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

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[[image:profile-celia2.jpg|550px|thumb|right|]]
[[image:profile-celia2kai.png|180px|right|]]
{{TOClimit|2}}


=Introduction=
== Story ==


'''Celia II Kai''' <br /> '''『セリアII改』'''


Celia II (Kai to her friends) was created to guard the Chaos Code, but really all she wants to do is unblockable people. Unfortunately, she got a bit beat up and had to get a refit with worse parts, so she's not as strong as she used to be. She's pretty mad because her unblockable costs 3 meters and can be rolled on reaction.


'''-Pros and Cons-'''
== Playstyle==
'''Health:''' 28000<br /> '''Stun:''' 70


-Pros-<br>
Celia II Kai (just called Kai to avoid confusion with her boss form "Celia II") is a relatively versatile character, with low risk options that lead to high reward. She doesn't have a meterless reversal, and lacks a solid grounded, anti-air but more than makes up for it with dominating air buttons and some very high reward metered reversals.
+ All of her normals/specials have their uses<br>
+ Good and safe rushdown when done correctly<br>
+ Decent damage anywhere on the screen<br>
+ Has no problems dealing with zoning due to Tragic Disparity<br>
+ Has many defensive and offensive options<br>
+ Selectable Command Grab and reversal super<br>
+ Teleport recovers very quickly and is invulnerable all the way through until the end.<br>
+ Majority of match-ups are even.<br>
+ Great corner carry with meter<br>
+ Fullscreen laser super for easy punishes<br>


-Cons-<br>
=== Mobility (Run vs. Step) ===
-Poor Health<br>
-Oki is very basic<br>
-Normals don't have much vertical reach<br>
-Projectile isn't the best<br>
-Mix-up isn't that great<br>
-Damage is dependent on meter<br>
-The only ground overhead she has, Hell's configuration, is very telegraphed and slow.<br>


=Run vs Step=
'''Run''': Standard run. Cancelable into buttons or superjumps. The most common choice for Kai.


'''Step''': Standard hop. Kai can do some alright tic grabs with it. She'll also build meter faster.


'''Run'''
== Extra Move Selection ==
Tricky Vision is a very good reversal. Kai doesn't ''need'' it because EX barrier is also a very good reversal, but both reversals are good for different reasons, so it's still very much worth taking.


Celia's booster wings come out of her back and she charges forward across the screen. Celia covers the entirety of the screen in about a second or so. The dash is normal, special, jump and back (pressing four) cancelable as any point during the dash. This can be used for fake-out approaches or what have you. This run is also used in many of her Bnb's, so as of right now it is the best option for Celia.
Core of Death is a command grab, which is good for mix-ups and resets, and also for combos since 6A pulls in and lets you combo into the grab.


Vanishing Pressure is a command grab so you could use it for mix-ups, but the more notable thing is that it resets the screen position to the center, giving you a consistent followup combo.


'''Step'''
Burning Gaze doesn't have much not obvious about it. It's very simple to combo into but doesn't give much extra utility.


Celia hops forward a character length. This hop can be used to cancel normals on hit or block. It's good if you want a throw or command grab mix-up, but it won't be helping you extend combos midscreen.
=== Recommended Sets ===
Any Combination of Core of Death, Tricky Vision, and Vanishing Pressure is good since all of the moves themselves are good and none of them overlap in use very much. Beam Super is not especially useful but if you find that you can't convert hits into exceed or waffle iron very well, Beam Super might be better for easy confirms into decent damage.
====Tricky Vision & Core of Death====
Gives Kai a lot of extra utility, and if you're planning on using Exceed combos you probably wont have much use for the extra supers, so you're better off taking these.


= Move List =
====Core of Death and Vanishing Pressure====
Gives Kai a lot of extra combo routes. Waffle Iron combos are a good outlet for meter if you don't want to save for exceed.


==Normal Moves==
== 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 align=right></div></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_C2_5A.gif
|caption=
|name=5A
|data=
{{AttackData-CC
|damage=
|guard=High/Low
|startup=7f
|active=-
|recovery=-
|frameadv=+1
|cancelable=Yes
|chprop=-
|description=Short ranged poke. Can be staggered and links into itself. Misses an opponent who is crouching, unless you hit them with a normal prior to it. Not the best anti-air due to its hitbox (hits lower than Kai's face), however it is useful after doing an air string to force the opponent to eat your air unblockable 5A into 5C hitconfirm.
}}
}}


Celia II has pretty good normals, her best being 2A, 5B, F.5C, J.D and J.A.
====== <font style="visibility:hidden" size="0">2A</font> ======
Overall all of her normals have their uses.
{{MoveData
|image=CC_C2_2A.gif
|caption=
|name=2A
|data=
{{AttackData-CC
|damage=
|guard=Low
|startup=7f
|active=-
|recovery=-
|frameadv=+1
|cancelable=Yes
|chprop=-
|description=Kai's hand turns into a drill and bores into the enemy's feet. Hits 2 times (the first hit is low, the second is a mid) and can be linked into itself if it hits very late. Can be chained into 2D for a knockdown as a small hitconfirm if you're outta range for something else. This move is less plus on block than 2b, however its active frames is longer than 2b, making it easier to time your normals for oki. If an opponent is also upbacking your pressure, 2a (1hit) chained to 2b as a blockstring will catch them. With 2a's long hitbox it can be chained into 2D even at max range.  
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
{{MoveData
|image=CC_C2_5B.gif
|caption=
|name=5B
|data=
{{AttackData-CC
|damage=
|guard=High/Low
|startup=7f
|active=-
|recovery=-
|frameadv=-4
|cancelable=Yes
|chprop=-
|description=Kai's dress pokes out. Less range than 2B, so not as good as 2A for poking. Has a higher hitbox than 2B, making it whiff on opponent's in a really low otg state, however, 5b when it does hit as an otg, raises the opponent into the air higher and pushes you farther away (useful for spacing specific timing on exceed combos).
}}
}}


{| border="0" cellspacing="5" width="100%"
====== <font style="visibility:hidden" size="0">2B</font> ======
| width="" style="background:#E8E8E8;"|''' <font size = "3">5A - </font>  ''' Mid. Cancelable. Air Unblockable
{{MoveData
Short ranged poke. Can be staggered and cancels into itself.
|image=CC_C2_2B.gif
|caption=
|name=2B
|data=
  {{AttackData-CC
|damage=
|guard=Low
|startup=6f
|active=-
|recovery=-
|frameadv=+2
|cancelable=Yes
|chprop=-
|description=Kai throws out a kick towards the ankle. Low with slightly less range than 2A.
}}
}}


====== <font style="visibility:hidden" size="0">cl.C</font> ======
{{MoveData
|image=CC_C2_clC.gif
|caption=
|name=cl.C
|data=
{{AttackData-CC
|damage=
|guard=High/Low
|startup=9f
|active=-
|recovery=-
|frameadv=-5
|cancelable=Yes
|chprop=Stagger
|description=A short ranged upwards swipe. Trades with a lot of stuff when used as an anti-air, but still probably her best meterless option. Her hurtbox lowers when using this move (lower than her standing hurtbox), so getting used to timing this to stuff people above you can be important.
}}
}}


|-
====== <font style="visibility:hidden" size="0">5C</font> ======
| width="" | ''' <font size = "3">2A - </font>  ''' Low. Cancelable. Air Unblockable
{{MoveData
Celia's hand turned into a drill and bores into the enemy's feet. 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.
|image=CC_C2_5C.gif
Stays active for a while, long hitbox, can still be chained into 2D even at max range. Very good.
|caption=
|name=5C
|data=
{{AttackData-CC
|damage=
  |guard=High/Low
|startup=14f
|active=-
|recovery=-
|frameadv=-7
|cancelable=Yes
|chprop=Stagger
|description=Kai attacks with a Mid ranged buzzsaw swipe downwards. Hits from about 2 character lengths. Moves forward a little.  
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
{{MoveData
|image=CC_C2_2C.gif
|caption=
|name=2C
|data=
{{AttackData-CC
|damage=
|guard=High/Low
|startup=19f
|active=-
|recovery=-
|frameadv=-3
|cancelable=Yes
|chprop=Stagger
|description=A cannon fired from Kai's mouth. Hits about 2 character lengths. Can be chained from 2a and 2b if very close. This move pushes the opponent far away when they are in an otgable state, but helps regulate height specific combos such as 2b2c in the corner to help for easy rejump combos.
}}
}}


|-
====== <font style="visibility:hidden" size="0">5D</font> ======
| width="" | ''' <font size = "3">5B - </font>  ''' Mid. Cancelable. Air Unblockable
{{MoveData
Celia's dress pokes out. Less range than 2B, so not as good as 2A for poking, seems to be actually punishable my some jabs
|image=CC_C2_5D.gif
|caption=
|name=5D
|data=
{{AttackData-CC
|damage=
|guard=High/Low
|startup=9f
|active=-
|recovery=-
|frameadv=-3
|cancelable=No
|chprop=Launch
  |description=An axe rotates around Kai's entire body. Moves her forward some, hits for about 2 character lengths, vacuums in on hit (but not on block). Doesn't deter cross-ups, the hitbox is only in the front of Kai. It's not cancelable, but you can link off it with D command grab.
}}
}}


