Chaos Code/NSC/Celia II Kai
Introduction
Run vs Step
Run
Celia's booster wings come out of her back and she charges forward across the screen. Celia covers the entirety of the screen in about a second or so. The dash is normal, special, jump and back (pressing four) cancelable as any point during the dash. This can be used for fake-out approaches or what have you. This run is also used in many of her Bnb's, so as of right now it is the best option for Celia.
Step
Celia hops forward a character length. This hop can be used to cancel normals on hit or block. It's good if you want a throw or command grab mix-up, but it won't be helping you extend combos midscreen.
Combos
Move List
Normal Moves
Celia II has pretty good normals, her best being 2A, 5A, F.5C, J.D and J.A. Overall all of her normals have their uses.
5A - Mid. Cancelable. Air Unblockable
Short ranged poke. Can be staggered and cancels into itself.
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2A - Low. Cancelable. Air Unblockable
Celia's hand turned into a drill and bores into the enemy's feet. Hits 3 times and can be linked into itself and chained into 2D for a knockdown as a small hitconfirm if you're outta range for something else. Stays active for a while, long hitbox, can still be chained into 2D even at max range. Very good.
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5B - Mid. Cancelable. Air Unblockable
Celia's dress pokes out. Less range than 2B, so not as good as 2A for poking, seems to be actually punishable my some jabs
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2B - Low. Cancelable. Air Unblockable
Celia throws out a kick towards the ankle. Low with slightly less range than 2A can be used for a quick low as to not prorate your combo
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cl.C - Mid. Cancelable. Air Unblockable.
A short ranged upwards swipe. Trades with a lot of stuff when used as a anti-air, so it isn't recommended as one.
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f.5C - Mid. Cancelable. Air Unblockable.
Celia attacks with a Mid ranged scythe swipe downwards. Hits from about 2 character lengths. Moves her forward a little.
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2C - Mid. Cancelable. Air Blockable
A cannon fired from Celia's mouth. Hits about 2 character lengths.
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5D - Mid. Not cancelable. Air Unblockable.
A axe rotates around Celia's entire body. Moves her forward some, hits for about 2 character lengths. doesn't deter cross-ups, the hitbox is only in the front of Celia.
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2D - Low. Not cancelable. Air Unblockable
Celia's leg turns into a saw and extends. Hits low, causes knockdown
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j.A - High. Cancelable. Air Blockable
Celia's hand turns into a drill, just like her 2A. Very Good ranged air to air that hits twice, easily confirmable into J.5C > DJ.5BCD > Deadly Spark
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j.B - High. Cancelable. Air Blockable
Celia kicks downwards whilst in the air. Not as good an air to air or jump-in as J.A and J.C respectively. This is mostly a combo-filler. Though useful when you SJ cancel backwards to IAD forwards again as J.C will whiff on crouchers in this situation and J.B will hit.
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j.C - High. Cancelable. Air Blockable
Celia's scythe slashes upwards making for a not-too-bad air-to-air but great IAD on standing opponents as it cancels quickly into J.D to create a double overhead.
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j.D - High. Cancelable. Air Blockable
Celia's scythe twirls about her waist, glowing red. Mainly used for AD cross-ups as the hitbox is all around her. Not as good as J.A as an air-to-air or J.C as a jump-in.
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Command Normals
|- | width="" | 6A - Mid. Cancelable. Air Unblockable
Celia's hand becomes a bigger drill and hits three times. Each hit is cancelable and the third hit pushes the opponent back 2 character lengths on block.
Special Moves
special 1 - input
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special 2 - input |
special - input |
special - input |
Extra Specials
special - input |
special - input |
Ultimate Chaos
super - input |
super - input |
Extra Ultimate Chaos
super - input |
super - input |
Destruction Chaos
super - input |
Colors
- A:
- B:
- C:
- D:
- (Hold R1)+A:
- (Hold R1)+B:
- (Hold R1)+C:
- (Hold R1)+D: