Chaos Code/NSC/Celia II Kai

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Introduction

Celia's evil sister who guards the chaos code. There are actually 2 different Celia 2s, the boss version you fight in arcade mode (who can be unlocked with points in collection). And Celia 2 Kai, the tournament legal version who's unlocked by default. This article is only about Celia 2 Kai (refereed to by the community as simply "Kai" to avoid confusion with her sister) since all boss characters are banned.

Kai is 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.

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.

Move List

Normal Moves

Kai has pretty good normals, her best being 2A, 5B, F.5C, J.D and J.A. Overall all of her normals have their uses.


5A - Mid. Cancelable. Air Unblockable | Special CH Effect: N/A

Short ranged poke. Can be staggered and cancels into itself.


2A - Low. Cancelable. Air Unblockable | Special CH Effect: N/A

Kai's hand turns into a drill and bores into the enemy's feet. Hits 2 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.


5B - Mid. Cancelable. Air Unblockable | Special CH Effect: N/A

Kai's dress pokes out. Less range than 2B, so not as good as 2A for poking


2B - Low. Cancelable. Air Unblockable | Special CH Effect: N/A

Kai throws out a kick towards the ankle. Low with slightly less range than 2A can be used for a quick low


cl.C - Mid. Cancelable. Air Unblockable | Special CH Effect: Spin

A short ranged upwards swipe. Trades with a lot of stuff when used as a anti-air, but still probably her best meterless option


f.5C - Mid. Cancelable. Air Unblockable | Special CH Effect: Spin

Kai attacks with a Mid ranged scythe swipe downwards. Hits from about 2 character lengths. Moves forward a little.


2C - Mid. Cancelable. Air Blockable | Special CH Effect: Spin

A cannon fired from Kai's mouth. Hits about 2 character lengths.


5D - Mid. Not cancelable. Air Unblockable | Special CH Effect: Spin

An axe rotates around Kai's entire body. Moves her forward some, hits for about 2 character lengths, vaccuums in on hit (but not on block). Doesn't deter cross-ups, the hitbox is only in the front of Kai. It's not cancelable but you can link off it


2D - Low. Not cancelable. Air Unblockable | Special CH Effect: Knockdown state (OTGable)

Kai's leg turns into a saw and extends. Hits low, causes knockdown. You can pick up for a combo on Counter Hit.


j.A - High. Cancelable. Air Blockable | Special CH Effect: N/A

Kai's hand turns into a drill, just like her 2A. Very Good ranged air to air that hits twice, easily confirmable.


j.B - High. Cancelable. Air Blockable | Special CH Effect: N/A

Kai kicks downwards whilst in the air. Not as good an air to air or jump-in as J.A and J.C respectively. It's main use is to hit while rising in situations where j.C will whiff.


j.C - High. Cancelable. Air Blockable | Special CH Effect: Spin

Kai's scythe slashes upwards making for an alright air-to-air and a really good jump in. It's best use is in air footsies battles where it often out-prioritizes other normals.


j.D - High. Cancelable. Air Blockable | Special CH Effect: Spin

Kai'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, but a good jump-in and a good move to come down with after an air tech.


Command Normals

6A - Drill Mid. Cancelable. Air Unblockable | Special CH Effect: N/A

Celia's hand becomes a bigger drill and hits three times. Vacuums in on the first hit, then pushes away. All hits are cancelable

Special Moves

Raging Tomahawk - 236A/C
  • A ver | Special CH Effect: Cannot induce Counter Hit state

Celia flings one Tomahawk across the screen at a medium speed. Recovers decently on block due to push-back.

  • C ver | Special CH Effect: Cannot induce Counter Hit state

Celia flings two Tomahawks instead of one. Start up is longer, blades seem to be a bit faster. Plus on block when done point blank.

  • EX ver | Special CH Effect: Cannot induce counter Hit state

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.

Deadly Spark - 623A/C
  • A ver | Special CH Effect: Float

Celia spins around horizontally on fire, similar to Bison's psycho crusher. Useful as a combo ender.

  • C ver | Special CH Effect: Float

Celia spins about 3/4th screen, crossing the enemy (On block) up if they are within this distance. More damage.

  • EX ver | Special CH Effect: Cannot induce Counter Hit state

Celia's spins horizontally and turns purple instead of red, shooting towards the opponent. Very fast start-up and recovery.

Hell's Configuration - 214A/C
  • A ver | Special CH Effect: Spin

Celia hops off the ground and forward a third of the screen, bringing down her scythe along the way. This move is a quite slow overhead.

  • C ver | Special CH Effect: Groundbounce

Celia hops off the ground about a half screen distance, bring down her scythe in the meantime. This is an overhead as well that causes an OTGable knockdown.

  • EX ver | Special CH Effect: Groundbounce

Celia once again 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.


Tragic Disparity - 214B/D
  • B ver | Special CH Effect: N/A

Celia surrounds herself with a green force field. Reflects projectiles. Can be used as an anti-air but it's very punishable on block/whiff

  • D ver | Special CH Effect: wall bounce

Celia surrounds herself with an orange force field. Absorbs projectiles. Used in corner combos because of the wall slam effect

  • EX ver | Special CH Effect: wall bounce

Celia surrounds herself with a green force field. Reflects projectiles. Invun on startup and on CH it causes a giant wall bounce that's easy to confirm off of making this Kai's main reversal. It's in counter hit state even during recovery so try not to have it whiff or get blocked.