====== <font style="visibility:hidden" size="0">2D</font> ======
{{MoveData
|image=CC_C2_2D.gif
|caption=
|name=2D
|data=
{{AttackData-CC
|damage=
|guard=High/Low
|startup=12f
|active=-
|recovery=-
|frameadv=-4
|cancelable=No
|chprop=Launch
|description=Kai's leg turns into a saw and extends. Hits low, causes knockdown. You can pick up for a combo on Counter Hit.
}}
}}


|-
====== <font style="visibility:hidden" size="0">j.A</font> ======
| width="" style="background:#E8E8E8;"|''' <font size = "3">2B - </font>  ''' Low. Cancelable. Air Unblockable
{{MoveData
Celia throws out a kick towards the ankle. Low with slightly less range than 2A can be used for a quick low as to not prorate your combo
|image=CC_C2_j.A.gif
|caption=
|name=j.A
|data=
{{AttackData-CC
|damage=
  |guard=High
|startup=5f
|active=-
|recovery=-
|frameadv=
|cancelable=
|chprop=
|description=Kai's hand turns into a drill, just like her 2A. Very Good ranged air to air that hits twice and is easily confirmable. Because the hitbox is very high this isn't a great jump-in, but instant air dash jump A into low or throw can make opponents second guess themselves.
}}
}}


====== <font style="visibility:hidden" size="0">j.B</font> ======
{{MoveData
|image=CC_C2_j.B.gif
|caption=
|name=j.B
|data=
{{AttackData-CC
|damage=
|guard=High
|startup=6f
|active=-
|recovery=-
|frameadv=
|cancelable=
|chprop=
|description= Kai kicks downwards whilst in the air. Not as good an air to air or jump-in as J.A and J.C respectively. It's main use is to hit while rising in situations where j.C will whiff, as well as a good normal use for a tick throw after an instant air dash. Also at instant air dash height, can be chained into jump C to do a double overhead as you descend. 
}}
}}


|-
====== <font style="visibility:hidden" size="0">j.C</font> ======
| width="" | ''' <font size = "3">cl.C - </font> ''' Mid. Cancelable. Air Unblockable.
{{MoveData
A short ranged upwards swipe. Trades with a lot of stuff when used as a anti-air, so it isn't recommended as one.
|image=CC_C2_j.C.gif
|caption=
|name=j.C
|data=
{{AttackData-CC
|damage=
|guard=High
|startup=9f
|active=-
|recovery=-
|frameadv=
|cancelable=Yes
|chprop=Stagger
|description=Kai's scythe slashes upwards making for an alright air-to-air and a really good jump in. It's best use is in air footsies battles where it often out-prioritizes other normals. When jump C lands really deep on an opponent who is blocking, you can immediately j.C again to instant overhead them them if they blocked the first j.C standing. Has less blockstun than jump D (normally) unless done at very specific low heights.  
}}
}}


====== <font style="visibility:hidden" size="0">j.D</font> ======
{{MoveData
|image=CC_C2_j.D.gif
|caption=
|name=j.D
|data=
{{AttackData-CC
|damage=
|guard=High
|startup=8f
|active=-
|recovery=-
|frameadv=
|cancelable=Yes
|chprop=Stagger
|description=Kai'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, but a good jump-in and a good move to come down with after an air tech. Hitbox is only at her waist, so when using it in rejump combos, use her waist as a guideline to know when to hit with it. If you hit with this low enough you can do Kai's level 3 when you land and unblockable your opponent.
}}
}}


|-
</div>
| width="" style="background:#E8E8E8;"|''' <font size = "3">f.5C - </font> '''  Mid. Cancelable. Air Unblockable.
</div>
Celia attacks with a Mid ranged scythe swipe downwards. Hits from about 2 character lengths. Moves her forward a little.


<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 align=right></div></div>
<div class="mw-collapsible-content">


|-
===<font style="visibility:hidden" size="0">Command Moves</font>===
| width="" | ''' <font size = "3">2C - </font>  ''' Mid. Cancelable. Air '''Blockable'''
====== <font style="visibility:hidden" size="0">6A</font> ======
A cannon fired from Celia's mouth. Hits about 2 character lengths.
{{MoveData
|image=CC_C2_6A.gif
|name=6A
|data=
{{AttackData-CC
  |damage=
|guard=High/Low
|startup=12f
|active=-
|recovery=-
|frameadv=-3
|cancelable=Yes
|chprop=-
|description=
Kai's hand becomes a bigger drill and hits three times. Vacuums in on the first hit, then pushes away. All hits are cancelable.
}}
}}
</div>
</div>


<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Universal Mechanics</b></font></center> <div align=right></div></div>
<div class="mw-collapsible-content">
===<font style="visibility:hidden" size="0">Universal Mechanics</font>===


|-
====== <font style="visibility:hidden" size="0">Throw</font> ======
| width="" | ''' <font size = "3">5D - </font>  ''' Mid. Not cancelable. Air Unblockable.
{{MoveData
A axe rotates around Celia's entire body. Moves her forward some, hits for about 2 character lengths.
|image=CC_C2_AC.gif
doesn't deter cross-ups, the hitbox is only in the front of Celia.
|caption=
|name=Throw
|input= 4/5/6AC
|data=
{{AttackData-CC
  |damage=3800
|guard=Throw
|startup=5f
|active=-
|recovery=-
|frameadv=
  |cancelable=No
|chprop=
|description=Regular throw. Pushes the opponent relatively far away. Kai can combo off this. Although she doesn't get much midscreen, you can at the very least turn it into a soft knockdown if you want and let your opponent tech roll themselves closer to the corner.
}}
}}


====== <font style="visibility:hidden" size="0">Guard Break</font> ======
{{MoveData
|image=CC_C2_6CD.gif
|caption=
|name=Guard Break
|input = 6BD
|data=
{{AttackData-CC
|damage=
|guard=Unblockable
|startup=36f
|active=-
|recovery=-
|frameadv=
|cancelable=No
|chprop=-
|description=
Kai's unblockable attack.
}}
}}


|-
====== <font style="visibility:hidden" size="0">Roll</font> ======
| width="" style="background:#E8E8E8;"|''' <font size = "3">2D - </font>  ''' Low. Not cancelable. Air Unblockable
{{MoveData
Celia's leg turns into a saw and extends. Hits low, causes knockdown
|image=CC_C2_AB.gif
|caption=
|name=Roll
|input=AB
|data=
  {{AttackData-CC
|damage=
|guard=-
|startup=33f
|active=-
|recovery=-
|frameadv=
|cancelable=No
|chprop=-
|description=Roll
}}
}}


====== <font style="visibility:hidden" size="0">Tactical Guard</font> ======
{{MoveData
|image=CC_C2_CD.gif
|caption=
|name=Tactical Guard
|input=CD
|data=
{{AttackData-CC
|damage=
|guard=High/low
|startup=
|active=-
|recovery=-
|frameadv=
|cancelable=No
|chprop=-
|description=Parry
}}
}}
</div>
</div>


|-
<div class="mw-collapsible mw-collapsed">
| width="" | ''' <font size = "3">j.A - </font> ''' High. Cancelable. Air '''Blockable'''
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Special Moves</b></font></center> <div align=right></div></div>
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
<div class="mw-collapsible-content">


===<font style="visibility:hidden" size="0">-Special Moves</font>===
====== <font style="visibility:hidden" size="0">236P</font> ======
{{MoveData
|image=CC_C2_236A.gif
|image2=CC_C2_236C.gif
|image3=CC_C2_236AC.gif
|name= Raging Tomahawk
|input = 236P
|data=
{{AttackData-CC
|version=A
|damage=
|guard=High/Low
|startup=12f
|active=-
|recovery=-
|frameadv=-
|cancelable=No
|chprop=-
|description= Kai flings one Tomahawk across the screen at a medium speed. Recovers decently on block due to push-back.
}}
{{AttackData-CC
|header=no
|version=C
|damage=
|guard=High/Low
|startup=24f
|active=-
|recovery=-
|frameadv=-
|cancelable=No
|chprop=-
|description=Kai flings two Tomahawks instead of one. Start up is longer, blades seem to be a bit faster. Plus on block when done point blank.
}}
{{AttackData-CC
|header=no
|version=EX
|damage=
|guard=High/Low
|startup=14f
|active=-
|recovery=-
|frameadv=-
|cancelable=No
|chprop=-
|description= One giant tomahawk is thrown at a 35 degree angle. Start up is very quick, can be done in the corner to keep pressure as it's plus on block.
}}
}}


|-
====== <font style="visibility:hidden" size="0">623P</font> ======
| width="" style="background:#E8E8E8;"|''' <font size = "3">j.B - </font''' High. Cancelable. Air '''Blockable'''
{{MoveData
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.
|image=CC_C2_623A.gif
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.
|image2=CC_C2_623C.gif
|image3=CC_C2_623AC.gif
|caption= <div class="mw-collapsible mw-collapsed"><br>
[[File:CC_C2_j623A.gif|center|175x250px]] </div>
|caption2= <div class="mw-collapsible mw-collapsed"><br>
[[File:CC_C2_j623C.gif|center|175x250px]] </div>
|caption3= <div class="mw-collapsible mw-collapsed"><br>
[[File:CC_C2_j623AC.gif|center|175x250px]] </div>
|name= Deadly Spark
|input = 623P<br />expand for air hitbox
|data=
{{AttackData-CC
  |version=A
|damage=
|guard=High/Low
|startup=10f
|active=-
|recovery=-
|frameadv=-19
|cancelable=No
|chprop=Float}}
{{AttackData-CC
|version=A (air)
|header=no
|damage=
|guard=High/Low
|startup=10f
|active=-
|recovery=-
|frameadv=-
|cancelable=No
|chprop=Float
|description= Kai spins around horizontally on fire, similar to Bison's psycho crusher. Useful as a combo ender. Ground hitbox is smaller than air version.
}}
{{AttackData-CC
|header=no
|version=C
|damage=
|guard=High/Low
|startup=17f
|active=-
|recovery=-
|frameadv=-17
|cancelable=No
|chprop=Float}}{{AttackData-CC
|header=no
|version=C (air)
|damage=
|guard=High/Low
|startup=12f
|active=-
|recovery=-
|frameadv=-
|cancelable=No
|chprop=Float
|description= Kai spins about 3/4th screen, crossing the enemy (On block) up if they are within this distance. More damage.  
}}
{{AttackData-CC
|header=no
|version=EX
|damage=
|guard=High/Low
|startup=5f
|active=-
|recovery=-
|frameadv=-11
|cancelable=No
|chprop=Float}}{{AttackData-CC
|header=no
|version=EX (air)
|damage=
|guard=High/Low
|startup=4f
|active=-
|recovery=-
|frameadv=-
|cancelable=No
|chprop=Float
|description=Kai spins horizontally and turns purple instead of red, shooting towards the opponent. Very fast start-up and recovery. After the startup of the animation, Kai's hurtbox is extremely small, allowing her to weave through projectiles if spaced well vertically.  
}}
}}


