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Cody Ultra Street Fighter 4 Moves, Combos, Strategy Guide

Guide last updated on
June 2, 2014 at 9:11 p.m. PDT


Cody Ultra Street Fighter 4 Character Guide


Character Overview
Cody is a heavy-hitting frame-trapping rock-throwing tank of destruction. When Cody has momentum and traps the opponent at short range they are at his mercy. He has a truckload of options, baits, feints and counters that can meet almost any situation along with powerful attacks that deal lots of stun. His Focus Attack covers great range with its big horizontal hitbox and his projectile has incredibly fast recovery. Lastly he has no problem comboing into his Ultras, adding to his amazing damage output.

Cody's weaknesses lie around his wakeup and mobility. His only reliable reversal is EX Zonk Knuckle and without EX he is completely helpless against rushdown. Cody's backdash is also poor, covering little range and being very slow. In terms of mobility, Cody walks very slowly. This worsens his throw game considerably and hurts all his approaches to begin his damaging offense.

Strengths
+ Deadly firepower, can stun quickly.
+ Great normal anti-airs.
+ Far-reaching punish game.
+ Easy combos into damaging Ultra 1.
+ Projectiles have very fast recovery.
+ Incredible range and damage on his overhead attack.
+ Large amounts of frame advantage on all normal moves.

Weaknesses
- Extremely limited options on wakeup and against pressure.
- Very slow walk speed.
- Short range on backdash.
- Projectile can't win fireball wars.
- Tough time chipping opponents safely.

Notable Normal Moves

Stomach Blow
A great move for Cody as it moves him forward, helping him close the distance a little better against the opponent. If it lands, it gives Cody a huge amount of frame advantage to continue a combo. If it's blocked, Cody is still left at frame advantage (meaning that the recovery of the move is faster than the amount of blockstun it inflicts).

Crack Kick
This attack hops over low attacks before it hits the opponent. Just like Stomach Blow, Cody has a little bit of frame advantage after it is blocked. Unfortunately, Crack Kick loses to throws on startup and it whiffs on crouching opponents.

You can use the whiff of this move to your advantage since the animation makes it look like it should hit. It just might bait out a counter-attack from your opponent or let you go for a throw.

This move juggles the opponent on hit, so there are certain moves you can land afterwards, though you have to react quickly.

Jaw Crusher
One of Cody's best anti-air options. The hitbox is exemplary.

Hammer Hook
Cody's powerful overhead attack. Unlike other overhead attacks though this one is really unsafe on block. If you land this on a standing opponent, it's possible to combo afterwards. This is a pretty rare scenario though.

Prisoner Slide
Cody slides forward on his back. On top of this attack looking a little weird, it's unsafe on block and hit. It's hard to punish it if you do it from the right ranges though and it's good for closing short distances.

You can use this attack to duck under jumping attacks from certain characters and it also has a really great hitbox for beating the startup of many attacks.

Crouching Light Kick
An incredible normal move for Cody. This move comes out in three frames (fastest speed for a normal move in SF4) meaning that there are a ton of things you can punish due to its speed and range. You can also use it as a poke to harass the opponent with.
or
Anti-Air Attacks
Cody's anti-air normals. Both depend on specific spacing to be successful.

Neutral Jump Hard Punch
This attack has a really nasty high-priority hitbox. It also knocks the opponent down if it connects air-to-air.

Jumping Medium Kick
Cody's crossup attack. You have to position yourself more steadily with this move compared to other crossups.
Special Moves
or
Bad Stone or Knife Throw
Damage
Stone
50
Held Stone
80
EX
120
Knife
70

Properties

Cody's rocks aren't traditional projectiles. They have slow startup which makes it impossible to combo into them, but if they're blocked they give Cody a lot of frame advantage to move around in.

Winning fireball wars with this move is tough because of the slow startup. The best use for the rocks is to build meter and to harass your opponent. The quick recovery on this makes it hard to punish if you space your rock throws carefully.

You can delay the rock throw by holding the button used to activate it. Good for throwing off the timing of those trying to avoid your projectiles. If you hold onto the rock long enough it will do more damage upon contact with the opponent.

This command can also be used to throw the knife. The knife travels pretty quickly and it knocks down. Unfortunately, you cannot delay the knife throw and it's not possible to combo into it.

EX Version: This version of this attack hits twice and travels a little farther than the Hard version. It also starts up faster than the regular versions of Bad Stone and travels through the air faster.

