100 40 - 7 3 11 0 +3
Far Fierce.gif HL 120 200 60 - 8 4 17 -3 +1
Far Short.gif HL 40 50 20 - 5 4 8 -1 +2
Far Forward.gif HL 70 100 40 - 8 5 9 0 +3
Far Roundhouse.gif HL 110 200 60 - 10 5 15 -2 +2
crouch Jab.gif HL 20 50 20 ch/sp/su 4 4 5 +2 +6
crouch Strong.gif HL 60 100 40 sp/su 5 3 10 +1 +4
crouch Fierce.gif HL 100 200 60 sp/su 7 3 16 -1 +4
crouch Short.gif L 20 50 20 sp/su 3 4 8 -1 +2
crouch Forward.gif L 70 100 40 - 7 7 13 -6 -3
crouch Roundhouse.gif L 100 100 60 - 7 3 24 -9 -
Jump up Jab.gif H 50 50 20 - 4 8 - - -
Jump up Strong.gif H 80 100 40 - 6 4 - - -
Jump up Fierce.gif H 120 200 60 - 8 8 - - -
Jump up Short.gif H 40 50 20 - 5 8 - - -
Jump up Forward.gif H 80 100 40 - 7 7 - - -
Jump up Roundhouse.gif H 100 200 60 - 8 3 - - -
Jump forward Jab.gif H 50 50 20 - 4 8 - - -
Jump forward Strong.gif H 80 100 60 - 9 3 - - -
Jump forward Fierce.gif H 100 200 60 - 11 6 - - -
Jump forward Short.gif H 40 50 20 - 5 8 - - -
Jump forward Forward.gif H 70 100 40 - 7 7 - - -
Jump forward Roundhouse.gif H 90 200 60 - 9 11 - - -
Fake Knife Throw HL - - - - - - 32 - -
Knife ?? HL - - - su - - 27 - -
Knife ?? HL 70 100 10/20 - 26 - 45 +7 -
Knife Standing Jab.gif HL 40 50 20 ch 4 3 6 +2 +5
Knife Standing Strong.gif HL 80 100 40 su 6 4 10 0 +3
Knife Standing Fierce.gif HL 120 200 60 su 8 3 17 -2 +2
Knife Crouching Jab.gif HL 40 50 20 ch 3 4 7 0 +3
Knife Crouching Strong.gif HL 80 100 40 su 7 2 14 -2 +1
Knife Crouching Fierce.gif HL 120 200 60 su 9 4 12 +2 +7
Knife Jumping Jab.gif H 50 50 20 - 4 4 - - -
Knife Jumping Strong.gif H 80 100 40 - 7 3 - - -
Knife Jumping Fierce.gif H 120 200 60 - 8 6 - - -
Bad Spray HL 60 100 0/40 - 25 12 29 -20 -
Stomach Blow (Right.gif+Strong.gif) HL 60 100 40 - 8 3 12 +1 +6
Crack Kick (Right.gif+Roundhouse.gif) HL 110 200 60 - 14 3 12 +1 -
Jaw Crusher (Left.gif+Strong.gif) HL 80 100 40 - 6 4 13 -1 +5
Hammer Hook (Right.gif+Fierce.gif) L 40*60 50*50 60*20 - 18 1*3 21 -6 -1
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 - -
Back Throw 0.98 130 120 40 - 3 2 20 - -
Bad Stone Jab.gif HL 50 150 10/20 su 29 16 44 +4 +8
Bad Stone Strong.gif HL 50 150 10/20 su 29 20 46 +2 +6
Bad Stone Fierce.gif HL 50 150 10/20 su 29 27 48 0 +4
Bad Stone EX.gif HL 70*50 100*100 -250/0 su 24 24 40 +8 +15
Criminal Upper Jab.gif HL 80*20x3 70*30x3 20/5x4 su 13 2(1)14 22 -5 -
Criminal Upper Strong.gif HL 70*20x4 70*30x4 20/10*5x4 su 13 2(1)20 23 -8 -
Criminal Upper Fierce.gif HL 60*20x5 70*30x5 20/10*2x5 su 13 2(1)18 28 -10 -
Criminal Upper EX.gif HL 60*20x6 50x30*6 -250/0 su 7 2(1)12 30 -11 -
Ruffian Kick Short.gif L 120 150 20/40 - 15 8 20 -7 -
Ruffian Kick Forward.gif HL 130 100 20/40 - 11 4 25 -8 -
Ruffian Kick Roundhouse.gif HL 100 100 20/40 su 7 13 27 -19 -
Ruffian Kick EX.gif L 130 150 -250/0 - 11 7 25 -11 -
Zonk Knuckle (Lv1) HL 130 200 40/40 - 16 3 26 -8 -
Zonk Knuckle (Lv2) HL 140 200 40/40 - 17 3 26 -8 -
Zonk Knuckle (Lv3) HL 150 200 40/40 - 18 3 26 -8 -
Zonk Knuckle EX.gif HL 90*70 150*100 -250/0 su 16 1*2 26 -7 -
Super Combo Short.gif H*HLx6 60*45x5*65 0 -1000/0 - 1+11 ??? 30 -16 -
Super Combo Forward.gif HL 60*45x5*65 0 -1000/0 - 1+7 ??? 30 -16 -
Super Combo Roundhouse.gif HL 60*45x5*65 0 -1000/0 - 1+7 ??? 29 -16 -
Ultra Combo 1 HL 83x385 0 0/0 - 0+13 2 50 -31 -
Ultra Combo 2 HL 23x7*45x5*120 0 0/0 - 0+7 ??? 47 -28 -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: