Chaos Code/NSC/Celia: Difference between revisions

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[[image:profile-celia.png|180px|right]]
[[image:profile-celia.png|180px|right]]
{{TOClimit|2}}


=Story=
==Story==
Celia is a robot built to protect the Chaos Code, but she decided that was lame and so instead she's just really into gothic lolita fashion. Respecting Celia's independence, the professor who created her made a different robot to guard the Chaos Code instead. But then things go wrong and Celia must put her average ordinary gothic lolita school girl life on pause to rescue the Chaos Code and ensure it's limitless power isn't used for evil.
Celia is a robot built to protect the Chaos Code, but she decided that was lame and so instead she's just really into gothic lolita fashion. Respecting Celia's independence, the professor who created her made a different robot to guard the Chaos Code instead. But then things go wrong and Celia must put her average ordinary gothic lolita school girl life on pause to rescue the Chaos Code and ensure it's limitless power isn't used for evil.


=Playstyle=
==Playstyle==
Health: 28000 Stun: 95
'''Health:''' 28000       '''Stun:''' 95


Celia is a fairly well rounded character with solid zoning, setplay, anti-airs, etc. She has notably good meterless damage and her special run can lead to strong mix-up opportunities. Many of her tools have a significant delay before becoming active, which lets them act as an insurance policy of sorts. Opponents who aren't careful will end up hitting Celia, only to fall into a missile or a bomb. At the same time these moves are limited via a missile gauge that can lock Celia out of most of her options.
Celia is a fairly well rounded character with solid zoning, setplay, anti-airs, etc. She has notably good meterless damage and her special run can lead to strong mix-up opportunities. Many of her tools have a significant delay before becoming active, which lets them act as an insurance policy of sorts. Opponents who aren't careful will end up hitting Celia, only to fall into a missile or a bomb. At the same time these moves are limited via a missile gauge that can lock Celia out of most of her options.


=Run vs Step=
===Mobility (Run vs Step)===


'''Run'''
'''Run:''' Celia has a special hover dash instead of a normal run. This puts her airborne quickly allowing her to come down with fast jump attacks for a stronger high/low mix-up game.


Celia has a special hover dash instead of a normal run. This puts her airborne quickly allowing her to come down with fast jump attacks for a stronger high/low mix-up game.
'''Step:''' Because of the special run, Celia's step functions less like a typical chaos code step, and more like most character's runs. She can cancel her step early with any button (or crouching), cannot step cancel, and can super jump out of her step by pressing up.


'''Step'''
==Extra Move Selection==
Prankish Whip gives Celia really good meterless combos, Welcome Boost gives Celia a really obnoxious neutral tool that she can make even more obnoxious via her various missiles, Angelic Wing gives Celia good Exceed routes, and Vanishing Gift gives Celia some good 2 bar combos.
===Recommended Sets===
Prankish Whip is incredibly good and you should probably take it. Outside of that take whichever super you want to use primarily, or take welcome boost if you want to spend your meter on dangerous company/bashing rain.


Because of the special run, Celia's step functions less like a typical chaos code step, and more like most character's runs. She can cancel her step early with any button (or crouching), cannot step cancel, and can super jump out of her step by pressing up.
'''Prankish Whip & Angelic Wing'''


= Combos =
This is probably the easiest set to use, it gives Celia good, consistent meterless combos via prankish whip and it gives her a good, consistent, exceed route to spend all that meter she saves on.


[https://www.youtube.com/watch?v=mo2e3pF6mCc video reference]
'''Prankish Whip & Welcome Boost'''


'''2A > 2B > 2C > 214C > 214C > 214C'''
Use this set if you like Dangerous Company.


Confirm into rekka, works anywhere
== Move List==
''Click on a header to expand that section of the movelist''
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Normal Moves</b></font></center></div>
<div class="mw-collapsible-content">
=== <font style="visibility:hidden" size="0">Normal Moves</font> ===
====== <font style="visibility:hidden" size="0">5A</font> ======
{{MoveData |image=CC_C1_5A.png |name=5A |data= {{AttackData-CC
|damage=  |guard=High/Low |cancelable=Yes |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Description.
}} }}


'''2A > 2B > 2C > 214A+C > 214C > 5B > sjc > j.A > j.C > j.D > j.623C'''
====== <font style="visibility:hidden" size="0">2A</font> ======
{{MoveData |image=CC_C1_2A.png |name=2A |data= {{AttackData-CC
|damage=  |guard=High/Low |cancelable=Yes |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Description.
}} }}


Confirm into ex rekka, works anywhere on screen
====== <font style="visibility:hidden" size="0">cl.B</font> ======
{{MoveData |image=CC_C1_clB.png |name=cl.B |data= {{AttackData-CC
|damage=  |guard=Low |cancelable=Yes |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Description.
}} }}


'''2A > 2B > 2C > 214A+C > 214C > 5B > sjc > j.A > j.C > j.D > land > j.B > j.C > j.D > double jump > j.A > j.C > j.D > j.214D'''
====== <font style="visibility:hidden" size="0">5B</font> ======
{{MoveData |image=CC_C1_5B.png |name=5B |data= {{AttackData-CC
|damage=  |guard=High/Low |cancelable=Yes |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Description.
}} }}


