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Cthylla, the daughter of Cthulhu is the queen of the sea. One day she came to the surface in search of new toys without regards to humanity's safety. She decided to take the "Chaos Code" for her new toy, but wound up destroying it and enslaving Kudlak instead.
Cthylla has a ton of tools, the most outstanding of which are her projectiles. She has a full arsenal of projectiles including everything but a traditional fireball. She also has reversals, strong okizeme setups, and all the tools needed to rush the opponent down effectively. She does have one clear weakness and that is a lack of range on her normals. Matchups versus characters who not only have more range than her, but can also easily get around projectiles can be tough, but with her offensive tools Cthylla always has the ability to win.
Run vs Step
Both run and step are completely valid choices for Cthylla, and you should pick based on your playstyle. Pick run for strong mixups, and step for better counter hit confirms and more flexible movement.
Cthylla's Run gives her a hover dash ala Morrigan or I-no. This means that when you dash forward, you dash into the air. This is extremely useful for mixups as it gives you access to fast overheads, or you can cut it short and land for a throw/low. While this run has uses in neutral game, it is most effective for okizeme and pressure. This is a more offense oriented pick that forsakes the neutral game a bit, but Cthylla can still get in easily given the chance to follow up her projectiles.
Cthylla's step, unlike other steps does not allow her to step cancel her normals on hit or block. It is however, a good step in that it moves pretty far pretty fast and has good recovery. Plus it's cancelable into any normal or super jump. All around good ground movement option, and having a more traditional step makes it a lot easier for Cthylla to work in throws which she gets great combos from. Step is the best for following up her projectiles as she's always in a position to punish rolls during the whole step, and it still moves very fast.
2A > 2B > 2C > 2D
confirm into knockdown. You can link 2B into itself a couple of times as well, which can make confirming easier.
2A > 2B > 2C > (cl.D) > 236K > (direction + K)
confirm into 236K, good for if you're too far to combo into 2D. Does the same damage but gets you a soft knockdown (or air tech if you do the followup to 236K).
2A > 2B > 2C > (cl.D) > 214BD > 236K > 5C > sjc > j.B > j.C > j.D > 236K > 9K
50% meter combo using 236K. In the corner you can wait a bit and do 5A > cl.C > 236K for a soft knockdown, midscreen you can link into a second 236K which will side swap and give a soft knockdown
2A > 2B > 2C > (cl.D) > 236AC > 5A/5B > etc.
Corner combo extender for 50% meter
2A > 2B > 2C > (cl.D) > 214BD > 22A > 9 > j.A > j.B > j.C > j.D > double jump > j.A > j.B > j.C > j.D > (236K > 9K)
Alternative corner route that sets a trap for later use and also avoids super jump canceling.
confirm > 236K > exceed > jump > j.236B > 236236P > chaos shift > double jump > j.C > 236B > 236236P > chaos shift > double jump > j.C > 236B > 236236P
Throw > 2C > delay 236K > 5A C > sjc > j.B > j.C > j.D > land > cl.C sjc > j.B > j.C > j.D > j.236D
Throw > 2C > 214C > 2A > 5C > sjc > falling j.D > 5A > jump > j.A > j.B > j.C > j.D > double jump > j.B > j.C > j.D > j.236D
Corner throw combo.
Throw > 2C > 236K > 5A > 5C > sjc > j.B > j.D > exceed > j.236B > 236236P > chaos shift > double jump > j.C > 236B > 236236P > chaos shift > double jump > j.C > 236B > 236236P
Exceed combo from throw starter.
Incantation of Darkness
Throw > 2C > 236K > IAD j.D > j.B > j.C > j.D > land > cl.C > sjc > j.B > j.C > j.D > 214214P > j.A (Nyarlathotep hits) > 5B > 5C > sjc > j.B > (Nyarlathotep hits) > land > 5A (Nyarlathotep hits) > cl.B > cl.C > cl.D > sjc > j.A (Nyarlathotep hits)> land > 5A > (Nyarlathotep hits) > cl.B > cl.C > cl.D > sjc > j.A (Nyarlathotep hits)> land > 5A > (Nyarlathotep hits) > cl.B > cl.C > cl.D > sjc > j.A > ((Nyarlathotep goes to disable) > j.B > j.C > j.236236P
| 5A - Mid. Cancelable.
Nice for last second anti airs. Fast and good recovery, links into itself.
| 2A - Mid. Cancelable.
