1, 2, 3, 4, turn the beat back!!
“Well now, let’s see if we can’t do something about my boredom”
Cody Travers has joined the Brawl!
Intro
Originally from the Capcom game Final Fight, Cody Travers was also in Super Street Fighter 4. After being framed for crimes he didn’t commit, Cody got thrown in jail. But jail didn’t provide any form of entertainment, so he got bored.
Very bored. One day, he breaks down a wall, using nothing but a rock and a really good throw, and leaves, trying to find some entertainment.
Being the only user of street-fighting techniques in a game called Street Fighter (go figure), Cody fights with rocks (his version of a Fireball), wrenches (his Focus Attack), and knives, which only he can pick up for some reason. His uppercut, Criminal Upper, creates a tornado that can also act as a temporary shield from projectiles. His Ruffian Kick can hit high, mid, or low, depending on the strength of the kick inputted, and his Zonk Knuckle can be used as a surprise attack.
Stats
Weight: 9/10
Cody is pretty heavy, about the same as Snake
Jump: 5/10
A pretty average jump
Air Jump: 3/10
His air jump sucks, though
Walk Speed: 4/10
Bored, Cody walks forward slowly.
Run Speed: 6/10
He’s pretty fast for a heavy character.
Midair Mobility: 4/10
He has below-average speed in midair.
Float: 1/10
Cody falls like the rocks that he throws; very quickly.
Traction: 9/10
He doesn’t slide very much.
Size: Big and Tall
Cody is as tall as Snake and slightly wider than him, but not as wide as Bowser.
“I don't need a reason. I just like to fight.”
Special Mechanic: Knife
In Final Fight, you could pick up weapons such as knives and pipes to fight with. Cody could use a knife better than the other characters. This led to his knife being put in Super Street Fighter 4 as a way for him to change up his moveset a little.
In Brawl, the Knife will appear like any other item, except that it’ll appear even if items are turned off (if items are off, it appears with Low frequency). Any character can pick it up, but for any character other than Cody, it acts like a Beam Sword, but with much less range and a little less power.
If Cody picks it up, however, a few of his moves will change. The differences are under each move, and if a move doesn’t give any differences, then it doesn’t change when Cody’s holding a knife. Generally, while holding a knife, Cody will gain a bit of range and power, and his attacks may do more shield damage and stun, but he loses some of his combos, due to the increased knockback of the knife. This makes the knife good at finishing off your opponent, but it’s recommended to leave the knife alone early in the game or when your opponent has just respawned.
Specials
Neutral B: Focus Attack*
Cody pulls out a wrench out of nowhere (dropping his knife if he has it) and reels backwards, charging up as long as B is held. As he charges, he’ll flash once, then a second time to signify each level of charge. During this charge period, you can tap the Control Stick left or right to cancel the move and instantly dash forward/backwards a stage builder block. This fact alone makes this a good fake-out move.
When B is released, Cody swings the wrench forward in a wide overhead motion. Getting hit in the area above Cody does 5% with knockback toward Cody’s front. The whole area in front of Cody becomes a large hitbox that deals 12%, 16%, or 21%, depending on charge. At full charge, this also breaks shields instantly. Additionally if this move is used as a “counter” hit (it hits them during their own attack lag) or hits them at full charge, a big amount of lag will occur like in Zelda’s sweetspotted Fair. After this, the opponent will crumple, falling to their knees, then to the ground. During this time, they can still be hit, but any attack will knock them out of their “crumple” state.
Normally, Cody will suffer lag after hitting the opponent that prevents him from doing a combo off of this move. However, if left/right is pressed during the end lag of this move, Cody will step in that direction a stage builder block. This cuts the lag by a lot and allows him to combo off of this attack, or step back and dodge a counter if this is blocked.
Cody has super armor during this move, and can take one hit without flinching. However, if he takes a hit, his damage meter will turn yellow, and he will have taken the damage. Over the next few seconds, Cody’s damage will decrease at a rate of 1% per ½ second until it lowers to his original damage before he used Focus Attack. If he is hit during this time, the recovery will stop. During this recovery period, if Cody uses any of his other Specials and smashes the control stick instead of tilting it, he’ll use the EX version of that special. Besides having slightly different properties, the EX version will absorb any of the damage that Cody has not recovered to power up the move. This will stop the recovery, which usually isn’t a big deal due to Cody’s weight. Cody cannot use an EX Special unless he’s in this recovery state, and he cannot use an EX Special in midair.