Confirm into ex rekka into rejump, requires you to be close to the corner
====== <font style="visibility:hidden" size="0">2B</font> ======
{{MoveData |image=CC_C1_2B.png |name=2B |data= {{AttackData-CC
|damage=  |guard=Low |cancelable=Yes |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Description.
}} }}


'''2A > 2B > 2C > 236A > 4A > (5B) > cl.C > sjc > j.A > j.C > j.D > land > j.B > j.C > j.D > double jump > j.A > j.C > j.D > j.214D'''
====== <font style="visibility:hidden" size="0">cl.C</font> ======
{{MoveData |image=CC_C1_clC.png |name=cl.C |data= {{AttackData-CC
|damage=  |guard=High/Low |cancelable=Yes |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Description.
}} }}


Confirm into prankish whip and rejump. You need to delay the first air series a bit to get it to work. the 5B before the cl.C is optional, it helps if the opponent is further but it makes the rejump portion a bit tighter.
====== <font style="visibility:hidden" size="0">5C</font> ======
{{MoveData |image=CC_C1_5C.png |name=5C |data= {{AttackData-CC
|damage=  |guard=High/Low |cancelable=No |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Description.
}} }}


'''2A > 2B > cl.C > 236A > 6A > 5B > cl.C > sjc > j.A > j.C > j.D > land > j.B > j.C > j.D > double jump > j.A > j.C > j.D > j.214D'''
====== <font style="visibility:hidden" size="0">2C</font> ======
{{MoveData |image=CC_C1_2C.png |name=2C |data= {{AttackData-CC
|damage=  |guard=High/Low |cancelable=Yes |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Description.
}} }}


Prankish whip corner combo.
====== <font style="visibility:hidden" size="0">cl.D</font> ======
{{MoveData |image=CC_C1_clD.png |name=cl.D |data= {{AttackData-CC
|damage=  |guard=High/Low |cancelable=Yes |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Description.
}} }}


'''2A > 2B > cl.C > 6C > 236B > 2D > [9] > j.B > j.C > j.D > double jump > j.A > j.C > j.D > j.236B+D > j.B > Tripple jump > j.A > j.C > j.D > j.214D'''
====== <font style="visibility:hidden" size="0">5D</font> ======
{{MoveData |image=CC_C1_5D.png |name=5D |data= {{AttackData-CC
|damage=  |guard=High/Low |cancelable=No |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Description.
}} }}


Corner combo utilizing cl.C > 6C and ex missiles for an extra jump. Requires you to be pretty close to the opponent.
====== <font style="visibility:hidden" size="0">2D</font> ======
{{MoveData |image=CC_C1_2D.png |name=2D |data= {{AttackData-CC
|damage=  |guard=Low |cancelable=No |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Description.
}} }}


'''Throw > 2C > sjc > j.A > j.C > j.D > land > jump > j.B > j.C > j.D > j.214D'''
====== <font style="visibility:hidden" size="0">j.A</font> ======
{{MoveData |image=CC_C1_jA.png |name=j.A |data= {{AttackData-CC
|damage=  |guard=High |cancelable=Yes |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Description.
}} }}


Throw combo, corner only.
====== <font style="visibility:hidden" size="0">j.B</font> ======
{{MoveData |image=CC_C1_jB.png |name=j.B |data= {{AttackData-CC
|damage=  |guard=High |cancelable=Yes |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Description.
}} }}


'''2A > 2B > cl.C > 6C > 236B > 2D > [9] > j.B > j.C > j.D > double jump > j.A > j.C > j.D > B+D > 623C > 236236D > A+B > 623C > 236236D > A+B > 623C > 236236D'''
====== <font style="visibility:hidden" size="0">j.C</font> ======
{{MoveData |image=CC_C1_jC.png |name=j.C |data= {{AttackData-CC
|damage=  |guard=High |cancelable=Yes |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Description.
}} }}


Corner exceed using no extra moves, you can start it out using prankish whip as well.
====== <font style="visibility:hidden" size="0">j.D</font> ======
{{MoveData |image=CC_C1_jD.png |name=j.D |data= {{AttackData-CC
|damage=  |guard=High |cancelable=Yes |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Description.
}} }}
</div></div>


'''2A > 2B > cl.C > 6C > 236B > 2D > [9] > j.B > j.C > j.D > double jump > j.A > j.C > j.D > B+D > j.C > 214D > 2141236D(9) > A+B > 214D > 2141236D(9) > 214D > 2141236D'''
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Command Moves</b></font></center></div>
<div class="mw-collapsible-content">
=== <font style="visibility:hidden" size="0">Command Moves</font> ===
====== <font style="visibility:hidden" size="0">cl.C > 6C</font> ======
{{MoveData |image=CC_C1_clC6C.png |name=Vaulting-stakes|data= {{AttackData-CC
|damage=  |guard=High/Low |cancelable=Yes |chprop=-
|startup= |active=- |recovery=- |frameadv=-
|description = Description.
}} }}


Corner exceed using angelic wing. Can be started off of prankish whip as well.
====== <font style="visibility:hidden" size="0">Throw</font> ======
{{MoveData|image=CC_C1_Throw.png|name=Throw|input= 5/6AC|data= {{AttackData-CC
|damage= |guard=Throw |cancelable=No |chprop=
|startup=5f |active=- |recovery=- |frameadv=-
|description= Normal Throw, wall sticks near the corner for combos.
}} }}


