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    Cody by JCulbert

    Version: 1.5 | Updated: | Search Guide | Bookmark Guide

    Sony Playstation (Import)
    version 1.5
    by John Culbert <tigeraid@fighters.net>
    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 <tigeraid@fighters.net> 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
     <tigeraid@fighters.net>. 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 (www.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 (JDBerg@aol.com) for his excellent V-ism Cody FAQ,
      I suggest you all check it out if you wanna play V-ism Cody.
    --Synn Syous (synnsyous@hotmail.com) 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 (raging_de@fighters.net) for his
      criticisms and tips ;)
    --cka aka Jason Jamieson (cka@fighters.net), skee aka Ryan Jackson
      (Zapdos3@hotmail.com) and viper600 aka Tyler Stewart
      (viper_600@geocities.com) for Blanka, Sodom and X-ism Ken competition
    --Kian Tat <cktat@hotmail.com> for his excellent "Cody Convicted" website
      (http://members.tripod.com/a3cody) for Cody's background info.
    --Goodroots <younggt@jmu.edu> 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: tigeraid@fighters.net
    "I said it before and I'll say it again--democracy simply doesn't work!"
                                              -Kent Brockman, the Simpsons

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