Street Fighter 1 MR/Cody

From Mizuumi Wiki
Jump to navigation Jump to search
Cody

Cody is the protagonist of Final Fight, and SF1MR's guest character. Cody isn't present in the original Street Fighter 1, and was added on as an additional character for Mugen Remake. He's a professional boxer, and the boyfriend of Jessica Haggar, the daughter of Mayor Mike Haggar of Metro City. When Jessica gets kidnapped by the leader of the Mad Gear Gang, Belger, Cody teams up with his best friend Guy and Mike Haggar himself to go defeat Belger and save Jessica.

Cody is a potent all-rounder, capable of both amazing rushdown and neutral. Thanks to a few bugs in his code, he can swap between his unarmed kit and knife kit at anytime, unlike other games where he needed to be near his knife. This makes him almost a stance character, swapping between his amazing brawler normals when unarmed and potent disjointed pokes that deal chip damage when armed. Hero Upper (214P) is a stellar anti-air, and Cody Spin (214K) is one of the best reversals in the game. His 2C is a unique launcher that allows for high damage midscreen and corner juggles, and he has his famous Final Fight Chain with 5A > 5B > 5C > 5D for surprisingly high damage. With knife, his normals become amazing disjoints, and he gets access to Knife Toss (k.236P), a heavily plus fireball that allows for scary pressure resets or even combos. On top of all this, he's one of the two characters with a throw, and his strike/throw potential is amazing.

Cody doesn't come without issues though, unlike the incredibly powerful top tiers. His two-step nature can hold him back, as he can't have the knife neutral and unarmed offense at the same time. Choosing between modes is vital to some matchups, and knowing when to swap and when to toss the knife is paramount. His super is likely the worst in the game as well, and he only has one, making meter essentially useless for him. He also comes with a decent heap of glitches and unfinished features as the guest character, one of the most dangerous being that he can't swap block directions during blockstun, enabling some characters to unblockable him. Still, Cody is a high tier character, likely right behind the top tiers in terms of overall strength.


Pros Cons
  • Versatile: With his two modes to go between, Cody has plenty of tools for many situations
  • High Damage: 2C launching for combos and FF Chain being so combo friendly allow Cody to rack up high damage from most starters
  • Defense: Hero Upper is an amazing anti-air, and when unarmed Cody also has 5D and 2C for even higher damage anti-airs, alongside always having Cody Spin as an incredible reversal
  • Offense: Unarmed Cody 5B allows for repeated strike/throw, and knife normals all deal chip, making it so Cody can easily keep offensive pressure and mix in a throw when needed
  • Two-Step Gameplan: Cody has to actively choose between using knife and staying unarmed, and makes sacrifices depending on his choice. This doesn't sound too bad, but Cody is the only character who has to make this decision: everyone else gets their best tools all the time
  • Super: Cody's super, Final Destruction (236236P), is likely one of the worst in the game. While it's a decently useful reversal, 214K is a better one, and it struggles to end combos properly as it doesn't connect on airborne opponents, which hurts Cody since most of his combos use 2C to launch. Furthermore, the spin hits at the end can drop, and certain characters always fall out of it, destroying the damage potential
  • Glitchy: Since he is a bit unfinished, Cody has a ton of glitches that make for some frustrating interactions, with his inability to swap block directions during blockstun being the biggest offender
Profile
Cody.png

Stats and Vitals

  • Attack Rating = 100
  • Armor Rating = 100
  • Forward Walk Speed = 2.5
  • Backward Walk Speed = -2.3
  • Taunt = 24f

Movelist

Special Moves
214A/C - Hero Upper: Anti-Air/Combo Ender
214B/D - Cody Spin: Reversal/Corner Combo Tool
k.236A/C - Toss Knife: Fireball/Pressure Reset/Stance Change
Supers
236236P - Final Destruction: Show-off Combo Ender
Unique Attacks
2CD - Pick Up Knife
k.5L, k.5H
k.2L, k.2H
5A > 5B > 5C > 5D - Final Fight Chain
cl.4/6C - Punch Throw
cl.4/6D - Kick Throw

Colors
borderless

Normals

Standing Normals

Stand Light Punch
5A
SF1MR Cody 5A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 Mid 2 3 3 GA/SP/SU +7 +2
  • Quick jab, can be crouched

A solid jab for mashing and pressure, though outshined by 5B in most aspects due to 5B's buggy nature.

