Guide to using the knife with Cody
Here's a knife guide by KevinT747 over @ eventhubs.com. This is an excerpt from this Full Cody Tutorial . well done kevin!
[CKNF] - Cody's Knife
Cody's knife is an invaluable tool. It not only serves its purpose as a poke extender and damage dealer, but it also gives way to one of the more interesting mind game setups in SSF4.
Knife Positives
+ Extends the range and priority of his pokes.
+ Allows you to combo into Criminal Upper and HK Ruffian Kick.
+ Provides you with one of Cody's best anti-air moves,
.
+ Provides you with Cody's fastest poke ,
, which can be self-canceled or canceled into 
+ Creates mind games surrounding the retrieval of the knife.
Knife Negatives
- Loses his ability to utilize command normals which provide for advancement, anti-air, and overhead attack.
- More difficult to go for easy, big punishment combos after opponents whiff moves.
Knife Retrieval
Cody's knife begins every round in the very center of the stage. If it is a mirror match with two players both playing as Cody, there will still only be one knife that both players must compete for. To pick the knife up, you must press
. Once you have the knife, do not be afraid to throw it at your opponent because if it hits or is blocked, it will bounce back to you for easy retrieval.
Knife Loss
The easiest thing one can do with Cody's knife is drop it. Cody can lose his knife several ways:
- Get hit by an opponent or trade hits.
- Throw an opponent/be thrown by an opponent.
- Tech a throw.
- Focus attack/focus attack dash cancel.
- Perform a super.
- Perform an ultra.
- Taunt.
While losing your knife may give up your advantageous position in some situations, there are times where dropping it intentionally may be to your benefit (e.g. going for a back throw and setting up a safe jump vs. a character with poor wake up options). Basically, losing the knife is not a big deal and you can always get it back, so don't limit your options just because you are holding it. Besides, having the knife on the ground does have its own advantages...
Knife Mind Games
If you make it clear to your opponent that you like using the knife and you are dangerous/competent with it, then you will be able to add a whole new element to your mind games. If your opponent fears the knife, then they will do whatever they can to keep you from picking it up. If you can create some space between you and your opponent while the knife is within easy reach, then you will have a pretty rare advantage. From here, you can either pick up the knife and continue, or you can hover around it and catch your opponent with one of his various Ruffian Kicks or anti-air moves as they attempt to rush in on you. You can also use fake Bad Stone to get them to jump and then come out if it with a reversal at the ready (personally, I prefer to buffer
Ruffian Kick or Zonk Knuckle and then perform it as soon as the feint animation is over). Become dangerous with the knife, and you will become even more dangerous without it.
Also, you can fake Knife Throw just like you can with Bad Stone, and you can trick your opponents into carelessly jumping in as well (although from my experience, opponents don't fall for the fake Knife Throw as much as the fake Bad Stone, which may be a function of the animation itself or the fact that opponents don't like being near a guy with a knife).
Knife Moves
Standing:
: A quick stab and solid standing poke. Just like his cr.lp except it's 1 frame longer on startup. A solid combo starter. Its main use is linking into cr.lk, from where you can cancel into Criminal Upper or hk Ruffian Kick.
: A mid-range poke that will stuff high/mid pokes from about sweep range.
: A horizontal slash that does not have much use other than as a quick punishment to whiffed moves.
Crouching:
: Cody's fastest poke and best combo starter while using the knife. This move is self-cancelable and can cancel into st.lp as well. Use this often. You can mash 4 of these in a row and deal decent damage at relatively low risk.
: Cody takes swipe from low to high. A decent poke that beats low/mid moves from about sweep range, but not great against moves from point blank range.
: One of Cody's best anti-air moves. Cody thrusts his knife at an upward angle. When used with correct timing, this move will stuff most jump ins. However, when used too late it will often trade hits.
Jumping:
: A horizontal stab that works as a quick air-to-air move.
: A high swipe that is mainly used as his go to air-to-air move. Works particularly well against characters with high, floaty jumps.
: His go-to jump in move. Looks similar to Ryu's jump in hp, but with a knife. Deals high damage and puts your opponent into decent hit/block stun so you can continue your combo/block string.
Knife Combos
,
,
,
,
= 164 damage
Yes, it is possible to mash fast jabs and deal solid damage with the knife. This combo is definitely one of the lower risk/higher reward combos in the game. Against some characters with thinner hit boxes, you can only get 4 of the 5 hits in.
,
,
,
= 300 damage
A very high damage dealing combo using nothing but normal moves. If the jump in connects, consider this a strong combo choice as it is very safe and easy to perform. Against some characters with thinner hit boxes, you cannot land the last stab.
,
,
,
:
= 222 damage
A solid hit confirm combo with lots of self canceling moves.
,
,
:
= 368 damage
Cody's most damaging knife combo without utilizing any EX meter.
,
,
,
:
, FADC,
= 378 damage
Cody's go-to hit confirm combo in ultra while holding his knife.
,
,
:
, FADC,
= 561 damage
Cody's big punishment combo into ultra while holding his knife.