'''2A > 2B > 2C > 236A > 4A > (5B) > cl.C > sjc > j.A > j.C > j.D > B+C > 9 > j.C > j.D > 214D > 2141236D(9) > A+B > 214D > 2141236D(9) > A+B > 214D > 2141236D'''
====== <font style="visibility:hidden" size="0">Guard Break</font> ======
{{MoveData|image=CC_C1_6CD.png|name=Guard Break|input= 6CD|data= {{AttackData-CC
|damage= |guard=Guard Break |cancelable=No |chprop=
|startup=- |active=- |recovery=- |frameadv=-
|description= Guard Break.
}} }}


Midscreen exceed using prankish whip. you can do this with a rejump as well, but it becomes much less stable.
====== <font style="visibility:hidden" size="0">C+D</font> ======
{{MoveData|image=CC_C1_CD.png|name=Tactical Guard|input= CD|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=No |chprop=
|startup=- |active=- |recovery=- |frameadv=-
|description= Parry
}} }}


= Move List =
====== <font style="visibility:hidden" size="0">A+B</font> ======
{{MoveData|image=CC_C1_AB.png|name=Roll|input= CD|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=No |chprop=
|startup=- |active=- |recovery=- |frameadv=-
|description= Roll
}} }}
</div></div>


==Normal Moves==
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Special Moves</b></font></center></div>
<div class="mw-collapsible-content">


{| border="0" cellspacing="5" width="100%"
=== <font style="visibility:hidden" size="0">Special Moves</font> ===
| width="" style="background:#E8E8E8;"|''' <font size = "3">5A - </font>  ''' Mid. Cancelable.
'''Celia has a special ammo gauge she has to manage in addition to super meter. There are 6 stocks in total. Stocks slowly refill over time, if Celia runs out of stocks she enters cooldown. Special moves that consume stocks of the ammo gauge cannot be used during cooldown. Cooldown lasts approximately 10 seconds. The EX versions of ammo consuming special moves do not consume ammo and can be used during cooldown.'''
====== <font style="visibility:hidden" size="0">236K</font> ======
{{MoveData|image=CC_C1_236K.png|name=Mischievous Missile|input= 236K|data= {{AttackData-CC
  |damage= |guard=High/Low |cancelable=No |chprop= wall bounce (vs air hit)
|startup=- |active=- |recovery=- |frameadv=-
|description= Projectile, it starts off really low and rises up, so it's possible for it to move in under other projectiles which can be good or bad depending on the situation. It does really good damage for a fireball. D version wall sticks if it hits an airborne opponent and wall bounces if it counterhits an airborne opponent, EX version shoots 2 missiles and will give you a jump back in the air, letting you do triple jump combos. Consumes a stock.
}} }}


====== <font style="visibility:hidden" size="0">623P</font> ======
{{MoveData|image=CC_C1_623P.png|name=Special Move Name|input= 623P|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=No |chprop=OTGable knockdown
|startup=- |active=- |recovery=- |frameadv=-
|description= DP, pretty okay anti-air but a bit slow and the angle isn't hard to avoid. Can be a good combo ender or air exceed starter since the heavy version builds a lot of meter. EX version recovers in the air in a sort of float state, you can't block while falling but you can steer yourself and come down with buttons which makes it a little weird to punish, but not safe.
}} }}


|-
====== <font style="visibility:hidden" size="0">214P</font> ======
| width="" | ''' <font size = "3">2A - </font>  ''' Mid. Cancelable.
{{MoveData|image=CC_C1_214P.png|name=Blade Stroll|input= 214P|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=No |chprop=Stagger
  |startup=- |active=- |recovery=- |frameadv=-
|description=Rekka, do it 3 times for all hits. Has good range, meterless it's mostly a ground combo ender, the ex version can work as a midscreen combo starter. C version has better range but is slower, both meterless versions lead to an OTGable knockdown, EX version launches for an air combo on both the second and third hits. Staple combo piece if you don't take prankish whip
}} }}


====== <font style="visibility:hidden" size="0">j.214K</font> ======
{{MoveData|image=CC_C1_j214K.png|name=Charming Splash|input= j.214K|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=No |chprop=-
|startup=- |active=- |recovery=- |frameadv=-
|description=Air combo ender. OTGable hard knockdown. D version has slower startup but a better hitbox. EX version gets you a better knockdown and does more damage.
}} }}


|-
====== <font style="visibility:hidden" size="0">22K</font> ======
| width="" style="background:#E8E8E8;"|''' <font size = "3">cl.B - </font>  ''' Low. Cancelable.
{{MoveData|image=CC_C1_22K.png|name=Prankish Bomb|input= 22K|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=No |chprop=Stagger
|startup=- |active=- |recovery=- |frameadv=-
  |description=Celia Places a bomb that blows up after a few seconds or when the opponent touches it. Good for oki and also in neutral. They don't go away even if Celia gets hit so they can combo break. B version is right at your feet, D version is a bit in front, and EX version is a robot that slowly walks to the opponent (and will correct itself). Consumes a stock.
}} }}


