Cody by JCulbert

Version: 1.5 | Updated: 01/01/70 | Printable Version

Sony Playstation (Import)
version 1.5

by John Culbert <>
February 1999

This Guide and all others are available at:

Version Updates

-corrected some little mistakes in Game Conventions
-some great additions to X-ism and V-ism strategy, as well as stuff about   the 
Bad Stone, and other general odd-and-ends for each move.
-silly me, I forgot you could juggle after the Dead-End Irony or Final     
Destruction--see combos ;)



FINALLY got SFZ3 for my PSX a little while ago, and needless to say, I'm
impressed. While I can understand the community's bitching about the
problems with the game, I still find it's far more balanced and enjoyable
to play than the Vs. games, or even the other more recent games like Rival
Schools or Pocket Fighter. I never got the chance to play this game in the
arcade (yes, believe it :P ) so I certainly have a lot of catching up to do
with you guys, and I am learning fast. I hope this guide may shed some new
light on Cody, and introduce beginners to the game as well.

Cody is one of the new characters in the game, and is sickeningly fun to
play. He does a good bit of damage, especially in combos, and can really
set up a great poking game to pressure the opponent. I prefer to play Z-ism
Cody (A-ism in North America) because I still don't like the whole idea of
V-ism (even though I DO understand it's extremely powerful), and I prefer
his Super Combos in Z-ism as well. Above all else he is, as I said, fun to
play, and once you learn how to work with his combos, you can do some real




MONOSPACE, DAMMIT! :) If the dots above line up with the numbers above them,
then you can read this document with ease. If they aren't lined up, the
margins will be all screwy and generally make this a bitch to read. It was
created using EditPad, and as such it is best viewed by this.



I'm getting sick of the bullshit going around with others stealing FAQ
writer's hard work without permission or credit. A certain unmentionable
gaming mag stole A2 stuff from me a while ago (*ahem*EGM*cough*hack), and
on-line people who don't want to put effort into doing this stuff also
copied from me (this means you, Davis!!) So here it is:

All work and information contained within this document Copyright 1998
John Culbert <> unless otherwise stated.

 This FAQ is for private and personal use only.  It can only be
 reproduced electronically, and if placed on a web page or site, may be
 altered as long as this disclaimer and the above copyright notice
 appears in full. Any information used from this document, quoted or no,
 should have this author's name somewhere clearly as acknowledgement. Feel
 free to distribute between others, but this FAQ is not to be used for
 profitable/promotional purposes; this includes being used by publishers of
 magazines, guides, books, etc. or being incorporated into magazines, etc.
 in ANY way. This document was created by John Culbert
 <>. Give credit where it is due.

Street Fighter Zero 3, Street Fighter Alpha 3, Final Fight, and all other
characters and game information copyright 1998/1999 Capcom Entertainment. 



PP = any two punches simultaniously
KK = any two kicks simultaniously
PPP= any three punches simultaniously
KKK= any three kicks simultaniously
J. = Jumping
S. = Standing
C. = Crouching
XX = Cancel/buffer into Special Move or Super Combo
QCT= Quarter Circle Toward (roll the joystick from D to F)
QCB= Quarter Circle Back (roll the joystick from D to B)
HCT= Half Circle Toward (roll the joystick from B to D to F)
HCB= Half Circle Back (roll the joystick from F to D to B)
 + = enter commands simultainiously
FB = Fireball or similar motion (QCT)
DP = Dragon Punch or similar motion (F,D,D/F)
SPD= Spinning Piledriver or similar motion (roll 270)
SC = Super Combo
VC = Variable Combo




The game is divided into three main modes, V-ism, X-ism and Z-ism. V-ism is
a mode where only Variable Combos can be used, with no Super Combos
available (see below).
Z-ism is basically identical to Zero/Alpha play, like SFA2; Each character
has multiple SCs with 3 levels on the meter, and they can air block, Zero
Counter, Taunt, and tech hit Throws.
X-ism is similar to ST (Super Street Fighter 2 Turbo) in that you cannot
air block, taunt, Zero Counter, or tech hit Throws , and your character can
only perform one SC (with one large Super meter). In addition however,
characters in X-ism do more damage with each hit than Z-ism and V-ism.


