Thought I’d write up a quick post of things I think many people neglect to utilize when playing Cody, many of which I’m sure you know about them but I just feel it’s worth reminding people to use them!
#1 - FAR HP as an anti air or early preemptive attack to prevent jumping.
Any match you don’t feel you need to be keeping Zonk charged consistently is a match you should consider utilizing far HP more for anti airing. It covers a range where B+MP doesn’t reach and far HK is uncomfortably slow for reaching. In addition it reaches up higher than far HK does and does more damage than any other anti air normal Cody has. Simply put, this is a move everyone should be using more than nobody is doing so.
#2 - F+MP with an OS for on whiff. F+MP is a good tool for meaties/pressure AND has a fast enough recovery to be used for OSes. At only 12F recovery you can do OS Ultra 2 or OS MK Ruffian and catch a lot of people trying to backdash or jump away. You don’t have to OS using only lights!
#3 - HK Ruffian - FADC - Zonk. This combo builds more meter and does more damage than HK Ruffian - FADC - F+HK. In addition it is possible to do this combo even without precharging! clsHP (hold button) - crMP - HK Ruffian - FADC - let go of HP will combo a level 1 zonk. That combo does 11 more damage (after scaling) than F+HK and builds you 26 more meter (F+HK builds you 42 meter in that combo while Zonk builds you 68 meter. 68 meter is more than you build on a RAW F+HK) You can even combo EX Criminal Upper after the zonk in this situation. The 99 juggle usage on zonk is ONLY if it’s the first hit in a juggle (E.G. clsHP - Zonk = no more combos. clsHP - HK Ruffian - FADC - Zonk = same juggle usages a HK Ruffian - FADC - F+HK) [NJ HP - FMP - sMP - crHP - HK Ruffian - FADC - Level 3 Zonk - EX Criminal Upper = 489 damage!]
#4 - crLP - crLP - crMP - HK Ruffian - HK Ruffian in the corner as a BNB. If you can recognize your opponent is standing after crLP - crLP - crMP then canceling into HK Ruffian while the opponent is in the corner will net you a higher damage, and more meter gaining combo. crLP - crLP - crMP - HK Ruffian - HK Ruffian will do 218 damage 310 stun and the HK Ruffian - HK Ruffian ender will build you 92 meter compared to the 37meter you gain for a HP Criminal Upper finish. In addition on some characters it’s even possible to do HK Ruffian - MK Ruffian which jumps the damage up to 236! Almost 20% more than the crLP - crLP - crMP - HP CU combo that does 200 damage. (Also on Ryu and a few others you can do clsHP - crMP - HK Ruffian - MK Ruffian MID SCREEN for 331 damage and a ton of corner carry compared to the 288 damage of sHP - crMP - HP Criminal Upper)
#5 - Kara Zonk Knuckles are possible to do by hitting MK or HK 1F before releasing the zonk. It’s a bit difficult to master but you can increase the range on a zonk knuckle from 11 to almost 13 training blocks by doing a HK Kara zonk That’s nearly 15% more range. Given Cody’s limited mobility that can really help.
Try and incorporate some of these things into your game and see how they help!