Chaos Code/NSC/Celia: Difference between revisions

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| width="" style="background:#E8E8E8;"| ''' <font size = "3">special - input</font>  '''
| width="" style="background:#E8E8E8;"| ''' <font size = "3">Welcome Boost - 623+K</font>  '''
 
Celia sprouts a pair of butterfly shaped energy wings from her back and rushes forward. B version hits once and leaves the opponent standing. D version hits 3 times for a techable knockdown
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| width="" |''' <font size = "3">special - input</font>  '''  
| width="" |''' <font size = "3">Prankish Whip - 236+P>6P or 4P</font>  '''  
 
The first hit whips forward, good range but too slow to be a reliable neutral tool. The 4P followup brings the opponent in for midscreen combos. The 6P followup smacks the opponent a bunch, does a notable amound of stun, and launches for combos in the corner. All around a really good combo tool.
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Revision as of 11:44, 18 December 2016

Introduction

Run vs Step

Run


Step


Combos

Move List

Normal Moves

5A - Mid. Cancelable.


2A - Mid. Cancelable.


cl.B - Low. Cancelable.


5B - Mid. Cancelable.


2B - Low. Cancelable.


cl.C - Mid. Cancelable.


5C - Mid. Cancelable.


2C - Mid. Cancelable.


cl.D - Mid. Cancelable.


5D - Mid. Not cancelable.


2D - Low. Not cancelable.


j.A - High. Cancelable.


j.B - High. Cancelable.


j.C - High. Cancelable.
j.D - High. Cancelable.


Command Normals

cl.C > 6C

Mid. Cancelable

Special Moves

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

Mischievous Missile - 236+K (Air OK)

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

Aerial Invitation - 623+P (Air OK)

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

Blade Stroll - 214+Px3

Rekka. Has good range, meterless it's mostly a ground combo ender, the ex version can work as a midscreen combo starter. C version has better range but is slower, both meterless versions lead to an OTGable knockdown, EX version launches for an air combo.

Charming Splash - j.214+K

Primary combo ender. Hard knockdown with OTG properties. D version has slower startup, but a better hitbox than the B version. EX version gets you a better knockdown and does a bit more damage

Prankish Bomb - 22+K

A bomb is placed at Celia's feet, blows up after a few seconds. Good for oki but also in neutral, since it will break combos unless the opponent clears it out somehow or punishes you in a way that avoids it. B version leaves the bomb at your feet, D version slides it a bit in front, ex version makes a robot that moves slowly to the opponent ala Chibigawa in arcana. Consumes a stock.

Prankish Missiles - 214+K

3 missiles shoot up and fall after a delay. B version missiles fall closer to Celia, D version missiles fall further away, ex version tracks the opponent and has all 3 hit the same spot. Has some use in extending combos, but mostly used to make it harder for the opponent to approach/punish or as an oki tool. Consumes a stock.

Extra Specials

Welcome Boost - 623+K

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

Prankish Whip - 236+P>6P or 4P

The first hit whips forward, good range but too slow to be a reliable neutral tool. The 4P followup brings the opponent in for midscreen combos. The 6P followup smacks the opponent a bunch, does a notable amound of stun, and launches for combos in the corner. All around a really good combo tool.

Ultimate Chaos

super - input
super - input

Extra Ultimate Chaos

super - input
super - input

Destruction Chaos

super - input


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.

Template:CCColors

  • A Button: Normal version.
  • B Button: Lieselotte Achenbach (Arcana Heart).
  • C Button:
  • D Button: Flonne (Disgaea 2).
  • R1+A Buttons:
  • R1+B Buttons:
  • R1+C Buttons:
  • R1+D Buttons:
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