Available in PSX version only, Saikyou, Mazi and Classical. Saikyou, named
after Dan Hibiki's fighting style, means "Strongest"--in this mode, you do
less damage per hit, your guard meter (see below) is DRASTICALLY shortened, you 
dizzy twice as easily, and you cannot cancel ground attacks into special moves. 
Obviously, it's a sweeter victory if you beat your opponent while using this 
Mazi means "Serious"--your opponent needs only to beat you ONE round to
win, while you have to beat them two rounds to win (as normal). In addition
the damage you take is increased, however the damage that YOU inflict is
GREATLY increased.
For Classical, it essentially means that your character is reverted to
their Classic version; in addition to doing the slightly increased damage
you do in X-ism mode and having all your character's X-ism "quirks" (eg.
Chun Li's in her old costume), you also lose the ability to flip out at all
in the air, you cannot reduce guard damage at all, you have NO Super meter,
but also no Guard meter (which can be a plus.)

VARIABLE COMBO (V-ism only) 

Similar to Custom Combos from SFA2, but some differences. You can now move
about freely, including jumping, instead of walking forward only. You
engage a VC by pressing a Punch + Kick of same strength. The strength
of buttons you use determines how far APART your shadows are, and thus how
far apart they hit. Jab+Short has the shadows closest together,
Fierce+Roundhouse has them the furthest apart. Once activated, you have
until the meter runs out to string together a combo, all Special Moves lose
their recovery time, allowing you to cancel one into another constantly, as
with CCs from SFA2--if done right, you can do a HUGE combo that the
opponent cannot flip out of... or, you can demolish their Guard Meter as
well :P.


To block attacks, hold B or D/B. You can also block in the air (Z-ism or 
V-ism only).


SFZ3 now features a small meter below your health bar, which varies in size
depending on the ism. As you block hits, this meter decreases (it also
slowly recharges itself). If this meter is completely depleted by your
opponent, a Guard Break will occur and your character will flash with
stunned animation, allowing the opponent to get in some free attacks. This
was put into the game presumably to deter turtlers, but V-ism players can
take HUGE advantage of this, since a decent-sized V-ism combo can DESTROY a
full Guard Meter, opening you up for a combo anyways... sorta like, take
the  VC, or block it all, then eat a combo after :(.


Throws and Grabs are no longer done with a single motion and button. All
Throws are now performed with F+PP or B+PP; most characters also have a
F+KK or B+KK Throw as well. Every character can also perform a Throw in
the air.


To flip out of a Throw and reduce the damage done to you, perform a Throw
motion just as you are being grabbed.

GROUND RECOVERY (Z-ism, V-ism only) 

To recover from a knockdown, press KK. You can hold F to prolong the roll as 


To flip when you're knocked up or through the air, press PP, D+PP or B+PP. It is 
crucial that you make this an automatic REFLEX in most cases, though
sometimes the juggle you try to avoid will hit you anyways...


You can reduce the amount of damage when you block by tapping B or D/B JUST
as their attack is reaching you, as opposed to just holding it before they


Borrowed from the Virtua Fighter and Tekken series, you can now perform
Counter Hits by hitting the opponent during the initial frames of their
attack. When this occurs, you will do increased damage and in some cases,
launch them for a juggle.

ZERO COUNTER (Z-ism, V-ism only) 

Known as Alpha Counters in North America. These are now performed
differently as well--as you block an attack, tap F and press any
Punch + any Kick of the same strength. These take one level of your Super
meter, but altogether are just plain bad in SFZ3; most are very low
priority and rarely hit, and when they do, they do pitiful damage...
Certainly not worth a level off the Super meter.



Name: Cody
Height: 6 ft
Weight: 187 lbs
Blood Type: O
Born: April 18, 1967
Birthplace: presumably Metro City, USA
Fighting Style: Street Fighting, specializing in knife fighitng
Status: escaped convict at large
Story: Cody was wrongly convicted of kidnapping Jessica, his childhood
sweetheart. Cody has escaped from prison to prove his innocence. (IIRC,
can someone correct me if this is wrong?)



