Cody Travers

Street Fighter/Cody Travers



Cody Travers is a Capcom character who first appeared in the beat-em-up series Final Fight and later became a playable fighter in the Street Fighter series, starting with Street Fighter Alpha 3. Originally a reckless vigilante surviving the harsh slums of Metro City, Cody endured numerous hardships and was even imprisoned for his actions and framed by his enemies. He eventually becomes the city's mayor.

Cody Travers

 
  "Every citizen's bright future..." Hmm... Sounds like a beautiful slogan. Truth is... it's not that I don't like this city... In fact, that's exactly why I fought to protect this city in the past... Yeah, the world was a much simpler place back then... All I did was just beat up those who were acting like thugs in the city. And that would pretty much take care of the problem. But now look at me. I gotta deal with the city council, public hearings, contract bids, lobbying... And the villains are now hiding in the shadows behind a system that protects them. I can't clean up this city by simply beatin' them up. Even so, I still can't forget about how things used to be... Back then, I felt alive. Endless painful fist fights, one after another. Those were the days. Now look at how boring it's all gotten. Responsibilities?
~ Cody
I am very serious. I'm even wearing a necktie. Can't you tell?

 
  I've saved the city, saved the girl, but couldn't save myself...
~ Cody

 
  I figured that riddin' the city of the Mad Gear would make everybody happy. Not just me - all of us. But this is my reward, huh? Everyone else goes on to live the high life and I get left behind in a prison cell. A city where no one has to fight... A city free from violence... A city without fear... Pfft! Yeah, gimme a break! I thought I was fightin' for peace in this city. Look where it got me. What a drag, man. Wouldja look at that. Huh... Well, I'll be damned... Looks like we're in for a reunion. Maybe this won't be so boring after all.
~ Cody

Origin
Origin Final Fight
Creator Takashi Nishiyama, Hiroshi Matsumoto
First Appearance Final Fight
Voiced by *Japanese: Koichi Yamadera (Street Fighter Alpha 3), Daisuke Kishio (Super Street Fighter IV, Street Fighter X Tekken, Ultra Street Fighter IV, Street Fighter V)
Characteristics
Species Human
Gender Male
Pronouns He/Him
Sexuality Heterosexual
Age 22[1]
Birthday April 18, 1967[2]
Height *Final Fight (Arcade): 5.97 ft[3]
  • Final Fight (SNES): 6'0"[4]
  • Street Fighter V: 185 cm[5]
Weight *Final Fight (Arcade): 187 lbs[6]
  • Final Fight (SNES): 187 lbs[7]
  • Street Fighter V: 80 kg[8]
Ethnicity Caucasian American[9]
Status Alive
Alignment Chaotic Good[10]
Archetype One Man Army / Antihero
Occupation Mayor (Street Fighter V Story), Fighter
Time Period *Street Fighter: 1987[11]
  • Street Fighter 2: 1991[12]
Language English
Combat Style Karate/Boxing
Homeworld Earth
Relationships
Affiliations Guy, Jessica Haggar, Mike Haggar, Lucia
Enemies Mad Gear Gang, Thrasher, Katana, EDI-E, Abigail, M. Bison, Seth


Background

This dropdown contains the synopsis of Cody's story. Read at your own risk as you may be spoiled otherwise!

Pre-Final Fight
Cody has trained in boxing and various martial arts since the age of 9. He has a long-time girlfriend, Jessica, who has been his sweetheart since childhood, and he also acted as a father figure to his younger brother, Kyle.

Final Fight
In the original Final Fight, Cody teams up with his friend and rival Guy, along with Metro City’s mayor Mike Haggar, to rescue Jessica, Haggar's daughter, from Belger, the leader of the Mad Gear gang. Cody battles numerous Mad Gear thugs, including Damnd, the first to kidnap Jessica, and Edi. E, a corrupt police officer armed with a gun and baton, making the fight particularly challenging. Cody’s focus on fighting often allows others to tackle different threats throughout Metro City.

Ultimately, Cody confronts Belger atop his penthouse. After a difficult battle, Cody delivers an uppercut that sends Belger plummeting to his death. Celebrated as a hero, Cody shares a passionate kiss with Jessica but departs Metro City, unable to remain idle while evil persists in the streets.

Final Fight Revenge
After a year of traveling, Cody returns to Metro City and discovers that the Mad Gear gang is reforming and that his girlfriend Jessica has gone missing following recent riots. Determined to rescue her and prove himself her hero, Cody battles numerous thugs. However, he is arrested by Edi. E for crimes committed during Mad Gear’s chaos and his own street fights.

Jessica's fate remains unresolved in the game’s playable character endings. Design sketches from Street Fighter Zero 3 and the Secret File Book indicate that Haggar ultimately rescued Jessica. She and Cody ended their relationship bitterly due to his imprisonment, and Jessica chose to study abroad in Europe. Despite his arrest, Cody continues his martial arts training.

Street Fighter Alpha 3
Cody escapes from prison following a riot and during his travels encounters Edi. E, who is attempting to recapture him, as well as Rolento and Guy. Rolento tries to recruit Cody into his militant movement, but Cody refuses after a heated argument, though it is unclear if they actually fight. Guy attempts to reform Cody and guide him back to a righteous path, but Cody insists he is no hero and lives for fighting. The two clash briefly, but after calming down, Guy accepts that Cody must live his own life. When Guy asks if Cody will stay in Metro City, Cody replies that he still has more traveling to do. They part ways, with Guy recognizing that, deep down, Cody remains a good person.

Street Fighter IV
Bored with prison life, Cody casually breaks out, telling a frustrated guard that he'll return eventually. Outside, he encounters his old friend and rival, Guy, and the two engage in a sparring session. Cody's main goal appears to be relieving his boredom by entering S.I.N.'s tournament.

After defeating Seth, Guy confronts Cody once more, questioning whether he fought for justice or to vanquish great evil. Cody does not directly answer, only stating that he acted because Seth was in his way, leading Guy to believe Cody has no plans to return. Ultimately, Cody declares that he will go back to his prison cell, where he belongs.

Street Fighter V
Cody returns in the third season of DLC fighters in Street Fighter V: Arcade Edition.

After Mike Haggar exonerates him, Cody becomes the new mayor of Metro City. Though he finds the role tedious, he uses his position to tackle crime directly, both in office and on the streets, following the precedent set by Haggar and his past vigilante efforts.

While in a cab with his assistant Marlowe, Cody learns of a delayed appointment. Distracted, he notices a monster truck illegally parked—owned by his old rival Abigail. Cody confronts and defeats Abigail, emphasizing his goal to improve Metro City by taking down "garbage" like him.

Cody reflects on his journey from vigilante to prisoner to mayor. He senses Zeku nearby, who offers assistance in managing the city. Cody challenges Zeku to a fight, defeats him, but declines the offer, knowing he must remain above shady dealings. Marlowe reprimands him for damaging a streetlight during the fight.

Later, Cody spars with Lucia and loses, admiring her skills and recalling their previous teamwork against criminal gangs. He also spars with Poison in City Hall, losing again, and promises to spend time with her after his mayoral term ends.

Street Fighter 6
Metro City's description makes note that Cody continues Mike Haggar's anti-crime policies to make Metro City a safer and better place to live. Otherwise he's never seen on screen.

Appearance

General Description: Cody has a lean, muscular build with an athletic frame. He typically maintains a serious or neutral expression, though occasional subtle smirks appear. His hair color varies from dark blond in earlier games to light blond in most Street Fighter appearances.