One final note: Under each of Cody’s standards, smashes, and specials, I will say if it is FADC-able (Focus Attack Dash Cancelable). If it is, you can press B during the end lag of that move to cancel and take a half-block step forward or backward (press the desired direction on the Control Stick; otherwise, Cody will stay still). This will ONLY work if you actually hit the opponent with the move, although whether they shielded it or not doesn’t make a difference. You also cannot FADC an EX Special, or if Cody is holding a knife. This does have a downside, however: FADC-ing any move will give Cody a yellow 8%. This isn’t much, but it doesn’t start healing for 3 seconds, so your opponent has more time to counter and stop the healing. This makes FADC-ing a high-risk-high-reward situation.
Side B: Ruffian Kick
FADC-able: No
Cody kicks forward with great force, sticking his leg straight out like in the above left image. He moves forward 1.25 stage builder blocks, his leg a hitbox the whole time. Getting hit with this deals 12% with good horizontal knockback, KOing around 146%.
Like a tilt or smash, this move can be angled upward or downward. Angling upward makes Cody kick like in the above right image, dealing 15% but only killing at 155%. Angling downward makes him do a sliding kick along the ground, dealing 10% and killing at 139%. Regardless of the angle of the kick, this will always come out quickly with little lag, but has some end lag that makes it punishable.
If used in the air, Cody can either move straight forward or forward with a slight downward angle; he cannot go up with this move. It acts the same as on the ground, but doesn’t put Cody into freefall afterwards.
In EX Ruffian Kick, Cody does a down-angled kick, but slides 2 blocks ahead at Sonic’s dash speed. This also has even less startup lag (about the same as a jab) and deals an increased 14% with KO at 134%. The end lag remains the same, however, so it’s still punishable if shielded.
Up B: Criminal Upper
FADC-able: Yes, although it cuts the tornado short
Cody does a powerful uppercut, causing a tornado to appear in front of him. The tornado is about .8 blocks wide and reaches up to the top of Cody’s head. The punch does 5%, and the tornado deals multihit damage totaling 14%, with the final hit killing straight up at 152%. It lasts for 1 full second, with Cody able to move .2 seconds before it disappears, making this good for starting combos if it hits. The tornado also stops all projectiles while it’s out, although it doesn’t reflect. The whole move has some startup lag that makes it punishable by jabs and some tilts if timed wrong.
In the air, this will become a spiral uppercut as Cody rides the tornado upward, going upward about 1.25 Ganons and forward 1 block. This will deal 10% with low knockback if it hits, and puts Cody into freefall afterward.
EX Criminal Upper happens as quickly as EX Ruffian Kick and deals 6% (punch) followed by 16% multihit (tornado). The punch absorbs all of the damage from the Focus Attack, so make sure to connect with that if you use the EX version.
Down B: Bad Stone
FADC-able: No
Cody reaches down and picks up a rock off the ground. He throws it forward with all of his might, dealing 9% to anyone it hits. This has half a second of startup lag, and the rock travels 2 battlefield platforms in a downward arc at the speed of Wolf’s Blaster. There’s very little end lag, and the rock does good shield damage.
By holding B, Cody will juggle the rock in one hand, slightly increasing the power. He can juggle the rock twice before throwing it automatically. Each juggle takes .4 seconds and increases the power of the stone by 3%.
While charging, you can press any direction on the Control Stick to change the angle of the throw, even throwing it behind Cody if you want. If down is pressed, Cody will store the rock in his pocket, keeping the charge until you press Down B again to throw it. Throwing a rock from your pocket takes less time than if you had to pick it up off the ground, and is the only way to throw a rock while in midair.
EX Bad Rock has less startup lag (about .25 seconds) and does 13%. It also travels twice as fast, but it doesn’t go any farther than a regular rock. It also cannot be stored, and a stored rock cannot become EX.
If Cody is holding a knife, he’ll throw his knife straight forward. It travels in a perfectly horizontal line at Falco’s dash speed until it hits something. It deals 12% and good stun if it hits an opponent.
“Sorry, Guy. It's like I told you. I fight by myself nowadays.”
Standards
Jab: Zonk Knuckle
FADC-able: No
By simply tapping A, Cody reels back, steps forward a SBB, and punches forward. This will deal 7% if it connects, and has decent knockback. The startup time is longer than most jabs, though, but it’s still pretty quick.
By holding A, Zonk Knuckle can be charged, although there’s no sign to tell an opponent that you’re charging it. It can even be charged in midair, or during a slow attack such as a Smash. This gives it the ability to be used right after an aerial or slow Smash attack. Charging the move adds 1% per half-second of charge, up to a maximum of +5%.