Since the opponent is placed in much longer hitstun with EX Bad Stone compared to the regular versions it gives you really big combo opportunities if you land it at close range. Unfortunately even with the faster startup it is not possible to combo into EX Bad Stone without a counter-hit.

A great way to use EX Bad Stone is as a frame trap. Canceling into this from a crouching Medium Punch or crouching Hard Punch will catch throw tech mashers and give you a huge combo opportunity.

or Criminal Upper
Damage
Light
140
Medium
150
Hard
160
EX
180

Properties

Cody's damaging combo ender where he uppercuts the opponent into a spinning knockdown. It's really easy to combo into this move and it gives Cody some time to apply wakeup pressure even though the opponent can tech the knockdown. Ultimately this is the go-to combo ender for the best damage output.

All versions of the Criminal Upper are punishable on block, with the Light version being hardest to punish. Even then, you'll want to be really wary of ending blockstrings with this move as many characters have plenty of fast moves that can reach you.

You can negate projectiles using the tornado portion of Criminal Upper, giving Cody a potential meter-building edge in fireball wars. You can cancel EX projectiles using EX Criminal Upper, but it's definitely not worth it.

You can also FADC the initial hit of Criminal Upper just in case you need to correct a mistake or force crouching opponents to stand up. One downside to this move is that the tornado portion of the move takes a very long time for its hitbox to become active, meaning that it's almost impossible to use as an anti-air.

If you are using this move in a combo, don't forget that the harder the punch button, the farther forward Cody steps. This is important if your hit-confirm combo is pushing you out of range.

EX Version: EX Criminal Upper comes out twice as fast as the normal Criminal Uppers and does more damage. EX Criminal Upper has good juggle potential in combos with the tornado portion of the move.

This EX move has some throw and strike invincibility slightly after startup. Unfortunately this invincibility doesn't cover the attacking portion of the move where Cody sticks out his fist, so it's hard if not impossible to use as a reversal. Also the recovery of this move is so large that a lot of characters can respond with an Ultra.

or
Ruffian Kick
Damage
Light
120
Medium
130
Hard
100
EX
130

Properties

Another combo ender for Cody where he performs a sliding kick attack. Contrary to Criminal Upper, Ruffian Kick is used for positioning after combos. The Light version knocks the opponent down hard right in front of you, allowing you to setup a mixup game with overheads and throws. The Medium version knocks the opponent into the corner/creates space for you, and the Hard version launches the opponent allowing certain juggles.

You can combo into the Light and Medium versions very easily, but the Hard Ruffian Kick will whiff on crouching characters. You must force the opponent to stand up using either a Criminal Upper FADC combo or a crouching Hard Punch. All versions of Ruffian Kick are unsafe on block, but if you perform the Medium Ruffian Kick at maximum distance it can be difficult for some characters to punish.

The Hard Ruffian Kick has no invincibility frames despite its anti-air status. The hitbox on it is very good though, making it unlikely that the Ruffian Kick will be beaten outright by jump-in attacks.

EX Version: This is the same as the Light Ruffian Kick, but the startup and traveling portion are faster and the sliding part of the move is invulnerable to projectiles. If you're losing projectile wars with Cody, don't forget you have this move at your disposal.

EX Ruffian Kick has invulnerability to throws at the beginning of the move where Cody hops off the ground. The slow startup time and the lack of strike invincibility still makes it a very risky reversal though.

or (Hold, Release)
Zonk Knuckle (Bingo Punch)
Damage
Level 1
130
Level 2
140
Level 3
150
EX
160

Properties

Cody's Zonk Knuckle is his only viable reversal without EX meter. Regardless of the punch button used all versions are the same, but the longer you hold the button down the more powerful the Zonk becomes. Zonk Knuckle is equipped with a huge amount of upper-body invincibility, making it possible to go straight through projectiles or obvious attacks at the right ranges.

There are downsides to this move though. The startup is extremely long, making it an extremely telegraphed reversal. You also cannot FADC this move, and to top it off it's very unsafe on short-range block. The regular Zonk has zero throw invincibility, and no lower body invincibility.

Like Cody's other special moves, if you perform this at maximum distances it can be difficult for some characters to punish though it's best not to bet on the opponent's reactions during a match. It's still useful to use if the opponent is relying on heavy pokes to keep you out.