Extra Specials

Tricky Vision - 421/623+D

Celia's 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

Celia 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.

Ultimate Chaos

Cruel Ascension - 214214A/C

Celia 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.

Refusal Missile - 236236B/D

Celia 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

Celia 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 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

Celia creates gigantic sword and swings it at the enemy. The sword is unblockable, 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 more useful level 3s since it can lead to checkmate situations.

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

Match-ups

Strategy

Neutral

Your goal in neutral is the usual. CH fishing and trying to score that hit. Celia's Abare is pretty good where she can convert any hit into decent damage and meter gain isn't that bad, either. Her Abare just becomes even stronger when she has meter to spare. When Celia has meter, she can carry you right off to the corner if she's close enough. So, take advantage of any situation where your opponent is slacking.

Your tools in neutral are:

236A Raging Tomahawk- This is the version with one blade and the least recovery on it. This is your tool simply when you want to keep your opponent still for a moment or two. C version isn't recommended unless you're using it at a certain range or against zoners since if your opponent IAD's over it, you're gunna get CH and die.

J.A- This is your air to air. Depending on how you use this, you can easily confirm into just a Deadly Spark or a Double Jump combo.

Tragic Disparity- You can use this to reflect your opponents own projectiles back at them. If you do this at a suitable range, you can turn the opponents tools in your own tools and try getting in.

2C- Pretty long range, great for counter fishing as it induces Spin state, making it really easy to confirm for big damage.

2A- The range is pretty good and it'll always go into 2D, thus you'll get a knockdown even at max range. Getting that knockdown takes things from neutral and puts you in control for the moment.

J.C/J.D- These are normals you can also use for getting in. J.D for cross-ups off of SJ cancels and J.C for getting an overhead in from a certain range. Do it semi-deep as if it whiffs, you're open to punishment.

Defense

Celia has good defensive options coupled with her rolls, though lacks a solid anti-air. As an anti-air air, she'll have to either properly just f.5C or use Tragic Disparity. Depending on how close the opponent is close to the corner, Tragic Disparity will just return things to neutral and you won't get anything off of it. If they're in the corner, you can confirm into Cruel Ascension and continue from there.

Your defensive tools are:

Tragic Disparity- Iffy Anti-Air and use as a DP since it's invuln on start-up.

Tricky Vision- Your two-part teleport that is invulnerable all the way until the end. It recovers pretty quickly and can get you outta bad spots.

EX Tragic Configuration- Reversal and Corner carry tool. You get a full combo off of this and can be used as an anti-air if done correctly.

Cruel Ascension- Reversal Super, very decent damage and you can combo off of it in certain circumstances..

SEPARATION.KAI- Unblockable lvl3 Super Sword. If your opponent can't dodge within range, they're getting hit. Period. 50% damage from full life and catches you in a lot of places.

Roll- Your basic A+B roll. You can be grabbed out of this.

Parry- Your basic Parry. Don't get mashy with it. That meter will do you good in other places as well.

Offense

Your offense will be a mix-up of safe rushdown and spacing. Up close your mix-up game isn't much to be feared. All of your things can be blocked low, so you'll be needing to mix-in super jumping canceling, tick grabs, guard breaks and the command grab if you run it. Celia's Oki is basic. What I mean by basic is that she doesn't have something like Herme's lightning puddle to set down on a knockdown opponent to set up unblockables, or get in free mix-up. You can get your shit parried and you could be killed. So, you want to mix up between these things.

  • Empty jumps into low, grab, Core of Death
  • Baiting parries and reversals
  • Deep jump-ins or deep IAD's
  • Forward jump IAD Back into J.D
  • Cross-up J.D after knockdown or SJ-Canceled normal

There are many other options and gimmicks that you can figure out on your own.

Your offensive tools are:

2A- Long ranged poke, low, cancleable. Chains into 2D and 2B for more lows.

2D- Very long ranged and causes knockdown

2C- Mid ranged canon shot from the mouth, good to use when CH fishing. SJ cancleable

f.5C/6A- Big hitboxes and air unblockable normals

EX Hell's Configuration- Reversal, full combo off of it.

Core of Death- DO NOT WHIFF THIS BITCH.... Seriously, do not. You're left -wide open- for whatever starter your enemy wants to smack you with. This is great for ticking and keeping your opponent scared while you're rushing them down. You get decent damage off of this and once you instill the fear of it into your opponents mind, the mental game should even be in your favor.

Tragic Disparity- Reflects your opponents projectiles or even negates them.

Universal Unblockable- Add this into your mix-up for a free combo if they like to respect you.

Miscellaneous

Notable Players
Pizzicato
Fate
Mitsuya
Masuyama


Videos

[Fate's Chaos Code Celia II Kai Combo Tutorial
[Celia II Kai - Basic & Advanced BnBs
[Manji (Kagari) vs Fate (Celia II Kai)
[Hashimo (Cerberus) vs Pizzicato (Celia II Kai)

Colors

Notes:

  • PS3 Version: 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.

Template:CCColors

  • A Button:
  • B Button:
  • C Button:
  • D Button: Metallic
  • R1+A Buttons:
  • R1+B Buttons:
  • R1+C Buttons:
  • R1+D Buttons:
General
Controls
FAQ
System
HUD
Characters
Hikaru
MG Hikaru
Kagari
Cerberus
Kudlak-Sin
Celia
Vein
Celia II Kai
Hermes
Catherine
Cthylla
Bravo
Cait & Sith
Rui
Ray
Lupinus