====== <font style="visibility:hidden" size="0">214P</font> ======
{{MoveData
|image=CC_C2_214A.gif
|image2=CC_C2_214C.gif
|image3=CC_C2_214AC.gif
|caption= <div class="mw-collapsible mw-collapsed"><br>
[[File:CC_C2_j214A.gif|center|175x250px]] </div>
|caption2= <div class="mw-collapsible mw-collapsed"><br>
[[File:CC_C2_j214C.gif|center|175x250px]] </div>
|caption3= <div class="mw-collapsible mw-collapsed"><br>
[[File:CC_C2_j214AC.gif|center|175x250px]] </div>
|name= Hell's Configuration
|input = 214P <br />expand for air hitbox
|data=
{{AttackData-CC
|version=A
|damage=
|guard=High
|startup=27f
|active=-
|recovery=-
|frameadv=-4
|cancelable=No
|chprop=Groundbounce}}
{{AttackData-CC
|header=no
|version=A (air)
|damage=
|guard=High
|startup=21f
|active=-
|recovery=-
|frameadv=-
|cancelable=No
|chprop=Groundbounce
|description=Kai hops off the ground and forward a third of the screen, bringing down her scythe along the way.
}}
{{AttackData-CC
|header=no
|version=C
|damage=
|guard=High
|startup=28f
|active=-
|recovery=-
|frameadv=-3
|cancelable=No
|chprop=-}} {{AttackData-CC
|header=no
|version=C (air)
|damage=
|guard=High
|startup=21f
|active=-
|recovery=-
|frameadv=-
|cancelable=No
|chprop=-
|description=Kai hops off the ground about a half screen distance, bring down her scythe in the meantime. Causes an OTGable knockdown.
}}
{{AttackData-CC
|header=no
|version=EX
|damage=
|guard=High
|startup=7f
|active=-
|recovery=-
|frameadv=-3
|cancelable=No
|chprop=-}}{{AttackData-CC
|header=no
|version=EX (air)
|damage=
|guard=High
|startup=7f
|active=-
|recovery=-
|frameadv=-
|cancelable=No
|chprop=-
|description= Kai hops about a half screen, covered in flames. Hits on the way up for combos and causes an OTGable knockdown. It's also invincible making it a potential reversal, although it's rather slow for a DP. When using this version in the air, it does not have otgable properties. Typically after landing, the EX version in the air, whiffed 2D as they land allows for a 2A meaty or 623B command throw mixup.
}}
}}


====== <font style="visibility:hidden" size="0">214K</font> ======
{{MoveData
|image=CC_C2_214B.gif
|image2=CC_C2_214D.gif
|image3=CC_C2_214BD.gif
|name= Tragic Disparity
|input = 214K
|data=
{{AttackData-CC
|version=B
|damage=
|guard=High/Low
|startup=17f
|active=-
|recovery=-
|frameadv=-19
|cancelable=No
|chprop=-
|description= Kai surrounds herself with a green force field. Reflects projectiles. Can be used as an anti-air but it's very punishable on block/whiff
}}
{{AttackData-CC
|header=no
|version=D
|damage=
|guard=High/Low
|startup=21f
|active=-
|recovery=-
|frameadv=-17
|cancelable=No
|chprop=-
|description= Kai surrounds herself with an orange force field. Absorbs projectiles. Used in corner combos because of the wall slam effect
}}
{{AttackData-CC
|header=no
|version=EX
|damage=
|guard=High/Low
|startup=17f
|active=-
|recovery=-
|frameadv=-13
|cancelable=No
|chprop=Wallbounce
|description= Kai surrounds herself with a purple force field. Reflects projectiles. Only version of the move that is invulnerable on startup and on CH it causes a giant wall bounce that's easy to confirm from. It's in counter hit state even during recovery so try not to have it whiff or get blocked.
}}
}}
</div>
</div>


|-
<div class="mw-collapsible mw-collapsed">
| width="" | ''' <font size = "3">j.C - </font> ''' High. Cancelable. Air '''Blockable'''
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Extra Special Moves</b></font></center> <div align=right></div></div>
Celia's scythe slashes upwards making for a not-too-bad air-to-air but great IAD on '''standing''' opponents as it cancels quickly into J.D to create a double overhead. Works best if you're somewhat 'deep' IAD'ing in, or against cornered opponents.
<div class="mw-collapsible-content">


===<font style="visibility:hidden" size="0">-Extra Specials</font>===
====== <font style="visibility:hidden" size="0">623KK/421KK</font> ======
{{MoveData
|image=CC_C2_623KK.gif
|caption=Without followup
|image2=CC_C2_623KK4KK.gif
|caption2=With followup
|name= Tricky Vision
|input = 623BD or 421BD
|data=
{{AttackData-CC
|version=623
|damage=
|guard=N/A
|startup=-
|active=-
|recovery=-
|frameadv=-
|cancelable=No
|chprop=-
|description= Kai turns into pixels and teleports forward. Has invincibility frames for the duration of the teleport, but has recovery at the end. Can be followed up with a second teleport using 6BD or 4BD.
}}
{{AttackData-CC
|header=no
|version=421
|damage=
|guard=N/A
|startup=-
|active=-
|recovery=-
|frameadv=-
|cancelable=No
|chprop=-
|description=Kai turns into pixels and teleports backward. Has invincibility frames for the duration of the teleport, but has recovery at the end. Can be followed up with a second teleport using 6BD or 4BD.
}}
}}


|-
====== <font style="visibility:hidden" size="0">632146K</font> ======
| width="" style="background:#E8E8E8;"|''' <font size = "3">j.D - </font>  ''' High. Cancelable. '''Air Blockable'''
{{MoveData
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, but a good jump-in.
|image=CC_C2_632146K.gif
|caption=
|name= Core of Death
|input = 632146K
|data=
{{AttackData-CC
|version=B
|damage=
|guard=Command Grab
|startup=6f
|active=-
|recovery=-
  |frameadv=
|cancelable=Yes
|chprop=-
|description= Kai grabs the opponent and blows them into the air in front of her. The B version launches the opponent to the moon for a combo.  
}}
{{AttackData-CC
|header=no
|version=D
|damage=
|guard=Command Grab
|startup=3f
|active=-
|recovery=-
|frameadv=--
|cancelable=No
|chprop=-
|description=The D version is way faster than the B version (can link off of 5D) but blows the opponent too far away for a combo midscreen but wall slams in the corner
}}
}}
</div>
</div>


<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Ultimate Chaos Moves</b></font></center> <div align=right></div></div>
<div class="mw-collapsible-content">
===<font style="visibility:hidden" size="0">-Ultimate Chaos</font>===
====== <font style="visibility:hidden" size="0">214214P</font> ======
{{MoveData
|image=CC_C2_214214P.gif
|caption=
|name= Cruel Ascension
|input = 214214P
|data=
{{AttackData-CC
|damage=
|guard=High/Low
|startup=-
|active=-
|recovery=-
|frameadv=-
|cancelable=No
|chprop=-
|description= Kai forms a giant tornado up in the sky made of flames. The opponent is send flying through the air. Decent damage, fast start-up and potential as a reversal. Works well in exceed combos.
}}
}}


|-
====== <font style="visibility:hidden" size="0">236236K</font> ======
|}
{{MoveData
|image=CC_C2_236236B.gif
|image2=CC_C2_236236D.gif
|name= Refusal Missile
|input = 236236K
|data=
{{AttackData-CC
|damage=
|guard=High/Low
|startup=
|active=-
|recovery=-
|frameadv=
|cancelable=No
|chprop=-
|description= Kai fires a missile from her chest, which on contact causes the opponent to pop into the air, unable to act until they hit the ground. B version fires right in front of her and D version fires exactly halfscreen distance in front of her.
}}
}}
</div>
</div>


==Command Normals==
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Extra Ultimate Chaos Moves</b></font></center> <div align=right></div></div>
<div class="mw-collapsible-content">