-Bad Stone:	QCT+P (hold P to delay)
-Fake Stone:	QCT+Select (hold Select to delay)
-Ruffian Kick:	QCT+K
-Criminal Upper:QCB+P
-Bad Spray:	B,D/B,D+P (after being knocked down, or after Air Block)
-Knife Grab:	d+PP near the knife
-Knife Throw: 	QCT+P w/Knife (hold P to delay)
-Fake Knife:	QCT+Select w/Knife (hold Select to delay)
-Stomach Blow: 	f+Strong
-Crack Kick: 	f+Roundhouse
-Sidestep: 	B or D/B when attacked (V-ism only)
-Chain Toss: 	F+PP or B+PP (close)
-Ground Drop: 	F+KK or B+KK (close)
-Air Throw; 	Ground Drop: F+KK or B+KK (close in mid-air)
-Zero Counter (Z-ism); Chain Toss: F+P+K after blocking
-Zero Counter (V-ism); C.Roundhouse: F+P+K after blocking
-Super Combo 1; Final Destruction: QCT,QCT+P
-Super Combo 2; Dead-End Irony: QCT,QCT+K




Both standing and crouching Jabs are quick punches that can be comboed
easily, but have very little range.
S.Jab can be used somewhat as an air counter, but you certainly shouldn't
rely on it here. S.Jab does however, work quite well to stop torpedo
attacks (eg. Blanka's Roll), but this must be timed properly--the speed of
Cody's Jab does not allow you to simply mash on the button when Blanka
starts his Roll, you must time it.
The C.Jab also works in a similar fashion, and can be linked into a


S.Strong is a short standing uppercut, a good overall air counter to
opponents coming in close. This has next to no horizontal range, so refrain
from using it on standing opponents.
C.Strong also doesn't have much horizontal range, but has excellent
priority and combos easily--use plenty up close.


S.Fierce is high side-uppercut. Decent as an air counter to farther-jumping
opponents, and cancels easily in combos--this can be snuffed quite easily
with ground-based attacks, so stick with it in combos and air counters.
C.Fierce is a swinging hammer fist upward, but has little vertical range,
making it not so good as an air counter. However, it is an excellent
counter to Hurricane Kick moves. Can also be comboed well.
J.Fierce is more horizontal than vertical, can be used well in air-to-air


S.Short is a decent up-close poke, which I guess can be used somewhat as a
tick as well. Good to snuff slower low attacks.
C.Short is one of Cody's best overall attacks. Great range for a short
kick, and good priority up close as well. This is also Cody's easiest
combo-able attack.


Standing Forward is a funny little front kick, which comes out fairly fast
with good range. Can be used as a poke, and has mad priority over lower
C.Forward is a slide, but overall I really detest this move. Upon first
glance I thought it was a DeeJay-like slide, maybe could even be used as an
air counter. But this was not to be. It comes out fast enough, but it
appears the first frames of it have ZIP for hit detection :P. So 99% of the
time the opponent will be able to snuff this with ease. It's a shame, I
think Cody could've benefited with a faster/higher priority move like this.
J.Forward is IMO Cody's best jump-in attack. It has excellent horizontal
and vertical range with good speed, and sets up easily for a jump-in combo.


S.Roundhouse is a high straight kick, excellent as an air counter, but a
tad on the slow side. A good safe juggle after the Criminal Upper if the
opponent flips out.
C.Roundhouse is a basic sweep, but it's not very fast and really doesn't
have that great a range.
J.Roundhouse is a downward jump kick similar to Sagat's J.Roundhouse... a
decent jump-in, but not much range.



Bad Stone

Cody picks up a rock from the ground, tests its weight and tosses it. You
can delay him throwing it by holding P. The first thing to remember is NOT
to treat this like a regular projectile. It comes out FAR slower and
travels in an arc. It's basically useless against any other projectile,
there's will most likely reach you first, or they'll at least have time to
block. However the Bad Stone can be used to pin back opponents who jump at
you a lot, at least forcing them to air block it. It can be particularily
effective at pinning back Zangief, who can't cleanly get around it.

Kao Megura also notes that you can actually combo the opponent during the hit 
recovery of the Bad Stone. If the opponent is in the corner and you get the 
range just right, you can snag them something else. You can combo his 
Forward or Roundhouse Ruffian Kick, Level 2 or 3 Dead End Irony, or Level 2 or 3 
Final Destruction (the furthest back is L3 Final Destruction; you have to be a 
little closer than half screen, do the Bad Stone, then Cody will rush forward 
and hit them at MAXIMUM range).

Fake Stone

Cody picks up a rock from the ground, tests its weight, but then simply
drops it. From a distance this can be used to confuse the opponent, but
overall not too useful since the opponent will most likely try to block the
incoming stone anyways.

