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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
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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.
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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.
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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.
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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.
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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.
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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.
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Cody's
Abnormal Moves
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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.
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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.
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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.
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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.
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Taunt
START
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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.
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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.
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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. |
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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
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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.
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.
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Cody delivers a quick hitting forward
kick. All versions has terrible recovery so never do it up close.
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.
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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.
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.
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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.
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.
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Cody's
Supers
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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 :)
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 ....?
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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.
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.
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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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