''' <font size = "3">6A - Drill </font>  ''' Mid. Cancelable. Air Unblockable
===<font style="visibility:hidden" size="0">-Extra Ultimate Chaos</font>===
====== <font style="visibility:hidden" size="0">236236P</font> ======
{{MoveData
|image=CC_C2_236236A.gif
|image2=CC_C2_236236C.gif
|image3=CC_C2_j236236A.gif
|caption=
|name= Burning Gaze
|input = 236236P
|data=
  {{AttackData-CC
|damage=
|guard=High/Low
|startup=
|active=-
|recovery=-
|frameadv=
|cancelable=No
|chprop=-
|description= Kai fires a green laser fullscreen, can be used to end combos, works well as a super cancel.
}}
}}


Celia's hand becomes a bigger drill and hits three times. Each hit is cancelable and the third hit pushes the opponent back 2 character lengths on block.
====== <font style="visibility:hidden" size="0">6321463214K</font> ======
{{MoveData
|image=CC_C2_6321463214K.gif
|caption=
|name= Vanishing Pressure
|input = 6321463214K
|data=
{{AttackData-CC
|damage=
|guard=Command Grab/High/Low
|startup=
|active=-
|recovery=-
|frameadv=
|cancelable=No
|chprop=-
|description= Super command grab. Launches the opponent to the moon (if they get killed by the grab they'll actually never fall down). To combo off it, whiff 5A by holding it down once you see the light disappear from her gauntlets to kill frames, then confirm with cl.C. Comboable (can link off of 5D even) and on whiff the clap becomes a hit for some reason, so even if they jump out they might just get hit.
}}
}}
</div>
</div>


==Special Moves==
<div class="mw-collapsible mw-collapsed">
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Destruction Chaos</b></font></center> <div align=right></div></div>
<div class="mw-collapsible-content">
===<font style="visibility:hidden" size="0">-Destruction Chaos</font>===
====== <font style="visibility:hidden" size="0">2363214A+C</font> ======
{{MoveData
|image=CC_C2_2363214AC.gif
|caption=
|name= Seperation.KAI
|input = 2363214AC
|data=
{{AttackData-CC
|damage=
|guard=Unblockable
|startup=
|active=-
|recovery=-
|frameadv=
|cancelable=No
|chprop=-
|description= Kai creates gigantic sword and swings it at the enemy. The Destruction Chaos is both invulnerable and unblockable. It costs three bars and takes out 50% of the opponents health on hit. You can actually blockstring into this, although it'll lower the damage substantially. One of the most useful level 3s since it can lead to checkmate situations. The hitbox of this move is so gigantic, it covers about 75% of the screen horizontally, so as a way to finish off your opponent throwing projectiles on reaction, this can work.
}}
}}


{| border="0" cellspacing="5" width="100%"
</div>
| width="" style="background:#E8E8E8;"|''' <font size = "3">Raging Tomahawk - 236A/C</font> '''
</div>


*'''A ver'''
== Strategy ==
Celia flings one Tomahawk across the screen at a medium speed. Recovers decently on block due to push-back.


*'''C ver'''
===Neutral===
Celia flings two Tomahawks instead of one. Start up is longer, blades seem to be a bit faster, but recovery is longer.


*'''EX ver'''
Tomahawk - Generally 236A is safer, you can use it to put some pressure on an opponent who wants to sit full screen. Mix it up with double Tomahawk but be careful since the extra recovery can kill you. Against zoning characters double Tomahawk is extremely helpful since it can kill an opponent's projectile with the first Tomahawk, then punish with the second. Big tomahawk works well as a deterrent to jumping since it takes up roughly the entire screen.
One giant tomahawk is thrown at a 35 degree angle. Start up is very quick and but you can't move until it's left the screen.


|-
J.A - Because Kai's anti-airs are generally lacking you want to spend as much time putting pressure on as you can. J.A is your main tool to shut down an opponent that's trying to meet you in the air.
| width="" | ''' <font size = "3">Deadly Spark - 623A/C</font>  '''


*'''A ver'''
J.C/J.D- Once you've established some fear you can go for j.C or j.D as an overhead. J.D is better against a grounded opponent since it'll cross-up, but j.C has a better air-to-air hitbox in case you're worried about that.
Celia spins around horizontally on fire, similar to Bison's psycho crusher. Useful as a combo ender or ballsy way to cover space.


*'''C ver'''
5C/2A - both have great range and are cancelable, these are great normals to use to get some pressure started if you want to stay grounded. 5C can anti-air in some situations and generally has the better hitbox, although obviously 2A is much faster. 2C also has a pretty good hitbox and all give a lot of hitstun on counter.
Celia spins about 3/4th screen, crossing the enemy (On block) up if they are within this distance. More damage, seems to start-up about the same as A version.


*'''EX ver'''
Tragic Disparity - You can use this to nullify/reflect projectiles on reaction. The EX version will give you huge damage on counterhit, but all versions are very punishable so you don't want to go into this outside of reactions too much.
Celia's spins horizontally and turns purple instead of red, shooting towards the opponent. Very fast start-up and recovery.


|-
| width="" style="background:#E8E8E8;"|''' <font size = "3">Hell's Configuration - 214A/C</font>  '''


*'''A ver'''
== Combos ==
Kai's main goal during combos is to lead into her 632146B, which gives a huge knock up that allows her to follow up in multiple ways including a corner carry sequence as well as a side switch one. Doing a string into 6A and cancelling the first hit into 632146B helps her as the first hit of 6A vaccums the opponent in. If Kai can't land the 632146B, because of a longer range confirm or due to too many initial hits, she has to either settle for 5D > 632146D or spend meter with 236236B or 214AC to get a follow up combo.


Celia hops off the ground and forward a third of the screen, bringing down her scythe along the way. This move is a quite slow overhead.
Kai has two common combo enders, cl.C > sjc > j.C > j.D > 623C is interchangeable with j.A > j.C > j.D > double jump > j.B > j.C > j.D > 214AC for most combos.


*'''C ver'''
===Meterless===
'''5A > 5B > cl.C > 5D > 632146D'''


Celia hops off the ground about a half screen distance, bring down her scythe in the meantime. This is an overhead as well that causes a knockdown.
[https://youtu.be/PXVMH9GTXVI basic bnb]  combo in case they're too far for the 6A (1) > 632146B to connect


*'''EX ver'''
'''5A > 5B > cl.C > 6A (1) > 632146B > dash > sidewap > 214D > 214C > cl.C > 214D > 2B > cl.C > sjc > j.B > j.C > j.D > land > cl.C > sjc > j.C > j.D > j.623C'''


Celia once again hops about a half screen, covered in flames. This move hits three times and can OTG on it's own. It is an overhead and causes knockdown.
[https://youtu.be/wgVFsBjSfXw midscreen-to-corner combo], works at about match start distance


'''5A > 5B > cl.C > 6A (1) > 632146B > roll > 214C > cl.C > 214D > 2B > cl.C > sjc > j.B > j.C > j.D > land > cl.C > sjc > j.C > j.D > j.623C'''
|-
| width="" | ''' <font size = "3">Tragic Disparity - 214B/D</font> '''


*'''B/D ver'''
[https://youtu.be/s00GI665D2U corner and near-corner combo] for when you don't know if the if the dash sideswap 214D will wallsplat low enough; if your back is to the corner (or close to it) you can [https://youtu.be/fiZXn67lMv0 replace the roll with a sideswap dash], if you do so, omit the cl.C > 214D.


Celia surrounds herself with a green force field. This field utterly says 'Fuck your projectiles'. Against Celia I, this will make intense zoning game redundant as it even sends her dolls back once they fly forward. On top of that, this aura seems to have invuln frames as it can be activated pretty late and still reflect projectiles without harm.  
'''5A > 5B > cl.C > 5D > 632146D > dashjump > j.B > j.C > j.D > land > cl.C > sjc > j.C > j.D > 623C'''


|-
[https://youtu.be/DtD9Z89FmWc really hard] near-corner followup for the 632146D command grab, requires very specific timing and spacing that makes it very hard
|}


==Extra Specials==
'''throw > 5B > 623A'''


{| border="0" cellspacing="5" width="100%"
[https://youtu.be/tPe6DLpB--o midscreen throw combo]
| width="" style="background:#E8E8E8;"| ''' <font size = "3">Tricky Vision - 214/236B+D</font>  '''


Celia's turns into pixels and teleports forwards (236) or backwards (214). The additional input of 6B+D or 4B+D will move you forwards or backwards again respectively. This move invincible through the entire thing, but there is recovery at the end. If someone is mashing an A button at the point you teleported and you pressed a button, you'll be hit.
'''throw > 2B > cl.C > sjc > j.B > j.C > j.D > land > cl.C > sjc > j.C > j.D > 623C'''
|-
| width="" |''' <font size = "3"> Core of Death - 632146B/D</font> '''  


Celia grabs the opponent and blows them into the air in front of her. Untech time is amazing, and you can get pretty decent damage off of it and it's even comboable. The downside is that, like most command grabs in this game, if this is whiffed, you're open for punishment. Very open.
[https://youtu.be/urb_Sk-BxtE video] corner and near-corner throw combo, if you're right next to the corner you can replace 2B > cl.C with cl.C > 6A (1) for extra damage


|-
'''(air opponent) 5A > (cl.C) > sjc > j.B > j.C > j.D > land > cl.C > sjc > j.C > j.D > 623C'''
|}


==Ultimate Chaos==
[https://youtu.be/usgA5lN14EQ guard-break combo] against upbacking opponent, you can add a cl.C before the first jump if the 5A lands very close to the ground


{| border="0" cellspacing="5" width="100%"
'''(counter-hit) 2D > dash > 2B > cl.C > sjc > j.B > j.C > j.D > cl.C > j.C > j.D > 623C'''
| width="" style="background:#E8E8E8;"| ''' <font size = "3">Burning Gaze - 236236A/C</font> '''