====== <font style="visibility:hidden" size="0">214K</font> ======
{{MoveData|image=CC_C1_214K.png|name=Prankish Missile|input= 214K|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=No |chprop=Stagger
|startup=- |active=- |recovery=- |frameadv=-
|description=Hidden missiles. 3 missiles shoot up and then fall after a delay. B version falls closer, D version falls further away. Ex version tracks the opponent and all 3 missiles hit the same spot. Can be useful in combos but mostly a neutral/oki tool.
}} }}
</div></div>


|-
<div class="mw-collapsible mw-collapsed">
| width="" | ''' <font size = "3">5B - </font>  ''' Mid. Cancelable.
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Extra Special Moves</b></font></center></div>
<div class="mw-collapsible-content">
=== <font style="visibility:hidden" size="0">Extra Special Moves</font> ===
====== <font style="visibility:hidden" size="0">623K</font> ======
{{MoveData|image=CC_C1_623K.png|name=Welcome Boost|input= 623K|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=No |chprop=
  |startup=- |active=- |recovery=- |frameadv=-
|description= Celia sprouts a pair of butterfly shaped energy wings from her back and rushes forward. B version hits once and leaves the opponent standing. D version hits 3 times for a techable knockdown
}} }}


====== <font style="visibility:hidden" size="0">236P</font> ======
{{MoveData|image=CC_C1_236P.png|name=Prankish Whip|input= 236P|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=No |chprop=
|startup=- |active=- |recovery=- |frameadv=-
|description= Whip that can either be pulled back with 4P or lead to a bunch more whips with 6P. Too slow to be good in neutral, but a great combo move. Use the 4P followup midscreen to get into an air combo, use the 6P followup in the corner for extra stun.
}} }}
</div></div>


|-
<div class="mw-collapsible mw-collapsed">
| width="" style="background:#E8E8E8;"|''' <font size = "3">2B - </font>  ''' Low. Cancelable.
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Ultimate Chaos Moves</b></font></center></div>
<div class="mw-collapsible-content">
=== <font style="visibility:hidden" size="0">Ultimate Chaos Moves</font> ===
====== <font style="visibility:hidden" size="0">214214K</font> ======
{{MoveData|image=CC_C1_214214K.png|name=Dangerous Company|input= 214214K <br> (B+D to launch projectiles)|data= {{AttackData-CC
  |damage= |guard=High/Low |cancelable=No |chprop=
|startup=- |active=- |recovery=- |frameadv=-
|description=B version summons 6 chibi-celias at a fixed point, D version summons them around Celia. Too slow to be used in most combos, but activating it after a knockdown makes your following pressure and combos stronger. Chibis can be launched with either 5B+D to go straight or 2B+D to drop to the ground and go low. Active for about 10 seconds.
}} }}


====== <font style="visibility:hidden" size="0">236236K</font> ======
{{MoveData|image=CC_C1_236236K.png|name=Super Move Name|input= 236236K|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=No |chprop=
|startup=- |active=- |recovery=- |frameadv=-
|description= Celia fires a whole bunch of missiles. Does good damage and can be Chaos Shifted on block/whiff. Be careful about your spacing when using this as a combo ender, there are some spacings where the opponent might get carried too high and tech out before Celia finishes. Because it covers such a huge area this super is really good if your opponent is on their last few pixels of health, or if you have a ton of meter and want to spend 2 bars to go in you can pop this and then Chaos Shift once your opponent blocks.
}} }}
</div></div>


|-
<div class="mw-collapsible mw-collapsed">
| width="" | ''' <font size = "3">cl.C - </font>  ''' Mid. Cancelable.
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Extra Ultimate Chaos Moves</b></font></center></div>
<div class="mw-collapsible-content">
=== <font style="visibility:hidden" size="0">Extra Ultimate Chaos Moves</font> ===
====== <font style="visibility:hidden" size="0">236236P</font> ======
{{MoveData|image=CC_C1_236236P.png|name=Vanishing Gift|input= 236236P|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=No |chprop=
|startup=- |active=- |recovery=- |frameadv=-
  |description= Celia shoves an exploading pie in the opponents face. Does alright stun and damage. C version is way slower but lets you combo after.
}} }}


====== <font style="visibility:hidden" size="0">2141236K</font> ======
{{MoveData|image=CC_C1_2141236K.png|name=Angelic Wing|input= 2141236K|data= {{AttackData-CC
|damage= |guard=High/Low |cancelable=No |chprop=
|startup=- |active=- |recovery=- |frameadv=-
|description= Invincible and does decent damage, can be done in the air as well. Good for exceed combos.
}} }}
</div></div>


|-
<div class="mw-collapsible mw-collapsed">
| width="" style="background:#E8E8E8;"|''' <font size = "3">5C - </font>  ''' Mid. Cancelable.
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Destruction Chaos</b></font></center></div>
<div class="mw-collapsible-content">
=== <font style="visibility:hidden" size="0">Destruction Chaos</font> ===
====== <font style="visibility:hidden" size="0">2363214PP</font> ======
{{MoveData|image=CC_C1_2363214PP.png|name=Surprise Formation|input= 2363214P|data= {{AttackData-CC
  |damage= |guard=High/Low |cancelable=No |chprop=
  |startup=- |active=- |recovery=- |frameadv=-
|description= Celia rushes forward. On hit she turns her arms into blades and spins on her head. When the opponent is knocked forward, she teleports and knocks them in the air with a giant scythe. She then proceeds to juggle her target in the air with a different array of weapons. The final blow is a beam which is shot from her dress. 13 hits.
}} }}
</div></div>


==Combos==


|-
[https://www.youtube.com/watch?v=mo2e3pF6mCc video reference]
| width="" | ''' <font size = "3">2C - </font>  ''' Mid. Cancelable. Good anti-air.