Long range for a light move making this a pretty unique and useful poke, a bit slower than 5A. Good recovery and links into 5A.
| cl.B - Low. Cancelable.
Good for comboing from counterhits where you can get an OTG relaunch. Links into 5A.
| 5B - Mid. Cancelable.
Decent poke. You normally want to chain this into a C move to keep things going.
| 2B - Low. Cancelable.
Go-to light move for close range situations. Fast and links into itself as well as 5A. You normally want to hitconfirm and pressure with this move.
| cl.C - Mid. Cancelable.
Sort of an anti air, it's fast but the hitbox isn't really spectacular. I would say this move is OK for close range anti airs only if you get it out early enough. Highest damage C move.
| 5C - Mid. Cancelable.
Also sort of an anti air, it's on the slow side but covers a really good area. Forward movement on this normal is useful for keeping your combos stable. Lowest damage C move.
| 2C - Mid. Cancelable.
Large sweeping move that covers the whole area in front of Cthylla, you can even catch airborne people with it pretty reliably at its further ranges. Does a bit more damage than 5C.
| cl.D - Mid. Cancelable.
Adds a nice chunk of damage to combos when you are close enough to use it. Moves you forward to keep things going.
| 5D - Mid. Not cancelable.
If you aren't doing this move in a very specific combo or blockstring, you probably did it by accident because it's not very good. Hits twice, for the same total damage than a 2D without knocking down.
| 2D - Low. Not cancelable.
Cthylla's sweep. Does a good chunk of damage and causes a hard knockdown. Causes a groundbounce on counterhit.
| j.A - High. Cancelable.
The fastest air normal that Cthylla has, so it's good for combos and last second air to airs, but has very little range.
| j.B - High. Cancelable.
A bit slower than j.A, but this move is a pretty good jumpin attack. It doesn't have much hitstun, so you mostly want to use it from an instant air dash, then chain it into a j.D.
| j.C - High. Cancelable.
Pretty good range, for Cthylla. This move is a nice air to air, and good jumpin attack near the further ranges. Probably also your best move to use for low to the ground air control when air dashing low to the ground.
| j.D - High. Cancelable.
Angry drop kick. This move is probably Cthylla's best traditional jumpin attack, though you probably will only use it that way from time to time. This move is still great to use during instant air dash pressure up close since j.B will not chain into j.D properly on crouching opponents.
Cthylla can only have one of any given projectile out at a time. EX versions don't count towards this and she can have up to 3 versions of 22P out (EX will summon 3, clearing out all the other ones)
| Phantom of Yog-Sothoth - 236P
Summons bubbles with snakes in them. These bubbles stay on screen for a good while making them useful zoning tools.
Cthylla summons the bubble that travels across the ground, it's the closest thing Cthylla has to a traditional fireball and does a good job controlling ground space.
Summons the bubble in the air that stays put. Good to shut off air approaches but it shuts out access to 236A. Hits 3 times which gives it some good use in combos.
Summons 2 bubbles, one high and one low. These bubbles travel faster, recover faster, and do more damage than the regular version. The EX version also does not count as the same type of projectile as the other bubbles (they look spiky), meaning you can have a single slow bubble on the screen at the same time as your fast bubbles.
| The Hound of Tindalos - 214P
Summons a fish. There's no way for the opponent to tell which fish it is until it actually attacks. However if either of the fish get hit before they attack, they will go away.
The fish does a tounge attack. Hits 3 times and launches on the last hit. Very nice move for okizeme because it not only has good timing on the attack, but it also sucks them in for continued pressure and combos. It's not a bad idea to use this move once in awhile in zoning since your opponent may think it's the C version and try to get past it, then get caught by different attack.
The fish divebombs them. Unlike the A version, this fish goes really far so it's good to set up during zoning. This move causes an OTGable knockdown you can combo after on regular hit, and has an even larger combo window on counterhit. There's still some limited use for this move in okizeme if you want to go for a cross through (via roll or 236K) and have time to combo after.
Basically the C version but it comes back around for an extra hit.
| Wind-Walking Ithaqua Upper - 623P
Uppercut. Has invun making it a reversal and anti-air. On counter hit you get a combo if only 1 hit connects which is most likely to happen on trade with the A version.
Nice, fast anti air. Doesn't really seem to have invulnerabiliy all the way through but that just helps it get trades
A bit slower, more invun.
