Chaos Code/NSC/Celia: Difference between revisions
Crimefighter (talk | contribs) m (→Story: - added kana) |
Crimefighter (talk | contribs) (→Move List: - fleshed out normals) |
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|damage= |guard=High/Low |cancelable=Yes |chprop=- | |damage= |guard=High/Low |cancelable=Yes |chprop=- | ||
|startup= |active=- |recovery=- |frameadv=- | |startup= |active=- |recovery=- |frameadv=- | ||
|description = | |description = Jab. Pretty good range for what it is. | ||
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|damage= |guard=High/Low |cancelable=Yes |chprop=- | |damage= |guard=High/Low |cancelable=Yes |chprop=- | ||
|startup= |active=- |recovery=- |frameadv=- | |startup= |active=- |recovery=- |frameadv=- | ||
|description = | |description = Crouch jab. Shorter range than 5A but hits lower which is nice for pickups in combos. | ||
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|damage= |guard=High/Low |cancelable=Yes |chprop=- | |damage= |guard=High/Low |cancelable=Yes |chprop=- | ||
|startup= |active=- |recovery=- |frameadv=- | |startup= |active=- |recovery=- |frameadv=- | ||
|description = | |description = Curtsy kick. Shorter range than 5A, less damage but more stun. Mostly just cancel fodder. | ||
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|damage= |guard=Low |cancelable=Yes |chprop=- | |damage= |guard=Low |cancelable=Yes |chprop=- | ||
|startup= |active=- |recovery=- |frameadv=- | |startup= |active=- |recovery=- |frameadv=- | ||
|description = | |description = Low kick. basically a low hitting 2A. On hit you can link back into 2A or 5A for longer confirms which can make it preferable to 5B in chains. | ||
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|damage= |guard=High/Low |cancelable=Yes |chprop=- | |damage= |guard=High/Low |cancelable=Yes |chprop=- | ||
|startup= |active=- |recovery=- |frameadv=- | |startup= |active=- |recovery=- |frameadv=- | ||
|description = | |description = Revolver Stake. Cancels into cl.C>6C target combo for a launch, it's also got a lot of hitstun and can link back into pretty much anything including itself. | ||
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|damage= |guard=High/Low |cancelable=No |chprop=- | |damage= |guard=High/Low |cancelable=No |chprop=- | ||
|startup= |active=- |recovery=- |frameadv=- | |startup= |active=- |recovery=- |frameadv=- | ||
|description = | |description = Clamp claw. Has decent range but doesn't cancel so it's use is kind of limited, you get it more when you want cl.C but are too far. | ||
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|damage= |guard=High/Low |cancelable=Yes |chprop=- | |damage= |guard=High/Low |cancelable=Yes |chprop=- | ||
|startup= |active=- |recovery=- |frameadv=- | |startup= |active=- |recovery=- |frameadv=- | ||
|description = | |description = Beam uppercut. Covers a good anti-air range although it's a little slow. Cancelable which is nice and Celia moves forward when she does it so it's range is better than it may look at first. Useful in confirms when you're too far for a cl.C. | ||
}} }} | }} }} | ||
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|damage= |guard=High/Low |cancelable=No |chprop=- | |damage= |guard=High/Low |cancelable=No |chprop=- | ||
|startup= |active=- |recovery=- |frameadv=- | |startup= |active=- |recovery=- |frameadv=- | ||
|description = | |description = Beam kick. Good range and hitbox for poking but doesn't give anything on normal hit. | ||
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|damage= |guard=Low |cancelable=No |chprop=- | |damage= |guard=Low |cancelable=No |chprop=- | ||
|startup= |active=- |recovery=- |frameadv=- | |startup= |active=- |recovery=- |frameadv=- | ||
|description = | |description = Boosted slide. Pretty safe at most ranges, there are a lot of good sweeps in Chaos Code, but this is one of the best. | ||
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|damage= |guard=High |cancelable=Yes |chprop=- | |damage= |guard=High |cancelable=Yes |chprop=- | ||
|startup= |active=- |recovery=- |frameadv=- | |startup= |active=- |recovery=- |frameadv=- | ||
|description = | |description = Low angled jump jab. Range isn't great, the angle makes it okay for a jump in, mostly notable for it's high number of active frames. | ||
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|damage= |guard=High |cancelable=Yes |chprop=- | |damage= |guard=High |cancelable=Yes |chprop=- | ||