Facial Features: Originally clean-shaven, Cody develops facial stubble during his time as a prisoner. His hair is slicked back in later appearances as a mayor, with a more mature and professional demeanor. He has a generally square jawline and sharp features.

Clothing/Outfit:

  • Final Fight / Mighty Final Fight: Cody wears a white t-shirt, blue jeans, white sneakers, and white bandages wrapped around his wrists and lower hands. In some artwork and fan adaptations, he is depicted in a grey hoodie and joggers.
  • Street Fighter Alpha 3: Hair is light blond, sneakers confirmed as Adidas Superstars, and retains hand bandages.
  • Prison Appearance (Street Fighter series): Wears a striped white and blue prison jumpsuit with hand bandages fully covering his hands except for the fingers, maintaining white sneakers. Can remove handcuffs at will.
  • Final Fight: Streetwise: Cody wears his original outfit with an orange prison shirt layered over the t-shirt.
  • Shadaloo C.R.I. Profile: Orange prison outfit with sleeves tied around the waist, white tank top, and white sneakers from his Final Fight outfit.
  • Street Fighter V (Mayor Appearance): Slicked-back hair, purple formal vest with brown trim, light blue and white pinstriped long-sleeve shirt with rolled cuffs, red necktie with brown and white collar lining, black formal pinstripe pants with a gray belt and holstered combat knife, black shoes. No handcuffs or white sneakers.

Alternate Costumes:

  • Super Street Fighter IV: First DLC costume: stylized Final Fight outfit with a white tank top trimmed in black, accessorized with tattoos and jewelry. Second DLC costume: modern orange prison uniform with black sandals.
  • Street Fighter X Tekken: DLC police uniform based on E. and a Swap Costume inspired by Paul Phoenix.
  • Street Fighter V: Arcade Edition: Story costume: green baggy pants with brown belt, exposing blue boxers with a cow graphic. Battle costume: white tuxedo with black bow tie and rose, black formal pants, dark brown loafers. Retains alternate costumes from Super Street Fighter IV.

Special Features: Cody’s hand bandages and occasional handcuffs are signature features of his fighter design. His facial stubble and aging features during imprisonment distinguish him from his clean-shaven, pre-prison look.

Alternate Forms/Disguises: His various outfits and prison vs. mayor appearances serve as stylistic and contextual variations.

Personality

  • Combative and Justice-Oriented: Cody is naturally pugnacious and driven by a sense of justice, often stepping into conflicts to protect others or oppose evil, even after years of disillusionment.
  • Aloof and Cynical: Years of imprisonment and personal losses have made Cody detached, skeptical, and at times snarky, though he still retains his core moral compass beneath his exterior.
  • Respectful and Principled: Despite his cynicism, Cody shows respect for those pursuing their own goals, often acknowledging their efforts and offering encouragement when appropriate.
  • Evolving Leader: In Street Fighter V and 6, Cody exhibits a more confident and positive outlook, embracing his role as Mayor of Metro City while retaining his street-fighting roots and sense of humor.

Goals

  • Stop Mad Gear Gang (Succeeded).
  • Stop M. Bison (Succeeded).
  • Stop Seth (Succeeded).

General Information

Name: Cody Travers[13]

Nicknames: Cody[14]

Origin: Final Fight

Overall Series: Street Fighter

Greater Franchise: Capcom

First Appearance: Final Fight

Company: Capcom

Creator: Takashi Nishiyama, Hiroshi Matsumoto

Actor

  • Japanese Voice Actor: Koichi Yamadera (Street Fighter Alpha 3), Daisuke Kishio (Super Street Fighter IV, Street Fighter X Tekken, Ultra Street Fighter IV, Street Fighter V)
  • English Voice Actor: Michael Dobson (Street Fighter 1995 TV Show), Rick Calvert (Final Fight Revenge), Michael T Coleman (Super Street Fighter IV, Street Fighter X Tekken, Ultra Street Fighter IV, Street Fighter V)

Gender: Male

Sexuality: Heterosexual

Pronouns: He/Him

Handedness: Right-Handed

Age: 22[15] in Final Fight

Blood Type: O[16]

Birthday: April 18, 1967[17]

Time Period

Timeline: Main Timeline

Homeworld: Earth

Residence: Metro City

Story Role: Main Protagonist, Fallen Hero

Legacy: City-wide Legacy (Cody saved Metro City from a future of chaos[20])

Influence: Event Influence

Language: English

Ethnicity: Caucasian American[21]

Religion: N/A

Classification: Alpha Warrior,

Species: Human

State of Being: Regular

Physiology: Humanoid Physiology

In-Universe Creator: Unknown

Occupation: Mayor[22]

Combat Style: Karate/Boxing

Affiliations: Guy, Jessica Haggar, Mike Haggar, Lucia

Enemies: Mad Gear Gang, Thrasher, Katana, EDI-E, Abigail, M. Bison, Seth

Height

Weight

Status: Alive

Alignment Chaotic Good (Cody saved Metro City from a future of chaos[29], but the peace Cody established wasn't really what he wanted, and he began to cause destruction wherever he went, eventually ending up in prison[30], in reality it was that Cody got framed by Poison, and despite being a prisoner breaks out to save the world against villains and takes himself back to prison[31]. Guy calls out how there's still truly good in Cody's soul as he went out of his way to destroy SIN and Seth[32], openly returning to his cell after defeating them[33])

Protection Level: Metropolitan Protector (Cody saved Metro City from a future of chaos[34]. By the time he becomes mayor, he is someone responsible for 120,000 citizens' lives in Metro City[35])

Threat Level: Metropolitan Threat (The peace Cody established wasn't really what he wanted, and he began to cause destruction wherever he went, eventually ending up in prison[36])

Potential

Archetypal Tiering: One Man Army / Antihero

Codex Statistics

Key: Final Fight Series | Street Fighter Alpha Series | Street Fighter IV | Street Fighter V

Key Information

  • Final Fight Series: This key covers all events within the Final Fight series of games.
  • Street Fighter Alpha Series: This key covers all events within the Street Fighter Alpha series of games.
  • Street Fighter IV: This key covers all events during the Street Fighter IV series of games.
  • Street Fighter V: This key covers all events during the Street Fighter V series of games.

Grade: B | B | S | S

Tier: 9-B, Higher with Weapons | 9-B | 7-B | 7-B

Cardinality: Finite

Dimensionality: 3-D

Power Source: Ki (All Fighters utilize "Ki" as their primary energy source[41]. The training of "Chi" involves 3 layers and 9 steps, solidifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[42])