Celia fires a green laser fullscreen, can be used to end combos, though you'll be wanting to use your meter for better things. Both versions are the same.
[https://youtu.be/jGIIHTqJRws counterhit 2D conversion], you can roll to side swap if they're close enough


|-
===EX Combos===
| width="" |''' <font size = "3">Refusal Missile - 236236B/D</font> '''
'''5A > 5B > cl.C > 6A (1) > 214AC > cl.C > 214D > 2B > 5C > sjc > j.B > j.C > j.D > land > jump > j.A > j.C > j.D > double jump > j.B > j.C > j.D > j.214AC'''
Celia fires a missile from her mouth, which on contact causes the opponent to pop into the air, unable to act until they hit the ground.
B version fires right in front of her and D version fires exactly halfscreen distance in front of her.


|-
[https://youtu.be/9pV3kLLmqn0 Corner rejump BnB]
|}


==Extra Ultimate Chaos==
'''5A > 5B > cl.C > 6A (1) > 632146B > roll > 214C > microdash > 2B > 2C > sjc > j.B > j.C > j.D > land > jump > j.A > j.C > j.D > double jump > j.A > j.C > j.D > 214AC'''


{| border="0" cellspacing="5" width="100%"
[https://youtu.be/XYyKQvkxXgs BnB off command grab without sidewap]
| width=""  style="background:#E8E8E8;"| ''' <font size = "3">Cruel Ascension - 214214A/C</font>  '''


Celia forms a giant tornado up in the sky made of flames. The opponent is send flying through the air. Decent damage, fast start-up and potential as a reversal. Can follow-up with 2B afterwards to continue your combo.
'''5A > 5B > cl.C > 6A (1) > 632146B > dash > side swap > 214D > 214C > micro dash > 2B > 2C > 214AC > 6A(1) > 214D > 2B > 214AC > 6A > 214D > 2B > 5C >sjc > j.B > j.C > j.D > land > jump > j.A > j.C > j.D > double jump > j.B > j.C > j.D > j.214AC'''
|-
| width="" |''' <font size = "3">Vanishing pressure - 6321463214B/D</font> '''
'''WAFFLE IRRROOOONNNN!!!'''


Celia bring out two frying pan looking things and sandwiches the enemy between them before throwing em into the air. Can follow-up afterwards without much issue if you Whiff 5A, as it'll help with the timing for continuing the combo. Comboable, better used in combos as ticking this is iffy.
[https://youtu.be/MA-NAjsLBzo BnB off of command grab] with side swap. You can keep [https://youtu.be/lD7z0H8rR3c looping that ex overhead bit] as long as you have meter
|-
|}


==Destruction Chaos==
'''5A > 5B > cl.C > 5D > 632146D > 214AC > 6A (1) > 214D > 2B > cl.C > sjc > j.B > j.C > j.D > land > jump > j.A > j.C > j.D > double jump > j.A > j.C > j.D > 214AC'''


{| border="0" cellspacing="5" width="100%"
[https://youtu.be/xNsE5vTBIUQ Corner conversion] for when the 632146D lands very close to the corner
| width="" style="background:#E8E8E8;"|''' <font size = "3">Separation.KAI -2363214A+C </font>  '''
Celia creates gigantic sword and swings it at the enemy. The sword is unblockable, costs three bars and takes out 50% of the opponents health.
The set back is that it's sickeningly slow but the range is pretty damn good.


|-
'''5A > 5B > cl.C > 6A (1) > 214AC > dash > 5B > cl.C > sjc > j.B > j.C > j.D > land > jump > j.C > j.D > 623C'''
|}


[https://youtu.be/othTYaRkJnI Metered midscreen conversion] for when you're too far to 632146B and not close enough to the corner


'''(Counter-Hit) 214BD > wait > microdash > airdash > j.D > cl.C > sjc > j.B > j.C > j.D > land > cl.C > sjc > j.C > j.D > 623C'''


= Combos =
[https://youtu.be/kCnr5UdJmck Counterhit EX Barrier combo] for reversal and scramble situations, you have to delay the first dash a bit otherwise they won't bounce in the corner
Many of Celia's combos are continued using the '''Run''' movement option into 2B > f.5C for midscreen OTG. Doing this off of throw is kinda tight, but it's easy once you get the timing and practice down. As of right now, using '''Step''' Celia doesn't seem to allow you any particular advantages over '''Run''' besides the norm of canceling and meter differences.


===Super Combos===


[[File:Tazny.png]]
'''5A > 5B > cl.C > 6A (1) > 236236B > dash > cl.C > sjc > j.B > j.C > j.D > land > cl.C > sjc > j.C > j.D > 623C'''


[https://youtu.be/athxm1p8P3I Midscreen conversion with missile super] for when you're too far for 632146B and not close enough to the corner


Celia's combos involve a lot of delays, some links and tight timings once they reach the advanced levels. She has decent corner carry without meter and her corner carry only grows once she gets her meter up and a nice starter. Her damage is pretty good and a lot of hit confirms can lead into pretty good damage and lead to Oki. Her damage/carry is meter dependent which isn't much of a surprise considering this game.
'''5A > 5B > cl.C > 6A (1) > 236236B > 214C > dash > 2B > cl.C > sjc > j.B > j.C > j.D > land > cl.C > sjc > j.C > j.D > 623C'''


== Beginner Combos == '''''No delays'''''
[https://youtu.be/m9BwtX1VePE Midscreen to corner conversion with missile super] for when you're too far for 632146B, works from about match round start distance


'''Anywhere'''
'''5A > 5B > cl.C > 6A (1) > 236236B > 214C > 236236D > cl.C > sjc > j.B > j.C > j.D > land > cl.C > sjc > j.C > j.D > 623C'''


2A > 2B > 2D - You get a Knockdown and a mix-up after this since 2D knocks down
[https://youtu.be/R7S_MRkU7Q8 Double super] midscreen conversion when far from corner


2A (2A, 2A) > 2D - The other 2A's are links into the 2D. If you choke up a confirm, at least get a knockdown.
===Exceed===
'''5A > 5B > cl.C > 6A (1) > 632146B > roll > 214C > microdash > 2B > 2C > sjc > j.B > j.C > j.D > land > cl.C > sjc > j.C > j.D > j.623C > exceed > j.214C > cl.C > 2D > 214B > 214214A > chaos shift > air dash back > j.B(whiff) > 236A > 236236D > 214B > 214214A > microdash > 5B > sjc > j.B > j.C > j.D > land > jump > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.623C'''


2A > 5B > 5C > 6A(3) > 623A (Deadly Spark) - This is your BnB when meterless. Easy peasy stuffs. I won't type up all the variations.
Confirm off of command grab into exceed. Works from about match start distance. The bit before the first j.623 is an alternative


'''5A > 5B > cl.C > 5D > 632146D > exceed > 236A > 236236D > 236A > 236236D > 236A > 236236D > 236A > 236236D > 214C > microdash > 2B > cl.C > sjc > j.B > j.C > j.D > cl.C > sjc > j.C > j.D > j.623C'''


midscreen confirm into exceed off of command grab


== Intermediate Combos == '''''Delays'''''
'''2B > 5C > sjc > j.C > exceed > air dash towards > j.C > j.D > 5D > 214B > 236236D > 214B > 236236D > 236A > 236236D > 236A > 236236D > 214C > microdash > 2B > cl.C > sjc > j.B > j.C > j.D > land > jump > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.623C'''


In these combos, you'll want to delay your 5C after 2B so you will get f.5C instead of c.5C. f.5C hits them while they are lower, so you can Super Jump Cancel on hit into J.B into delayed J.C and delayed J.D so you can once again pick back up with c.5C and continue the combo.
confirm into exceed that avoids any extra moves
(d) will be put where delays are required. 2B after 66 after throw is usually tight and must be done right after she slams the opponent down to connect.


'''Midscreen'''
== Colors ==
 
* '''Console Versions''': You can hold R1 button while selecting a character to get an alternative color.
Throw (5/6/4A+C) > 662B > (d)5C > Sj9.B > (d)J.C > (d)J.D > c.5C > Sj.BCD > J.623A Deadly Spark - Midscreen that moves them to the corner.
* '''Arcade Version''': You can hold START button while selecting a character to get an alternative color.
 
{{ColorGallery | filePrefix=CeliaII | textHeights=3.2em | colors=
IAD J.CD > 5C > 6A(1) > 63246B/D Core of Death > 214C Hell's Configuration > 662B > (d)5C > Sj9.B > (d)J.C > (d)J.D > c.5C > Sj.BCD > J.623A Deadly Spark
{{ColorGallery/Color|A| text= A Button }}
 
{{ColorGallery/Color|B| text= B Button }}
IAD J.CD > 5C > 6A(3) > 214A+C EX Hell's Configuration > 662B > (d)5C > Sj9.B > (d)J.C > (d)J.D > c.5C > Sj.BCD > J.623A Deadly Spark
{{ColorGallery/Color|C| text= C Button }}
 
{{ColorGallery/Color|D| text= D Button<hr>{{Small|Metallic}} }}
2A(2) > 2B > 2C > 236236B Refusal Missile > 662B > (d)5C > Sj9.B > (d)J.C > (d)J.D > c.5C > Sj.BCD > J.623A Deadly Spark
}}
 
{{ColorGallery | filePrefix=CeliaII | textHeights=3.2em | colors=
'''Corner'''
{{ColorGallery/Color|SA| text= R1 + A Button }}
{{ColorGallery/Color|SB| text= R1 + B Button<hr>{{Small|Drossel von Flügel<hr>(Fireball)}} }}
{{ColorGallery/Color|SC| text= R1 + C Button<hr>{{Small|Yuyuko Saigyouji<hr>(Touhou Project)}} }}
{{ColorGallery/Color|SD| text= R1 + D Button }}
}}


632146B/C Core of Death > 214C Hell's Configuration > 662B > (d)5C > Sj9.B > (d)J.C > (d)J.D > c.5C > Sj.BCD > J.623A Deadly Spark
{{Navbox-CC}}
 
[[Category: Chaos Code]]
(Back to corner) 8j.BD > 5C > 6A > 214A/C Hell's Configuration > 662B > 214A+C EX Hell's Configuration > 662B > (d)5C > Sj9.B > (d)J.C > (d)J.D > c.5C > Sj.BCD > J.623A Deadly Spark - Goes fullscreen to corner for 1 bar.
[[Category:Kai]]
 
IAD J.CD > 5C > [6A(1) > 236C > 2B > 5C]x2 > 6A(3) > 236236B Refusal Missile > 662B > (d)5C > 6A(2)> Sj9.B > (d)J.C > (d)J.D > c.5C > Sj.BCD > J.623A Deadly Spark
 
(Back to corner) 2A(2) > 5C > 6A(3) > 236236B Refusal Missle > 66(Here, you dash -under- the opponent, which puts them in the corner) > 2B > (d)5C > Sj9.B > (d)J.C > (d)J.D > c.5C > Sj.BCD > J.623A Deadly Spark
 
= Match-ups =
 
= Strategy =
 
==Neutral==
 
Your goal in neutral is the usual. CH fishing and trying to score that hit. Celia's Abare is pretty good where she can convert any hit into decent damage and meter gain isn't that bad, either. Her Abare just becomes even stronger when she has meter to spare. When Celia has meter, she can carry you right off to the corner if she's close enough. So, take advantage of anything situation where your opponent is slacking.
 
Your tools in neutral are:
 
236A Raging Tomahawk- This is the version with one blade and the least recovery on it. This is you tool simply when you want to keep your opponent still for a moment or two. C version isn't recommended unless you're using it at a certain range or against zoners since if your opponent IAD's over it, you're gunna get CH and die.
 
J.A- This is your air to air. Depending on how you use this, you can easily confirm into just a Deadly Spark or a Double Jump combo.
 
Tragic Disparity- You can use this to reflect your opponents own projectiles back at them. If you do this at a suitable range, you can turn the opponents tools in your own tools and try getting in.
 
2A- The range is pretty good and it'll always go into 2D, thus you'll get a knockdown even at max range. Getting that knockdown takes things from neutral and puts you in control for the moment.
 
J.C/J.D- These are normals you can also use for getting in. J.D for cross-ups off of SJ cancels and J.C for getting an overhead in from a certain range. Do it semi-deep as if it whiffs, you're open to punishment.
 
==Defense==
Celia has good defensive options coupled with her rolls, though lacks a solid anti-air. As an anti-air air, she'll have to either properly just f.5C or use Tragic Disparity. Depending on how close the opponent is close to the corner,, Tragic Disparity will just return things to neutral and you won't get anything off of it. If they're in the corner, you can confirm into Cruel Ascension and continue from there.
 
Your defensive tools are:
 
Tragic Disparity- Iffy Anti-Air and use as a DP since it's invuln on start-up.
 
Tricky Vision- Your two-part teleport that is invulnerable all the way until the end. It recovers pretty quickly and can get you outta bad spots.
 
EX Tragic Configuration- Reversal and Corner carry tool. You get a full combo off of this and can be used as an anti-air if done correctly.
 
Cruel Ascension- Reversal Super, very decent damage and you can combo off of it in certain circumstances..
 
SEPARATION.KAI- Unblockable lvl3 Super Sword. If your opponent can't dodge within range, they're getting hit. Period. 50% damage from full life and catches you in a lot of places.
 
Roll- Your basic A+B roll. You can be grabbed out of this.
 
Parry- Your basic Parry. Don't get mashy with it. That meter will do you good in other places as well.
 
==Offense==
 
Your offense will be a mix-up of safe rushdown and spacing. Up close your mix-up game isn't much to be feared. All of your things can be blocked low, so you'll be needing to mix-in super jumping canceling, tick grabs, guard breaks and the command grab if you run it. Celia's Oki is basic. What I mean by basic is that she doesn't have something like Herme's lightning puddle to set down on a knockdown opponent to set up unblockables, or get in free mix-up. You can get your shit parried and you could be killed. So, you want to mix up between these things.
 
*Empty jumps into low, grab, Core of Death
*Baiting parries and reversals
*Deep jump-ins or deep IAD's
*Forward jump IAD Back into J.D
*Cross-up J.D after knockdown or SJ-Canceled normal
 
There are many other options and gimmicks that you can figure out on your own.
 
Your offensive tools are:
 
2A- Long ranged poke, low, cancleable. Chains into 2D and 2B for more lows. (Chains both in and out of 2B)
 
2D- Very long ranged and causes knockdown
 
2C- Mid ranged canon shot from the mouth, good to use when CH fishing. SJ cancleable
 
f.5C/6A- Big hitboxes and air unblockable normals
 
EX Hell's Configuration- Reversal, full combo off of it.
 
Core of Death- DO NOT WHIFF THIS BITCH.... Seriously, do not. You're left -wide open- for whatever starter your enemy wants to smack you with. This is great for ticking and keeping your opponent scared while you're rushing them down. You get decent damage off of this and once you instill the fear of it into your opponents mind, the mental game should even be in your favor.
 
Tragic Disparity- Reflects your opponents projectiles or even negates them.
 
Universal Unblockable- Add this into your mix-up for a free combo if they like to respect you.
 
= Miscellaneous =
 
'''Notable Players'''<br>
Pizzicato<br>
Fate<br>
 
 
==Videos==
 
[http://www.youtube.com/watch?v=uuYRaX4eMYo[Fate's Chaos Code Celia II Kai Combo Tutorial]]
[http://www.youtube.com/watch?v=ts3T5Adiyog[Celia II Kai - Basic & Advanced BnBs]]
[http://www.youtube.com/playlist?list=PLTPtXRJHFGNLZt1CrGMoG6mBEKwPCqLB8&feature=view_all[Manji (Kagari) vs Fate (Celia II Kai)]]
[http://www.youtube.com/playlist?list=PLTPtXRJHFGNI6-aRDtX3grhVpccMlqgE3&feature=view_all[Hashimo (Cerberus) vs Pizzicato (Celia II Kai)]]
 
 
 
=Colors=
Notes:
*PS3 Version:    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.
{{CCColors
|Character= CeliaII
}}
*A Button: Normal version.
*B Button:
*C Button:
*D Button:
*R1+A Buttons:
*R1+B Buttons:
*R1+C Buttons: Celia
*R1+D Buttons:
{{CC}}
[[Category:Chaos Code]]

Latest revision as of 15:57, 29 April 2023

Profile-celia2kai.png

Story

Celia II Kai
『セリアII改』

Celia II (Kai to her friends) was created to guard the Chaos Code, but really all she wants to do is unblockable people. Unfortunately, she got a bit beat up and had to get a refit with worse parts, so she's not as strong as she used to be. She's pretty mad because her unblockable costs 3 meters and can be rolled on reaction.

Playstyle

Health: 28000
Stun: 70

Celia II Kai (just called Kai to avoid confusion with her boss form "Celia II") is a relatively versatile character, with low risk options that lead to high reward. She doesn't have a meterless reversal, and lacks a solid grounded, anti-air but more than makes up for it with dominating air buttons and some very high reward metered reversals.

Mobility (Run vs. Step)

Run: Standard run. Cancelable into buttons or superjumps. The most common choice for Kai.

Step: Standard hop. Kai can do some alright tic grabs with it. She'll also build meter faster.

Extra Move Selection

Tricky Vision is a very good reversal. Kai doesn't need it because EX barrier is also a very good reversal, but both reversals are good for different reasons, so it's still very much worth taking.

Core of Death is a command grab, which is good for mix-ups and resets, and also for combos since 6A pulls in and lets you combo into the grab.

Vanishing Pressure is a command grab so you could use it for mix-ups, but the more notable thing is that it resets the screen position to the center, giving you a consistent followup combo.

Burning Gaze doesn't have much not obvious about it. It's very simple to combo into but doesn't give much extra utility.

Recommended Sets

Any Combination of Core of Death, Tricky Vision, and Vanishing Pressure is good since all of the moves themselves are good and none of them overlap in use very much. Beam Super is not especially useful but if you find that you can't convert hits into exceed or waffle iron very well, Beam Super might be better for easy confirms into decent damage.

Tricky Vision & Core of Death

Gives Kai a lot of extra utility, and if you're planning on using Exceed combos you probably wont have much use for the extra supers, so you're better off taking these.

Core of Death and Vanishing Pressure

Gives Kai a lot of extra combo routes. Waffle Iron combos are a good outlet for meter if you don't want to save for exceed.

Move List

Click on a header to expand that section of the movelist

Normal Moves

Normal Moves

5A
5A
CC C2 5A.gif
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 7f - - +1 Yes -

Short ranged poke. Can be staggered and links into itself. Misses an opponent who is crouching, unless you hit them with a normal prior to it. Not the best anti-air due to its hitbox (hits lower than Kai's face), however it is useful after doing an air string to force the opponent to eat your air unblockable 5A into 5C hitconfirm.