Ruffian Kick

Cody lunges forward with either a high kick, side kick, or foot slide. The
strongest of Cody's moves, when used well it can highly effective in many
ways. The Roundhouse version will hit standing opponents, but only at
EXTREMELY close range, and it is certainly not reliable for this. It's a
reasonable anti-air from a short distance, and it hits later in its
animation, so anticipation is needed; overall it's best in juggles. The
Forward version is the best version of the three, and one of Cody's overall
best attacks. It comes out really fast and has good range. If blocked it
can be countered by a VERY fast attack, but overall it's a pretty safe
attack. This is good in combos, and with its great priority can be used to
snuff attacks within its range, especially lunging/sliding attacks.
Overall, stick it any place you need to hit the opponent quick. The Short
version is a low sliding kick, not much range but comes out fairly fast and
has great priority--can be used up close to snuff many attacks.

Criminal Upper

Cody steps forward and throws an uppercut, sending a hurricane upward in
front of him. Also a highly important move for Cody, particularily the Jab
version. This version comes out fairly fast (can be snuffed by some quick
attacks) and more importantly, if blocked it is basically uncounterable,
allowing you to continue into a further poking game, retreat, or Throw the
opponent. This should not be used as an air counter, and won't work very
well as such, it is primarily a ground attack. This will combo easily out
of any of Cody's bufferable attacks, and more importantly, sets up for some
sweet juggles.

Bad Spray

Cody quickly grabs a handful of dirt and tosses it at the opponent. Done
mainly as a reversal when getting up from a knockdown, but can also be used
after air blocking an attack or after a PP flip-out. Excellent surprise
attack for overly-offensive opponents who move in too quickly after
attacking you. Does pitance for damage, but knocks the opponent across the

Knife Grab

Cody crouches quickly to grab the knife from the ground and tests its
weight. The lag of grabbing the knife is quite high, so make absolutely
sure the opponent is not in a position to attack you as you grab it. When
the knife is equipped, all of Cody's Punch attacks become different knife
attacks, and the Bad Stone becomes the Knife Throw. Your knife will fall
from your hand when Cody is hit, executes a Throw or Taunt, or performs the 
Final Destruction. See Knife Strategies for more info.

Knife Throw

Cody tests his knife's weight, then tosses it forward. This can be delayed the 
same way as the Bad Stone. The Knife Throw, particularily the Fierce version, is 
incredibly quick through the air, and can pass through most other non-SC 
projectiles. NOTE: similar to Rolento's Knife, this can be deflected by hitting 
it, eg. with a Jab. See Knife Strategies for more info.

Stomach Blow

Cody throws a mid-level punch to the opponent's stomach. This move has a
fair bit of priority and is bufferable. However, it has extremely low range,
so it can only be used RIGHT up close.

Crack Kick

Cody hops forward and performs a spin kick. EXTREMELY useful kick, it has
great range and comes out real fast, and recovers quite well too. Hops over
most low attacks, and because of its recovery, allows you to nail them
afterwards, or at least continue a poking game. This is essential to Cody's
offensive game. See Strategies for more info.


Cody steps quickly to the side of any attack. This is a V-ism specific move
that occurs whenever you press back to defend against an attack. Highly
useful, and the reason why most people play V-ism Cody--after dodging a lot
of attacks, you can counter more easily than you could simply blocking. See
Strategies for more info.

Chain Toss

Cody grabs the opponent around the neck with his handcuff chains and tosses
them over his shoulder. Sends the opponent pretty far away and does decent

Ground Drop

Cody grabs the opponent, mounts them, and drives them into the ground with
his foot on their chest. Does GOOD damage and leaves the opponent closer
than the Chain Toss.

Air Throw; Ground Drop

Cody grabs the opponent in mid-air, mounts them, and drives them into the
ground with his foot on their chest. Also does very good damage with a fair
bit of priority, and can be used as a juggle.

Zero Counter (Z-ism); Chain Toss

After blocking an attack, Cody grabs the opponent around the neck with his
handcuff chains and tosses them over his shoulder. Altogether not worth the
waste of the Super Combo meter, and actually doesn't hit that often either.

Zero Counter (V-ism); C.Roundhouse

After blocking an attack, Cody crouches low and performs a sweeping kick.
Obviously hits more than the Z-ism Zero Counter, however it's still not
worth the 50% of the VC meter, especially for the amount of damage it does.