Attack Potency: Wall level (Buster) (Final Fight characters can easily bust apart tires[43], destroy oil barrels with a single hit[44], kick and destroy[45] multiple oil barrels at once[46], destroy telephone booths in one punch[47], send garbage cans flying with one punch[48], easily break through[49] wooden doors[50] and[51] metal doors[52], break large human-sized wooden cartes with a single punch[53], can destroy wooden[54] barrels in one hit[55], can destroy billboards[56], can break apart thick sheets of glass with two punches[57], along with breaking multiple at once[58], break apart metal grates[59], destroy walls in a single attack[60], fully destroy large metal doors[61], and break apart cars with multiple punches[62]. Can fight and harm Damno[63], who can casually bust through a door[64]), Higher with Weapons (Weapons the Final Fight characters find on the ground deal more damage then their regular punches[65]) | 'Wall level (Buster) (Superior to Street Fighter 1 Ryu, who broke multiple stone tiles[66], and broke three cinderblocks with one attack[67]. The Street Fighter cast can break[68] apart cars overtime with various hits[69]. They can also destroy metal barrels[70]. Along with destroy stone walls overtime[71]. Can destroy barrels in a single hit[72]. The Street Fighter cast can break[73] apart cars overtime with various hits[74]. They can also destroy metal barrels[75]. Along with destroy stone walls overtime[76]. Can fight and harm Sagat[77], who broke a large rock in half[78]. Can destroy barrels in a single hit[79], Can fight and harm Zangief[80], who overpowered a large bear[81]. Should be comparable to Adon[82], who broke a chunk off a statue's head[83]. Should be comparable to characters like Birdie, who bent a large piece of metal[84].) | City level (Potency) (Oni Akuma acknowledges Cody as a fighter, noting that he will be destroyed as long as he holds back[85], with Cody acknowledging it as a good fight[86], in Oni Akuma's ending, with a punch he caused an entire volcanic eruption[87], with it having similairites to a VEI4 volcanic eruption, which is around where volcanoes release 24 megatons of thermal energy. Cody is disappointed when defeating Akuma[88], who could destroy Gotenkou island overtime, which is of this size[89]. Casually broke out of his prison cell[90]. Can destroy barrels in a single hit[91]) | City level (Potency) (The cast is able to destroy barrels with a single hit[92])

Durability: Wall level | Wall level | City level | City level

Striking Strength: Wall Class (Buster) | Wall Class (Buster) | City Class (Potency) | City Class (Potency)

Lifting Strength: Class 50 (The Final Fight protagonist can easily overpower and grapple Hugo[93], who can lift a semi-truck[94]. Final Fight characters can break out of being handcuffed[95]) | Class 50 | Class 50 | Class 50

Travel Speed: At least Superhuman (Comparable to the street fighter cast, where all fighters create afterimages when using their super combos[96]. Faster than Dan beating him in a race where he had a headstart, who can outrun a wall of flames[97]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[98]) | At least Superhuman | At least Superhuman | At least Superhuman

Attack Speed: Transonic (Can fight and tag Rolento[99], who moves so fast he makes afterimages[100]) | Transonic | Transonic | Transonic

Reaction Speed: Transonic (Comparable to the Street Fighter cast, who can react to a sonic boom attack from Guile[101], even during the Alpha series[102]) | Transonic | Transonic | Transonic

Stamina: Superhuman (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[103]. Final Fight characters can fight through repeated gauntlets of enemies across Metro City without showing any signs of tiring[104]. Final Fight characters can recover and keep fighting even after their entire body was set on fire[105]. Can go through intense battles and long periods of training)

Range: Standard Melee, Extended Melee with Weapons, Hundreds of Meters with Firearms

Intelligence: Average Intelligence

Knowledge:


Powers and Techniques








In Final Fight as they bash their way through the streets of the city, they can collect power-up items which are concealed inside wooden crates, metal drums and other objects, they can either find weapons such as knives, pipes and swords to use in battle or they can collect healing items[230]:


Equipment

Weapons

Weapon Description Usage Game Debut
Knife A bladed weapon found in stages. Can be picked up and used for close-range attacks. Final Fight
Pipe A metal blunt weapon found in stages. Can be picked up and swung to strike enemies. Final Fight
Sword A long bladed weapon found in stages. Can be picked up and used for slashing attacks. Final Fight
Stick A stick that can be punched off of Rolento's person. Rolento's default weapon. Can be picked up and used for close-ranged attacks. Final Fight Revenge
Police Stick A police stick that can be punched off of Edi. E. Edi. E's default weapon. Can be picked up and used for close-ranged attacks. Final Fight Revenge
Nyoi-Bo A weapon that can be found on the ground in stages. Can be picked up and used for close-ranged attacks. Slightly stronger than Rolento's Stick. Disappears after 10 successful hits. Final Fight Revenge
Chainsaw A chainsaw that can be found on the ground in stages. Can be picked up and used for close-ranged attacks. Final Fight Revenge
War Hammer A war hammer that can be found on the ground in stages. Can be picked up and used for close-ranged attacks. Can Stun an Opponent in 3 Hits. Disappears after around 10 successful hits. Final Fight Revenge
Spiked Knuckles Spiked Knuckles that can be found on the ground in stages. Can be picked up and used for close-ranged piercing attacks. The spiked knuckles also slightly improves punching power. Final Fight Revenge
Poison Claws Poison Claws that can be found on the ground in stages. Can be picked up and used for close-ranged piercing attacks. Poison gains an extra hit to the Cat Claw Special Move as well as increased punch damage when using these. Final Fight Revenge
Hand Grenades Hand Grenades that can be found on the ground in stages. Can be picked up and sued for explosive attacks. Explodes on impact or after 2 seconds. Final Fight Revenge
Bow Gun A bow gun that can be found on the ground in stages. Can be picked up and used for long range attacks. Final Fight Revenge
Pistol A pistol that can be found on the ground in stages. Can be picked up and used for long ranged attacks. Has up to 8 shots. Final Fight Revenge
Shotgun A shotgun that can be found on the ground in stages. Can be picked up and used to shoot out three projectiles at once. Has up to 10 shots. Final Fight Revenge
Machine Gun A Machine Gun that can be found on the ground in stages. Can be picked up and used to shoot out over 48 shots. Final Fight Revenge
Rifle A rifle that can be found on the ground in stages. Can be picked up and used to fire high-powered shots one at a time. Has up to 16 shots. Final Fight Revenge
Freeze Gun A freeze gun that can be found on the ground in stages. Can be picked up and used to freeze opponents. Has up to 16 shots. Final Fight Revenge
Stun Gun A stun gun that can be found on the ground in stages. Can be picked up and used to fire a ball of electricity, which knocks down opponents. Has up to 10 shots. Final Fight Revenge
RPG An RPG that can be found on the ground in stages. Can be picked up and used to shoot out an explosive missile. Has up to 8 shots. Final Fight Revenge
Flamethrower A flamethrower that can be found on the ground in stages. Can be picked up and used to shoot out fire to burn a target. Has up to 32 shots Final Fight Revenge

Food Items

Item Effect
Barbecue Refills the entire strength meter.
Pizza Refills half of the strength meter.
Hamburger Refills half of the strength meter.
Curry Refills half of the strength meter.
Banana Refills 1/4 of the strength meter.
Apple Refills 1/4 of the strength meter.
Grapes Refills 1/4 of the strength meter.
Soda Refills 1/9 of the strength meter.
Vitamins Refills 1/9 of the strength meter.
Gum Refills 1/9 of the strength meter.

Bonus Point Items

Item Points
Diamond 10,000 pts.
Gold Bar 10,000 pts.
Necklace 5,000 pts.
Ring 5,000 pts.
Money 3,000 pts.
Dime 3,000 pts.
Radio 1,000 pts.
Hat 1,000 pts.
Hammer 1,000 pts.

Notable Techniques

Dash

Press control pad left or right twice quickly.

Dash Attack

Dash, then press attack button. For characters like Guy & Lucia, continue to press attack button for multi-hit combinations.

Back Dash

Hold L or R button (default). Then press control pad twice quickly in opposite direction.

Jumping Dash Attack

Dash, then jump. While in air, press Y button.

Jump Kick

Jump, then while in air press Y button.

Reverse Grab

Grab an opponent, then press control pad down and Y button simultaneously. They will then flip the hold on the enemy.

Hold Direction

Hold the L or R buttons to keep facing the same direction as the fighter moves across the screen, allowing them to walk backwards.

Super Combo Level Gauge

Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.

When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.