'''2A > 2B > 2C > 214C > 214C > 214C'''


|-
Confirm into rekka, works anywhere
| width="" style="background:#E8E8E8;"| ''' <font size = "3">5D - </font>  ''' Mid.  Not cancelable.


'''2A > 2B > 2C > 214A+C > 214C > 5B > sjc > j.A > j.C > j.D > j.623C'''


|-
Confirm into ex rekka, works anywhere on screen
| width="" |''' <font size = "3">2D - </font>  ''' Low. Not cancelable.


'''2A > 2B > 2C > 214A+C > 214C > 5B > sjc > j.A > j.C > j.D > land > j.B > j.C > j.D > double jump > j.A > j.C > j.D > j.214D'''


|-
Confirm into ex rekka into rejump, requires you to be close to the corner
| width="" style="background:#E8E8E8;"| ''' <font size = "3">j.A - </font>  ''' Overhead. Cancelable.


'''2A > 2B > 2C > 236A > 4A > (5B) > cl.C > sjc > j.A > j.C > j.D > land > j.B > j.C > j.D > double jump > j.A > j.C > j.D > j.214D'''


|-
Confirm into prankish whip and rejump. You need to delay the first air series a bit to get it to work. the 5B before the cl.C is optional, it helps if the opponent is further but it makes the rejump portion a bit tighter.
| width="" |''' <font size = "3">j.B - </font>  ''' Overhead. Cancelable. Hits above, good air-to-air and used for rejumps


'''2A > 2B > cl.C > 236A > 6A > 5B > cl.C > sjc > j.A > j.C > j.D > land > j.B > j.C > j.D > double jump > j.A > j.C > j.D > j.214D'''


|-
Prankish whip corner combo.
| width="" style="background:#E8E8E8;"| ''' <font size = "3">j.C - </font>  ''' Overhead. Cancelable. Good all purpose jump-in, goto for hover overheads since it can still chain into j.D


'''2A > 2B > cl.C > 6C > 236B > 2D > [9] > j.B > j.C > j.D > double jump > j.A > j.C > j.D > j.236B+D > j.B > Tripple jump > j.A > j.C > j.D > j.214D'''


|-
Corner combo utilizing cl.C > 6C and ex missiles for an extra jump. Requires you to be pretty close to the opponent.
| width="" |''' <font size = "3">j.D - </font> ''' Overhead. Cancelable. Similar hitbox to j.C but a bit further down. Overall better hitbox than j.C but doesn't' chain into anything.


'''Throw > 2C > sjc > j.A > j.C > j.D > land > jump > j.B > j.C > j.D > j.214D'''


|-
Throw combo, corner only.
|}


==Command Normals==
'''2A > 2B > cl.C > 6C > 236B > 2D > [9] > j.B > j.C > j.D > double jump > j.A > j.C > j.D > B+D > 623C > 236236D > A+B > 623C > 236236D > A+B > 623C > 236236D'''


{| border="0" cellspacing="5" width="100%"
Corner exceed using no extra moves, you can start it out using prankish whip as well.
| width="" style="background:#E8E8E8;"|''' <font size = "3">cl.C > 6C - </font>  ''' Mid. Cancelable. Launches the opponent, leads to good corner combos


'''2A > 2B > cl.C > 6C > 236B > 2D > [9] > j.B > j.C > j.D > double jump > j.A > j.C > j.D > B+D > j.C > 214D > 2141236D(9) > A+B > 214D > 2141236D(9) > 214D > 2141236D'''


|-
Corner exceed using angelic wing. Can be started off of prankish whip as well.
|}


