Chaos Code/NSC/Celia II Kai: Difference between revisions
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===Special Moves=== | ===<font style="visibility:hidden" size="0">-Special Moves</font>=== | ||
<div class="mw-collapsible mw-collapsed"> | |||
<div class="mw-collapsible-toggle" style="float: none;"><center><font size="4"><b>Special Moves</b></font></center> <div align=right></div></div> | |||
<div class="mw-collapsible-content"> | |||
====== <font style="visibility:hidden" size="0">236P</font> ====== | |||
{{MoveData | |||
|image=CC_KAI_236P.png | |||
|caption= | |||
|name= Raging Tomahawk | |||
|input = 236P | |||
|data= | |||
{{AttackData-CC | |||
|version=A | |||
|damage= | |||
|guard=High/Low | |||
|startup=5 | |||
|active=- | |||
|recovery=- | |||
|frameadv=?/-3 | |||
|cancelable=Yes | |||
|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=5 | |||
|active=- | |||
|recovery=- | |||
|frameadv=?/-3 | |||
|cancelable=Yes | |||
|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=5 | |||
|active=- | |||
|recovery=- | |||
|frameadv=?/-3 | |||
|cancelable=Yes | |||
|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> ====== | |||
Kai | {{MoveData | ||
|image=CC_KAI_623P.png | |||
|caption= ''PSYCHO CRUSHER'' | |||
|name= Deadly Spark | |||
|input = 623P<br />Air OK | |||
|data= | |||
{{AttackData-CC | |||
|version=A | |||
|damage= | |||
|guard=High/Low | |||
|startup=5 | |||
|active=- | |||
|recovery=- | |||
|frameadv=?/-3 | |||
|cancelable=Yes | |||
|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=5 | |||
|active=- | |||
|recovery=- | |||
|frameadv=?/-3 | |||
|cancelable=Yes | |||
|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=5 | |||
|active=- | |||
|recovery=- | |||
|frameadv=?/-3 | |||
|cancelable=Yes | |||
|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> ====== | |||
Kai | {{MoveData | ||
|image=CC_KAI_214P.png | |||
|caption= | |||
|name= Hell's Configuration | |||
|input = 214P <br />Air OK | |||
|data= | |||
{{AttackData-CC | |||
|version=A | |||
|damage= | |||
|guard=High | |||
|startup=5 | |||
|active=- | |||
|recovery=- | |||
|frameadv=?/-3 | |||
|cancelable=Yes | |||
|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=5 | |||
|active=- | |||
|recovery=- | |||
|frameadv=?/-3 | |||
|cancelable=Yes | |||
|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=5 | |||
|active=- | |||
|recovery=- | |||
|frameadv=?/-3 | |||
|cancelable=Yes | |||
|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_KAI_214K.png | |||
|caption='''MUDA MUDA!!''' | |||
|name= Tragic Disparity | |||
|input = 214K | |||
|data= | |||
{{AttackData-CC | |||
|version=B | |||
|damage= | |||
|guard=High/Low | |||
|startup=5 | |||
|active=- | |||
|recovery=- | |||
|frameadv=?/-3 | |||
| | |cancelable=Yes | ||
| | |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=5 | |||
|active=- | |||
|recovery=- | |||
|frameadv=?/-3 | |||
|cancelable=Yes | |||
|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= | |||
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 | |guard=High/Low | ||
|startup=5 | |||
|active=- | |||
|recovery=- | |||
Kai surrounds herself with an orange force field. Absorbs projectiles. Used in corner combos because of the wall slam effect | |frameadv=?/-3 | ||
|cancelable=Yes | |||
|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. | |||
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> | |||
===Extra Specials=== | ===Extra Specials=== |
Revision as of 20:21, 6 January 2020
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
(WIP)
Recommended Sets
(WIP)
Move List
Normal Moves
5A
5A
|
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5B
5B
|
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5C
5C
|
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cl.5C
cl.5C
|
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5D
5D
|
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2A
2A
|
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2B
2B
|
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2C
2C
|
---|
2D
2D
|
---|
j.A
j.A
|
---|
j.B
j.B
|
---|
j.C
j.C
|
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j.D
j.D
|
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Command Moves
6A
6A
|
---|
Guard Break
Guard Break
6BD |
---|
Throw
Throw
5/6AC |
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-Special Moves
236P
Raging Tomahawk
236P |
---|
623P
Deadly Spark 623P Air OK PSYCHO CRUSHER PSYCHO CRUSHER
|
---|
214P
Hell's Configuration
214P Air OK |
---|
214K
Tragic Disparity 214K MUDA MUDA |
MUDA MUDA |
---|
Extra Specials
Tricky Vision - 421/623+BD
Kai turns into pixels and teleports forwards (623) or backwards (421). 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. |
Core of Death - 632146B/D
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. The D version is way faster (can link off of 5D) but blows the opponent too far away for a combo midscreen. Both B and D version have the same throw range (hitboxes unavailable). Kai's throw ranges are: Command throw B/D > Regular Throw > Super Command Throw. |
Ultimate Chaos
Cruel Ascension - 214214A/C
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. Both A and C version have the same hitbox and animation. |
Refusal Missile - 236236B/D
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
Burning Gaze - 236236A/C
Kai fires a green laser fullscreen, can be used to end combos, works well as a super cancel. |
Vanishing pressure - 6321463214B/D
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
Separation.KAI -2363214A+C
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
any combo ending in j.214AC can be ended with j.623C as well if you don't want to spend the meter.
5A > 5B > cl.C > 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 > 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 > 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
meterless BnB off command grab without sidewap
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
Notes:
- 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 Buttons:
- R1+B Buttons:
- R1+C Buttons:
- R1+D Buttons: