Battle Craze!!/Ci-Ci/C-Side

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Overview

Playstyle
link 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.
  • 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.

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.
Health 925
Mobility Run

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 N/A 21/16 - - N/A N/A Counter N/A

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 20/18 - - N/A N/A Counter N/A

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.

Super Jump
5CT,2CT (requires puddle)
Damage Guard Startup Active Recovery Adv Hit Adv Block
N/A N/A 1 - - N/A N/A

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.

Super Dash
6CT (requires puddle)
Damage Guard Startup Active Recovery Adv Hit Adv Block
N/A N/A 1 - - N/A N/A

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.

Super BackDash
4CT (requires puddle)
Damage Guard Startup Active Recovery Adv Hit Adv Block
N/A N/A 1 - - N/A N

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.

Throws

Are You Ready For This?
5GP
Damage Guard Startup Active Recovery Adv Hit Adv Block
32-88 (120) Throw Tech 4 - - +24 N/A

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.

OOPS!
4GP
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Throw Tech 4 - - +15 N/A

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.

Cowabunga!
j.5GP
Damage Guard Startup Active Recovery Adv Hit Adv Block
88-32 (120) Throw Tech 2 - - +13 N/A

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.

Heartbreaker

Heartbreaker
4CT while blocking
Damage Guard Startup Active Recovery Adv Hit Adv Block
32 Mid 17 - - +1 -23

Cici's heartbreaker, uses far cl.Sk's animation. Decent range

Normals

Standing

5LP
Damage Guard Startup Active Recovery Adv Hit Adv Block
27-9 (36) Mid 4 2, 2 - +3 -3

Standerd 4 frame jab but hits twice. Second hit pushes you a little bit further then the first one on hit and block.


5SP
Damage Guard Startup Active Recovery Adv Hit Adv Block
88 Mid 9 3 - +2 -4

Has great range and decent speed, letting Cici check opponents if they press close to him.


5LK
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Mid 6 3 - +2 -2

Reaches farther than 5LP but has a bit more start up. Slightly disjointed as well making it a decent counter poke.


5SK (close)
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Mid 7 3, 2 - +6 -1

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.

5SK (far)
Damage Guard Startup Active Recovery Adv Hit Adv Block
96 Mid 9 5 - +3 -4

Decent range and active longer then average normals, typically used to cancel into your command normals at the end of ground strings.


Crouching

2LP
Damage Guard Startup Active Recovery Adv Hit Adv Block
36 Mid 4 2 - =1 -2

Single hit jab, VERY slight more range then standing jab.


2SP
Damage Guard Startup Active Recovery Adv Hit Adv Block
92 Mid 9 3 - +2 -2

Much more disjointed then other normals. Does not move him forward.


2LK
Damage Guard Startup Active Recovery Adv Hit Adv Block
40 Low 5 2 - 0 -3

Cici's low normal, use to condition the opponent to block low, and suprise them with his overhead options instead.


2SK
Damage Guard Startup Active Recovery Adv Hit Adv Block
120 Low 10 8 - +40 to +47 -9

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.


Jumping

j.5LP
Damage Guard Startup Active Recovery Adv Hit Adv Block
44 Overhead 4 3 - - -

Good air-to-air, and great for canceling from Super Dash/Super Back Dash.


j.5SP
Damage Guard Startup Active Recovery Adv Hit Adv Block
88 Overhead 9 2 - - -

Cross-up normal and causes ground bounce. Great for jump-in.


j.5LK
Damage Guard Startup Active Recovery Adv Hit Adv Block
30, 10 (40) Overhead, Mid 7 2, 2 - - -

Downward kick that hits twice. Great jump-in to keep the opponent blocking.


j.5SK
Damage Guard Startup Active Recovery Adv Hit Adv Block
80 Overhead 6 3 - - -

Main move for juggles. Great move to mix with after Super Dash.


Command Normals

Buoy Bash Swing
6SP
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
96 Mid 10 3 - +2 -4 Counter Crumple, Spin-Out

Big double fisted swing. Has decent range since Cici moves forward


Flying Cod Crash
3SP
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
96 Mid 8 6 - -1 -6 Counter Launch

Upward headbutt. Great for juggles and anti-airs


Specials

{{MoveData

|image=
|caption=
|name=Sailfish Dash
|input=236P
|data=
 ! height="25px" |Damage

! Guard ! Startup ! Active ! Recovery ! Adv Hit ! Adv Block ! Punish State ! Dire Effect |-

| height="25px"| 96 | Mid | 9, 13 | - | - | +3, +1 | -4, -6 | Dire | Wallbounce |- | colspan="8" style="text-align: left; vertical-align:top;" |

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.

|-

Sailfish Dash
96 Mid 9, 13 - - +8, +7 +1, 0 Dire Wallbounce

Enhanced elbow strike. Much more advantage on hit and block.

Scuba Scuba Scuba!
LP, SP
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LP 46 Mid N/A N/A - +3 -3 Dire Wall bounce (last hit)

Rapid Punch follow up from Sailfish Dash. Safe ender for block strings.

SP 46 Mid N/A N/A - +15 -5 Dire Ground Bounce (last hit)

Heavy version of the Rapid Punch follow up.Knocksdown opponent on hit. Unsafe on block

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)


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.


Dragon's Blaze
63214P
AJIT624P.png
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
AJIT412P.png
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.

Supers

All-Out Attack

Solar Flare
236236P
AJIT236236P.png
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
AJIT236236K.png
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
AJIT214214K.png
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
AJIT236236K.png
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
AJIT214214PP.png
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.