Super Combo 1; Final Destruction

In Z-ism, Cody performs a short dashing punch, and continues into a big
multi-hit combo if it connects. Good amount of damage, however its priority
is not very good, some low attacks can snuff it, and the first hit must be
clean for the rest to even come out. In X-ism, this is similar to Rose's
Soul Shadow SC, where Cody gains shadows that mimic his attacks. All
jumping attacks now become a generic jumping kick with the Crack Kick
animation, that knocks the opponent off their feet, and all ground attacks
are now quick jabs. You can chain these punches together repeatedly and if
will flow into Cody's old Final Fight PPPP Combo (Two Jabs, a Stomach Blow,
and an Uppercut), for good damage. You can also press D+Punch after any Stomach 
Blow to finish with a Chain Toss. The big advantage to this SC is that each hit 
cannot be flipped out of if you juggle with him. So, in the
corner, you can connect with the Jump Kick, and juggle repeatedly with
Punch. Essentially you can chain some serious combos together, especially
in the corner. NOTE: The first few frames of the Final Destruction's animation 
are totally invincible, allowing you to pass through ANYTHING, even Super 

Super Combo 2; Dead-End Irony

Cody lunges forward with a huge multi-hit kick combo, that ends in a rising
spin kick. Basic rush SC, the recovery if blocked is slow enough for a
quick counter-attack, however its priority is quite high and can snuff many
up-close attacks--also combos well.



Game Mode in parenthesis following the combo indicates which ism the combo
can be performed in. AFAIK, these combos work on all size characters.

1.	J.Roundhouse, C.Strong XX Short or Forward Ruffian Kick (X,Z,V)

2.	J.Forward, S.Fierce or C.Fierce or C.Jab XX Jab Criminal Upper...
		juggle --> Roundhouse Ruffian Kick (X,Z,V)
		juggle --> Crack Kick (X,Z,V)
		juggle --> KKK Air Throw (X,Z,V)
		juggle --> Fierce Criminal Upper (X,Z,V)
		juggle --> S.Fierce XX Fierce Criminal Upper (X,Z,V)
		juggle --> S.Fierce XX Roundhouse Ruffian Kick (X,Z,V)
		juggle --> S.Roundhouse (X,Z,V)

3.	J.Forward, C.Jab, C.Short XX Short or Foward Ruffian Kick (X,Z,V)

4.	J.Roundhouse, C.Short XX Jab Criminal Upper, S.Fierce XX Roundhouse
        Ruffian Kick (X,Z,V)

5.	C.Short XX Jab Criminal Upper, Jab Criminal Upper, S.Fierce (X,Z,V)

6.	(corner) Crack Kick...
		juggle --> Roundhouse Ruffian Kick (X,Z,V)
		juggle --> S.Fierce XX Roundhouse Ruffian Kick (X,Z,V)
		juggle --> Fierce Criminal Upper (X,Z,V)
		juggle --> S.Fierce XX Jab Criminal Upper (X,Z,V)
		juggle --> Final Destruction, PP,PPP (X)
		juggle --> Final Destruction, PP,D+P,PP,D+P, etc... (X)
		juggle --> S.Roundhouse (X,Z,V)

7.	(corner) Final Destruction, Jump Kick, PP,PP,PPP

8.	(corner) C.Short XX Jab Criminal Upper, Final Destruction,
        PP,D+P,PP,D+P etc..., S.Fierce XX Jab Criminal Upper or
        Roundhouse Ruffian Kick (X)

9.	(w/knife) J.Forward, C.Jab x 3 XX Forward Ruffian Kick (X,Z,V)

10.	J.Roundhouse, C.Short XX Final Destruction (Z)

11.	J.Forward, C.Jab -> C.Short XX Dead End Irony (Z)

12.	J.Roundhouse, C.Jab, C.Jab -> C.Short XX Short Ruffian Kick (X,Z,V)

13.	(corner w/knife) J.Roundhouse, S.Fierce XX Jab Criminal Upper,
	S.Fierce XX Fierce Knife Throw (X,Z,V)

14.	(close to corner) J.Forward, C.Short XX Jab Criminal Upper,
	Crack Kick, S.Fierce XX Roundhouse Ruffian Kick or
	Fierce Criminal Upper (X,Z,V)

15.	(corner) C.Fierce XX Fiere Criminal Upper, S.Strong, Fierce Bad 	Stone 

16.	(opp. in corner, half-screen distance) Fierce Bad Stone, L3 Final 
	Destruction (Z)

17.	J.Forward, C.Jab -> C.Short XX L3 Dead-End Irony
		juggle --> Roundhouse Ruffian Kick (Z)
		juggle --> Fierce Criminal Upper (Z)
		juggle --> S.Roundhouse (Z)
		juggle --> J.Roundhouse (Z)