Forward Tilt: Stomach Blow
FADC-able: Yes
Cody punches like in the above picture the startup and end lag of a normal jab. This deals two hits of 5% each (10% total). This has pretty good range as well, reaching as far as Ike’s Ftilt. The second hit has minimum knockback of 2 stage builder blocks (SBBs), and can increase until it KO’s at 158%
If A is held during this move, then released right as the second hit connects, Cody will follow up with a Zonk Knuckle that will follow his opponent and hit them. This becomes harder to hit with around 65%, as the knockback will begin to send your opponent too far.
With a knife, Cody will simply stab forward, reaching half a block farther and dealing a single hit of 12% with decent knockback (KO at 151%). The startup and end lag is the same as Stomach Blow
Up Tilt: Jaw Crusher
FADC-able: Yes
Cody punches upward in a sort of uppercut motion, but keeping his elbow bent at a 90°angle. This deals 8% with decent stun and KOing straight up around 164%. This has lag similar to the Ftilt, but hits more above Cody and less in front of him. The knockback also makes it possible to FADC this into an upward Ruffian Kick or an aerial if you jump after your opponent.
If Cody has a knife, he’ll stab upward at a 45° angle from the ground. This does 10% and reaches much farther than Jaw Crusher, but it can’t combo into Ruffian Kick due to the higher knockback.
Down Tilt: Slide Kick
FADC-able: No
Cody kicks forward in a way that slides him forward half a block. Anyone hit while he’s sliding takes 8% with mediocre knockback. This move is extremely fast, faster than a Ruffian Kick, making it better at close range. It has a lot less range, though, and it’s easily punished if blocked.
With a knife, Cody will slice horizontally close to the ground, dealing 10% with decent knockback. Pressing A again will make Cody slice again in the opposite direction, with almost no lag between the two slices. This doesn’t move Cody forward like Slide Kick, but the shield damage is high, so if shielded, it can really mess up an opponent’s shield, potentially breaking it if they shielded something else.
Dash Attack: Sand Kick
FADC-able: Yes
Cody halts instantly and kicks his foot forward, throwing sand everywhere. This has a decent sized hitbox in front of Cody, and deals 9 hits of 1%. Afterward, Cody reaches his hand behind his back, as if he’s scratching an itch…
Dashing Forward Attack: Wrench Swing
FADC-able: Yes
…When he’s really reaching for a weapon. If a forward attack is inputted (it doesn’t matter whether it’s a tilt or smash) during the dash attack’s end lag, Cody will swing a wrench forward. By pressing Forward + A repeatedly, Cody will swing his wrench forward up to 5 times in a row. Each swing does 7% and good stun, but little knockback, allowing you to potentially hit an opponent with all 5 swings if they don’t guard. If they hold the shield button, though, they’ll put up their shield even if they’ve already taken a hit, so don’t plan on using this like a combo.
The swing has a huge range, as Cody takes a leaping step forward about 1.2 SBB’s with each swing. Additionally, each hit deals enough shield push to move the opponent in range of the next swing, and if 4 or more swings connect, their shield will break. If an opponent shields any swing, it’s possible to shieldgrab Cody as he swings forward again, but they’ll probably take the hit at the same time. Characters with a slow tether grab can’t do this, however.
Dashing Up Attack: Wrench Upper
FADC-able: Yes
Cody swings his wrench in a huge upward arc, dealing 9% with great knockback (144%). The arc reaches very far from Cody, about .8 SBB’s. This has some startup lag, unless it’s used after a dashing forward attack, in which case the lag isn’t that bad.
Dashing Down Attack: Pipe Smash
FADC-able: Yes
Cody pulls a pipe out of nowhere, pulls it back like a golf club, and swings forward, as if he was hitting a golf ball. This is Cody’s slowest move, with lag similar to a Falcon Punch, but it does 18% and kills at 112%. It also has a big range in front of Cody, although not as far as Wrench Upper.
Smashes
Forward Smash: Hammer Hook
FADC-able: No
Cody reels backwards like he does in his Focus Attack, and holds this pose while charging. When released, he punches in a wide overhead motion, slamming his fist straight into the ground one SBB in front of him. The move deals two hits: one as he swings down (9-12%, knocks into the second hit), and one as his fist hits the ground (10-13%, great knockback away from Cody that kills at 120-108%). This has some startup lag, but little end lag for a Smash. It also pushes any shielding foe out of normal, no-tether grabbing distance, so you won’t have to worry about getting shieldgrabbed for using this at the wrong time.