|startup= |active=- |recovery=- |frameadv=- | |startup= |active=- |recovery=- |frameadv=- | ||
|description = | |description = Jumping kick. Hits both above and below Celia which makes it a great all around air normal. Air-to-air j.B is a pretty good anti-air option and the lower hitbox, while not as good as Celia's more dedicated jump-ins, still works. If you don't know which button to push in the air you should probably push j.B | ||
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|damage= |guard=High |cancelable=Yes |chprop=- | |damage= |guard=High |cancelable=Yes |chprop=- | ||
|startup= |active=- |recovery=- |frameadv=- | |startup= |active=- |recovery=- |frameadv=- | ||
|description = | |description = Spear punch. Similar angle to j.A, but less active frames and more damage/stun. Good for when you're confident. | ||
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|damage= |guard=High |cancelable=Yes |chprop=- | |damage= |guard=High |cancelable=Yes |chprop=- | ||
|startup= |active=- |recovery=- |frameadv=- | |startup= |active=- |recovery=- |frameadv=- | ||
|description = | |description = Leg spears. Another jump-in but this one hits much lower, it has the best hitbox of Celia's low angle jump-ins but it doesn't have any cancel options. | ||
}} }} | }} }} | ||
</div></div> | </div></div> | ||
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|damage= |guard=High/Low |cancelable=Yes |chprop=- | |damage= |guard=High/Low |cancelable=Yes |chprop=- | ||
|startup= |active=- |recovery=- |frameadv=- | |startup= |active=- |recovery=- |frameadv=- | ||
|description = | |description = Celia's stakes blow up and launch the opponent. This leads to big damage in the corner but requires you be pretty close. It's a good reward for proper confirming. | ||
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|damage= |guard=Throw |cancelable=No |chprop= | |damage= |guard=Throw |cancelable=No |chprop= | ||
|startup=5f |active=- |recovery=- |frameadv=- | |startup=5f |active=- |recovery=- |frameadv=- | ||
|description= Normal Throw, wall sticks near the corner for combos. | |description= Normal Throw, wall sticks near the corner for combos which is always nice. | ||
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|damage= |guard=Guard Break |cancelable=No |chprop= | |damage= |guard=Guard Break |cancelable=No |chprop= | ||
|startup=- |active=- |recovery=- |frameadv=- | |startup=- |active=- |recovery=- |frameadv=- | ||
|description= Guard Break. | |description= Guard Break. Has really good range which lets Celia get some setups for it. | ||
}} }} | }} }} | ||
Revision as of 12:45, 5 January 2021
Story
Celia
『セリア』
Celia is a robot built to protect the Chaos Code, but she decided that was lame and so instead she's just really into gothic lolita fashion. Respecting Celia's independence, the professor who created her made a different robot to guard the Chaos Code instead. But then things go wrong and Celia must put her average ordinary gothic lolita school girl life on pause to rescue the Chaos Code and ensure it's limitless power isn't used for evil.
Playstyle
Health: 28000 Stun: 95
Celia is a fairly well rounded character with solid zoning, setplay, anti-airs, etc. She has notably good meterless damage and her special run can lead to strong mix-up opportunities. Many of her tools have a significant delay before becoming active, which lets them act as an insurance policy of sorts. Opponents who aren't careful will end up hitting Celia, only to fall into a missile or a bomb. At the same time these moves are limited via a missile gauge that can lock Celia out of most of her options.
Mobility (Run vs Step)
Run: Celia has a special hover dash instead of a normal run. This puts her airborne quickly allowing her to come down with fast jump attacks for a stronger high/low mix-up game.
Step: Because of the special run, Celia's step functions less like a typical chaos code step, and more like most character's runs. She can cancel her step early with any button (or crouching), cannot step cancel, and can super jump out of her step by pressing up.
Extra Move Selection
Prankish Whip gives Celia really good meterless combos, Welcome Boost gives Celia a really obnoxious neutral tool that she can make even more obnoxious via her various missiles, Angelic Wing gives Celia good Exceed routes, and Vanishing Gift gives Celia some good 2 bar combos.