18.	(corner) C.Strong XX L3 Dead-End Irony, S.Fierce XX Fierce Criminal 
	Upper (Z)

19.	J.Roundhouse, C.Strong XX L3 Dead-End Irony, KK Air Throw (Z)

20.	J.Forward, C.Jab -> C.Short XX Final Destruction
		juggle --> Roundhouse Ruffian Kick (Z)
		juggle --> Fierce Criminal Upper (Z)
		juggle --> S.Roundhouse (Z)
		juggle --> J.Roundhouse (Z)

21.	(corner) S.Strong XX Final Destruction, S.Fierce XX Jab Criminal 	Upper 

22.	(opp. in corner, half-screen distance) Fierce Bad Stone, L3 	Final 
Destruction, S.Fierce XX Fierce Criminal Upper (Z)

Extra Notes: regarding #14... If you start this too close to the corner it
won't all connect, you need enough room to connect with the Crack Kick AS
the opponent enters the corner. After that, you can continue into a further
On the subject of juggling, it is important to note that the opponent can
easily flip out of a non-buffered juggle... however often the Criminal
Upper or Roundhouse Crack Kick you are using to juggle will snag them
anyway. For example, a S.Fierce XX Jab Criminal Upper cannot be flipped out
of, so basically juggles can continue unhindred... until they reach the
corner, where you are allowed only "one more" juggle combination and the
opponent will fall to the ground no matter what.



NOTE: I don't play V-Ism Cody that much at all, so feel free to send me any
      neat VCs you may have found.

1.	(Jab+Short) Fierce Criminal Upper -> Roundhouse Ruffian Kick,

Comments: Should be Cody's bread and butter VC. After the Roundhouse
	  Ruffian Kick you should flow immediately into the Criminal Upper.
	  Do not RUSH this VC, or the Ruffian Kick will miss--this must be
	  done methodically and with a certain pace, get a feel for it.

2.	Roundhouse Ruffian Kick as air counter, Fierce Criminal Upper,
	Roundhouse Ruffian Kick, repeat

Comments: Same as number #1, just connects as an air counter first... wait
	  an ever-so-little bit longer after the first Ruffian Kick for the
	  Criminal Upper to connect.

3.	(corner) (Jab+Short) Fierce Criminal Upper -> S.Roundhouse, repeat

Comments: a little easier to time, and a little easier to connect in the
	  corner. Again, don't rush the pace.

4.	(Strong+Forward) C.Jab -> Forward Ruffian Kick -> C.Forward, repeat

5.	(corner) (Jab+Short) C.Forward -> Forward Ruffian Kick -> Roundhouse
	Ruffian Kick -> Fierce Criminal Upper -> S.Roundhouse -> Fierce
        Criminal Upper, etc...

Comments: works with about the same timing as #3, just changing up the
	  first hits a little.

NOTES: Ziggy recommends that all of Cody's V-ism strings begin with C.Jab
       XX Jab Criminal Upper, presumably due to its speed and priority to
       snuff up close.



Offensive Strategies

Cody can set up an excellent poking game, as long as you're careful to use
the right moves. Mixing up a series of attacks when close to the opponent
is the key. For me, the primary offensive tool are the S.Forward, J.Forward
and the Crack Kick. When S.Forward connects or is blocked, it leaves you at
just the right distance for a Crack Kick usually. From a short distance,
The Crack Kick can set up a variety of follow-ups that you can continue to
mix to keep them guessing. If the Crack Kick connects, it knocks the
opponent back a bit, and you can set up some good juggles for major damage
If the Crack Kick is blocked, your recovery is good enough to follow up;
you can move in for a Throw, if you find the opponent likes to turtle a
fair bit... Tossing out the S.Forward after a blocked Crack Kick will snuff
just about any low kick attempt, popular from the Shoto-bros...

Feel free to toss out the Jab Criminal Upper at any point close to the
opponent... after a blocked Crack Kick, or especially from a C.Short. If
it's blocked, you basically have an advantage, so you can start into your
poking game again, perhaps into a C.Short.

Mixing in the Dead-End Irony can be risky, but worthwhile if it connects.
It has great priority over up-close attacks--I've snuffed Blanka C.Forwards,
for example. This is great against opponents who like to poke as much as
you. In the event you find your opponent sticks out regular attacks (as
much as you maybe ;) you can toss this out pretty liberally.