Alpha Counter

←↙↓ + any Punch button

When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.

Block/Air Block

Press Directional Button away from opponent. Fighters can even block in mid-air.

Grab/Throw

Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.

Recovery/Escape

Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.

Defensive Fall

Through using the above throw command to reduce damage from throws where the character safely falls to the ground.

Avoid Being Floored

When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.

Taunt

 
Fighters can taunt their opponent through pressing the SELECT button.

Avoid Being Floored

 
 

Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.

Block/Air Block

When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.

Alpha Counter

 
 

When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.

Defensive Fall

When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.

Throwing/Gripping

Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.

Taunting

 

To do some serious trash talking, press SELECT.

Recovering/Breaking Free

If the opponent attacks the fighter continuously, the fighter may temporarily pass out. The recover quickly, press the Control Pad or any button rapidly. If the fighter does the same inputs while grabbed, they can break free from a grapple.

Super Combo

The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.

  • X-Ism: The fighter can perform a Super Combo only when the Super Combo Level Gauge is full. Super Combos use the entire gauge.
  • A-Ism: Fighters have three levels of Super Combos, corresponding to the three levels of punches/kicks (light, medium, and heavy). The Punch or Kick button pressed determines the power of the Super Combo, and uses a similar amount of the gauge. The higher the gauge level when the fighter starts, the more powerful their Super Combo will be.

Custom Combo

 

Custom Combos are available with V-Ism characters only.

When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.

  • During a Custom Combo, shadow images follow the fighter and attack in the same way.
  • Fighters can continue on a Custom Combo until the Super Combo Level Gauge runs out.
  • Fighters cannot block during a Custom Combo.
  • If the fighter takes damage, the Custom Combo ends.

Alpha Counter

When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength

This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.

Block

  • Standing Block: Press → or ← away from opponent
  • Air Block: Press → or ← away from opponents (A and V Isms only)
  • Croucing Block: Press ↙ or ↘ away from opponent.

Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).

Defensive Fall

When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).

Use a defense fall to avoid an opponent's additional attacks.

Defensive Roll

When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).

Throw, Escape

→ or ← + 2 Punch or Kick buttons simultaneously.

This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.

Damage Reduction

Press the Directional buttons, Punch or Kick buttons rapidly.

This counter move reduces the damage when the fighter is under attack or blocking.

Guard Crash

The Guard Power Gauge shortens while blocking, or if the fighter is hit with a Guard Crush. If the fighter refrains from blocking, the gauge will gradually recover. If the gauge drains out, they won't be able to block until they recover power.

Punch

There are three basic punches:

Light Punch (JAB)

Press the Y button. The jab is very quick, but does little damage.

Medium Punch (STRONG)

Press the X button. The strong punch does a fair amount of damage.

Hard Punch (FIERCE)

Press the L button. The fierce punch does a large amount of damage, but is slow.

Kick

There are three basic kicks:

Light Kick (SHORT)

Press the B button. The short kick is very quick, but does very little damage.

Medium Kick (FORWARD)

Press the A button. The forward kick is strong and is fairly quick.

Hard Kick (ROUNDHOUSE)

Press the R button. This roundhouse kick is powerful, but very slow.

Close Attacks

Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.

Throws

Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.

  • Example: It is possible for Ryu to grab Ken and throw him over his shoulder. To do the Shoulder Throw, Ryu must push forward against Ken and then he must push the Hard Punch (Fierce) button.

Holds

Holds allow fighters to grab an opponent and then hit or bite them again and again.

  • Example: It is possible for Blanka to bite Guile on the head. To do the Head Bite, Blanka must push forward against Guile and then he must push the Hard Punch (Fierce) button.

Special Moves

Each character has developed his or her own special moves for use in combat.

Regular Moves

Press a Punch (P) or Kick (K) button.

Special Moves

Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.

Block

  • Upper block: ←
  • Lower block: ↙

Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.

High Jump

↓↑ Jump higher than a regular jump.

Dash

→→ or ←←

Parrying

 
  • Standing parry: → (toward opponent)
  • Crouching blocking parry: ↓

Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.

Quick Standing

↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.

Dizzy Recovery

All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.

Throw & Grapple

LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.

Leap Attack

MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.

Personal Action

HP + HK simultaneously Each character has an individual Personal Action with a unique effect.

Super Art

Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.

EX Special Move

2P or 2K buttons

When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.

Normal Moves

Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.

Special Moves

Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.

Block

 

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.

Dash

 

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.

Stun Recovery

If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.

Throws and Throw Escapes

 

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".

Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.

Recovery

 

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.

Some attacks, such as throws, do not allow a recovery to be performed after them.

Personal Action

While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.

Focus Attack

Performing

 

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.

Hyper Armor

 

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.

Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.

Levels

There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.

Levels
Attack Level Main Benefits of Focus Attack performed
Level 1
  • Only does regular damage
  • Crumples opponent if a counter hit
Level 2
  • Crumples opponent if hits, allowing easier follow up
Level 3 (Keep holding until performed)
  • Becomes unblockable
  • Has Armor Break properties
  • Crumples opponent if hits, allowing easier to follow up.

When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.

The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.

Super Combo

Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.

Super Cancel

Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.

EX Special Moves

 

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.

EX Focus

 

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

 

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.

Ultra Combo

 

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.

Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.

Normal Attacks

Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.

Special Moves

Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.

EX Special moves

These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.

Guarding

Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.

V-Skill

 

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.

V-Trigger

 

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.

V-Reversal

 

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.

  • Whether the fighter need to press punch or kick button depends on the fighter.

V-Shift

 

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.

V-Shift Break

 

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.

Throws and Throw Escapes

 

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.

Recovery

 
When an opponent knocks the fighter down with an attack, they can perform a quick recovery by either pressing a directional button, or pressing two or more punch or two or more kick buttons simultaneously at just the right moment.

Movement[246]

Walking

Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.

Dashing

Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.

Jumping

Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.

Normal Attacks[247]

Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.

Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.


Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.

Blocking[248]

There are two kinds of blocks: Standing Blocks and Crouching Blocks.

  • Standing Block: Press the left joy stick in the opposite direction of the opponent while standing to perform a standing block. Standing blocks can guard against any attacks that aren't aimed at the fighters feet.
  • Crouching Block: For attacks standing blocks can't defend against, crouching blocks are instead viable. While facing right, input diagonally down and left with the control pad/left joy stick to block. Crouching Blocks can't defend against Overhead or Jumping Attacks, but they can deal with a lot of other attacks.

Throws[249]

When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.

Throw Escape

If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.

Special Moves[250]

Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.

Super Arts[251]

Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.

The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.

The Drive Gauge[252]

All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.

Drive Impact

 

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.

Drive Parry

This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.

Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.

While Drive Parries are powerful, they can't defend against throws.

Perfect Parry

A Perfect Parry is the result of performing a Drive Parry the moment an opponent's attacks hits them. This is an invaluable tool for their counterattack game.


Fighting Style: Cody uses a mix of street brawling and weapon-based combat, combining punches, kicks, and throws with improvised weapons such as knives, pipes, and environmental objects. His style emphasizes versatility and chaining attacks into combos.

Final Combination

Cody delivers a sequence of punches to the opponent, finishing with either an uppercut or a throw.

Axel Knuckle

Cody cups his hands together, pulls back, and slams his fists into the opponent.

Hammer Kick

Cody steps forward and delivers a forward soccer-style kick.

Air Raid Punch

Cody performs an uppercut in midair, followed by a downward punch to knock the opponent to the ground.

Air Raid Kick

Cody performs an airborne knee strike, finishing the air combo with a high kick.

