QUARTER CIRCLE FORWARD + PUNCH
Cody picks up some rocks from the ground, tossing them at the opponent. You can hold the attack to increase the power and also mix up the timing. It can be used as a zoning tool, but is most useful to simply annoy the opponent.
The EX version will hit twice, allowing Cody more combo opportunities. He can combo into Crouching Heavy Punch and also both of his Ultras from close range.
You can fake the Bad Stone by pressing Down and Taunt (HP, HK)
QUARTER CIRCLE BACK + PUNCH
Cody's signature Uppercut where he sends a tornado in front of him, attacking the opponent. Useful in combos but it should not be used against jump in attacks due to its slow start up.
The light version is generally safe on block but can be punished by certian attacks such as Ryu's Super and El Fuerte's second Ultra.
In the corner, you can use the Light Version in a combo and on many character follow up with a juggle using the EX version.
All versions will negate projectiles.
QUARTER CIRCLE FORWARD + KICK
The Ruffian Kick has three different versions, each with various applications. The Light Kick version hits low, the Medium Kick version hits mid, and the Hard Kick version is a vertical attack which can be used as anti-air. This is also Cody's armor breaking attack making it ideal to punish Focus-Happy opponents.
The Heavy Kick version can be FADC'd allowing Cody to hit with Ultra 1 anywhere on the screen or even follow up with a MK Ruffian Kick.
The EX version will pass through projectiles and other attacks after it's initial start up. The initial start up is not invincible so you have to end up guessing in many cases when using the EX version.
HOLD PUNCH, RELEASE
The Zonk knuckle is an interesting move where Cody will sock the opponent across the head with a hard hitting punch. You can use this as you are approaching the opponent, punishing throws and other attacks. Holding two buttons will allow for an EX Version of the move, and holding all three punches allows for a single Zonk and also a follow up EX Zonk.
The EX version can be FADC'd, and you can follow up with a Crack Kick or Ultra 1.
None of the Zonk Knuckles are safe on block, so when you release Punch, you need to be asbolutely sure it will connect or have two stocks of meter to FADC from the EX version into safety.
It's worth noting this move also goes through fireballs, although it does not travel as far as other special moves such as Balrog's TAP.
UP + PUNCH AFTER TECHABLE KNOCKDOWN
Cody will send dirty towards the opponent during this attack, but it is very easy to counter. Not only can the opponent Focus Dash through it, it also has a lot of recovery frames, so even if it is blocked Cody can be punished by many attacks.
SUPER - DEAD END IRONY
QUARTER CIRCLE FORWARD X2 + KICK
Cody's Super is one of the more useful ones in the game, even though you should typically save your meter for EX Zonk and Ruffian Kick. Each version of the super has different properties, with the Light version hitting low, the Medium version hitting mid and the Heavy version acting as an anti-air, hitting high.
Dead End Irony will also pass through projectiles and many other attacks.
ULTRA 1 - FINAL DESTRUCTION
QUARTER CIRCLE FORWARD X2 + THREE PUNCHES
Final Destruction can be combed from an FADC'd EX Zonk Knuckle or Heavy Ruffian Kick -- it can even be used as an anti-air attack on its own. That said, it has very short range, so it can end up wiffing if you aren't close enough to the opponent when attempting a punish.
ULTRA 2 - LAST DREAD DUST
QUARTER CIRCLE BACK X2 + THREE PUNCHES
Last Dread Dust is Cody's more "advanced" Ultra considering it's set ups aren't as straight forward as Final Destruction. That said, it does more damage than his first Ultra and has far more range.
It can be useful in certain match ups such as E. Honda and Blanka considering it can punish Headbutts and Blanka Balls when timed correctly.
Combo into it after EX Rocks as well for heavy damage after a stun or Counter Hit Crouching Heavy Punch.