This move is unique in that if this is used after a FADC, the startup lag is severely reduced, making this a good combo finisher.
With a knife, Cody will pull the knife back, then swing forward horizontally. This deals a single hit of 21-28% and has less startup lag than Hammer Hook
Up Smash: Upward Slam
FADC-able: Yes
Cody clasps his hands together and swings them upward, dealing 15-20% with this. This can KO around 134-125%, and has great range, making for a nice anti-air. It also has low startup and end lag for a Smash, although it’s still noticeable.
With a knife, Cody slices horizontally like in his FSmash, but angled upward. This does 17-23% with great knockback (127-119%)
Down Smash: Sweep Kick
FADC-able: Yes
Cody crouches down and sweeps his leg around him. This is very similar to Luigi’s DSmash in terms of lag, but it reaches slightly farther, about .7 SBBs. Each hit deals 13-17% with good vertical knockback.
If you FADC the first hit of this, you can follow this with an upward Ruffian Kick or a Criminal Upper. Also, this move doesn’t change if you have a knife.
“This way of life is simply who I am. Can't you understand that? Or would you rather hear the sad, sad story of an EX-hero?”
Aerials
Neutral Air: Downward Kick
Cody kicks at a 45° angle downward, reaching a distance of .8 blocks. This acts as a sex kick, dealing 11% with decent knockback if sweetspotted, and 7% with poor knockback if sourspotted. This has almost no startup lag and very little end lag like most sex kicks.
With a knife in hand, Cody will instead stab downward at the same angle as the kick. This doesn’t act like a sex kick, but instead does 14% with good knockback if it hits.
Forward Air: Crack Kick
Cody spins around and kicks like in the above picture. It has good range and deals 11% with good knockback. It has low startup and end lag, and the landing lag isn’t so bad either, so don’t be afraid to use this as you’re landing. It can even act as a setup for Zonk Knuckle if you hold A and release as you land.
Backwards Air: Reverse Crack Kick
Yes, this is simply his Fair copy/pasted, but their properties are slightly different. The most notable is the fact that this spins Cody around so that he faces the opposite direction after this is used. It also has less startup lag than the Fair, as Cody doesn’t have to spin around. It deals 12% with decent knockback.
If Cody uses his Fair, and presses Back + A right as the kick comes out, he’ll sweep his leg around and go straight into his Bair. This turns these two moves into a sort of helicopter kick that’s good to use when you’re surrounded.
Up Air: Midair Uppercut
Cody does a simple uppercut, dealing 11% with good upward knockback. This covers most of the area above Cody, making it good at dealing with enemies approaching from above.
Down Air: Fist Slam
Cody clasps his hands together and slams them downward. This has a small hitbox near Cody, but it does 13% and spikes opponents straight downward. The lag is high on both ends, so you’ll have to time this perfectly if you want it to hit.
If Cody is holding a knife, he’ll stab straight downward with it. This does 15%, but doesn’t spike the opponent. However, the lag on this is lower than the regular Dair, so you can use it from a shorthop without the risk of suffering landing lag.
Z-Air: Guilty Stamp
Cody’s ZAir is simply a grab in midair, with the exact same startup lag and range as a regular grab. If he grabs someone, he automatically puts them beneath him, puts his foot on their lower back, and lets gravity bring them both down at a speed slightly higher than Cody’s fall speed. If they hit the ground, the opponent takes 11% and is put in a prone position while Cody steps off of them. This can’t be escaped out of like a regular grab, making it a great suicide move, as your opponent will always die before you.
Grabs
Grab: Prisoner’s Bind
Cody uses his handcuffs in an attempt to pull his opponent within grabbing distance. He loops them above and over his opponents head, pulling them closer if they connect. This has a small amount of lag similar to Link’s grab, and doesn’t reach quite as far, but it has less ending lag than most tether grabs.
For the pummel, Cody simply knees the opponent in the stomach for 3%. This isn’t the fastest pummel, but it’s also not the slowest.
Forward Throw: Prisoner Throw
Cody pulls the opponent behind him, then pulls them forward, releasing them and sending them flying. This is pretty slow, so it’s not a good idea to use this in a free-for-all if you’re surrounded. This deals 7% and sends the opponent a set 4 SBBs. The thrown opponent acts as a projectile while flying, dealing 10% to anyone they come in contact with.