Focus Attack

Cody executes a heavy strike that provides temporary defense during execution; if it lands, it makes the opponent crumple.

Prisoner Throw

Cody grabs his opponent and pulls them over his shoulder.

Bad Stomp

Cody mounts the opponent and stomps them to the ground.

Trash Out

Cody grabs the opponent by the collar, delivers a headbutt, and throws them over his shoulder to slam them on the ground.

Crime Throw

Cody delivers two knee strikes to the opponent’s midsection, then flips them over his shoulder to land on their back.

Secret Work

Cody grabs the opponent, performs a midsection knee strike, swings a pipe over their head, and bashes them three times on the ground.

Bad Stone

Cody picks up and throws a stone at the opponent.

Criminal Upper

Cody quickly spins and delivers an uppercut that generates a small tornado, capable of negating projectiles.

Ruffian Kick

Cody steps forward and performs a sliding kick; can be aimed high, mid, or low.

Bad Spray

While rising from a knockdown, Cody tosses sand toward the opponent.

Zonk Knuckle

Cody delivers a powerful hook punch.

Tornado Sweep

Cody performs a sidearm motion to shoot a swirling gust of wind at the opponent.

Dead End Irony

Cody performs a Ruffian Kick, followed by a double front kick, a jumping kick, a roundhouse, a jump roundhouse, and a final launching kick.

Final Destruction

Cody throws a spinning hook punch, continues with a series of strikes, and finishes with a Criminal Upper that sends the opponent sky-high.

Last Dread Dust

Cody kicks a cloud of dust at the opponent, attacks with a wrench four times, performs an uppercut, and strikes with a steel pipe, sending the opponent face-first into a wall.

Criminal Punisher

Cody performs a Criminal Upper that generates a giant tornado.

Prison Breaker

After blocking an attack, Cody performs a backflip with a leg extended, knocking the opponent backward.

Double Kick

Cody jumps, spins, and delivers a sidekick in midair.

Crime Sway

Cody evades attacks by swaying; he can perform Wrench Fist to strike with a hook punch or Lumbar Sweep to knock the opponent down.

Side Arm

Cody draws a knife from behind his back, gaining access to Snipe Shot (throws knife at opponent or upward) and Rapid Fire (seven rapid slashes with a reverse grip).

Dirty Coach

Cody wields a pipe to access Gentle Swing (pipe swing that reflects projectiles), Present Delivery (throws rock and swings pipe), and Toss & Smash (massive pipe swing that launches the opponent).


Cody's Boxing Technique

Shoulder Throw

Grab an enemy and then press the Y button while pressing the Control Pad left or right.

The Jump Kick

Press the B button, then press the Y Button.

The Flying Kick

Press the B button while pressing the Control Pad left or right. When in mid-air press the Y button.

The Knee Drop

Press the B button, then press down on the Control Pad while pressing the Y button.

Knee Bash

Grab an enemy and press the Y button.

Super Kick

Press the Y and B buttons at the same time.


Throws

  • Belly-to-Belly Suplex: Forward or Back + HP
  • Knee Jamboree: Forward or Back + HK
  • Shoulder Throw: Forward or Back + HP (during Knee Jamboree)

Additional Attacks

  • Glancing Upper: Forward + WP
  • Brawling Smash: Forward + HP
  • Push Kick: Forward + WK
  • Knee Drop: Down + WK (Mid-Air)
  • Overdrive Wheel Kick: Up + HK (Mid-Air)

Weapon Techniques

Knife

  • Gutting Knife: Forward + WP
  • Shin Stab: Forward + WK
  • Windmill Knife Swipe: Back + HP
  • Jumping Knife Twist: Down-Forward + HP
  • Downward Stab: Down + WP
  • Diving Knife Twist: Down + HP (Mid-Air)

Stick, Sword, or Chainsaw

  • Overhead Slap: Forward + WP
  • Toe Poke: Forward + WK
  • Knee Capper: Down-Forward + WP

Special Moves

  • Strike Fist: Quarter-Circle Forward + Punch
  • Somersault Kick: Dragon Punch Motion + Kick
  • Rapid Punch: Dragon Punch Motion + Punch
  • Sobat Combo: Quarter-Circle Back + Kick, Kick, Kick
  • Judo Catch: WP + HP + SP

Super Moves

  • Punch-Out: Quarter-Circle Forward, Quarter-Circle Forward + Punch
  • Hyper Active: Half-Circle Back + Punch


Other

Standard Tactics: Cody utilizes martial arts skills, when handcuffed he will utilize his handcuffs into his attacks for grapples and the like, and whatever spare weapons are on the floor..

Weaknesses

Note

Explanations

The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[260]

Abbreviations
Abbreviation Full word
P Punch
K Kick
LP Light Punch
LK Light Kick
HP Heavy Punch
HK Heavy Kick
EX EX Special version of the move is available

The following messages will appear on screen when certain conditions are fufilled, an example can be found here[261] and here[262]

Bonus Messages
Term Explanation
Technical Displayed after performing a successful quick standing recovery or throw escape.
Reversal Displayed after performing a special move, Super Combo or Ultra Combo in specific situations described below. Perform a reversal with a beat down attack and it will take on Armor Break properties, nullfying Hyper Armor.
  • In the instant the fighter can move again after recovering from taking damage, blocking or being stunned.
  • In the instant after performing a recovery org etting up from being knocked over.
  • In the instant the fighter lands after being sent flying backward but not actually knocked to the ground.
Counter A coutner hit occurs when the fighter interrupts an opponent's attack with one of their own. The opponent will take longer to recover fromt he damage caused by a Counter Hit, making it possible to perform combinations that are otherwise impossible.
FIRST ATTACK Displays when the first hit of the round lands.
COUNTER HIT Displays when an attack lands as a counter.
THROW ESCAPE Displays when a throw is escaped.
REVERSAL Displays when someone attacks after recovering from taking damage.

Profiles

Final Fight

Profiles
 
Profile of Cody

CODY b. 4-18-1967

He is a martial arts expert. He is especially good with knives. His girl friend, Jessica, was kidnapped by the Mad Gear gang.

Original Translation on left. Final Fight

Final Fight (SNES)

Profile of Cody

Age: 22
Height: 6'0"
Weight: 187 lbs.

Cody has been training in the martial arts since age 9. He holds a fifth degree black belt in Karate and is a skilled knife fighter. He is currently dating Haggar's daughter, Jessica.

Cody's Boxing Technique
  • Shoulder Throw: Grab an enemy and then press the Y button while pressing the Control Pad left or right.
  • The Jump Kick: Press the B button, then press the Y button.
  • The Flying Kick: Press the B button while pressing the Control Pad left or right. When in mid-air, press the Y button.
  • The Knee Drop: Press the B button, then press down on the Control Pad while pressing the Y button.
  • Knee Bash: Grab an enemy and press the Y button.
  • Super Kick: Press the Y and B buttons at the same time.
Original Translation on left. Final Fight (SNES)

Street Fighter Alpha 3

 
CODY
Move Type Move Name Command
Special Move Criminal Uppercut ↓↘→ + P
Special Move Ruffian Kick ↓↘→ + K
Special Move Bad Stone ↓↙← + P
Special Move Knife Pickup ↓ + PPP
Super Combo Final Destruction ↓↘→ ↓↘→ + P [X][A]
Super Combo Dead End Irony ↓↘→ ↓↘→ + K [A]
Original Translation on left. Street Fighter Alpha 3

