Chaos Code/NSC/Celia II Kai: Difference between revisions
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'''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''' | '''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 | [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''' | '''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. | [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. | ||
'''5A > 5B > cl.C > 5D > 632146D > dashjump > j.B > j.C > j.D > land > cl.C > sjc > j.C > j.D > 623C''' | '''5A > 5B > cl.C > 5D > 632146D > dashjump > j.B > j.C > j.D > land > cl.C > sjc > j.C > j.D > 623C''' | ||
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'''throw > 5B > 623A''' | '''throw > 5B > 623A''' | ||
midscreen throw combo | [https://youtu.be/tPe6DLpB--o midscreen throw combo] | ||
'''throw > 2B > cl.C > sjc > j.B > j.C > j.D > land > cl.C > sjc > j.C > j.D > 623C''' | '''throw > 2B > cl.C > sjc > j.B > j.C > j.D > land > cl.C > sjc > j.C > j.D > 623C''' | ||
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'''(air opponent) 5A > (cl.C) > sjc > j.B > j.C > j.D > land > cl.C > sjc > j.C > j.D > 623C''' | '''(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 | [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 | ||
'''(counter-hit) 2D > dash > 2B > cl.C > sjc > j.B > j.C > j.D > cl.C > j.C > j.D > 623C''' | '''(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 | [https://youtu.be/jGIIHTqJRws counterhit 2D conversion], you can roll to side swap if they're close enough | ||
===EX Combos=== | ===EX Combos=== | ||
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'''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''' | '''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 | [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 | ||
'''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''' | '''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''' | ||
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[https://youtu.be/othTYaRkJnI Metered midscreen conversion] for when you're too far to 632146B and not close enough to the corner | [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''' | |||
[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 | |||
===Super Combos=== | ===Super Combos=== | ||
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'''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''' | '''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 | [https://youtu.be/athxm1p8P3I 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''' | '''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 | [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 | ||
'''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''' | '''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 | [https://youtu.be/R7S_MRkU7Q8 Double super] midscreen conversion when far from corner | ||
===Exceed=== | ===Exceed=== |
Latest revision as of 15:57, 29 April 2023
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
Universal Mechanics
Throw
Throw
4/5/6AC |
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Guard Break
Guard Break
6BD |
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Roll
Roll
AB |
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Tactical Guard
Tactical Guard
CD |
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-Extra Specials
623KK/421KK
Tricky Vision 623BD or 421BD Without followup Without followup With followup With followup
|
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632146K
Core of Death
632146K |
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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
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
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.
Drossel von Flügel
(Fireball)
Yuyuko Saigyouji
(Touhou Project)