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Line 431: |
Line 431: |
| | description= Elbow strike. Lp version is faster, and SP version travels farther. SP version is great for checking opponents who think you can't reach them.<br> | | | description= Elbow strike. Lp version is faster, and SP version travels farther. SP version is great for checking opponents who think you can't reach them.<br> |
| When enhanced over puddle the move becomes safe on block and the SP version can be linked from on hit. | | When enhanced over puddle the move becomes safe on block and the SP version can be linked from on hit. |
| }}
| |
| }}
| |
| {{MoveData | | {{MoveData |
| |input=EN236P | | |input=EN236P |
Revision as of 12:55, 16 October 2023
Overview
Playstyle
C-Ci-Ci focuses on a high level rushdown game using his high speed and air mobility to close in on the opponent. Poseidon can also be used for setplay and traps that force the opponent into strike throw mix if used properly. |
Pros |
Cons |
- Rushdown: C-Ci-Ci can use his puddles to airdash toward the opponent at extreme speeds, allowing him to get instant overheads.
- Setplay: Has powerful setplay and traps, especially in the corner, thanks to Poseidon.
- Mix-Ups His C-Tech is an 8 way airdash, which allow up to change his direction in the air at will. This becomes even more powerful when combined with 1 bar craze cancels.
- Grabs: His grabs do normal damage, however they also set up his puddles.
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- Low Health: C-Ci-Ci has 75 less health than average.
- Small Normals: Ci-Ci's normals are generally a little stubby, Mainly his jabs, Using and his other normals are the key to finishing combos in some situations
- Low Damage: Without puddles Ci-Ci can struggle to get 300 damage.
- Closing The Distance: This can be very difficult for Ci-Ci since he his approach options are telegraphed. Sometimes its best to be patient in neutral.
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Statistics
Trait
|
"Poseidon": Certain moves will leave behind a puddle that Ci-Ci can consume to buff certain attacks or grant him access to better mobility while he’s standing on them.
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Health
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925
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Mobility
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Run
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Move Overview
Universal Mechanics
Craze Tech
Sweat Out 5CT
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
Utility
|
N/A
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N/A
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21/16
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-
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-
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N/A
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N/A
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Counter
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N/A
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Cici drops a puddle below him. Only 2 puddles can be placed at a time and disappear when off screen. The held version allows for the dash follows 16 frames into the move.
Sweat out is Cici's most important move since it allows him to get his movement options, enhance his specials, and access posiden specifc moves.
|
|
Current Rider 5CT or Any+CT
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
N/A
|
N/A
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20/18
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-
|
-
|
N/A
|
N/A
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Counter
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N/A
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Cici places a puddle down from the air, and can be followed up with a omni-directional air dash. This move can be cancelled into from air normals but you will be -6 at least, most characters can mash jab on your follow ups or just air throw you. its best to dash back if you want to threaten with posiden or just follow up with his other air specials instead.
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|
Super Jump 5CT,2CT (requires puddle)
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
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N/A
|
N/A
|
1
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-
|
-
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N/A
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N/A
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Cici leaps high into the air, can immediately cancel into his normals. 4CT is a shorter hop upwards but fuctions similarly. Can be a good alternative to putting down puddles closer to your opponent by following up with Current Rider. Some other niche uses are catching other opponents who can match your vertical height or getting the closest thing to an instant overhead with J.Sp since it autotimes to beat the fuzzy system.
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Super Dash 6CT (requires puddle)
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
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N/A
|
N/A
|
1
|
-
|
-
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N/A
|
N/A
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Cici dashes toward the opponent, can attack 9 frames after dashing. In neutral this lets Cici threaten with an overhead from very long distances with J.Lp, j.Lk, J.Sk. if the opponent is blocking you can cancel your string into the dash for mix-ups. Its serves as a great combo extender if you are out of range with posiden or you are juggling an air opponent.
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Super BackDash 4CT (requires puddle)
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Damage
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Guard
|
Startup
|
Active
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Recovery
|
Adv Hit
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Adv Block
|
N/A
|
N/A
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1
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-
|
-
|
N/A
|
N
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Cici dashes away the opponent, can attack 9 frames after dashing. Not nearly as applicable as Super Dash since Cici wants to be in your face, but if you want to play patiently then this could be good for getting the opponent impatient and make mistakes. A good thing to do is to cancel into a normal like j.Lp since it carries your momentum and lets you land faster.
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Throws
Are You Ready For This? 5GP
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
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Adv Hit
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Adv Block
|
32-88 (120)
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Throw Tech
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4
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-
|
-
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+24
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N/A
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Cici's forward throw, kicks the opponent away while placing a puddle right under him. Easily can follow up with a Super Dash or cr.Lk to mix up the opponent.