2A
2A
CC C2 2A.gif
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low 7f - - +1 Yes -

Kai's hand turns into a drill and bores into the enemy's feet. Hits 2 times (the first hit is low, the second is a mid) and can be linked into itself if it hits very late. Can be chained into 2D for a knockdown as a small hitconfirm if you're outta range for something else. This move is less plus on block than 2b, however its active frames is longer than 2b, making it easier to time your normals for oki. If an opponent is also upbacking your pressure, 2a (1hit) chained to 2b as a blockstring will catch them. With 2a's long hitbox it can be chained into 2D even at max range.

5B
5B
CC C2 5B.gif
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 7f - - -4 Yes -

Kai's dress pokes out. Less range than 2B, so not as good as 2A for poking. Has a higher hitbox than 2B, making it whiff on opponent's in a really low otg state, however, 5b when it does hit as an otg, raises the opponent into the air higher and pushes you farther away (useful for spacing specific timing on exceed combos).

2B
2B
CC C2 2B.gif
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low 6f - - +2 Yes -

Kai throws out a kick towards the ankle. Low with slightly less range than 2A.

cl.C
cl.C
CC C2 clC.gif
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 9f - - -5 Yes Stagger

A short ranged upwards swipe. Trades with a lot of stuff when used as an anti-air, but still probably her best meterless option. Her hurtbox lowers when using this move (lower than her standing hurtbox), so getting used to timing this to stuff people above you can be important.

5C
5C
CC C2 5C.gif
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 14f - - -7 Yes Stagger

Kai attacks with a Mid ranged buzzsaw swipe downwards. Hits from about 2 character lengths. Moves forward a little.

2C
2C
CC C2 2C.gif
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 19f - - -3 Yes Stagger

A cannon fired from Kai's mouth. Hits about 2 character lengths. Can be chained from 2a and 2b if very close. This move pushes the opponent far away when they are in an otgable state, but helps regulate height specific combos such as 2b2c in the corner to help for easy rejump combos.

5D
5D
CC C2 5D.gif
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 9f - - -3 No Launch

An axe rotates around Kai's entire body. Moves her forward some, hits for about 2 character lengths, vacuums in on hit (but not on block). Doesn't deter cross-ups, the hitbox is only in the front of Kai. It's not cancelable, but you can link off it with D command grab.

2D
2D
CC C2 2D.gif
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 12f - - -4 No Launch

Kai's leg turns into a saw and extends. Hits low, causes knockdown. You can pick up for a combo on Counter Hit.

j.A
j.A
CC C2 j.A.gif
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 5f - - - - -

Kai's hand turns into a drill, just like her 2A. Very Good ranged air to air that hits twice and is easily confirmable. Because the hitbox is very high this isn't a great jump-in, but instant air dash jump A into low or throw can make opponents second guess themselves.

j.B
j.B
CC C2 j.B.gif
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 6f - - - - -

Kai kicks downwards whilst in the air. Not as good an air to air or jump-in as J.A and J.C respectively. It's main use is to hit while rising in situations where j.C will whiff, as well as a good normal use for a tick throw after an instant air dash. Also at instant air dash height, can be chained into jump C to do a double overhead as you descend.

j.C
j.C
CC C2 j.C.gif
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 9f - - - Yes Stagger

Kai's scythe slashes upwards making for an alright air-to-air and a really good jump in. It's best use is in air footsies battles where it often out-prioritizes other normals. When jump C lands really deep on an opponent who is blocking, you can immediately j.C again to instant overhead them them if they blocked the first j.C standing. Has less blockstun than jump D (normally) unless done at very specific low heights.

j.D
j.D
CC C2 j.D.gif
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 8f - - - Yes Stagger

Kai'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, but a good jump-in and a good move to come down with after an air tech. Hitbox is only at her waist, so when using it in rejump combos, use her waist as a guideline to know when to hit with it. If you hit with this low enough you can do Kai's level 3 when you land and unblockable your opponent.

Command Moves

Command Moves

6A
6A
CC C2 6A.gif
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 12f - - -3 Yes -

Kai's hand becomes a bigger drill and hits three times. Vacuums in on the first hit, then pushes away. All hits are cancelable.

Universal Mechanics

Universal Mechanics

Throw
Throw
4/5/6AC
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
3800 - Throw 5f - - - No -

Regular throw. Pushes the opponent relatively far away. Kai can combo off this. Although she doesn't get much midscreen, you can at the very least turn it into a soft knockdown if you want and let your opponent tech roll themselves closer to the corner.

Guard Break
Guard Break
6BD
CC C2 6CD.gif
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Unblockable 36f - - - No -

Kai's unblockable attack.

Roll
Roll
AB
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - - 33f - - - No -

Roll

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

Parry

Special Moves

-Special Moves

236P
Raging Tomahawk
236P
CC C2 236A.gif
CC C2 236C.gif
CC C2 236AC.gif
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A - - High/Low 12f - - - No -

Kai flings one Tomahawk across the screen at a medium speed. Recovers decently on block due to push-back.

C - - High/Low 24f - - - No -

Kai flings two Tomahawks instead of one. Start up is longer, blades seem to be a bit faster. Plus on block when done point blank.

EX - - High/Low 14f - - - No -

One giant tomahawk is thrown at a 35 degree angle. Start up is very quick, can be done in the corner to keep pressure as it's plus on block.

623P
Deadly Spark
623P
expand for air hitbox
CC C2 623A.gif

CC C2 j623A.gif

CC C2 j623A.gif
CC C2 623C.gif

CC C2 j623C.gif

CC C2 j623C.gif
CC C2 623AC.gif

CC C2 j623AC.gif

CC C2 j623AC.gif
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A - - High/Low 10f - - -19 No Float
A (air) - - High/Low 10f - - - No Float

Kai spins around horizontally on fire, similar to Bison's psycho crusher. Useful as a combo ender. Ground hitbox is smaller than air version.

C - - High/Low 17f - - -17 No Float
C (air) - - High/Low 12f - - - No Float

Kai spins about 3/4th screen, crossing the enemy (On block) up if they are within this distance. More damage.

EX - - High/Low 5f - - -11 No Float
EX (air) - - High/Low 4f - - - No Float

Kai spins horizontally and turns purple instead of red, shooting towards the opponent. Very fast start-up and recovery. After the startup of the animation, Kai's hurtbox is extremely small, allowing her to weave through projectiles if spaced well vertically.

214P
Hell's Configuration
214P
expand for air hitbox
CC C2 214A.gif

CC C2 j214A.gif

CC C2 j214A.gif
CC C2 214C.gif

CC C2 j214C.gif

CC C2 j214C.gif
CC C2 214AC.gif

CC C2 j214AC.gif

CC C2 j214AC.gif
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A - - High 27f - - -4 No Groundbounce
A (air) - - High 21f - - - No Groundbounce

Kai hops off the ground and forward a third of the screen, bringing down her scythe along the way.

C - - High 28f - - -3 No -
C (air) - - High 21f - - - No -

Kai hops off the ground about a half screen distance, bring down her scythe in the meantime. Causes an OTGable knockdown.

EX - - High 7f - - -3 No -
EX (air) - - High 7f - - - No -

Kai hops about a half screen, covered in flames. Hits on the way up for combos and causes an OTGable knockdown. It's also invincible making it a potential reversal, although it's rather slow for a DP. When using this version in the air, it does not have otgable properties. Typically after landing, the EX version in the air, whiffed 2D as they land allows for a 2A meaty or 623B command throw mixup.

214K
Tragic Disparity
214K
CC C2 214B.gif
CC C2 214D.gif
CC C2 214BD.gif
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
B - - High/Low 17f - - -19 No -

Kai surrounds herself with a green force field. Reflects projectiles. Can be used as an anti-air but it's very punishable on block/whiff

D - - High/Low 21f - - -17 No -

Kai surrounds herself with an orange force field. Absorbs projectiles. Used in corner combos because of the wall slam effect

EX - - High/Low 17f - - -13 No Wallbounce

Kai surrounds herself with a purple force field. Reflects projectiles. Only version of the move that is invulnerable on startup and on CH it causes a giant wall bounce that's easy to confirm from. It's in counter hit state even during recovery so try not to have it whiff or get blocked.

Extra Special Moves

-Extra Specials

623KK/421KK
Tricky Vision
623BD or 421BD
CC C2 623KK.gif
Without followup
Without followup
CC C2 623KK4KK.gif
With followup
With followup
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
623 - - N/A - - - - No -

Kai turns into pixels and teleports forward. Has invincibility frames for the duration of the teleport, but has recovery at the end. Can be followed up with a second teleport using 6BD or 4BD.

421 - - N/A - - - - No -

Kai turns into pixels and teleports backward. Has invincibility frames for the duration of the teleport, but has recovery at the end. Can be followed up with a second teleport using 6BD or 4BD.

632146K
Core of Death
632146K
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
B - - Command Grab 6f - - - Yes -

Kai grabs the opponent and blows them into the air in front of her. The B version launches the opponent to the moon for a combo.

D - - Command Grab 3f - - -- No -

The D version is way faster than the B version (can link off of 5D) but blows the opponent too far away for a combo midscreen but wall slams in the corner

Ultimate Chaos Moves

-Ultimate Chaos

214214P
Cruel Ascension
214214P
CC C2 214214P.gif
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Kai forms a giant tornado up in the sky made of flames. The opponent is send flying through the air. Decent damage, fast start-up and potential as a reversal. Works well in exceed combos.