Trivia

  • Cody likes fighting[263].
  • Cody dislikes being lectured[264].
  • Cody bears a mild resemblance to Joe from the original Street Fighter. Both are from the United States, and Cody's Crack Kick is similar to Joe's Spinning Back-Kick.
    • In both Street Fighter Alpha 3 and Street Fighter: The Animated Series, Cody originally spoke with a southern-country accent, a trait of Joe from Missouri. Capcom later gave Cody a New York accent to better fit Metro City.
    • Cody's official artwork for Super Street Fighter IV displays a broken brick wall and the Street Fighter logo. In the game's intro, he destroys a wall with a small rock, echoing Joe's original introduction in the first Street Fighter.
    • The Street Fighter V: Arcade Edition trailer also references this homage.
  • Cody is among the first characters in the franchise to utilize street fighting as his primary style, despite not originating from the series. Final Fight was originally titled Street Fighter '89 and conceived as a sequel to the original Street Fighter.
  • Cody's rival in Super Street Fighter IV was originally planned to be Chun-Li but was changed to Guy shortly before release.
    • In Street Fighter V: Arcade Edition, Chun-Li's win quote indicates continued suspicion toward Cody as mayor, despite his assurances.
  • Oni Akuma and E. Honda are the only characters to acknowledge Cody holding back in battles. In Super Street Fighter IV, Oni implies Cody might survive if restrained. In the Japanese version, Oni interprets Cody's handcuffs as disrespect[265].
  • In the English version of Super Street Fighter IV, Cody admits Akuma is weaker than expected if he wins, being the only character to express such an opinion. In the original script, Cody simply asks Akuma to fight at full strength[266].
  • Cody and Rolento are the only Street Fighter IV characters whose theme is not their first Street Fighter Alpha theme. Cody's theme is a remix of his original Final Fight theme.
    • If Cody wins against Oni, he comments it was the most fun of his life. His win quotes against non-human challengers (Oni, Ogre) suggest he enjoys fighting them.
  • In Street Fighter Alpha 3, Edi. E occasionally chases Cody after a win, trying to arrest him, and can be kicked off-screen on rare occasions.
  • In Street Fighter Alpha 3 MAX, Cody in V-ISM can dodge certain attacks while blocking.
  • In Street Fighter Alpha 3, Cody's win quote "After waiting for so long, it feels good to do more than two moves" references Final Fight's limited move set.
  • Cody's pipe swing in his second V-Trigger resembles Cracker Jack's Batting Hero Special Attack, Home Run Hero Super Combo, and Home Run King Meteor Combo in Street Fighter EX and Fighting EX Layer.
    • Similarly, Negan in Tekken 7 uses a bob-wired baseball bat resembling Cody's second V-Trigger.
  • During his Side Arm V-Trigger, Cody's Rapid Fire initiation resembles Chris Redfield's Sweep Combo Hyper Combo in Marvel vs. Capcom 3: Fate of Two Worlds and updates, and he wields a combat knife similar to Chris.
  • Cody's official last name, Travers, was first mentioned in Final Fight: Streetwise and is rarely used afterward. It is officially recognized in his SFV: AE trailer.
  • Cody succeeds Haggar as Mayor of Metro City, paralleling Glenn Jacobs (WWE's Kane) winning the mayoral election for Knox County, Tennessee while continuing his wrestling career.
  • His quote "You're already dead" in Final Fight Revenge is a reference to Kenshiro from Fist of the North Star.
  • Scott, the blonde guy in the Street Fighter II intro, resembles Cody, wearing a white t-shirt and jeans similar to him.
  • Cody shares similarities with Billy Lee from Double Dragon. Both are main protagonists with blonde hair, girlfriends in red dresses (Cody to Jessica, Billy to Marian), and both rescue them from dangerous street gangs (Cody vs. Mad Gear Gang, Billy vs. Black Warriors).

Codex Statistics Questions

Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[267]?

A: Akuma's punch causes the island to start collapsing[268], and specifically causes an explosion of this size in comparisson to the island[269], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[270]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.

Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[271], which was calculated to be 8-B?

A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[272]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[273] and cause a jet plane to explode[274], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.

Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[275]?

A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.

Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[276]?

A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.

Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?

A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[277], his ending in Alpha 3 has him easily kill M. Bison[278]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[279], and ends up winning[280], and him calling the Raging Demon a pitifully weak move[281]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[282], while Groan only plays when he's fighting Gen or Evil Ryu[283], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.

Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-B due to it powering M. Bison's laser to destroy Bangkok?

A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[284]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.

Q: Shouldn't all Street Fighter 6 charcters get 7-B for fighting SiRN Akuma?

A: While some statements[285] suggest it to be equal[286] in power to[287] Akuma, several[288] characters[289] note[290] that[291] it isn't[292], as strong[293] as the[294] real Akuma[295]. The real Akuma even considers SiRN Akuma a mockery[296]. C. Viper notes the simulation is only passable as a simulation[297].

Battle Records

13 - 2 - 0



  • Seth - Fight[315]
    • Conditions: None.
    • Location: Unknown, Crumbling Laboratory


  • Abigail - Fight[316]
    • Conditions: None.
    • Location: Metro City
  • Zeku - Fight[317]
    • Conditions: None.
    • Location: Metro City

None.