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|
OOPS! 4GP
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
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Adv Block
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120
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Throw Tech
|
4
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-
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-
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+15
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N/A
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Cici's trips on his back and slams the opponent into the ground. This also places a puddle and can lead to high low mix.
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Cowabunga! j.5GP
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Damage
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Guard
|
Startup
|
Active
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Recovery
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Adv Hit
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Adv Block
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88-32 (120)
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Throw Tech
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2
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-
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-
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+13
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N/A
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Cici surfs on the opponents body and kicks himself off of them. This can start combos if hit raw and drops a puddles below you. Compared to other grabs if you combo into this the puddle is placed under the opponent instead.
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Heartbreaker
Heartbreaker 4CT while blocking
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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32
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Mid
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17
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-
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-
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+1
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-23
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Cici's heartbreaker, uses far cl.Sk's animation. Decent range
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Normals
Standing
5LP
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
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Adv Block
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27-9 (36)
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Mid
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4
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2, 2
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-
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+3
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-3
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Standerd 4 frame jab but hits twice. Second hit pushes you a little bit further then the first one on hit and block.
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5SP
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Damage
|
Guard
|
Startup
|
Active
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Recovery
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Adv Hit
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Adv Block
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88
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Mid
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9
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3
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-
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+2
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-4
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Has great range and decent speed, letting Cici check opponents if they press close to him.
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5LK
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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40
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Mid
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6
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3
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-
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+2
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-2
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Reaches farther than 5LP but has a bit more start up. Slightly disjointed as well making it a decent counter poke.
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5SK (close)
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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96
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Mid
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7
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3, 2
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-
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+6
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-1
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Can be linked back to lights, main heavy combo extender on standing opponents. Midscreen you tend to be outside the range of 5Lp so its best to link with 5Lk instead.
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5SK (far)
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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96
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Mid
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9
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5
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-
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+3
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-4
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Decent range and active longer then average normals, typically used to cancel into your command normals at the end of ground strings.
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Crouching
2LP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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36
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Mid
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4
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2
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-
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=1
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-2
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Single hit jab, VERY slight more range then standing jab.
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2SP
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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92
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Mid
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9
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3
|
-
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+2
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-2
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Much more disjointed then other normals. Does not move him forward.
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2LK
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Damage
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Guard
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Startup
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Active
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Recovery
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Adv Hit
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Adv Block
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40
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Low
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5
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2
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-
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0
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-3
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Cici's low normal, use to condition the opponent to block low, and suprise them with his overhead options instead.
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2SK
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Damage
|
Guard
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Startup
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Active
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Recovery
|
Adv Hit
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Adv Block
|
120
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Low
|
10
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8
|
-
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+40 to +47
|
-9
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Cici's sweep, you can OTG with 2LK and get a better mix-up, and can combo into Bottom Feeder Blitz if you want to cash out on damage. CANNOT be spaced for more plus frames on block.
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Jumping
j.5LP
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Damage
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Guard
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Startup
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Active
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Recovery
|
Adv Hit
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Adv Block
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44
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Overhead
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4
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3
|
-
|
-
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-
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Good air-to-air, and great for canceling from Super Dash/Super Back Dash.
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j.5SP
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Damage
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Guard
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Startup
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Active
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Recovery
|
Adv Hit
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Adv Block
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88
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Overhead
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9
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2
|
-
|
-
|
-
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Cross-up normal and causes ground bounce. Great for jump-in.
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|
j.5LK
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Damage
|
Guard
|
Startup
|
Active
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Recovery
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Adv Hit
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Adv Block
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30, 10 (40)
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Overhead, Mid
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7
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2, 2
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-
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-
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-
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Downward kick that hits twice. Great jump-in to keep the opponent blocking.
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j.5SK
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Damage
|
Guard
|
Startup
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Active
|
Recovery
|
Adv Hit
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Adv Block
|
80
|
Overhead
|
6
|
3
|
-
|
-
|
-
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Main move for juggles. Great move to mix with after Super Dash.
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Command Normals
Buoy Bash Swing 6SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
96
|
Mid
|
10
|
3
|
-
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+2
|
-4
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Counter
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Crumple, Spin-Out
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Big double fisted swing. Has decent range since Cici moves forward
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|
Flying Cod Crash 3SP
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
96
|
Mid
|
8
|
6
|
-
|
-1
|
-6
|
Counter
|
Launch
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Upward headbutt. Great for juggles and anti-airs
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|
Specials
{{MoveData
|image=
|caption=
|name=Sailfish Dash
|input=236P
|data=
{{AttackData(Special)-BC
| damage= 96
| guard= Mid
| startup= 9, 13
| advHit= +3, +1
| advBlock= -4, -6
| punishState = Dire
| direEffect = Wallbounce
| description= Elbow strike. Lp version is faster, and SP version travels farther. SP version is great for checking opponents who think you can't reach them.