You can combo into both the regular and EX versions of this move. Comboing into the normal version probably isn't worth it due to Cody having better damage and knockdown options for combo enders. It is definitely worth your while to combo into the EX Zonk Knuckle if your intent is to combo into Ultra 1.

EX version EX Bingo requires you to hold down two punch buttons for about a little longer than a second in order to charge. It's just slightly faster than the normal version, but it's a double-hitting move where you can FADC the first hit to make it safe. It's also totally invulnerable to any attacks and throws for the entire startup of the move.

This is by far Cody's best reversal, but it's even more unsafe on block than the regular version and it's almost as slow. If you're having trouble getting pressure off of you with this move, practice watching for openings in your opponent's offense (such as when they go for tick throws) before releasing this attack.


Fake Bad Stone
This move causes Cody to pick up a rock and drop it very quickly, acting as a fake out for those trying to jump over Bad Stone's slow startup.

(While Standing Up)
Bad Spray
Damage
Bad Spray
60

You can only use this while Cody is standing up from a knockdown. Cody throws some dust and dirt at the opponent. The hitbox for this move is actually really big, making it hard to avoid, but it's very unsafe on block and it's not invincible in any way.

This trick doesn't work on untechable knockdowns (ones where you cannot quick stand).

Bad Spray hits twice, and you can FADC the second hit for juggle combos should your desperation reversal hit the opponent.


Knife Pickup
Doing this command over Cody's knife will allow him to pick it up. Cody's knife causes his normals to become safer on block at the sacrifice of being somewhat slower than his regular normals. The knife also adds chip damage to all of Cody's normal attacks. Using this Cody can consistently deal block damage to defensive characters, not to mention it also gives his normal attacks a lot more range.

Cody will drop the knife if you perform a Focus Attack, Super or Ultra. He'll also drop it if he gets hit. What's great is that you can block while you are picking up the knife, so choosing to grab it will not put you at risk of taking damage.

Super and Ultra Moves

Super — Dead End Irony
Damage
Super
350

Properties

Depending on the button pressed, a different Ruffian Kick will initiate Dead End Irony. This Super can be canceled into from Cody's Hard Ruffian Kick or Criminal Uppers. It's also really easy to hit confirm into since Cody has long hit confirms. All versions of the Super can pass through projectiles. The Light version hits low, and the Hard version can be used as an anti-air.

Cody's wakeup and reversal game is said to be one of the worst in the game though, so depriving yourself of EX meter completely only aggravates this problem. EX Zonk Knuckle FADC is Cody's safest and best wakeup option and one that you should hold onto diligently.


Ultra 1 — Final Destruction
Damage
Ultra 1
468

Properties

Cody swings his arm forward in a slow arc, and if it lands he does a series of punches ending in a flashy jaw crushing Criminal Upper. You can use this Ultra as an anti-air if you have fast reactions, and it's not too difficult to combo into.

You can FADC a Hard Ruffian Kick or an EX Zonk Knuckle to combo into this Ultra. Both of these setups are a little hard to achieve (the first requires a standing opponent, the second requires three EX bars) but with careful hit-confirming you can definitely land this Ultra.


Ultra 2 — Last Dread Dust
Damage
Ultra 2
506

Properties: None

Cody kicks some dust at the opponent, and during this time he is totally invulnerable to projectiles. He then swings a wrench at the opponent and finishes them off with a pipe swing. You cannot use this Ultra as an anti-air like Final Destruction; the followup wrench strikes will usually fail to juggle the opponent in front of you with very few exceptions.

The startup for this Ultra is fast. You can combo into this Ultra from EX Bad Stone anywhere on the screen. You can also combo into Last Dread Dust from standing Medium Punch, although this is a little difficult. Using this knowledge this means that Cody has two comboable Ultras, but with different setups.

Whichever Ultra you use is up to your personal style, but don't forget that Ultra 2 does more damage and comes out faster along with having more range. These properties make it more suitable for punishes rather than combos. Another important feature of Ultra 2 is the amount of chip the initial sand-kick does.

Combos
Important Note: Not every possible combo is listed here. Instead, you'll find the most common and helpful combos that you should know. There are many variations to these as well.

Cancel into Hard Criminal Upper
9 Hits
200 damage
This is the first of Cody's most basic hit-confirm combos.


Cancel into Medium Ruffian Kick
4 Hits
147 damage
Another basic knockdown combo which places the opponent farther away from Cody; a good combo if your back is to the wall or you intend to corner the opponent.