==Special Moves==
'''2A > 2B > 2C > 236A > 4A > (5B) > cl.C > sjc > j.A > j.C > j.D > B+C > 9 > j.C > j.D > 214D > 2141236D(9) > A+B > 214D > 2141236D(9) > A+B > 214D > 2141236D'''
'''Celia has a special ammo gauge she has to manage in addition to super meter. There are 6 stocks in total. Stocks slowly refill over time, if Celia runs out of stocks she enters cooldown. Special moves that consume stocks of the ammo gauge cannot be used during cooldown. Cooldown lasts approximately 10 seconds. The EX versions of ammo consuming special moves do not consume ammo and can be used during cooldown.'''
{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"|''' <font size = "3">Mischievous Missile - 236+K (Air OK)</font> '''
Projectile, it starts off really low and rises up, so it's possible for it to move in under other projectiles which can be good or bad depending on the situation. It does really good damage for a fireball. D version wall bounces on couterhit, EX version shoots 2 missiles and will give you a jump back in the air, letting you do triple jump combos. Consumes a stock.
|-
| width="" | ''' <font size = "3">Aerial Invitation - 623+P (Air OK)</font> '''
DP, pretty okay anti-air but a bit slow and the angle isn't hard to avoid. Can be a good combo ender or air exceed starter since the heavy version builds a lot of meter. EX version recovers in the air in a sort of float state, you can't block while falling but you can steer yourself and come down with buttons. Tricky to punish, but not impossible.
|-
| width="" style="background:#E8E8E8;"|''' <font size = "3">Blade Stroll - 214+Px3</font> '''
Rekka. Has good range, meterless it's mostly a ground combo ender, the ex version can work as a midscreen combo starter. C version has better range but is slower, both meterless versions lead to an OTGable knockdown, EX version launches for an air combo.
|-
| width="" | ''' <font size = "3">Charming Splash - j.214+K</font> '''
Primary combo ender. Hard knockdown with OTG properties. D version has slower startup, but a better hitbox than the B version. EX version gets you a better knockdown and does a bit more damage
|-
| width="" style="background:#E8E8E8;"|''' <font size = "3">Prankish Bomb - 22+K</font> '''
A bomb is placed at Celia's feet, blows up after a few seconds. Good for oki but also in neutral, since it will break combos unless the opponent clears it out somehow or punishes you in a way that avoids it. B version leaves the bomb at your feet, D version slides it a bit in front, ex version makes a robot that moves slowly to the opponent ala Chibigawa in arcana. Consumes a stock.
|-
| width="" | ''' <font size = "3">Prankish Missiles - 214+K</font> '''
3 missiles shoot up and fall after a delay. B version missiles fall closer to Celia, D version missiles fall further away, ex version tracks the opponent and has all 3 hit the same spot. Has some use in extending combos, but mostly used to make it harder for the opponent to approach/punish or as an oki tool. Consumes a stock.
|-
|}


==Extra Specials==
Midscreen exceed using prankish whip. you can do this with a rejump as well, but it becomes much less stable.
 
{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"| ''' <font size = "3">Welcome Boost - 623+K</font>  '''
Celia sprouts a pair of butterfly shaped energy wings from her back and rushes forward. B version hits once and leaves the opponent standing. D version hits 3 times for a techable knockdown
|-
| width="" |''' <font size = "3">Prankish Whip - 236+P>6P or 4P</font>  '''
The first hit whips forward, good range but too slow to be a reliable neutral tool. The 4P followup brings the opponent in for midscreen combos. The 6P followup smacks the opponent a bunch, does a notable amound of stun, and launches for combos in the corner. All around a really good combo tool.
|-
|}
 
==Ultimate Chaos==
 
{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"| ''' <font size = "3">Dangerous Company - 214214+K (B+D to launch options)</font>  '''
B version summons 6 chibi-celias at a fixed point, D version summons them around Celia. Too slow to be used in most combos, but activating it really helps out pressure. Chibis can be launched with either 5B+D to go straight or 2B+D to drop to the ground and go low. Active for about 10 seconds
|-
| width="" |''' <font size = "3">Bashing Rain Extreme - 236236+K (Air OK)</font>  '''
Celia fires a whole bunch of missiles. Does good damage and can be Chaos Shifted. Primary combo ender super, but be careful since some spacings can cause a few hits of the super to whiff. And let the opponent tech out early.
|-
|}
 
==Extra Ultimate Chaos==
 
{| border="0" cellspacing="5" width="100%"
| width=""  style="background:#E8E8E8;"| ''' <font size = "3">Vanishing Gift - 236236+P</font>  '''
Celia shoves an exploading pie in the opponents face. Does alright stun and damage. Good as a ground combo ender.
|-
| width="" |''' <font size = "3">Angelic Wing - 2141236+K (Air OK)</font>  '''
Invincible and hard to punish if blocked. Also does pretty alright damage and lets you do some good air exceed combos.
|-
|}
 
==Destruction Chaos==
 
{| border="0" cellspacing="5" width="100%"
| width=""  style="background:#E8E8E8;"| ''' <font size = "3">
'''Surprise Formation - 2363214+PP'''</font>  '''
 
Celia rushes forward. On hit she turns her arms into blades and spins on her head. When the opponent is knocked forward, she teleports and knocks them in the air with a giant scythe. She then proceeds to juggle her target in the air with a different array of weapons. The final blow is a beam which is shot from her dress. 13 hits.
|-
|}


== Colors ==
== Colors ==

Revision as of 00:26, 22 November 2020

Profile-celia.png

Story

Celia is a robot built to protect the Chaos Code, but she decided that was lame and so instead she's just really into gothic lolita fashion. Respecting Celia's independence, the professor who created her made a different robot to guard the Chaos Code instead. But then things go wrong and Celia must put her average ordinary gothic lolita school girl life on pause to rescue the Chaos Code and ensure it's limitless power isn't used for evil.

Playstyle

Health: 28000 Stun: 95

Celia is a fairly well rounded character with solid zoning, setplay, anti-airs, etc. She has notably good meterless damage and her special run can lead to strong mix-up opportunities. Many of her tools have a significant delay before becoming active, which lets them act as an insurance policy of sorts. Opponents who aren't careful will end up hitting Celia, only to fall into a missile or a bomb. At the same time these moves are limited via a missile gauge that can lock Celia out of most of her options.