Stand Light Kick
5B
SF1MR Cody 5A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 Mid 2 3 3 GA/SP/SU +6 +1
  • No pushback, jabwalk infinite is very easy

A unique and key normal to Cody, 5B is a jab identical to 5A but with almost no pushback on hit or block. This makes it incredibly easy to infinite with it by simply holding forward and linking it into itself. Even in a world where the infinite is banned, this gives Cody unrivaled strike/throw mixups, and allows him to get close enough to end any combo in Final Fight Chain for massive damage. The one caveat is that all but a few characters can crouch under it, so ensure that the opponent is standing before doing 5B loops.

Stand Heavy Punch
5C
SF1MR Cody 5C.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
60 Mid 4 15 3 GA +3 +1
  • Longest ranged unarmed poke, disjointed from the elbow down

The unarmed mode poke. Decent range and slight disjoint make it surprisingly reliable, though very low reward and not as consistent as a knife normal.

Stand Heavy Kick
5D
SF1MR Cody 5D.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
87 Mid 3 25 8 N/A KD -5
  • Final Fight Chain ender, main unarmed anti-air, knocks down

A fast uppercut designed for anti-airs and knocking down after FF Chain. The horizontal range is fairly small, forcing you to be near the opponent or else FF Chain drops at 5C. The range is still fairly forgiving however. This can't cancel, but in the corner you can link a Hero Upper (214P) for some of Cody's highest corner damage.

Crouching Normals

Crouch Light Punch
2A
SF1MR Cody 2A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
23 Mid 2 3 2 GA +6 +4
  • Fast jab, main normal to confirm 2C > 214C

A standard 2A, used for stagger pressure and strike/throw in the case of an opponent crouching under 5B. This is also a key confirm and punish normal for gatlings into 2C launcher combos.

Crouch Light Kick
2B
SF1MR Cody 2A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
23 Low 2 3 2 GA/SP/SU +14 +4
  • Despite looks, still hits low

Cody's main low for mixups. Not entirely threatening, as Cody lacks any sort of an overhead threat, but it is a lot more plus on hit than 2A allowing for potential jabwalks or higher damage links in general. Incredibly plus, making it another option for jabwalks, and very easily confirmed into a 5B for loops.

Crouch Heavy Punch
2C
SF1MR Cody 5D.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
87 Mid 3 25 8 SP/SU KD -1
  • Juggle starter and main punish normal

A unique launching and air unblockable 2C. Similar to 5D, this makes for a stellar anti-air, and usually nets more reward than 5D. This is also a key normal in Cody's basic combos, as it combos to Hero Upper consistently. Similar to 5D, it lacks a bit of horizontal range, and at the very tip it can't combo into either Hero Upper or Cody Spin making 2C combos range dependent. This hits 3 times on block for some reason, giving you good time to react to whether it hit or was blocked, and making it safer than 5D.

Crouch Heavy Kick
2D
SF1MR Cody 2D.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
78 Low 5 8 5 SP/SU KD +5
  • Decent low poke for a knockdown, but harder to link into than other 2D's

Standard sweep with a bit of a range issue. The range isn't too much less than 5C, so it's still a decent poke and whiff punish, but it's Cody's lowest reward overall. It also lacks the simple linking potential of other sweeps, namely because almost all of Cody's heavy normals cause a knockdown.