Cancel into Medium Ruffian Kick
5 Hits
204 Damage
This combois designed as a Knife Combo. Cody's light combos still work if he is holding the knife, although he does lose his command normals that were once linked to his Punch attacks.


Cancel into Light Ruffian Kick
4 Hits
262 Damage
One of the many combos that can be started from a Stomach Blow. You can change the end of the combo if you want to go for damage rather than the knockdown.


Hard Ruffian Kick, juggle with Medium Ruffian Kick
2 Hits
230 Damage
Anti-air Hard Ruffian Kick trade or juggle only.


Jump

Hard Criminal Upper
9 Hits
360 Damage
If you manage to land this it does over 600 stun. This is the meterless combo you should use off any heavy jump-in. If you're pushing someone into the corner use Medium Ruffian Kick as the ender.


Jump

Hard Criminal Upper
8 Hits
258 Damage
Simple crossup combo. You can use Combo 1 if you need more time to hit confirm.


Hard Ruffian Kick Dash Toward, Ultra 1
15 Hits
530 Damage
The link in this combo is difficult, but it's one of the few consistent ways to start a combo to Ultra 1 on a crouching opponent.


15 Hits
479 Damage
Standing Medium Punch to Ultra 2 is a fairly difficult link. Once you get the timing down though you now have access to an Ultra that you can combo into without using EX meter.


EX Bad Stone
17 Hits
604 Damage
The cancel from Hard Punch to EX Bad Stone only combos if the Hard Punch was a counter-hit. EX Bad Stone to Ultra 2 works anywhere on the screen and it is not difficult to combo whatsoever.


Tips and Tricks
The phrase "a strong offense makes the best defense" applies best to Cody. You'll want to be up close and personal at all times and at the same time you'll never want to be knocked down. Cody has dominating jump-in attacks(though you should always be careful when you jump) to close the range along with several forward-moving normal attacks. Try to bait throw tech attempts or counter attacks using Cody's strong normals such as standing Medium Punch, Stomach Blow or Bad Stone feints.

By landing counter-hits on your opponent (a move that interrupts theirs during their startup frames) you gain additional frames to combo other moves. Many of Cody's combos can be unlocked by baiting attacks and landing counter-hits, with one example being two crouching Hard Punches in a row. Trick your opponent into attacking by using moves that give Cody lots of frame advantage so that he can interrupt their counters, but watch out for your usual reversal-happy players.

Other Resources and Credit
You can find more information about playing Cody on the Central Character Discussion Thread on the EventHubs.com forums
Contributions to this guide by Nyoronoru and KevinT747


Comments

CodyTravers said on April 19, 2010 at 7:54 a.m.

@ anon #5

That's my Focus attack kid, don't over use it...or should you? hmm.. *yawn*

#1
RyuSpirit said on April 19, 2010 at 11:25 a.m.

#9
Fuc koff nothing is yours

#2
Orberen said on April 19, 2010 at 11:42 a.m.

@ #7
I have a bad feeling Cody's gonna be top tier...

#3
SurgeFist said on April 19, 2010 at 11:42 a.m.

Listen Pal, lets take it outside huh?

#4
CodyTravers said on April 19, 2010 at 11:45 a.m.

@ #10

Bite me!

#5
Dan_CiTi said on April 19, 2010 at 1:31 p.m.

What's C. Stone? Crouching?

#6
Douchebag said on April 19, 2010 at 1:57 p.m.

@Dan_CiTi: The C. Stone means Charged Stone; when you hold the P button down.

#7
RichL said on April 19, 2010 at 10:31 p.m.

Cody is going to be strong. Can't wait to play 'em.

#8
lol said on April 20, 2010 at 5:59 a.m.

THUG LIFE!!

#9
AstroZombie said on April 23, 2010 at 6:19 a.m.

He seems to be upper mid tier. His criminal upper is really easy to combo into and its very damaging. LP and MP seem pretty safe, and shoryukens have priority over this move.
Ruffian kicks are good, HK trades a lot. They all are a bit more difficult to combo into than criminal upper.
As of right now I don't like his ultras all that much, Final Destruction is difficult to land. Last Dread Dust's spray is easy to hit but the following attacks don't seem to hit unless you get a completely clean spray hit and leave you wide open if you miss them. They don't seem to ever hit if you use this ultra on a jump in.

I find him to be the most fun of the new 10 characters to play with so far.

#10
andriand said on April 23, 2010 at 9:09 p.m.