The another property of the Crack Kick is that it completely misses
crouching opponents. If your opponent crouches constantly, the Crack Kick
really should be used less than your other options, lest it become
repetitive. In the event that it is ducked (hopefully not often), the
recovery is excellent you can easily surprise the opponent with your KK
Throw. If your Crack Kick DOES get ducked repeatedly, you'll find yourself
eating crouching uppercuts all too often.
However the fact that it does hit that high can also be an advantage,
against opponents who use low attacks a lot. Often if you can anticipate
the low move coming out, or it's slow enough, you can hop over it
completely and Throw the opponent, or even hit a C.Short and combo.
Mix the Crack Kick into your offense HEAVILY, especially if the opponent
stands and/or blocks a lot, but ABOVE ALL ELSE, do NOT overuse it or you
will get nailed easily.

Whenever you feel a pattern will be anticipated (eg. one attack blocked),
mix in Cody's damaging KK Throw to snag them. Constantly switching up your
offensive pokes is the key. So for Example, from a short distance you
perform a Crack Kick... if they block, walk forward and Throw the opponent.
Then the next time, or next couple of times your Crack Kick, or S.Forward
is blocked, toss out maybe a C.Short or a Short Ruffian Kick, so it
catches the opponent when they attempt to counter your Throw... then mix it
up again. You can maybe toss in Jabs with the Short kicks too, and then
throw a C.Strong to snuff their attempted counter, up close.
Constantly change around your tactics, and Cody has many moves to work with
in this case.

Defensive Strategies

Against airborne opponents, Cody can have a real field day. Defensively,
you can usually sit back and toss a few rocks here and there... The Fierce
Bad Stone can knock the enemy out of the air easily... overall to knock the
opponent out of the air though, all you need is the S.Roundhouse--the
priority on this is insane unless the opponent is coming down RIGHT over
your head. S.Fierce, S.Strong and, to a far lesser extent, the Roundhouse
Ruffian Kick, also work well. Against overly jumpy opponents, ESPECIALLY
opponents with big hang time like Guy or Chun Li, jumping back with a
J.Fierce moderately can snag them.
Against opponents who come at offensively on the ground, the same basic
ideas can be applied with your poking game. The Forward Crack Kick will
beat a lot of attacks, as will the S.Forward. From that point on you can
even continue into your poking game.

Knife Strategies

When Cody gains his Knife, his punch attacks gain increased range and
damage, most notably. In addition they also do block damage, and drain the guard 
meter faster than normal. So of course, your combos are going to do increased 
damage as well. Some of Cody's attacks are varied as well; with the Knife Cody 
can now string together multiple standing Jabs,
and more importantly, his C.Fierce now gains more priority and range,
allowing you to use it fairly reliably as an air counter, but on the down side, 
it cannot be comboead anymore :(. In addition Cody's Fierce Knife Throw is 
incredibly fast, and can be used somewhat as a juggle or to hit airborne 
opponents. It will also negate most other regular projectiles.

An excellent tactic pointed out by Kao Megura is that the Knife Grab can be 
cancelled into a knife slash by pressing a punch button... this can be useful in 
moderation, since the opponent will most likely rush in to attack if they see 
you grabbing the knife.

Now don't get me wrong, IMO you should NOT base your strategy around
getting the Knife, only pick it up if you have the easy opportunity,
because remember there is a fair bit of lag as Cody picks it up. The Knife
is in no way essential to your gameplay, it simply as a couple of neat

X-ism Specific

Cody's most noticable difference in X-ism is his Super Combo, which some
may prefer, though I certainly don't. Cody does, of course, do more damage
in this mode, and loses the Zero Counters and Air Blocking. However, Cody
can be quite powerful in this mode, in that his Zero Counters are crap
anyways, and he doesn't often need to go offensive from the air... Cody can
advance on the oppponent using S.Forward, the Crack Kick and Forward
Ruffian Kick. So I really don't think Cody is hurt by this... his combos
are highly damaging in this mode, I find he can be worked well.

More X-ism Strats: 

(from Kao Megura) Regarding X-ism specific strategies, I hope you haven't given 
up on the Final Destruction completely ;)  While most people use this with the 
intent of corner combos, another option is to use his jumping attacks to snuff 
your opponent (since they're all Crack Kicks).  You can also do stuff like jump 
in Crack Kick, jump Crack Kick for a 2 hit.  Looks nice, but isn't that useful.  
You can also juggle the Crack Kick if you're juggling someone with the Final 
Destruction punches (such as, juggle x2, jump and crack kick, land, keep 
punching, repeat).  I really love
turning on the FD and then not chasing down someone because they will
always come after me and I just jump Crack Kick them to death every time
they try something.  It has mad priority and range.

