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Moves

Here's a complete guide to every normal, abnormal, special move, and super Cody has in Street Fighter Alpha 3.

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Cody's Normal Moves

Jab

Standing jab
Crounching  jab
Jumping jab

Standing
A quick punch at shoulder level. Quite reliable as an anti-air but you have got better ones so leave this alone.

Crounching
As with the standing version, a quick low punch aimed at the gut area. Use in combos, and to stop those pesky Blanka balls and Honda torpedos.

Jumping
Cody sticks his hand straight out and retracts it in a blink. I haven't found a j. jab useful 'cos it has a very small hit area, you'll be much better off using a fierce or forward in the air.

Strong

Standing strong
Crounching strong
Jumping strong

Standing
A stronger version of ..er.. jab. Go for this if someone is trying to jump over your head for a cross-up, it hits deep and high. You've got to be standing on your opponent's toes to get it to connect on the ground because of its pathetic range, but the extra damage will do you good in the long run.

Crounching
Gut check that has sick priority but limited range. Bufferable. It comes out a tad slower than a jab but its priority makes it a very useful weapon in your move arsenal. A c.strong -> jab crimminal upper leaves you almost 99% safe as it pushes the opponent too far back for him to counter with anything outside a rushing super.

Jumping
Cody aims his fist downwards at the opponent's head. Nothing wrong with this move, so it's an OK jump-in combo starter. Might be more useful than it looks, I 'll go check whether it can cross-up or has other properties.

Fierce

Standing fierce
Crounching fierce
Jumping fierce

Standing
Cody extends one of his hand out to deliver a long-reaching, powerful punch. A fabulous anti-air that dishes out good damage. If someone has a habit of jumping in and out of your s.roundhouse range, stuff him with this as it has deceptive reach. You can cancel it easily into the roundhouse raffian kick for an extra hit but it's ill-advised if your opponent has already PP flipped. It whiffs like nuts agaisnt crounching opponents so be smart.

Crounching
Cody clasp his chained hands together and then swings out in a bowling-like manner. Your numero ono move to start combos with as it has the most horizontal range. Can also be used as a dependable anti-air, as well as major countering with this baby. Guard crushing ability is as good as they come, taking off a big chunk of their meter if they blocked. A good juggling trick in the corner is to crounch down at the very last second and do the c.fierce -> roundhouse raffian kick 2 hitter.

Jumping
Similar to his c.fierce animation but in the air now. Major air threat in air-to-air combat. Has a huge hit area and sick priority so abuse this move if you meet your opponent in the air.

 

Short

Standing short
Crounching short
Jumping short

Standing
An ankle tap that doesn't do much except for poking when you're on top of them. Speed is slow for a s.short but good for pressuring once you're right next to them.

Crounching
A fast heel kick. Worship this move. Canceling it into the jab crimminal upper is a habit of mine which reaps big rewards if they forgot to block low. Damage is piddy but it comes out the fastest of all your moves. Nice.

Jumping
The jury's still out on this one. The kick is pointed practically straight up. So you'd think it would be good anti-air if you jumped straight up and used it, but I've never had much luck. I'll do more investigation and report back when I find something noteworthy.

Forward

Standing forward
Crounching forward
Jumping forward

Standing
Cody kinda leans back and juts out a foot right on to a crounching opponent's face. His only real poke of the game. A very, very, very important move which is underated. It will stuff most crounching attacks (esp. shoto's c.forward) so throw it often.

Crounching
A slow, lumbering, turtle-like, not quick ..get the idea?.. slide that travels only a short distance and doesn't knock down if it connects. Not recommended for heavy use because it is punishable if blocked when deep, although at the right distance it's fairly safe. Use it mainly to gain ground and in VCs.

Jumping
Cody looks like a shotgun when he's doing this: whole body alined with a foot pointing out. His only cross-up of the game. Has excellent reach and should be the ideal meaty jump-in move. Jump straight up and stick this out often, it'll swat things that are all but un-swatable, like Sim's drill and Akuma's dive kick. The only reason to use anything else is if you have a guaranteed jump-in and you want the damage of a fierce or roundhouse.

Roundhouse

Standing roundhouse
Crounching roundhouse
Jumping roundhouse

Standing
High kick. No brainer anti-air. Almost invincible-like. Can stop jump-ins and air hurricanes quite comfortably.

Crounching
The shortest c.roundhouse in the game. It only reaches out about a body's length in front of you so be careful when playing footy games. Otherwise, does decent damage.

Jumping
Cody aims his foot very early when jumping in such that it seems like he was stomping on the opponent with his sole. Jump-in roundhouse is another good combo starter which does great damage and is safe. Another move that has nice priority in the air but the hit area is centered around his foot. So it isn't such a good idea to battle in the air with this unless your opponent is below you or right next to your foot.

Cody's Abnormal Moves

Stomach Blow
+
Stomach Blow

This move was initially though to be his overhead, but bah. Still a decent standing punch that's quicker than a normal strong but no one will complain if you leave this move in the fridge.

Crack Kick
+
Crack Kick

The almighty crack kick. Cody does a little hop kick which hits at shoulder level. It is especially ideal for gaining ground or making up some distance because of its speed and mobility. Furthermore, the hopkick has an uncanny ability to skip over many low attacks so use it often, especially against turtles. If you can start mixing it into your standard combos and ticks, your opponent will be overwhelmed. If you get predictable with this move, you will be punished. Use it smart, like interrupting other combos with it, you can pressure your opponent into making a mistake. Learn to follow it with a wide variety of moves, you'll force a guessing game that's in your favor.

Judo Fling
or +

Cody's punch throw. He grabs the opponent by the shoulder and then flips them over. Your opponent will be sent across the entire length of the screen so it's useful for putting them into corners. Isn't that powerful as compared to his kick throw but you'll gain positional advantage.

Foot Stomp
or +

His kick throw. Cody jumps on his opponent, somehow gets his foot up on their head, then stomps them into the ground with all his weight. Extremely powerful, definitely the throw to use unless you are specifically trying to corner your opponent.

Taunt
START
Taunt

Capcom's clown antics acting up again. Pressing the START button during a match will have Cody removing his handcuff, a shake of his fist, and a wry grin along the way.

Dodge
or
Standing dodge
Crounching dodge

Yep, it's not a typo, Cody is the only character in A3 that can dodge attacks. Only in V-ism does he have this unique ability, whereas blocking an attack causes him to evade. I'm trying to get the actual verified rules of Cody's dodge in A3, be back later if I can find some acuurate stuff.

Bad Spray
+
Bad Spray
This is a reversal only move. Whenever Cody recovers from air-blocking or getting up, doing the Bad Spray will have him scooping up a handful of dirt from the ground and dishing it to the unsuspecting victim's face. Does piddy damage but knocks your foe all the way across the screen if it connects.
Alpha Counter
+ +
A-ism's AC
V-ism's AC
Cody's A-ism AC is his PP throw animation (judo fling) while in V-ism, he does a c.roundhouse. Alpha counters in A3 now do _very_ little damage and should be only considered as a last-ditch desperation reversal.

Cody's Special Moves

Crimminal Upper
+
Crimminal Upper

Cody uppercuts the opponent, resulting in a swirling wind which pops them into the air. Looks awfully like an anti-air move but doesn't work that well. However, this is his most important special 'cause it sets up insane juggling opportunities. Has crap for range so deal it out carefully.

jab version ideal one to use 'cause of the nasty juggling that can follow. A c.short -> jab crimminal upper is a nice little combo.

junk it, neither damaging nor useful.

does the most damage ..duh.. but the lag is atrocious.

 

Raffian Kick
+
short Raffian Kick
forward Raffian Kick
roundhouse Raffian Kick

Cody delivers a quick hitting forward kick. All versions has terrible recovery so never do it up close.

jab version a sliding kick that must be blocked low.

a forward kick aimed at the gut area. c.fierce -> MK raffian kick is a nice damaging 2 hitter. It does well after a blocked s.forward too if your opponent tries to counter and act funny.

anti-air move. Cody sticks his leg high upwards at a 45' angle. Use it like a crutch to juggle opponents if they keep flipping. It totally misses crounching opponents so don't pull this off if they are turtling.

 

Bad Stone
+
Bad Stone 1
Bad Stone 2

Cody picks up a rock from the ground and then hurls it towards the opponent at an arcing angle. If timed right, the rock can go over projectiles and hit the opponent still stuck in his animation. You can also delay throwing the rock by holding on to the P button. Cody will then toy with the rock till you release the button, I guess it's just for show or psyching.

jab version the stone will end up about 1/4 screen from where Cody originally was.

about 1/2 screen away.

full screen. Anytime you get a major counter (the loud twack), execute a fierce Bad Stone to add in an extra hit. Cancel it fast though, or else it'll miss.

 

Knife
+
Knife 1
Knife 2

To pick up the knife, you have to stand over it and once equipped, all your normal punches turn into knife stabs. The knife does decent block damage as well as guard crush, not to mention actual damage. However, you lose the ability to throw rocks since inputting the command will have you throwing the knife towards your foe. You lose your knife (1) when you throw it out ..duh.. (2) get hit (3) connecting with your punch super.

jab version a quick stab, either standing or crounching, that you can do in succesion. jabx3 -> MK raffian kick works sweetly.

neither fast nor damaging, recycle bin!

slow but has nice range. That sounds like poking to me.

 

Cody's Supers

Final Destruction
+
Punch super

Cody lashes out with a jab and if it connects, he'll continue pummeting the victim with his Final Fight combo: 2 jabs, 1 strong, evade, same combo again, and then repeat according to the level used, with an uppercut as the finisher. Mashing the buttons during the super doesn't increase the damage nor hits so don't be mistaken for a spazzing dumbass :)

jab version all versions have the same animation as described above, but level 1 and 2 doesn't pop the opponent high enough for you to juggle.

same as level 1 with another FF combo added in.

This version ends with an uppercut so that means ....?

Dead End Irony
+
Kick super

When activated, Cody goes into an assortment of his normal kicks on the ground. I'll get to the actual moves that he does. In the meantime, trust me on this, can ya? The kick super can be surprisingly used as an anti-air juggle (eg. in the corner after connecting with a jab crimminal upper) so go for it for extra style points.

jab version the level 1 version ends with a hop kick so it's fairly safe if the whole super was blocked from the beginning. Damage-wise ain't something to shout about.

same as with level 1, this version leaves you much safer than the other two.

After the same animation as a level 2, Cody flies into the air twisting and turning with kicks (air hurrricane ^_^) bringing the victim along with him. Cody lands faster than his opponent so you can get in extra hits with juggling.

Cody's Move Collection

Gouki of GPOW has done up a very comprehensive move guide with pics which you can print out and hang on your ear, very nicely done. Here they are:

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