Mobility (Run vs Step)

Run: Celia has a special hover dash instead of a normal run. This puts her airborne quickly allowing her to come down with fast jump attacks for a stronger high/low mix-up game.

Step: Because of the special run, Celia's step functions less like a typical chaos code step, and more like most character's runs. She can cancel her step early with any button (or crouching), cannot step cancel, and can super jump out of her step by pressing up.

Extra Move Selection

Prankish Whip gives Celia really good meterless combos, Welcome Boost gives Celia a really obnoxious neutral tool that she can make even more obnoxious via her various missiles, Angelic Wing gives Celia good Exceed routes, and Vanishing Gift gives Celia some good 2 bar combos.

Recommended Sets

Prankish Whip is incredibly good and you should probably take it. Outside of that take whichever super you want to use primarily, or take welcome boost if you want to spend your meter on dangerous company/bashing rain.

Prankish Whip & Angelic Wing

This is probably the easiest set to use, it gives Celia good, consistent meterless combos via prankish whip and it gives her a good, consistent, exceed route to spend all that meter she saves on.

Prankish Whip & Welcome Boost

Use this set if you like Dangerous Company.

Move List

Click on a header to expand that section of the movelist

Normal Moves

Normal Moves

5A
5A
CC C1 5A.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

Description.

2A
2A
CC C1 2A.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

Description.

cl.B
cl.B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low - - - - Yes -

Description.

5B
5B
CC C1 5B.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

Description.

2B
2B
CC C1 2B.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low - - - - Yes -

Description.

cl.C
cl.C
CC C1 clC.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

Description.

5C
5C
CC C1 5C.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Description.

2C
2C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

Description.

cl.D
cl.D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

Description.

5D
5D
CC C1 5D.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Description.

2D
2D
CC C1 2D.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low - - - - No -

Description.

j.A
j.A
CC C1 jA.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High - - - - Yes -

Description.

j.B
j.B
CC C1 jB.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High - - - - Yes -

Description.

j.C
j.C
CC C1 jC.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High - - - - Yes -

Description.

j.D
j.D
CC C1 jD.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High - - - - Yes -

Description.

Command Moves

Command Moves

cl.C > 6C
Vaulting-stakes
CC C1 clC6C.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

Description.

Throw
Throw
5/6AC
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Throw 5f - - - No -

Normal Throw, wall sticks near the corner for combos.

Guard Break
Guard Break
6CD
CC C1 6CD.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Guard Break - - - - No -

Guard Break.

C+D
Tactical Guard
CD
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Parry

A+B
Roll
CD
CC C1 AB.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Roll

Special Moves

Special Moves

Celia has a special ammo gauge she has to manage in addition to super meter. There are 6 stocks in total. Stocks slowly refill over time, if Celia runs out of stocks she enters cooldown. Special moves that consume stocks of the ammo gauge cannot be used during cooldown. Cooldown lasts approximately 10 seconds. The EX versions of ammo consuming special moves do not consume ammo and can be used during cooldown.

236K
Mischievous Missile
236K
CC C1 236K.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No wall bounce (vs air hit)

Projectile, it starts off really low and rises up, so it's possible for it to move in under other projectiles which can be good or bad depending on the situation. It does really good damage for a fireball. D version wall sticks if it hits an airborne opponent and wall bounces if it counterhits an airborne opponent, EX version shoots 2 missiles and will give you a jump back in the air, letting you do triple jump combos. Consumes a stock.

623P
Special Move Name
623P
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No OTGable knockdown

DP, pretty okay anti-air but a bit slow and the angle isn't hard to avoid. Can be a good combo ender or air exceed starter since the heavy version builds a lot of meter. EX version recovers in the air in a sort of float state, you can't block while falling but you can steer yourself and come down with buttons which makes it a little weird to punish, but not safe.

214P
Blade Stroll
214P
CC C1 214P.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No Stagger

Rekka, do it 3 times for all hits. Has good range, meterless it's mostly a ground combo ender, the ex version can work as a midscreen combo starter. C version has better range but is slower, both meterless versions lead to an OTGable knockdown, EX version launches for an air combo on both the second and third hits. Staple combo piece if you don't take prankish whip

j.214K
Charming Splash
j.214K
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Air combo ender. OTGable hard knockdown. D version has slower startup but a better hitbox. EX version gets you a better knockdown and does more damage.

22K
Prankish Bomb
22K
CC C1 22K.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No Stagger

Celia Places a bomb that blows up after a few seconds or when the opponent touches it. Good for oki and also in neutral. They don't go away even if Celia gets hit so they can combo break. B version is right at your feet, D version is a bit in front, and EX version is a robot that slowly walks to the opponent (and will correct itself). Consumes a stock.

214K
Prankish Missile
214K
CC C1 214K.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No Stagger

Hidden missiles. 3 missiles shoot up and then fall after a delay. B version falls closer, D version falls further away. Ex version tracks the opponent and all 3 missiles hit the same spot. Can be useful in combos but mostly a neutral/oki tool.