Z-ism Specific

The mode I use most often, I just feel comfortable with it. Cody does less
damage, but he can now tech hit Throws and Air Block, which can be a plus
if you choose your offense to be from the air with the S.Forward. Most
importantly however he can now use his Dead-End Irony SC, which IMO is a
very useful move... it can be put into combos easily, but then again, Cody
does massive damage in combos without it--the Dead-End Irony's true
strength is its ability to snuff attacks up close, which is where I prefer
to use Super Combos anyways. It's certainly more risky, but also much more
rewarding. In addition, he can of course Taunt as well ;).

V-ism Specific

Personally, I detest V-ism, but I do of course recognize that it is a
powerful style. For Cody in particular, you will find many excellent Cody
players crooning abut V-ism, due to the damage Cody can inflict with a good
VC, and more importantly, his Sidestep. One large downside to V-ism Cody though 
is that his Guard Meter is EXTREMELY small. The Sidestep is a truly unique move 
that allows Cody to completely avoid all attacks--after dodging, you can 
continue into a poking game, or if the opponent is still recovering from their 
missed move, you can easily snag them with a Forward Ruffian Kick, or a C.Short 
and combo up close, or maybe even engage a VC and really destroy them. Of 
course, the Sidestep does allow you to avoid GUARDSTUN, and
certainly you aren't pushed back any, but the Sidestep does NOT recover
instantly, and an opponent who pesters you up close with poking attacks can
make it very difficult for you do defend properly. 
In addition, there is another disadvantage to the Sidestep, explained by Kao 

The Sidestep works if you press D/B, but that doesn't make you dodge low 
attacks. Obviously this move doesn't work against very high or low attacks (a 
jump in or a sweep, or Cody's LK / HK Ruffian Kicks, for example), but
it also may or may not work against moves that in ways you wouldn't expect.  For 
instance, Cody can completely dodge a close dragon punch, but not Akuma's f + MK 
attack, even though they both initially hit at around the same level.  Also 
important to note is that Cody can't dodge every attack that comes his way; if 
you use V-Cody and walk up to another V-Cody and start pressing MK, he'll dodge 
the first few, then start blocking the remainder.
NOTE: A quick way to build up your VC meter is to whiff Throws from a
distance, or toss out S.Strongs and C.Strongs whenever you can.
Since I hardly play V-ism at all, I highly recommend you check out Ziggy's
Cody V-ism FAQ, available in my archives at Fighters Net (

Extra Goodies

Just an extra note about a certain Taunt... in the arcade, or Vs. another
Cody on the PSX, Cody's taunt is different from the one where he spreads
his hands and says "Hoo!" He will instead quickly pull his wrist from out
of the handcuffs, shake his hand, then put them back on ;). What's most
interesting about this taunt though, is that it actually causes temporary
invulnerability for Cody! He can avoid projectiles or even entire rushing
attacks and Super Combos! Of course, on the PSX this will ever happen
except in constant Cody vs. Cody matches, but it is something to note :).
In addition, in a Cody vs. Cody match, his beginning pose changes to both
Cody's sitting cross-legged on the ground playing with rocks.



Obviously, some character specific strats... unfortunately I only have a
couple of good players for competition, and they don't use every
character :P. Any input would be appreciated. Also any combos, especially
VCs, are greatly welcomed.



--A big thanks to Ziggy ( for his excellent V-ism Cody FAQ,
  I suggest you all check it out if you wanna play V-ism Cody.

--Synn Syous ( for his great Cody FAQ.

--Jack Lin aka Zangief104 for his translations of the Gamest Mook Z3 Combos.

--My friendly rival Kao Megura for his excellent (as usual) SFZ3 General
  moves list and FAQ, and some great additions to this FAQ.

--Fellow FN staff member Raging_Demon ( for his
  criticisms and tips ;)

--cka aka Jason Jamieson (, skee aka Ryan Jackson
  ( and viper600 aka Tyler Stewart
  ( for Blanka, Sodom and X-ism Ken competition

--Kian Tat <> for his excellent "Cody Convicted" website
  ( for Cody's background info.

--Goodroots <> for the trick with Cody's Taunt, and the rest
  of the guys (and gals) from EFNet #capcom for some Cody discussion.


You can access this FAQ and many others at:

You can e-mail me at:

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                                          -Kent Brockman, the Simpsons