Backwards Throw: Shoulder Throw
Cody turns around and lifts his opponent over his shoulder, slamming them into the ground. They bounce straight up, making it easy to combo after this if they’re at low-mid damage. This throw does 10%, but has very low knockback
Up Throw: Classic Combo
Cody quickly releases the opponent and does his 4-hit combo from the original Final Fight, as seen in
this video. The whole combo deals 14% and knocks the opponent up and away from Cody. This is Cody most powerful throw, killing at 125%, but the high knockback prevents Cody from using this as a combo starter.
Down Throw: Bad Stamp
Cody pushes his opponent down, then steps on their back, stomping them into the ground and dealing 9%. This leaves them in a prone position and puts Cody on the opposite side. This can be followed with a Focus Attack, if you predict a wake-up attack, or a Ruffian Kick, if you predict a roll.
“I saved a city, saved a girl, but couldn't save myself...”
Final Smash: Infinite Combo/Final Destruction
Yes, Cody has two Final Smashes. On the Character Select Screen, Cody’s picture will have a
and a [II]. Whichever one is selected is Cody’s Final Smash for that round.
Final Smash I: Infinite Combo
When B is pressed, Cody will simply jab forward once, reaching forward half a stage builder block. This is instant, like Ike’s Final Smash. If this misses, then the Final Smash ends there. If it hits, however…
Well, this happens.
See, Final Fight had a bug in it that allowed Cody to cancel his basic combo after the second jab by turning around. He could then turn back around, punch twice and repeat until his opponent was dead. As the video showed, this works even on bosses or large groups of enemies.
In Brawl, the game automatically makes Cody do this combo on his own without any input from the player (other than the initial press of B). Each punch deal 5%, and Cody will continue this infinite until the opponent has reached 100%, at which point he will finish the combo with a gut punch, followed by a powerful uppercut. If this hits, this is a guaranteed KO on any opponent, much like Marth’s Final Smash. However, this should only be used in a 1v1; if Cody or the opponent is hit during the Final Smash, the infinite will be interrupted and the opponent will break free. Instead, in a free-for-all, you should use…
Final Smash II: Final Destruction
Shown here, this is the Final Smash you should pick in any FFA, as it’s uninterruptable and can possibly hit multiple opponents.
When B is pressed, the camera gets a close-up of Cody as he cracks his knuckles, saying “You ready to start fighting for real?” (Opponents are frozen in place as this happens). Cody then spins and does an overhead punch, reaching a full SBB ahead. If this strikes an opponent, Cody will exclaim “Jackpot!” and start the combo shown in the video. Each hit deals 6%, with the Criminal Upper at the end dealing a massive multihit 50% (80% total damage). This only has a KO percentage of 100%, though, so it won’t always kill an opponent like Infinite Combo will. However, the tornado at the end is huge, reaching 3 Ganons high with a width of 1 Bowser at the bottom, 2 Bowsers at the top. Plus, should an opponent be caught in it at the top, they might be knocked out before 100%, as they’ll be closer to the top blast zone.
“Returning? Yeah, I'll return, all right. To my cell. That's where I belong.”
Playstyle
General
Cody plays a kind of rushdown game, using the range and power of his standard attacks to deal heavy damage to his enemies. Focus Attack acts like a counter, allowing Cody to take a hit and hit back. It also has a lot of fake-out potential, as he can cancel it at any time by stepping backwards or forward, whether he’s taken a hit or not. Plus, it acts as one of Cody’s best combo starters, as the lag it puts on the opponent if used as a counter allows you to follow up with literally anything. Finally, it can be used to cancel the end lag of certain moves and step toward the opponent at the same time, allowing you to chain things that wouldn’t be chainable otherwise.
Criminal Upper serves as a good out-of-shield (OOS) option, and can also be a good aerial combo starter. Ruffian Kick offers a good approach method if it isn’t shielded, is relatively quick, and has a far reach. Bad Stone is a simple but effective projectile that helps Cody to control the space between him and his opponent. It also allows him to have a chance at long-range fights, unlike most close-range heavyweights.
Cody’s tilts and Zonk Knuckle are good for close range, but his best moves are only usable at mid-range. Moves like Hammer Hook and Ruffian Kick are too laggy for close range, but hit only air at long-range. Controlling the space between you and your opponent is a must for Cody.
At close range
Tilts and Focus Attack should be used primarily at close range, as Cody’s Smashes and Ruffian Kick are too laggy. Criminal Upper is usable, but it’s best to only use it as an OOS counter method. Remember that unlike most characters, Cody’s Jab is laggy and easily punished at close range. Ftilt should be used in place of a jab, as it’s quick and deals good damage, especially if you use Zonk Knuckle right afterward. Dtilt is also good, and has better range than the Ftilt, but is more easily punished. Utilt can be used if the opponent is approaching from the air, but can be crouched, so don’t use it against a grounded enemy.