Jumping Normals

Jump Light Punch
j.A
SF1MR Cody jA.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 High 2 Until Landing 2 N/A Varies Varies
  • Good jump-in thanks to high active frames, useful for safejumps and even crossup meaties

The classic highly active knee. Generally your main jump-in after a knockdown, as it's active enough to catch multiple quick rise timings and can sometimes cross up. It lacks a bit in horizontal range, and a deep connect is necessary for a combo, but you can still threaten strike/throw after it regardless, making it fairly dangerous for looping mixups.

Jump Light Kick
j.B
SF1MR Cody jA.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
24 High 2 Until Landing 2 N/A Varies Varies
  • Identical to j.A

This move does everything j.A does, but does 3 less damage. There is no other upside to balance this out, so generally speaking, you never press this button at all.

Jump Heavy Punch
j.C
SF1MR Cody jC.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
70 High 2 8 2 N/A Varies Varies
  • High vertical reach, good for catching jumps

Cody sticks his leg out high above him. Decent anti-air when they're above you, but this isn't a common occurrence for Cody, so this is another button you won't use much.

Jump Heavy Kick
j.D
SF1MR Cody jD.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
70 High 6 11 2 N/A Varies Varies
  • Great range, useful punish starter

A high damage back spin kick. Standard heavy jump-in with high damage, great reach, and good reward on hit. The awkwardly high hitbox can make it slightly inconsistent as a jump-in however.

Knife Normals

Light Stab
k.5L
SF1MR Cody k5L.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 Mid 2 8 3 GA +5 0
  • Pester and poke stab, can be done with both 5A and 5B hence the "5L" notation

Your main annoyance normal in knife mode. Long range, some small chip damage, and incredible disjoint make it hard to really contest. It's very fast as well, tying with a majority of 5A's at 2 frames but having more reach than some of the best pokes in the game. Gatling to 5C can whiff, but is a reliable hitconfirm for high damage.

Heavy Stab
k.5H
SF1MR Cody k5L.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
80 Mid 4 15 4 N/A +2 0
  • Punish stab

A high damage poke with massive active frames for catching any approach. Useful as an autopilot gatling from k.5L, and to poke/chip away as with all knife normals. Somewhat susceptible to jumps, as the higher total duration makes it a bit more punishable, but this usually won't come up.

Crouch Light Stab
k.2L
SF1MR Cody k2L.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
25 Mid 3 4 2 GA +5 +3
  • Slower startup but faster overall compared to k.5L

A low stab, and the least committal knife normal overall. Unfortunately, it isn't a real low, but it's still useful as your only punish route into a knockdown when in knife mode.

Crouch Heavy Stab
k.2H
SF1MR Cody k2L.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
80 Low 6 15 6 N/A KD -3
  • Main knockdown normal in knife mode

A stab just like k.2L, but with much more active frames, and it hits as a true low. This makes it another invaluable poke to keep the opponent from being able to safely walk out of knife range. In knife combos, this is your only real way to end in a knockdown.

Taunt

Taunt
A+B
SF1MR Cody 5D.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
- - 1 - 24 - - -
  • Taunt lacks any hurtbox for the full duration

An incredibly unique and likely unfinished taunt. For the full duration, Cody lacks a hurtbox, making it fully invincible. Chaining together taunts for extended invincibility is a tight input timing, but it is possible, and in a TAS world would make Cody functionally invincible for the entire round. In practice, this is an amazing and unpunishable answer to fireballs. Cody can simply walk forward and taunt through the zoning, and it isn't possible for the opponent to truly punish it, though they can meaty Cody as he recovers.


Unique Attacks

Pick Up Knife
2CD
SF1MR Cody 2CD.PNG
SF1MR Cody Knife.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
- - 1 - 10 - - -
  • Changes Cody to knife mode

Unlike any other game Cody is in, you don't actually have to be over or even near the knife to activate this. This bug allows Cody to swap into knife mode on the fly, making him more or less a stance character. 10f total duration isn't slow by any means, but it is still punishable, so be wary of when you do this. An Adon or Sagat with fast reactions can punish with 2B into massive damage.