When enhanced over puddle the move becomes safe on block and the SP version can be linked from on hit.
EN236P
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
96
|
Mid
|
9, 13
|
-
|
-
|
+8, +7
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+1, 0
|
Dire
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Wallbounce
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Enhanced elbow strike. Much more advantage on hit and block.
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|
Scuba Scuba Scuba! LP, SP
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
LP
|
96,16,16,16 (144)
|
Mid, Overhead (last hit)
|
13, 6 (aerial)
|
3,3,2,2
|
-
|
-
|
-3, -6
|
Dire
|
Wall bounce (last hit)
|
Rapid Punch follow up from Sailfish Dash
|
SP
|
96,16,16,16 (144)
|
Mid, Overhead (last hit)
|
13, 6 (aerial)
|
3,3,2,2
|
-
|
-
|
-
|
Dire
|
Ground Bounce (last hit)
|
|
Sweat Out CT
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
N/A
|
N/A
|
13, 6 (aerial)
|
3,3,2,2
|
-
|
-
|
-
|
Dire
|
Ground Bounce (last hit)
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|
Shora-Ora-Ora! 236P
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
LP
|
128
|
Mid
|
4
|
7
|
-
|
+15
|
-25
|
Dire
|
Ground Bounce (forces Tiger's Whip)
|
Ajit's Dragon Punch, this version specifically is better for combos as Ajit doesn't go as high into the air as<br
the heavy version. This version also doesn't have any invuln. Can be followed up by Tiger's Whip.
|
SP
|
128
|
Mid
|
7
|
10
|
-
|
+15
|
-33
|
Dire
|
Ground Bounce(forces Tiger's Whip)
|
An actual reversal, invuln to everything except supers on frame 1. Can be followed up by Tiger's Whip.
|
623P~P Tiger's Whip
|
145
|
-
|
4
|
-
|
-
|
-
|
-
|
Dire
|
Ground Bounce
|
Follow-up after Tiger Strike, can't be done on guard.
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|
Dragon's Blaze 63214P
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
LP
|
136
|
Mid
|
16
|
3
|
-
|
+2
|
-3
|
Dire
|
Wall Bounce
|
Big punch, use this in block strings as it's mostly safe on block. Also low profiles.
|
SP
|
152
|
Mid
|
22
|
3
|
-
|
+21
|
-2
|
Dire
|
Wall Bounce
|
Bigger punch, use this in combos in the corner after 6LP. Also low profiles.
|
|
Cobra Gatling 421P
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
LP
|
144
|
Mid
|
13
|
16
|
-
|
+19
|
-20
|
Dire
|
Power Launch
|
Cool looking rapid punches. This is the move you want to use your Dire effect on.
|
SP
|
168
|
Mid
|
17
|
32
|
-
|
+19
|
-20
|
Dire
|
Power Launch
|
Slower, higher damaging version of the LP version. If you can combo into this you might as well since it does much more damage.
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|
Supers
All-Out Attack
Solar Flare 236236P
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
200
|
Mid
|
9
|
3
|
-
|
+46
|
-25
|
Dire
|
N/A
|
Big Palm strike with startup invulnerability. Probably best as a raw punish rather than a combo ender as it's his lowest damage super.
|
|
Exodus 236236K
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
240
|
Mid
|
10
|
16
|
-
|
+24
|
-13
|
Dire
|
N/A
|
KoF style rush super, use this super to end juggles.
|
|
Heatstroke 214214K, air OK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
248
|
Mid
|
17
|
4
|
-
|
+24
|
-23
|
Dire
|
N/A
|
Air super. Highest damage out of all of his other level 1 supers but not very consistent in juggles.
|
|
All-Out EX
Exodus EX 236236KK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
304
|
Mid
|
8
|
16
|
-
|
+24
|
-13
|
Dire
|
N/A
|
Ajit's level 2 super. Basically the exact same as Exodus but with more damage.
|
|
All-Out Destruction
Pillar of Fire, Pillar of Soul 214214PP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Adv Hit
|
Adv Block
|
Punish State
|
Dire Effect
|
392
|
Mid
|
8
|
56
|
-
|
+24
|
-29
|
Dire
|
N/A
|
Ajit's level 3 super. Ajit's highest damaging combo ender, far less recovery on whiff for whatever reason.
|
|