You can also grab an opponent if they leave themselves open at close range. From here, you can use Bthrow to set up an easy combo (good follow-ups include Criminal Upper and Hammer Hook), Dthrow to set up a tech-chase (Cody’s not the best at this, but he gets the job done), or Uthrow for the KO. Fthrow can be used to put some distance between you and the opponent, which is good if you’re fighting a close-range combo maniac. It can also be used in a free-for-all when there are other enemies in front of you; that way, you might hit one of them with the body you’re throwing at them.
Don’t forget about Focus Attack. Using it as an enemy hits you can allow you to counter them with a combo. If you counter with FA, one of the better follow-ups is EX Criminal Upper, as that deals solid damage and can lead into an aerial like Nair or Fair.
At close range with a knife
With a knife, Cody has a lot safer close-range options. Ftilt has enough shield push to prevent Cody from being grabbed, plus it does a good chunk of shield damage. Utilt becomes a much safer anti-air, as the range increases significantly. Dtilt is also safer, as if the first swing is shielded, Cody can still swing a second time. This can wreck the opponent’s shield if they shield both swings, and even if Cody is grabbed after the first swing, the second swing will still hit and deal the damage (this shouldn’t be used against chain-grabbers like Falco, as the resulting grab is definitely not worth it.)
Although Cody’s tilts have become a bit safer, he loses the ability to grab while holding a knife, plus using Focus Attacks makes him drop his knife. Because of this, you’ll have to balance your uses of close-range knife fighting and fist fighting.
At mid-range
Mid-range is where Cody truly shines, as it allows him to use his laggy moves, such as Hammer Hook and Ruffian Kick. Hammer Hook (FSmash), like Marth’s FSmash, is best used when spaced properly, as it’s unsafe when too close, but won’t hit when too far. USmash makes a slower, but more powerful version of Utilt, plus it can actually hit some crouching enemies (not the really short ones, like Kirby). Also, USmash can FADC into a Criminal Upper or High Ruffian Kick. DSmash is best used when surrounded, as USmash has better forward range, while FSmash does more damage.
Ruffian Kick works very well at mid-range, but it can’t be spammed. Mid Ruffian Kick should be used the most, with High Ruffian Kick used if your opponent is the jumpy kind, and Low Ruffian Kick being used to hit opponents with low shields (remember the knife?).
Even at mid-range, Focus Attack has its uses. Against other characters with mid-range standards, like Marth and Ike, you can use Focus Attack to take a hit, step forward, and begin attacking them at close range.
Finally, if your opponent is also a mid-range fighter, you can use Cody’s dash attacks to try and approach. Sand Kick will almost always lead into a Wrench Swing, especially at lower damages. Wrench Upper can be used to stop the combo and push a shielding opponent away, making it difficult to counter this move. Pipe Smash is very hard to use due to the lag and predictability, but it can be used as an alternative follow-up to Sand Kick.
At mid-range with a knife
With a knife, Cody doesn’t really change much from his close range knife strategies, except that FSmash and USmash become viable. Other than that, the only real mid-range knife strategy is to try to get closer so you can being using your close range knife strategies, which are much better.
In the air
Cody’s aerial options are pretty simple. Use Nair when coming down on an opponent, use Fair/Bair on an opponent to your side, and use Uair on an enemy above you. Dair should only be used for the gimp, and even then, don’t rely on it, as it’s very hard to hit with. With a knife, Cody has more range on his Nair, but since it angles downward, Crack Kick (Fair) will occasionally be better.
Really, you shouldn't want to fight in the air, as Cody's horrible jumps and high fall speed prevent him from being very effective in the air. Instead, use the air as a method of escape if you're surrounded in a multiway, using the helicopter Fair/Bair combo if you need to.
Countering Cody
Beating Cody is simply a matter of controlling the space better than he can. Cody plays best at mid-range, so if you’re a close range combo fiend like Meta Knight, you’ll want to get in close and never leave. If you’re a long range camper like Snake, you’ll want to simply stay out of his range, avoid Bad Stone, and try to keep him away with your projectiles. If you happen to be a mid-range spacer like Marth, then you’re in for one heck of a fight. The best way for mid-range fighters to beat him is to bait him into using his Focus Attack, then dodging it and countering during the end lag. Other than that, simply watch out for an EX Ruffian Kick if he has yellow damage; those things are very fast and hard to avoid, even if you see them coming.
