Chaos Code/NSC/Celia II Kai: Difference between revisions

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{| border="0" cellspacing="5" width="100%"
{| border="0" cellspacing="5" width="100%"
| width="" style="background:#E8E8E8;"|''' <font size = "3">5A - </font>  ''' Mid. Cancelable.
| width="" style="background:#E8E8E8;"|''' <font size = "3">5A - </font>  ''' Mid. Cancelable. Air Unblockable
Short ranged poke. Can be staggered and cancels into itself.  




|-
|-
| width="" | ''' <font size = "3">2A - </font>  ''' Mid. Cancelable.
| width="" | ''' <font size = "3">2A - </font>  ''' Low. Cancelable. Air Unblockable
Hits 3 times and can be linked into itself and chained into 2D for a knockdown as a small hitconfirm if you're outta range for something else.
Stays active for a while, long hitbox, can still be chained into 2D even at max range. Very good.




|-
|-
| width="" style="background:#E8E8E8;"|''' <font size = "3">cl.B - </font>  ''' Low. Cancelable.
| width="" | ''' <font size = "3">5B - </font>  ''' Mid. Cancelable. Air Unblockable
Less range than 2B, so not as good as 2A for poking, seems to be actually punishable my some jabs




|-
|-
| width="" | ''' <font size = "3">5B - </font>  ''' Mid. Cancelable.
| width="" style="background:#E8E8E8;"|''' <font size = "3">2B - </font>  ''' Low. Cancelable. Air Unblockable
Low with slightly less range than 2A can be used for a quick low as to not prorate your combo




|-
|-
| width="" style="background:#E8E8E8;"|''' <font size = "3">2B - </font>  ''' Low. Cancelable.
| width="" | ''' <font size = "3">cl.C - </font>  ''' Mid. Cancelable. Air Unblockable.
A short ranged upwards swipe. Trades with a lot of stuff when used as a anti-air, so it isn't recommended as one.




|-
|-
| width="" | ''' <font size = "3">cl.C - </font>  ''' Mid. Cancelable.
| width="" style="background:#E8E8E8;"|''' <font size = "3">5C - </font>  ''' Mid. Cancelable. Air Unblockable.
Mid ranged swipe downwards. Hits from about 2 character lengths.  




|-
|-
| width="" style="background:#E8E8E8;"|''' <font size = "3">5C - </font>  ''' Mid. Cancelable.
| width="" | ''' <font size = "3">2C - </font>  ''' Mid. Cancelable. Air -Blockable-
A cannon fired from Celia's mouth. Hits about 2 character lengths.




|-
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| width="" | ''' <font size = "3">2C - </font>  ''' Mid. Cancelable.
| width="" | ''' <font size = "3">5D - </font>  ''' Mid. Not cancelable. Air Unblockable.
 
A axe rotates around Celia's entire body. Moves her forward some, hits for about 2 character lengths.
doesn't deter cross-ups, the hitbox is only in the front of Celia.


|-
|-
| width="" style="background:#E8E8E8;"|''' <font size = "3">cl.D - </font>  ''' Mid. Cancelable.
| width="" style="background:#E8E8E8;"|''' <font size = "3">2D - </font>  ''' Low. Not cancelable.
Celia's leg turns into a saw and extends. Hits low, causes knockdown




|-
|-
| width="" | ''' <font size = "3">5D - </font>  ''' Mid. Not cancelable.
| width="" | ''' <font size = "3">j.A - </font>  ''' High. Cancelable. Air Blockable
Celia's hand turns into a drill, just like her 2A. Very Good ranged air to air that hits twice, easily confirmable into J.5C > DJ.5BCD > Deadly Spark




|-
|-
| width="" style="background:#E8E8E8;"|''' <font size = "3">2D - </font>  ''' Low. Not cancelable.
| width="" style="background:#E8E8E8;"|''' <font size = "3">j.B - </font>  ''' High. Cancelable. Air Blockable
Celia kicks downwards whilst in the air. Not as good an air to air or jump-in as J.A and J.C respectively. This is mostly a combo-filler.
Though useful when you SJ cancel backwards to IAD forwards again as J.C will whiff on crouchers in this situation and J.B will hit.