References

  1. Final Fight (USA) Game Manual Page 8
  2. Final Fight (Arcade) Intro
  3. Final Fight (Arcade) Select Player Screen
  4. Final Fight (USA) Game Manual Page 8
  5. Street Fighter V The Character Guides Character Guide 057: Cody
  6. Final Fight (Arcade) Select Player Screen
  7. Final Fight (USA) Game Manual Page 8
  8. Street Fighter V The Character Guides Character Guide 057: Cody
  9. Street Fighter V The Character Guides Character Guide 057: Cody
  10. Street Fighter V The Character Guides Character Guide 057: Cody
  11. Street Fighter Memorial Archives Beyond the World
  12. Street Fighter Memorial Archives Beyond the World
  13. Street Fighter 6 World Tour Mode Metro City Description
  14. Final Fight (USA) Game Manual Page 8
  15. Final Fight (USA) Game Manual Page 8
  16. Street Fighter V The Character Guides Character Guide 057: Cody
  17. Final Fight (Arcade) Intro
  18. Street Fighter Memorial Archives Beyond the World
  19. Street Fighter Memorial Archives Beyond the World
  20. Street Fighter V Website The Character Guides Character Guide 057: Cody
  21. Street Fighter V Website The Character Guides Character Guide 057: Cody
  22. Street Fighter V Arcade Edition Cody Story Mode
  23. Final Fight (Arcade) Select Player Screen
  24. Final Fight (USA) Game Manual Page 8
  25. Street Fighter V The Character Guides Character Guide 057: Cody
  26. Final Fight (Arcade) Select Player Screen
  27. Final Fight (USA) Game Manual Page 8
  28. Street Fighter V The Character Guides Character Guide 057: Cody
  29. Street Fighter V Website The Character Guides Character Guide 057: Cody
  30. Street Fighter V Website The Character Guides Character Guide 057: Cody
  31. Street Fighter Alpha 3 Cody Ending
  32. Ultra Street Fighter IV Cody Arcade Ending
  33. Ultra Street Fighter IV Cody Arcade Ending
  34. Street Fighter V Website The Character Guides Character Guide 057: Cody
  35. Street Fighter V Arcade Edition Cody Story
  36. Street Fighter V Website The Character Guides Character Guide 057: Cody
  37. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  38. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  39. Street Fighter Alpha 3 Game Manual Page 8
  40. Street Fighter VI Trainng Tutorial
  41. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  42. Sakura Ganbaru!, Volume 1, Chapter 1
  43. Final Fight (Arcade)
  44. Final Fight (Arcade)
  45. Final Fight (Arcade)
  46. Final Fight (Arcade)
  47. Final Fight (Arcade)
  48. Final Fight (Arcade)
  49. Final Fight (Arcade)
  50. Final Fight (Arcade)
  51. Final Fight (Arcade)
  52. Final Fight 2 (Arcade)
  53. Final Fight (Arcade)
  54. Final Fight (Arcade)
  55. Final Fight (Arcade)
  56. Final Fight (Arcade)
  57. Final Fight (Arcade)
  58. Final Fight (Arcade)
  59. Final Fight 3 (Arcade)
  60. Final Fight 3 (Arcade)
  61. Final Fight 3 (Arcade)
  62. Final Fight (Arcade)
  63. Final Fight (Arcade) Damno Boss
  64. Final Fight (Arcade)
  65. Final Fight (Arcade)
  66. Street Fighter 1987
  67. Street Fighter 1987
  68. Street Fighter II: The World Warrior Car Minigame
  69. Street Fighter IV: Arcade Edition Car Minigame
  70. Street Fighter II
  71. Street Fighter II Turbo 16-Bit
  72. Street Fighter II
  73. Street Fighter II: The World Warrior Car Minigame
  74. Street Fighter IV: Arcade Edition Car Minigame
  75. Street Fighter II
  76. Street Fighter II Turbo 16-Bit
  77. Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
  78. Ultra Street Fighter II: The Final Challengers Sagat Arcade Ending
  79. Street Fighter II
  80. Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
  81. Ultra Street Fighter II: The Final Challengers Zangief Arcade Ending
  82. Street Fighter Alpha 2 Ryu Arcade Mode Playthrough
  83. Street Fighter Alpha 2 Adon Arcade Mode Playthrough
  84. Street Fighter Alpha 2 Birdie Arace Mode Playthrough
  85. Ultra Street Fighter IV Cody Arcade Mode
  86. Ultra Street Fighter IV Cody Arcade Mode
  87. Ultra Street Fighter 4 Oni Akuma Arcade Ending
  88. Street Fighter IV Cody vs. Akuma Cody Winquote
  89. Street Fighter Alpha 2
  90. Ultra Street Fighter IV Cody Arcade Intro
  91. Street Fighter IV: Arcade Edition
  92. Street Fighter V: Arcade Edition
  93. Final Fight (Arcade)
  94. Ultra Street Fighter IV Hugo Cutscenes
  95. Final Fight Revenge
  96. Street Fighter Alpha Super Combos
  97. Street Fighter IV Dan Ending
  98. Street Fighter Alpha 3 - Sagat Story
  99. Final Fight (Arcade) Rolento Boss
  100. Final Fight (Arcade) Rolento Boss
  101. Street Fighter 2: Champion Edition
  102. Street Fighter Alpha 3 Guile's Sonic Boom
  103. Street Fighter 2: Turbo Game Manual Page 10
  104. Final Fight (Arcade)
  105. Final Fight (Arcade) Rolento Boss
  106. Street Fighter 6 World Tour Mode Metro City Description
  107. Final Fight (USA) Game Manual Page 8
  108. Final Fight (Arcade)
  109. Final Fight (Arcade)
  110. Street Fighter Alpha 3 Cody Arcade
  111. Ultra Street Fighter IV Cody Arcade
  112. Street Fighter 1 Fighter Defeated Cutscene
  113. Street Fighter 1 Ending
  114. Street Fighter 1 Minigame
  115. Street Fighter 1 Minigame
  116. Street Fighter VI Karate Minigame
  117. Street Fighter VI Karate Minigame
  118. Street Fighter VI Karate Minigame
  119. Street Fighter VI Scrap Heap Minigame
  120. Street Fighter VI Scrap Heap 2 Minigame
  121. Street Fighter 6 All Jump Animations
  122. Street Fighter III 3rd Strike Game Manual Page 14
  123. Street Fighter 2: Turbo Game Manual Page 10
  124. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  125. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  126. Street Fighter Alpha 3 Game Manual Page 8
  127. Street Fighter VI Training Tutorial
  128. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  129. Street Fighter V Perfect Parry
  130. Street Fighter 6 Perfect Parry
  131. Street Fighter V Stun Animation
  132. Street Fighter Series
  133. Street Fighter III 3rd Impact Game Manual Page 15
  134. Street Fighter VI Ball Block Blitz
  135. Street Fighter Alpha Game Manual page 4
  136. Street Fighter III 3rd Impact Game Manual Page 14
  137. Street Fighter IV Game Manual Page 12
  138. Street Fighter 6 Perfect Parry
  139. Street Fighter Alpha Game Manual page 4
  140. Street Fighter III 3rd Strike Game Manual Page 15
  141. Street Fighter III Official Evo Moment #37, Daigo vs Justin Evo 2004 in HD
  142. Street Fighter VI Training Tutorial
  143. Street Fighter Alpha Game Manual page 7
  144. Street Fighter Alpha 3 Game Manual Page 12
  145. Street Fighter Alpha 3 Game Manual Page 12
  146. Street Fighter VI Training Tutorial
  147. Street Fighter VI Training Tutorial
  148. Street Fighter V F.A.N.G. Gameplay
  149. Street Fighter V F.A.N.G. Gameplay
  150. Street Fighter 6 World Tour Kimberly Cutscenes
  151. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  152. Street Fighter 6 World Tour Akuma Mastery
  153. Street Fighter IV Game Manual Page 12
  154. Street Fighter Alpha Super Combos
  155. Ultra Street Fighter IV Rose vs Abel Rose Winquote
  156. Ultra Street Fighter IV Rose vs Cammy Rose Winquote
  157. Street Fighter IV Game Manual Page 16
  158. Street Fighter 6 World Tour Lily Hawk Cutscenes
  159. Street Fighter 6 World Tour Lily Hawk Cutscenes
  160. Street Fighter VI Training Tutorial
  161. Street Fighter V Movie: A Shadow Falls
  162. Street Fighter Alpha 3 Game Over/Bad Ending
  163. Street Fighter V Karin Story
  164. Street Fighter V Karin Story