Extra Special Moves

Extra Special Moves

623K
Welcome Boost
623K
CC C1 623K.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Celia sprouts a pair of butterfly shaped energy wings from her back and rushes forward. B version hits once and leaves the opponent standing. D version hits 3 times for a techable knockdown

236P
Prankish Whip
236P
CC C1 236P.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Whip that can either be pulled back with 4P or lead to a bunch more whips with 6P. Too slow to be good in neutral, but a great combo move. Use the 4P followup midscreen to get into an air combo, use the 6P followup in the corner for extra stun.

Ultimate Chaos Moves

Ultimate Chaos Moves

214214K
Dangerous Company
214214K
(B+D to launch projectiles)
CC C1 214214K.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

B version summons 6 chibi-celias at a fixed point, D version summons them around Celia. Too slow to be used in most combos, but activating it after a knockdown makes your following pressure and combos stronger. Chibis can be launched with either 5B+D to go straight or 2B+D to drop to the ground and go low. Active for about 10 seconds.

236236K
Super Move Name
236236K
CC C1 236236K.png
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Celia fires a whole bunch of missiles. Does good damage and can be Chaos Shifted on block/whiff. Be careful about your spacing when using this as a combo ender, there are some spacings where the opponent might get carried too high and tech out before Celia finishes. Because it covers such a huge area this super is really good if your opponent is on their last few pixels of health, or if you have a ton of meter and want to spend 2 bars to go in you can pop this and then Chaos Shift once your opponent blocks.

Extra Ultimate Chaos Moves

Extra Ultimate Chaos Moves

236236P
Vanishing Gift
236236P
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Celia shoves an exploading pie in the opponents face. Does alright stun and damage. C version is way slower but lets you combo after.

2141236K
Angelic Wing
2141236K
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Invincible and does decent damage, can be done in the air as well. Good for exceed combos.

Destruction Chaos

Destruction Chaos

2363214PP
Surprise Formation
2363214P
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Celia rushes forward. On hit she turns her arms into blades and spins on her head. When the opponent is knocked forward, she teleports and knocks them in the air with a giant scythe. She then proceeds to juggle her target in the air with a different array of weapons. The final blow is a beam which is shot from her dress. 13 hits.

Combos

video reference

2A > 2B > 2C > 214C > 214C > 214C

Confirm into rekka, works anywhere

2A > 2B > 2C > 214A+C > 214C > 5B > sjc > j.A > j.C > j.D > j.623C

Confirm into ex rekka, works anywhere on screen

2A > 2B > 2C > 214A+C > 214C > 5B > sjc > j.A > j.C > j.D > land > j.B > j.C > j.D > double jump > j.A > j.C > j.D > j.214D

Confirm into ex rekka into rejump, requires you to be close to the corner

2A > 2B > 2C > 236A > 4A > (5B) > cl.C > sjc > j.A > j.C > j.D > land > j.B > j.C > j.D > double jump > j.A > j.C > j.D > j.214D

Confirm into prankish whip and rejump. You need to delay the first air series a bit to get it to work. the 5B before the cl.C is optional, it helps if the opponent is further but it makes the rejump portion a bit tighter.

2A > 2B > cl.C > 236A > 6A > 5B > cl.C > sjc > j.A > j.C > j.D > land > j.B > j.C > j.D > double jump > j.A > j.C > j.D > j.214D

Prankish whip corner combo.

2A > 2B > cl.C > 6C > 236B > 2D > [9] > j.B > j.C > j.D > double jump > j.A > j.C > j.D > j.236B+D > j.B > Tripple jump > j.A > j.C > j.D > j.214D

Corner combo utilizing cl.C > 6C and ex missiles for an extra jump. Requires you to be pretty close to the opponent.

Throw > 2C > sjc > j.A > j.C > j.D > land > jump > j.B > j.C > j.D > j.214D

Throw combo, corner only.

2A > 2B > cl.C > 6C > 236B > 2D > [9] > j.B > j.C > j.D > double jump > j.A > j.C > j.D > B+D > 623C > 236236D > A+B > 623C > 236236D > A+B > 623C > 236236D

Corner exceed using no extra moves, you can start it out using prankish whip as well.

2A > 2B > cl.C > 6C > 236B > 2D > [9] > j.B > j.C > j.D > double jump > j.A > j.C > j.D > B+D > j.C > 214D > 2141236D(9) > A+B > 214D > 2141236D(9) > 214D > 2141236D

Corner exceed using angelic wing. Can be started off of prankish whip as well.

2A > 2B > 2C > 236A > 4A > (5B) > cl.C > sjc > j.A > j.C > j.D > B+C > 9 > j.C > j.D > 214D > 2141236D(9) > A+B > 214D > 2141236D(9) > A+B > 214D > 2141236D

Midscreen exceed using prankish whip. you can do this with a rejump as well, but it becomes much less stable.

Colors

  • Console Versions: You can hold R1 button while selecting a character to get an alternative color.
  • Arcade Version: You can hold START button while selecting a character to get an alternative color.
A Button
B Button Lieselotte Achenbach (Arcana Heart)
C Button
D Button Flonne (Disgaea 2)
R1 + A Button
R1 + B Button
R1 + C Button
R1 + D Button


General
Controls
FAQ
System
HUD
Characters
Hikaru
MG Hikaru
Kagari
Cerberus
Kudlak-Sin
Celia
Vein
Celia II Kai
Hermes
Catherine
Cthylla
Bravo
Cait & Sith
Rui
Ray
Lupinus