Recommended Sets
Prankish Whip is incredibly good and you should probably take it. Outside of that take whichever super you want to use primarily, or take welcome boost if you want to spend your meter on dangerous company/bashing rain.
Prankish Whip & Angelic Wing
This is probably the easiest set to use, it gives Celia good, consistent meterless combos via prankish whip and it gives her a good, consistent, exceed route to spend all that meter she saves on.
Prankish Whip & Welcome Boost
Use this set if you like Dangerous Company.
Move List
Click on a header to expand that section of the movelist
Normal Moves
5A
5A
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2A
2A
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5B
5B
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2B
2B
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cl.C
cl.C
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5C
5C
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2C
2C
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5D
5D
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2D
2D
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j.A
j.A
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j.B
j.B
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j.C
j.C
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j.D
j.D
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Command Moves
cl.C > 6C
Vaulting-stakes
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Throw
Throw
5/6AC |
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Guard Break
Guard Break
6CD |
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C+D
Tactical Guard
CD |
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A+B
Roll
CD |
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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.
236K
Mischievous Missile
236K |
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623P
Special Move Name
623P |
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214P
Blade Stroll
214P |
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j.214K
Charming Splash
j.214K |
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22K
Prankish Bomb
22K |
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214K
Prankish Missile
214K |
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Extra Ultimate Chaos Moves
236236P
Vanishing Gift
236236P |
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2141236K
Angelic Wing
2141236K |
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Combos
2A > 2B > 2C > 214C > 214C > 214C
Confirm into rekka, works anywhere
2A > 2B > 2C > 214A+C > 214C > 5B > sjc > j.A > j.C > j.D > j.623C
Confirm into ex rekka, works anywhere on screen
2A > 2B > 2C > 214A+C > 214C > 5B > sjc > j.A > j.C > j.D > land > j.B > j.C > j.D > double jump > j.A > j.C > j.D > j.214D
Confirm into ex rekka into rejump, requires you to be close to the corner
2A > 2B > 2C > 236A > 4A > (5B) > cl.C > sjc > j.A > j.C > j.D > land > j.B > j.C > j.D > double jump > j.A > j.C > j.D > j.214D
Confirm into prankish whip and rejump. You need to delay the first air series a bit to get it to work. the 5B before the cl.C is optional, it helps if the opponent is further but it makes the rejump portion a bit tighter.
2A > 2B > cl.C > 236A > 6A > 5B > cl.C > sjc > j.A > j.C > j.D > land > j.B > j.C > j.D > double jump > j.A > j.C > j.D > j.214D
Prankish whip corner combo.
2A > 2B > cl.C > 6C > 236B > 2D > [9] > j.B > j.C > j.D > double jump > j.A > j.C > j.D > j.236B+D > j.B > Tripple jump > j.A > j.C > j.D > j.214D
Corner combo utilizing cl.C > 6C and ex missiles for an extra jump. Requires you to be pretty close to the opponent.
Throw > 2C > sjc > j.A > j.C > j.D > land > jump > j.B > j.C > j.D > j.214D
Throw combo, corner only.
2A > 2B > cl.C > 6C > 236B > 2D > [9] > j.B > j.C > j.D > double jump > j.A > j.C > j.D > B+D > 623C > 236236D > A+B > 623C > 236236D > A+B > 623C > 236236D
Corner exceed using no extra moves, you can start it out using prankish whip as well.
2A > 2B > cl.C > 6C > 236B > 2D > [9] > j.B > j.C > j.D > double jump > j.A > j.C > j.D > B+D > j.C > 214D > 2141236D(9) > A+B > 214D > 2141236D(9) > 214D > 2141236D
Corner exceed using angelic wing. Can be started off of prankish whip as well.
2A > 2B > 2C > 236A > 4A > (5B) > cl.C > sjc > j.A > j.C > j.D > B+C > 9 > j.C > j.D > 214D > 2141236D(9) > A+B > 214D > 2141236D(9) > A+B > 214D > 2141236D
Midscreen exceed using prankish whip. you can do this with a rejump as well, but it becomes much less stable.
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.