  165. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  166. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  167. Super Street Fighter IV - Juri OVA
  168. Super Street Fighter IV - Juri OVA
  169. Super Street Fighter IV - Juri OVA
  170. Super Street Fighter IV - Juri OVA
  171. Street Fighter IV Game Manual Page 15
  172. Street Fighter IV Game Manual Page 16
  173. Ultra Street Fighter IV Ryu Move List
  174. Street Fighter IV Game Manual Page 15
  175. Ultra Street Fighter IV Ryu Move List
  176. Street Fighter IV Game Manual Pages 15-16
  177. Street Fighter IV Game Manual Page 16
  178. Street Fighter IV Game Manual Page 16
  179. Sakura Ganbaru!, Volume 1, Chapter 1
  180. Street Fighter V Official Online Manual
  181. Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
  182. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  183. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  184. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  185. Street Fighter V Menat Story Ending
  186. Winter Street, U.S.A. | Street Fighter III: New Generation
  187. Graffiti Alley, U.S.A. | Street Fighter III: New Generation
  188. Frosty Boulevard | Street Fighter V
  189. Holly Jolly Beatdown | Street Fighter V
  190. Secret Society Headquarters, Mediterranean Sea | Street Fighter III: New Generation
  191. Volcanic Rim | Street Fighter IV
  192. Street Fighter III: 2nd Impact Akuma Move List
  193. Street Fighter V Kolin's Crtical Art
  194. Street Fighter Blanka Electricity
  195. Ultra Street Fighter IV C. Viper vs Dan
  196. Street Fighter V: A Shadow Falls
  197. Street Fighter V: A Shadow Falls
  198. Street Fighter V: A Shadow Falls
  199. Street Fighter V Movie: A Shadow Falls
  200. Street Fighter V Movie: A Shadow Falls
  201. Street Fighter V F.A.N.G. Gameplay
  202. Street Fighter V F.A.N.G. Gameplay
  203. Street Fighter V F.A.N.G. vs. Laura F.A.N.G. Winquote
  204. Street Fighter V Necalli Story Mode
  205. Street Fighter Shadloo Base: The Character Guides Character Guide 115: Necalli
  206. Street Fighter VI Akuma Moveset
  207. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  208. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  209. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  210. Street Fighter V Menat Story Ending
  211. Final Fight (USA) Game Manual Page 8
  212. Final Fight (USA) Game Manual Page 8
  213. Final Fight (Arcade)
  214. Final Fight (USA) Game Manual Page 9
  215. Final Fight (USA) Game Manual Page 9
  216. Final Fight (Arcade)
  217. Final Fight Revenge
  218. Streeet Fighter V Arcade Edition Cody Story
  219. Final Fight Revenge Cody Super Move
  220. Final Fight (Arcade)
  221. Street Fighter Alpha 3 Cody Move List
  222. Ultra Street Fighter IV Cody Move List
  223. Ultra Street Fighter IV Cody Move List
  224. Street Fighter V Arcade Edition Cody Move List
  225. Street Fighter V Arcade Edition Cody Move List
  226. Street Fighter V Arcade Edition Cody Move List
  227. Final Fight (Arcade)
  228. Final Fight (Arcade)
  229. Final Fight Revenge
  230. Final Fight (USA) Game Manual Page 9
  231. Final Fight (USA) Game Manual Page 9
  232. Final Fight (USA) Game Manual Page 9
  233. Final Fight (USA) Game Manual Page 9
  234. Final Fight (USA) Game Manual Page 9
  235. Final Fight (USA) Game Manual Page 9
  236. Final Fight (USA) Game Manual Page 9
  237. Final Fight (USA) Game Manual Page 9
  238. Final Fight (USA) Game Manual Page 9
  239. Final Fight (USA) Game Manual Page 9
  240. Final Fight (USA) Game Manual Page 9
  241. Final Fight (USA) Game Manual Page 9
  242. Final Fight Revenge
  243. Final Fight Revenge
  244. Final Fight Revenge
  245. Final Fight Revenge
  246. Street Fighter VI Training Tutorial
  247. Street Fighter VI Training Tutorial
  248. Street Fighter VI Training Tutorial
  249. Street Fighter VI Training Tutorial
  250. Street Fighter VI Training Tutorial
  251. Street Fighter VI Training Tutorial
  252. Street Fighter VI Training Tutorial
  253. Street Fighter Alpha Game Manual page 4
  254. Street Fighter IV Game Manual Page 15
  255. Street Fighter IV Game Manual Page 16
  256. Street Fighter 6 Online Manual
  257. Final Fight (USA) Game Manual Page 11
  258. Ultra Street Fighter IV Cody Arcade Mode
  259. Ultra Street Fighter IV Cody Arcade Cody vs Oni
  260. Street Fighter III Third Impact Game Manual Page 18
  261. Street Fighter IV Game Manual Page 12
  262. Street Fighter VI Online Manual
  263. Street Fighter V The Character Guides Character Guide 057: Cody
  264. Street Fighter V The Character Guides Character Guide 057: Cody
  265. E. Honda: "It feels a little inconvenient to fight with handcuffs on!" 「手錠をつけたままで戦うとはちょっと不便に感じるのう! Tejō o tsuketa mama de tatakau to wa chotto fuben ni kanjiru nō!
    Oni:
    "If you don't show your true power, you should be annihilated."「真の力見せぬならば、唯滅すべし Shin no chikara misenunaraba, Yui messubeshi
  266. Cody: "Boasting is fine. If you're the strongest, show me a fight that seems to be the strongest." 「能書きはいいんだよ最強なら最強らしいケンカ見せてみな」
  267. Street Fighter Alpha 2 Ryu Arcade Ending
  268. Street Fighter Alpha 2 Ryu Arcade Ending
  269. Street Fighter Alpha 2 Ryu Arcade Ending
  270. Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
  271. Street Fighter IV Aftermath
  272. Street Fighter 4 - Intro: Chun Li
  273. Super Street Fighter 4 Juri OVA
  274. Super Street Fighter 4 Juri OVA
  275. Street Fighter V - E. Honda Arcade Mode Ending
  276. Final Fight Revenge Haggar Super Attack
  277. Super Street Fighter II Turbo - Shin Akuma Boss Fight
  278. Street Fighter Alpha 3 Akuma Ending
  279. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  280. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  281. Street Fighter Alpha 3 Adon Arcade Adon vs M. Bison
  282. Street Fighter Alpha 3 OST Feel the Cool
  283. Street Fighter Alpha 3 OST Groan
  284. Street Fighter Alpha 3 Game Over
  285. Street Fighter 6 Ryu vs SiRN Akuma Ryu Winquote
  286. Street Fighter 6 Dhalsim vs SiRN Akuma Dhalsim Winquote
  287. Street Fighter 6 Mai Shiranui vs SiRN Akuma Mai Shiranui Winquote
  288. Street Fighter 6 Jamie vs. SiRN Akuma Jamie Winquote
  289. Street Fighter 6 Manon vs. SiRN Akuma Manon Winquote
  290. Street Fighter 6 Cammy vs. SiRN Akuma Cammy Winquote
  291. Street Fighter 6 Guile vs. SiRN Akuma Guile Winquote
  292. Street Fighter 6 Ken vs SiRN Akuma Ken Winquote
  293. Street Fighter 6 Chun-Li vs SiRN Akuma Chun-Li Winquote
  294. Street Fighter 6 Terry Bogard vs SiRN Akuma Terry Bogard Winquote
  295. Street Fighter 6 Elena vs SiRN Akuma Elena Winquote
  296. Street Fighter 6 Akuma vs SiRN Akuma Akuma Winquote
  297. Street Fighter 6 C. Viper vs SiRN Akuma C. Viper Winquote
  298. Final Fight (Arcade) Damno Boss
  299. Final Fight (Arcade) Ending
  300. Final Fight (Arcade) Sodom Boss
  301. Final Fight (Arcade) Ending
  302. Final Fight (Arcade) F. Andore & G. Andore Boss
  303. Final Fight (Arcade) Ending
  304. Final Fight (Arcade) Edi.E Boss
  305. Final Fight (Arcade) Ending
  306. Final Fight (Arcade) Rolento Boss
  307. Final Fight (Arcade) Ending
  308. Final Fight (Arcade) Abigail Boss
  309. Final Fight (Arcade) Ending
  310. Final Fight (Arcade) Belger Boss
  311. Final Fight (Arcade) Ending
  312. Street Fighter Alpha 3
  313. Street Fighter Alpha 3
  314. Ultra Street Fighter IV Cody Arcade
  315. Ultra Street Fighter IV Cody Arcade
  316. Street Fighter V Arcade Edition Cody Story
  317. Street Fighter V Arcade Edition Cody Story
  318. Final Fight Revenge Cody Arcade Ending
  319. Street Fighter V Champion Edition Poison Story Mode