With a knife, Cody will usually attempt to get closer than usual, as the knife gives him a better close range game than usual. Again, proper spacing and careful moves will help you to counter Cody.
Playstyle (1v2/1v3)
Surprised? Well, as Cody told Ryu in this comic, he’s used to fighting many opponents at once. When he’s in a free-for all, or just a one-on-one, he keeps his handcuffs on to handicap himself. But when more than one enemy team up against him, he removes the handcuffs at the beginning of the round, signifying that he’s getting serious.
His changes vary depending on whether he’s fighting two or three opponent. Note that a 1-on-1-on-2 is the same as a 1-on-2 fight for Cody, and he’ll receive his 1v2 pumps for that fight.
Against 2 opponents
Cody receives the following pumps:
- All of his non-Final-Smash attacks deal an additional 5%, and their KO percentages are reduced by 10%.
- Cody’s weight becomes 11/10.
- Cody has super armor to all moves that deal less than 5%.
- After being grabbed, Cody gains grab immunity for 3 seconds. This protects him from being chaingrabbed thanks to his heaviness.
- Focus Attack (Neutral Special) can now take two hits instead of one and charges in three-fourths the regular time.
- Cody’s yellow damage now recovers at a rate of 2% per half-second.
- Zonk Knuckle and Hammer Hook now have super armor up to 10%.
- Cody has super armor during all of his throw animations, with any damage taken becoming yellow.
- By holding A during Shoulder Throw (Bthrow), Cody will instead throw the opponent a set distance of 3 SBBs, their body a constant hitbox that deals 12% if it hits anyone.
With two enemies, Cody’s strategy really doesn’t change too much. Simply space both opponents, and if you can, separate them and try to take out one before the other one joins the fray again. To deal both of them damage at once, you can use Fthrow or Bthrow (hold A) to throw one of them into the other. Use of the knife is also more important here than in a 1v1, as the knife attacks are quicker and safer than the regular versions. Of course, with a knife, you can’t use the Fthrow and Bthrow, but that’s a small price to pay for the relative safety that the knife provides.
Against 3 opponents
Cody receives the following pumps:
- All of his non-Final-Smash attacks deal an additional 10%, and their KO percentages are reduced by 15%.
- Cody’s weight becomes 14/10.
- Cody has super armor to all moves that deal less than 10%.
- After being grabbed, Cody gains grab immunity for 5 seconds. This protects him from being chaingrabbed thanks to his heaviness.
- Focus Attack (Neutral Special) can now take three hits instead of one and charges in half the regular time.
- Cody’s yellow damage now recovers at a rate of 3% per half-second.
- Ruffian Kick, Zonk Knuckle and Hammer Hook now have super armor up to 15%.
- Cody has super armor during all of his throw animations, with any damage taken becoming yellow. Additionally, any damage taken is cut in half.
- By holding A during Shoulder Throw (Bthrow), Cody will instead throw the opponent a set distance of 3 SBBs, their body a constant hitbox that deals 16% if it hits anyone.
Against three enemies, Cody really has to play smart. Bad Stone and Focus Attack are going to be your best friends in this fight; Bad Stone because it’s Cody’s only projectile, and Focus Attack because, well, it’s Focus Attack.
Again, Fthrow and Bthrow can be used to slam an opponent into the others, and the knife should still be a priority for you. Hammer Hook and Zonk Knuckle now have respectable super armor, so they can be used somewhat easily, but don’t overuse them and become predictable. Also, don’t forget that Cody’s throws are completely uninterruptable, so don’t be afraid to grab someone even if you’re surrounded. Use of the EX Specials is important as well, but to really make use of them, try to aim them so that they hit multiple opponents and really rack up the damage. Criminal Upper is the best for this, especially if your enemies are attacking at once. Ex Ruffian Kick works too, especially since it’s so fast and covers a lot of ground. At a distance, EX Bad Stone is risky, but if shielded, it can instantly break their shield if 10% or more was put into the stone.
Matchups
Cody vs. Marth: 45:55 Marth’s favor
As stated before, Cody and Marth both play a spacing game, so when they play each other, it comes down to who can space the other one better. Unfortunately for Cody, Marth’s speedy FSmash beats Cody’s laggy Hammer Hook in speed, and his tilts in range. Although Cody has a slightly better air game thanks to the reach of his Fair and Bair, it’s not enough to prevent Marth from having a slight advantage in this fight. It’s still possible for Cody to win, but generally speaking, Marth will have the easier time.
Cody vs. Sothe: 60:40 Cody’s favor
Sothe may have more speed than Cody, but with proper spacing, Cody can win this match so long as he doesn’t allow Sothe to get behind him. If Cody can keep Sothe in front of him at all times, he can easily space him and take him out with his combos. Even if Sothe does get behind Cody, he can use Bair to escape from Sothe’s range and turn around at the same time. Also, Bad Stone beats out Knife Throw, so he wins long-range fights as well.
Cody vs. Micaiah, Sanaki, and Sothe: 55:45 Cody’s favor
(Note: if you haven’t read all of the above sets, all you really need to know is that Micaiah and Sanaki are light, long-range spellcasters, and Sothe is a medium-weight close-range assassin-like character with an emphasis on attacking from behind.)
You’d think that with the barrage of long-range spells coming at Cody, he’d have one hell of a fight, and you’d be right. Cody has a slight advantage in this fight, what with his insane weight and heavy hits. The fact that two of his three opponents are light-weight also helps Cody, as with the 1v3 power boosts, he can easily KO Micaiah and Sanaki in 3-5 hits.
To approach, Cody will need to make great use of Focus Attack’s cancel dash and Zonk Knuckle’s super armor. These allow him to get through most spells and get in close, where he wants to be and Micaiah and Sanaki don’t want to be. Once you’re closer to them, use powerful, moves with a great range to try and hit them all at the same time. Criminal Upper is pretty safe, as the tornado blocks all incoming projectiles from the front. Ruffian Kick is quick and has good range, especially the EX version; it should be your most used EX Special. Using the Fair/Bair helicopter kick works well when you’re surrounded. Finally, don’t forget that Cody’s throw cannot be interrupted, plus Fthrow and Bthrow can fling a body into one of the others. This is especially good if you happen to grab Sothe, as using him as a meatshield will make Micaiah and Sanaki hesitate on attacking you with long-range attacks, else they hit Sothe.
“With so much riding on my fists, this will not be my final fight!”
Extras
Animations
Entrance: Cody has no entrance animation; he’s been here the whole time, waiting for his opponent. Crouched over with his knees bent, tossing a rock up and down in one hand, he stands up and cracks his knuckles, saying “This better be entertaining…” in a bored voice.
Standing: Cody stands slightly bent over, hands up in front of him, like this:
Idle 1: Cody scratches the back of his head with one hand.
Idle 2: Cody yawns loudly, covering his mouth with his right hand. You must be really boring!
Walk: Cody walks with his hands down, like this:
Run: Cody runs forward, holding both hands in front of him.
Crouch: Cody bends his knees and rests his arms on his thighs. This cuts his vertical height in half, but he can still be hit by most projectiles, like Blasters.
Sleep: Cody gets down on the ground and sleeps like in this video
Taunts
Up Taunt: Cody crouches down, saying “You’re borin’ the crap outta me”
Side Taunt: Cody cracks his knuckles, saying “Ready to start fighting for real?”
Down Taunt (1v1):
Cody removes the handcuffs around his hands, rubs his wrists, then puts the handcuffs back on.
Down Taunt (1v2/1v3): Cody scratches his head, then shrugs with his palms facing up, saying “You finished practicin’ now?”
Victory Poses
Victory 1: “I busted outta jail for this?” Cody says as he scratches his head, looking at the camera.
Victory 2: Cody yawns, then lies on the floor and falls asleep like in this video
Victory 3:
Cody looks behind him. His jaw drops and he runs off screen. Edi E. appears, waving handcuffs in Cody’s direction, before chasing after him, firing his gun into the air.
Loss: Cody claps for the opponent like everyone else. He lost, but at least it looks like he had a bit of fun!
Final Comments
Welp, finally got this done. I got stuck on this for so long, unable to really make much progress, after I wrote the Specials and standards. But then I suddenly felt inspired to finish this just this morning, so here it is.
I personally enjoyed combining elements from Final Fight and Super Street Fighter IV, and hopefully those who’ve played the games will notice what I did wrong/right (I wonder who’ll notice the easter egg in the Dash Attacks). It was kinda awkward making this set, though, as I only know Cody from SSFIV. I’ve never played Final Fight, so I had to watch some Youtube videos and read some things on the internet so I could try to make this set as in-character as possible. I think those Final Fight Cody playthrough videos helped inspire me…
For once, I actually did a Matchups section, and although there’s only three, I feel pretty good about them. I especially enjoyed imagining the Cody vs. My FE characters one. I hope they make sense.