Since everyone that’s learning Cody seems to just want to learn his combos, I’ve set myself the task of compiling a list of his mix-up/reset repertoire. You may not know Cody as a mix-up character, but he actually has a pretty solid mix-up game leading to many 50-50’s and 75-25’s (!) including ambiguous as hell jump-ins that are safe from most uppercuts. I’ll get to that later.
I’d like to apologize in advance to any information that’s already posted but my goal is not to inform but to record all these tools so that people like you can have easy access to Cody’s bag of tricks. I think Cody has extremely good normals but because of his slow walk speed he can’t footsie with them too well. So in order to make the opponent fear you, let’s make him afraid not of the boot, but instead be afraid of you period.
Cody’s f+mp is his reset tool and put’s them at a distance where you can either do an ambiguous cross-up, meaty, bait or throw. I don’t recommend Cody’s normal cross-up because it’s really easy to see and block. Versus a non DP (invincible reversal) character this is a 75%-25% mix-up and leads to a minimum 300 damage of off 3 of the possible outcomes with the** s.mp, c.hp (1f) xx hp CU (or EX)** and the **s.mp, c.hp (1f) xx hk rk FADC U1 **. You could also go for another reset if you have 4 bars, but by then the opponent will be so desperate that they will mash a reversal or ultra. Unpredictable opponents are very hard to play mix-ups on, so I recommend going for the kill after 1 reset.
When can I land the reset?
After a FADC’d hk rk and after a point-blank anti-air bad stone. If you have U1, do that instead of the reset in both of these situation. The bad stone reset is easiest to do in the corner when you predict a jump. Simply dash in and throw the stones, and if you trade you should have enough time still. It’s very risky but can reward you with a lot of damage should you capitalize.
Cody’s mix-up city
Cody has two main types of mix-up games. The jump-in game, and the ground game. I’d like to start with the ground game because it’s the easiest to do and has the biggest room for error. This is the mix-up I see high level Cody’s use the most so I’m sure you will be familiar with it.
- Normal tricks:
Cody has great frame adv. so it’s easy to set frame traps for hit confirms into BnB’s. For example his s.lp is 3 frames so it’s great for jab buffer _____. Fill the blank with a zonk, a sweep, a f+hk, a back-dash, a slide… depending on the situation. You foe will be conditioned to block every time they see a s.jab and you can start to use jab whiff dash forward throw or ex-zonk. After this, s.jab whiff buffer ultra2 into wait for it XX let it rip produces a fountain of rage mail. You can do these with c.lk once AE hits USA and it also is cancelable so it will be a double threat.
About the boot: Everyone knows how to properly utilize the boots by now, so I’ll just say “FEAR THE BOOT”.
f+hk is not only recovery-free, it is also safe on block and ground invulnerable for a frame or two. This normal has tick throw written all over it. That is precisely why you should NOT use it to tick throws. Everyone sees Cody up in their grill and they mash dp or tech at the speed of light (Cody has a nice throw range). Teach those fools a lesson by EX-zonking their face or back dashing into c.lk xx lk rk (for knockdown and mix-ups). f+mp is also a good tool for fishing out reversals and techs, but it serves best for frame traps. After they block your f+mp, stick out a c.lk and buffer a special. This applies other pokes as well, so be creative with the use. If they start mashing their reversals, just bait and enjoy taking almost 1/3 of their life.
Ex rocks when used up close (and blocked) are an instant mix-up machine. You have so much frame advantage that you can follow up with almost any move you want for free. This is a really powerful tool if you think about it. its like throwing out a FADC’d hadouken, so any of the mix-ups that a FADC hadouken gives you, apply to a blocked EX bad stone. Just remember, with great power, comes great responsibility. This consumes 1 bar so you better guess right after the stones or it’s wasted meter.
While this is not truly a mix-up generator itself, it allows you to get into a very nasty situation. Suppose you land the following combo; **cs.mp, c.hp xx hp cu FADC c.lp, cs.mp, c.hp xx hp cu…**After the FADC, your opponent will either dp or crouch tech unless he wants to eat a punish. I say he might dp because some people are aware if you can’t hit your 1f links, so they will dp you in between to punish your lack of execution. Assuming you never miss your links, they will most likely try a crouch tech or simply block. Using this knowledge, and with an educated guess, you can punish their short with U2, grab the block, zonk a backdash. They’re practically at your mercy since Cody has tools to punish every possible thing they have (teleports with ex ruffian, stones or U2). This is something to use during the second set of matches when you’ve got an idea of what the other guy likes to do when faced with your mix-ups.
Ambiguous cross-ups AKA “The butt boot”:
You’re Cody. You like jumping, a lot. Especially when you’re close-up and you go nuts doing neutral jumps like you’re sakura. But let’s face it, it’s not that good. Sure, on xbox live people fall for the dragon ball Z fist slam… but I’m pretty sure it won’t work vs. people that play on a high level. So why don’t we look at a much more deadlier aspect of Cody’s air-to-ground game? No, it’s not jumping forward(mk).
It’s actually jumping roundhouse(HK). This little bad boy is probably cody’s best and only air “mix-up”. Why? because Cody’s jump is so floaty, that they will see your j.mp from a mile away. Not because you stick it out early, but because of the angle. It’s only useful to prevent the enemy from owning your face when you land, giving you a block string. You might land it here and there, and you can do ambiguous jump ins with it, but you can be DP’d out of those real easy, even anti aired.
The j.hk on the other hand, is GODLIKE. It has the curious property of having a bit of hitbox right on Cody’s butt, and it’s that little red corner that gives Cody the chance of having a cross-up game to rival Adon and Deejay… if you can master the Butt slam, it’s pretty damn Impossible and frustrating to try and guess which way to block ninety damage which on hit is free U2 or a BnB of your choice.
Dwi, I tried to land the butt slam, but this move only hits in corners!!!
Here’s the trick. Do a forward throw and hold your stick towards. When Cody starts walking count one second ~ and jump. When Cody is on top of the other guy’s head, let it rip. If the hit seems to come out of Cody’s cheeks, you’re doing it right. If the hit comes out of his leg, knee, boot… you’re jumping too soon. If you whiff, you’re jumping too late. The “spot” is between his buttocks and his upper thigh. His butt is a cross-up, and his thigh is not. Be warned, the timing is a pain and it’s different for each type of knock down, but it’s a small price to pay for such a strong mix-up.
But, other chars have this kind of thing too, why is this a big deal?!
Due to Cody’s jump arc, this move’s desired hit is almost exactly above the opponent, unlike most cross-ups where you’re in a diagonal position. I’ve been messing around in training mode for days and here’s what i found: Wake up dps only hit this if they’re exceptionally vertical. For example, cammy/sagat/balrog/ryu(mp&hp)/ken(same as ryu)/vega/rose/viper can’t hit you out of it without being really lucky and I mean world series of poker lucky. I haven’t tested other characters thoroughly but so far I’ve been dp’s out of it a handful of times. Both attacks whiff when it happens in case you’re wondering.
If anyone has additions, feel free to contribute. If you have corrections, feel free to interject. My only wish is to have as many people as possible aware of the fact that their character is much more than BnB’s and spamming zonk & boot. I myself am not exceptionally strong, but if this helps some other ppl achieve success with their Cody, I’ll be happy.