@ AstroZombie: Ruffian Kick (H) is quite nice actually. after the enemy is juggled, you can combo the Final Destruction Ultra. so far from my experience, the Final Destruction is better than Last Dread Dust.

#11
EDGEucator said on April 24, 2010 at 9:50 p.m.

Looks like the knife will be of more use.
Im maining him , he's one of my fave sf's , along side Hugo.
But why is Dread Dust stonger than Final Destination ? its easier too land imo.

#12
VegaBisonAbel said on April 29, 2010 at 8:50 p.m.

cr.lk, light criminal upper

is a great pressure tool since cr.lk will hit after a light criminal upper

#13
darkspirit138 said on May 3, 2010 at 5:33 p.m.

@21: Final Destination has a really good Ultra setup-I think you'll find it in the Trials.

#14
JungleMan said on May 6, 2010 at 6:07 p.m.

why does this fag wear a skin tight striped suit? Every jail suit I've ever seen is orange, red, or blue, and usually pretty baggy.

#15
RedWaltz79 said on May 6, 2010 at 7:20 p.m.

@24: 1.) He isn't a "fag." If you have ever played Final Fight, you would know he has a girlfriend and she is the daughter of Mike Haggar, the Mayor of Metro City.

2.) He wears a striped suit because it is a play on the American prisoners wore in the old days, before they started wearing the current standard uniforms.

3.) Why it is skin-tight, I do not know. I assume it is because he is just buff and cool like dat. He has been doing his P90X training.

#16
franzelli said on May 7, 2010 at 1:06 a.m.

After a week playing with Cody, he's pretty versatille. You can link combos and be really creative with the pokes and a nice finish with CU. I've also found you can hold down your HP and continue to poke with LK, MK's or LP & MP combos and time the Zonk on top of that. Sweep is pretty nice too, followed by low LK chain with MK RK. One combo that is also good is LP bad stone followed with LK EX totally commits the player to block the stones standing up while you EX LK to the bottom. Lastly, bad spray is sweet, and is the last sneaky resort that can end a game with great results.

#17
RedWaltz79 said on May 7, 2010 at 11:55 a.m.

I've been having problems using Cody against shoto characters like Akuma, Sagat, Ryu, Ken.. etc... any tips for beating them? I have been casually playing since SFII, but never online or hardcore, and I find people who use shoto's (Akuma in particular) tend to just stay on the other side of the screen spamming fireballs... its annoying and am not sure what to do.

#18
ajyou003 said on May 9, 2010 at 1:02 p.m.

Watch this video for starters: (around 2:15 specifically)
www.youtube.com/watch?v=jr06BafBGeQ

And as for your difficulties with fireballs:

Zonk
Cr.MK
EX RK
Ultra 2

These are all good options. You can also jump in but beware of shoryukens.

#19
OG said on May 10, 2010 at 9:18 a.m.

Switched my main from Guy to Cody. He just has so many more options and comeback potential.

#20
xxjcblackheartxx said on May 16, 2010 at 4:28 p.m.

i have been playing cody for one week love him...i have most of his normal and some difficult combos down.,..though i am having trouble with sagat and akuma....i can't really deal with fireball spammers....and sagat's reach....jeez
also i cant chan and ruffian kick to his super i have tried 100 times is this just that strict of a time requirment thanks

#21
Patrick said on July 14, 2010 at 7:06 p.m.

@xxjcblackheartxx...yes, sagat, akuma, ryu, and guile will always give cody trouble because of his innability to keep up with their fireball game, his slow walk speed, slow startup on his special moves, etc. But stay patient and get in to your attack zone and you'll do more damage than any of those characters when you can catch them. About comboing into the super...it's a really quick cancel. Imediately after inputting the special move, input the super as quickly as possible. it's not really a timing thing, more of a speed thing. good luck.

#22
Patrick said on July 14, 2010 at 7:16 p.m.

@redwaltz79...a ryu player yesterday literally did nothing but spam fireballs and jump backwards to avoid me, when he backed himself into a corner, he'd hurricane kick and then repeat the same thing over and over. He beat me the first round but i just patiently worked my way in and ended up beating him because he wasn't that good. Of course, the simple answer is to jump the fireballs. Don't jump when there isn't a fireball though (trying to anticipate one) because then you might get hit with an anti air. Only jump when you see a fireball. If they hurricane kick, your HK ruffian kick will beat it. At sweep range, your criminal upper will beat or trade with just about everything they can do, but if they are real fast and aggressive, don't try it bc of it's slow start up time, only use it if you think you've got a free moment. Oh, and his crouching mk (slide) is good to avoid their jumping HK (works against all characters but especially Ryu for some reason). i pretty much only use bad stone on apponents wake up for chip damage or when i'm completely across the screen. it's useless otherwise because he takes so long to throw it that the apponent has time to make a sandwich and then jump kick you.