236236K
Refusal Missile
236236K
CC C2 236236B.gif
CC C2 236236D.gif
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Kai fires a missile from her chest, which on contact causes the opponent to pop into the air, unable to act until they hit the ground. B version fires right in front of her and D version fires exactly halfscreen distance in front of her.

Extra Ultimate Chaos Moves

-Extra Ultimate Chaos

236236P
Burning Gaze
236236P
CC C2 236236A.gif
CC C2 236236C.gif
CC C2 j236236A.gif
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Kai fires a green laser fullscreen, can be used to end combos, works well as a super cancel.

6321463214K
Vanishing Pressure
6321463214K
CC C2 6321463214K.gif
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Command Grab/High/Low - - - - No -

Super command grab. Launches the opponent to the moon (if they get killed by the grab they'll actually never fall down). To combo off it, whiff 5A by holding it down once you see the light disappear from her gauntlets to kill frames, then confirm with cl.C. Comboable (can link off of 5D even) and on whiff the clap becomes a hit for some reason, so even if they jump out they might just get hit.

Destruction Chaos

-Destruction Chaos

2363214A+C
Seperation.KAI
2363214AC
CC C2 2363214AC.gif
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Unblockable - - - - No -

Kai creates gigantic sword and swings it at the enemy. The Destruction Chaos is both invulnerable and unblockable. It costs three bars and takes out 50% of the opponents health on hit. You can actually blockstring into this, although it'll lower the damage substantially. One of the most useful level 3s since it can lead to checkmate situations. The hitbox of this move is so gigantic, it covers about 75% of the screen horizontally, so as a way to finish off your opponent throwing projectiles on reaction, this can work.

Strategy

Neutral

Tomahawk - Generally 236A is safer, you can use it to put some pressure on an opponent who wants to sit full screen. Mix it up with double Tomahawk but be careful since the extra recovery can kill you. Against zoning characters double Tomahawk is extremely helpful since it can kill an opponent's projectile with the first Tomahawk, then punish with the second. Big tomahawk works well as a deterrent to jumping since it takes up roughly the entire screen.

J.A - Because Kai's anti-airs are generally lacking you want to spend as much time putting pressure on as you can. J.A is your main tool to shut down an opponent that's trying to meet you in the air.

J.C/J.D- Once you've established some fear you can go for j.C or j.D as an overhead. J.D is better against a grounded opponent since it'll cross-up, but j.C has a better air-to-air hitbox in case you're worried about that.

5C/2A - both have great range and are cancelable, these are great normals to use to get some pressure started if you want to stay grounded. 5C can anti-air in some situations and generally has the better hitbox, although obviously 2A is much faster. 2C also has a pretty good hitbox and all give a lot of hitstun on counter.

Tragic Disparity - You can use this to nullify/reflect projectiles on reaction. The EX version will give you huge damage on counterhit, but all versions are very punishable so you don't want to go into this outside of reactions too much.


Combos

Kai's main goal during combos is to lead into her 632146B, which gives a huge knock up that allows her to follow up in multiple ways including a corner carry sequence as well as a side switch one. Doing a string into 6A and cancelling the first hit into 632146B helps her as the first hit of 6A vaccums the opponent in. If Kai can't land the 632146B, because of a longer range confirm or due to too many initial hits, she has to either settle for 5D > 632146D or spend meter with 236236B or 214AC to get a follow up combo.

Kai has two common combo enders, cl.C > sjc > j.C > j.D > 623C is interchangeable with j.A > j.C > j.D > double jump > j.B > j.C > j.D > 214AC for most combos.

Meterless

5A > 5B > cl.C > 5D > 632146D

basic bnb combo in case they're too far for the 6A (1) > 632146B to connect

5A > 5B > cl.C > 6A (1) > 632146B > dash > sidewap > 214D > 214C > cl.C > 214D > 2B > cl.C > sjc > j.B > j.C > j.D > land > cl.C > sjc > j.C > j.D > j.623C

midscreen-to-corner combo, works at about match start distance

5A > 5B > cl.C > 6A (1) > 632146B > roll > 214C > cl.C > 214D > 2B > cl.C > sjc > j.B > j.C > j.D > land > cl.C > sjc > j.C > j.D > j.623C

corner and near-corner combo for when you don't know if the if the dash sideswap 214D will wallsplat low enough; if your back is to the corner (or close to it) you can replace the roll with a sideswap dash, if you do so, omit the cl.C > 214D.

5A > 5B > cl.C > 5D > 632146D > dashjump > j.B > j.C > j.D > land > cl.C > sjc > j.C > j.D > 623C

really hard near-corner followup for the 632146D command grab, requires very specific timing and spacing that makes it very hard

throw > 5B > 623A

midscreen throw combo

throw > 2B > cl.C > sjc > j.B > j.C > j.D > land > cl.C > sjc > j.C > j.D > 623C

video corner and near-corner throw combo, if you're right next to the corner you can replace 2B > cl.C with cl.C > 6A (1) for extra damage

(air opponent) 5A > (cl.C) > sjc > j.B > j.C > j.D > land > cl.C > sjc > j.C > j.D > 623C

guard-break combo against upbacking opponent, you can add a cl.C before the first jump if the 5A lands very close to the ground

(counter-hit) 2D > dash > 2B > cl.C > sjc > j.B > j.C > j.D > cl.C > j.C > j.D > 623C

counterhit 2D conversion, you can roll to side swap if they're close enough

EX Combos

5A > 5B > cl.C > 6A (1) > 214AC > cl.C > 214D > 2B > 5C > sjc > j.B > j.C > j.D > land > jump > j.A > j.C > j.D > double jump > j.B > j.C > j.D > j.214AC

Corner rejump BnB

5A > 5B > cl.C > 6A (1) > 632146B > roll > 214C > microdash > 2B > 2C > sjc > j.B > j.C > j.D > land > jump > j.A > j.C > j.D > double jump > j.A > j.C > j.D > 214AC

BnB off command grab without sidewap

5A > 5B > cl.C > 6A (1) > 632146B > dash > side swap > 214D > 214C > micro dash > 2B > 2C > 214AC > 6A(1) > 214D > 2B > 214AC > 6A > 214D > 2B > 5C >sjc > j.B > j.C > j.D > land > jump > j.A > j.C > j.D > double jump > j.B > j.C > j.D > j.214AC

BnB off of command grab with side swap. You can keep looping that ex overhead bit as long as you have meter

5A > 5B > cl.C > 5D > 632146D > 214AC > 6A (1) > 214D > 2B > cl.C > sjc > j.B > j.C > j.D > land > jump > j.A > j.C > j.D > double jump > j.A > j.C > j.D > 214AC

Corner conversion for when the 632146D lands very close to the corner

5A > 5B > cl.C > 6A (1) > 214AC > dash > 5B > cl.C > sjc > j.B > j.C > j.D > land > jump > j.C > j.D > 623C

Metered midscreen conversion for when you're too far to 632146B and not close enough to the corner

(Counter-Hit) 214BD > wait > microdash > airdash > j.D > cl.C > sjc > j.B > j.C > j.D > land > cl.C > sjc > j.C > j.D > 623C

Counterhit EX Barrier combo for reversal and scramble situations, you have to delay the first dash a bit otherwise they won't bounce in the corner

Super Combos

5A > 5B > cl.C > 6A (1) > 236236B > dash > cl.C > sjc > j.B > j.C > j.D > land > cl.C > sjc > j.C > j.D > 623C

Midscreen conversion with missile super for when you're too far for 632146B and not close enough to the corner

5A > 5B > cl.C > 6A (1) > 236236B > 214C > dash > 2B > cl.C > sjc > j.B > j.C > j.D > land > cl.C > sjc > j.C > j.D > 623C

Midscreen to corner conversion with missile super for when you're too far for 632146B, works from about match round start distance

5A > 5B > cl.C > 6A (1) > 236236B > 214C > 236236D > cl.C > sjc > j.B > j.C > j.D > land > cl.C > sjc > j.C > j.D > 623C

Double super midscreen conversion when far from corner

Exceed

5A > 5B > cl.C > 6A (1) > 632146B > roll > 214C > microdash > 2B > 2C > sjc > j.B > j.C > j.D > land > cl.C > sjc > j.C > j.D > j.623C > exceed > j.214C > cl.C > 2D > 214B > 214214A > chaos shift > air dash back > j.B(whiff) > 236A > 236236D > 214B > 214214A > microdash > 5B > sjc > j.B > j.C > j.D > land > jump > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.623C

Confirm off of command grab into exceed. Works from about match start distance. The bit before the first j.623 is an alternative

5A > 5B > cl.C > 5D > 632146D > exceed > 236A > 236236D > 236A > 236236D > 236A > 236236D > 236A > 236236D > 214C > microdash > 2B > cl.C > sjc > j.B > j.C > j.D > cl.C > sjc > j.C > j.D > j.623C

midscreen confirm into exceed off of command grab

2B > 5C > sjc > j.C > exceed > air dash towards > j.C > j.D > 5D > 214B > 236236D > 214B > 236236D > 236A > 236236D > 236A > 236236D > 214C > microdash > 2B > cl.C > sjc > j.B > j.C > j.D > land > jump > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.623C

confirm into exceed that avoids any extra moves

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
C Button
D Button Metallic
R1 + A Button
R1 + B Button Drossel von Flügel (Fireball)
R1 + C Button Yuyuko Saigyouji (Touhou Project)
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