|-
| width="" | ''' <font size = "3">j.A - </font>  ''' High. Cancelable.




|-
|-
| width="" style="background:#E8E8E8;"|''' <font size = "3">j.B - </font>  ''' High. Cancelable.
| width="" | ''' <font size = "3">j.C - </font>  ''' High. Cancelable. Air Blockable
Celia's scythe slashes upwards making for a not-too-bad air-to-air but great IAD on [b]standing[/b] standing opponents as it cancels quickly into J.D to create a double overhead.




|-
|-
| width="" | ''' <font size = "3">j.C - </font>  ''' High. Cancelable.
| width="" style="background:#E8E8E8;"|''' <font size = "3">j.D - </font>  ''' High. Cancelable. Air blockable
 
Celia's scythe twirls about her waist, glowing red. Mainly used for AD cross-ups as the hitbox is all around her. Not as good as J.A as an air-to-air or J.C as a jump-in.
|-
| width="" style="background:#E8E8E8;"|''' <font size = "3">j.D - </font>  ''' High. Cancelable.





Revision as of 21:17, 26 December 2012

Introduction

Run vs Step

Run


Step


Combos

Move List

Normal Moves

5A - Mid. Cancelable. Air Unblockable

Short ranged poke. Can be staggered and cancels into itself.


2A - Low. Cancelable. Air Unblockable

Hits 3 times and can be linked into itself and chained into 2D for a knockdown as a small hitconfirm if you're outta range for something else. Stays active for a while, long hitbox, can still be chained into 2D even at max range. Very good.


5B - Mid. Cancelable. Air Unblockable

Less range than 2B, so not as good as 2A for poking, seems to be actually punishable my some jabs


2B - Low. Cancelable. Air Unblockable

Low with slightly less range than 2A can be used for a quick low as to not prorate your combo


cl.C - Mid. Cancelable. Air Unblockable.

A short ranged upwards swipe. Trades with a lot of stuff when used as a anti-air, so it isn't recommended as one.


5C - Mid. Cancelable. Air Unblockable.

Mid ranged swipe downwards. Hits from about 2 character lengths.


2C - Mid. Cancelable. Air -Blockable-

A cannon fired from Celia's mouth. Hits about 2 character lengths.


5D - Mid. Not cancelable. Air Unblockable.

A axe rotates around Celia's entire body. Moves her forward some, hits for about 2 character lengths. doesn't deter cross-ups, the hitbox is only in the front of Celia.

2D - Low. Not cancelable.

Celia's leg turns into a saw and extends. Hits low, causes knockdown


j.A - High. Cancelable. Air Blockable

Celia's hand turns into a drill, just like her 2A. Very Good ranged air to air that hits twice, easily confirmable into J.5C > DJ.5BCD > Deadly Spark


j.B - High. Cancelable. Air Blockable

Celia kicks downwards whilst in the air. Not as good an air to air or jump-in as J.A and J.C respectively. This is mostly a combo-filler. Though useful when you SJ cancel backwards to IAD forwards again as J.C will whiff on crouchers in this situation and J.B will hit.


j.C - High. Cancelable. Air Blockable

Celia's scythe slashes upwards making for a not-too-bad air-to-air but great IAD on [b]standing[/b] standing opponents as it cancels quickly into J.D to create a double overhead.


j.D - High. Cancelable. Air blockable

Celia's scythe twirls about her waist, glowing red. Mainly used for AD cross-ups as the hitbox is all around her. Not as good as J.A as an air-to-air or J.C as a jump-in.


Command Normals

Special Moves

special 1 - input
  • A ver
  • C ver
  • ex ver (EX)
special 2 - input
special - input
special - input

Extra Specials

special - input
special - input

Ultimate Chaos

super - input
super - input

Extra Ultimate Chaos

super - input
super - input

Destruction Chaos

super - input


Colors

  • A:
  • B:
  • C:
  • D:
  • (Hold R1)+A:
  • (Hold R1)+B:
  • (Hold R1)+C:
  • (Hold R1)+D:


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