#23
son1cflash said on September 8, 2010 at 8:41 a.m.

HELP!!!!!!! what should I use on wake up with cody? I main guile and always have a flash kick + FADC on wake ups but I have no idea what to use for cody. A guy literaly nearly perfected me with FA on wake ups or shoryuken. EX Criminal upper doesn't help and EX ruffian kick seems kinda slow on start up. Maybe I am doing something wrong. What do you guys use?

#24
Megatonbeef said on September 8, 2010 at 9:16 a.m.

@son1cflash

Bad spray is an option for techable knockdowns but it's punishale if you abuse it. If your opponent is going for overheads then a roundhouse Ruffian Kick is a good choice. Probably your best option is EX Zonk knuckle fadc to make it safe and can lead to an ultra, but that cost alot of meter and requires a duel charge. The main flaw in Cody's gameplay is wake up options so your best bet is to block or crouch tech.

#25
son1cflash said on September 8, 2010 at 12:01 p.m.

Thanks a lot Megatonbeef. I will try your recommendation. as far as bad spray, i'm going to have to practice it(a lot) I can't seem to do it on a consistent basis. Is bad spray a timing thing?

#26
SF4junkie said on September 9, 2010 at 2:47 a.m.

Is it just me or are his Trial Challenges really easy?

Any strong foes?

Random vs Random?

PSN: OoDemonSeedoO
XBL: GotDemonSeed

#27
son1cflash said on September 9, 2010 at 9:55 a.m.

@SF4junkie add me PSN pmarc82. Maybe I'll pick up a few tricks from you..if cody is your main that is and yea I agree his trials are easy except for the last one... FADC always gets to me lol

#28
SF4junkie said on September 14, 2010 at 12:25 a.m.

I dont main anyone to be honest. If i did it would probably be the old farts like gen and gouken. I play whoever I feel like for the day and usually play random.

#29
NZBison said on June 24, 2011 at 3:15 a.m.

bro cody is one of the best

#30
arkhaios said on December 15, 2011 at 4:05 a.m.

Can't wait for the v12 updates. Haven't gotten the chance to update yet. Any news on undocumented changes for the man in cuffs?

#31
CriminalUpper said on September 12, 2013 at 5:49 p.m.

Cody is my main, and as awesome as he is, he would be so much better if his ruffian kick could hit the opponent as they're landing from the criminal upper instead of going through them. It would be great if the ruffian kick could hit as a follow up from hitting the opponent while you're both in the air too. I hope they do this in Ultra SF4.

#32
courte said on October 16, 2013 at 11:01 p.m.

barely any knife. needs more knife

#33
HosenkaAdmirer said on February 22, 2014 at 1:15 p.m.

@CriminalUpper

Why do you need HK ruffian when you can combo Criminal upper into EX criminal upper

#34
BunKazuma said on April 6, 2014 at 11:59 p.m.

So I main cody, iv done so for a long time and I know lots of combos and links. I know how to cancel into super and I get it about 95% of the time, I can fadc into ultra 1 and get it about 80% of the time. I know mix ups and I can keep up pressure. However im a C+ cody with about 2700 bp and only 700 pp because I cant beat people who overwhelm me and jump in. I play pretty patiently and wait for them to do unsafe things, but that usually ends in them jumping in and crossing up. I don't know how to fight jump ins so they get a lot of damage on me and I dunno how to punish it. I rarely zonk but I just cant get use to holding down a punch and waiting for a punish. Biggest issue by far is I don't know how to anti air, I try my best to use heavy ruffian or jaw crusher but they don't work unless I expect the jump in. Any advice because at this point I cant get past those amount of points

#35
Beharii said on April 20, 2014 at 2:07 a.m.

@bunkazama jaw breaker or ex zonk, you do have to keep in mind that with cody you have to be the one to apply pressure, also sometimes it's better to just absorb the jump-in in case of a vortex. I main cody and hav 9500bp and 2600-2700pp, but I do still have problems against akuma or cammy, but with delayed wake up they are not that dangerous anymore.

#36


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