Strangely, you can technically cancel into this from Cody's cancellable normals, but it doesn't swap him into knife mode. Instead, it teleports the knife from wherever it is on the screen to be right in front of him. This has very little real use.


Punch Throw
cl.4/6C
SF1MR Cody PThrow.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
180 Grab 2 1 18 - KD -
  • Main use throw

Cody knees the opponent a few times before letting them fly away. This is Cody's main throw for both damage and okizeme, and a key part of his mixups. 5B tick throws are nearly inescapable, and if they do jump, this recovers so fast that they likely can't punish you. It can be hard to get a safejump from this since Cody is a little too plus, even on quick rise.


Kick Throw
cl.4/6D
SF1MR Cody KThrow.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
130 Grab 2 1 18 - KD -
  • Less used throw

Cody tosses the opponent behind him, causing a sideswap, and they hit a barrel on their way down. Not as good as punch throw in most situations: it does less damage, the knockdown is farther away, and the sideswap can be a little inconvenient. Generally, stick to punch throw.

Special Attacks

Hero Upper
214A/C
SF1MR Cody 214P.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
87,20,20,20,20 Mid 3 5(4)26 1 N/A KD 0
  • Combo ender and anti-air

Cody spins a tornado in front of him after a fast uppercut. In later games, this is called Criminal Upper, but Cody hasn't yet become a criminal at this point in the story, so it's instead called Hero Upper. This is a powerful and highly active anti-air, and is incredibly important in Cody's combos as his main special ender. It is also safe on block, though not plus, making it a good tool for chip damage and chip kills.


Cody Spin
214B/D
SF1MR Cody 214K.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
B 20,20,20,20,20 Mid 2 30 5 N/A KD -2
D 30,30,30 Mid 2 39 3 N/A KD -23
  • Reversal and occasional combo ender, invincible on frames 1~10

Cody's main reversal, and a great one at that. 2f startup means it punishes tons of gaps, and is a very consistent and safe reversal option, making Cody almost as scary on defense as he is on offense. This can also be a good anti-air, though the hitbox isn't as strong for it as Hero Upper. The B version is best for combos and reversals, while the higher reaching D version is a good anti-air sometimes. In the corner, these can be linked after a Hero Upper juggle, making for high damage corner combos.


Knife Toss
k.236/C
SF1MR Cody k236P.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
80 Mid 4 Traveling 18 N/A +15 +11
  • Highly plus projectile and mode swap back to unarmed

A very fast and low projectile. Great zoning tool all around, but swaps you back to unarmed mode, so carefully consider how and when you use it. Even very close, this is very plus on hit and on block, making it a safe and powerful way to transition from knife zoning and lockdown to unarmed offense and damage. At most reasonable ranges, you can link a dash momentum 2D for a knockdown confirm, though this gets tighter the further out you are.

Supers

Final Destruction
236236P
SF1MR Cody 236236P.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
145 Mid 3 25 4 N/A KD -1
  • Rarely used super

An unfortunately bad super, for a multitude of reasons. All but one of Cody's heavy normals causes a knockdown, meaning Cody can only combo from lights into this, heavily limiting the damage already. It can't juggle at all, removing any possible 2C > Super combos, and as an anti-air it hits a single time and doesn't cause the cinematic. While it is an invincible reversal, and possesses very healthy amounts of invincibility, Cody Spin is a better reversal in most cases and Taunt is a better fireball punish tool.

When this does hit, Guy comes out and teams up with Cody to do the iconic Final Fight infinite. At the end, both of them do a spinning kick, which causes most of the damage. This spinning kick can fall out in many situations, and on certain characters it never hits at all, gutting the damage entirely. In almost every situation, Cody's meterless tools are better and do more damage, making his only super completely obsolete.

Arcade Ending


General
Controls
HUD
System
Glossary
FAQ
Characters
Ryu
Retsu
Lee
Joe
Birdie
Ken
Geki
Gen
Mike
Eagle
Cody
Adon
Sagat