The most useful as a reversal, but less useful as an anti air since it has so many hits, making the counterhit combos nearly impossible. However, if it hits at a perfect height, you can make last hit of it wiff, and the second to last is not air techable, allowing you to continue your combo.
| The Ring of Papaloi - 214K
In place hoola hoop. Does nothing special, but you can use it as a weak roll punish if you don't want to commit to doing nothing.
Throws the hoola hoop. This move is great for zoning and decent for okizeme. It stays out a good amount of time so this move is good all around given you don't let your opponent roll through it freely. There's quite a bit of delay before it hits so don't use it up close without cover fire.
Goes a bit further than the D version, and is also active right away. Not really worth the meter as a zoning tool since 236PP exists, but this move has use as a combo extender. You could also potentially use this to cut through other projectiles.
| Tulzscha 22P (to set, Air OK) 22K (to launch, Air OK)
Summons eyeballs with the set motion. You can cause them to explode with the launch motion. After 3 are on the screen, the next one you summon will destroy the last summoned eyeballs. These never go away until the round ends or they are detonated.
Interesting zoning and combo tool, kind of hard to use as everything hits at very specific ranges. Both the initial summon and the explosion hit.
Summons an eyeball about a Cthylla's width in front of Cthylla. Air version does the same, but in the air.
Summons an eyeball more like 5 Cthylla's away, air version is still the same.
Summons 3 eyeballs in a row, one at 22A distance, one at 22C distance, and one in between. Air version summons in the air.
Detonates all eyeballs, the explosion is a horizontal line. Air version is the same.
Detonates all eyeballs, but this time the explosion is in a vertical line. Air version is still the same.
| Interstellar Flight Hastur - 236K + any direction + K (Air OK)
One of Cthylla's best specials. Some people choose to play without this move, but I recommend any beginner, and most Cthylla players to use this move as it can cover many of her weak spots. This move also improves Cthylla's combo game considerably.
You cannot do a downwards followup (1, 2 or 3 & K) if you are already on ground level, this applies to both the 236K and j.236D versions. There is a bit of added landing recovery if you hit the ground in the middle of this move, but it does cut the duration short which is useful. Ground level Hastur's cannot be super canceled, you can only cancel them with B+C.
Both hits of this move are unsafe on block, so mixing up whether or not you do the followup, and in which direction you do the followup is vital to not getting punished when this move is blocked. You can also delay the followup quite a bit.
On the ground both kick buttons will do the same special. Goes really far and is easy to combo from on counterhit. On the ground, you cannot follow up with a downwards direction.
Same as the ground version but you can super cancel and follow up with any direction. Good basic tool just like the ground version, and a nice way to end air combos, you can choose to hit them twice, or wiff the followup towards the ground to land faster for more initiative.
This one is a bit different because it goes down at an angle. Good for when you want to get low to the ground and for dicking anti airs. This is one of the best ways Cthylla can end air combos as well since she lands so quickly.
| Game of Shoggoth - 623
Teleport kick. B version leads to an OTGable knockdown, D version moves forward and leads to air combos. Air B version is a combo ender but air D version is too slow to combo into most of the time.
| Flame of Fire Vampires - j.236236P
Cthylla summons a magic circle that spews out fire while slowly floating forward and talking a lot. Cthylla's most damaging super move, and a staple in many of her combos
| Shadow of the Dagon - 236236K
Cthylla touches the ground with a staff which sends out a tiny magic wave across the screen very fast. If they get hit by it, they get locked into a thingy and take a chunk of damage. This move is good for full screen punishes, anti-zoning, and confirming from counterhits where other moves cannot reach.
Extra Ultimate Chaos
| The Black Goat's Sabbath - 236236P
Big, beefy reversal. Hard to punish this move and you get a free combo on counterhits. All around good move, you can also extend combos with this if you spend an extra meter to cancel it.
| Incarnation of Darkness - 214214P
Cthylla summons an ugly black seahorse named Nyarlathotep. While the seahorse is out, she does not gain any meter, but don't be fooled, this is probably one of the best moves in the whole game, it just has a big difficulty curve.
Nyarlathotep attacks based on your inputs. Your pet seahorse can only attack while Cthylla is able to act, that means he can't do anything for you if you're being hit, knocked down, or locked in blockstun. However, once he's started his attack he will keep going no matter what. Additionally, your directional inputs also control Nyarlathoteps movements. Holding down will keep him low to the ground, holding up will keep him in the air, and holding neither will float him at a medium height. You have no control of his horizontal movement though, outside of that which happens via doing attacks. Your seahorse will by default float a few Cthylla lengths in front of Cthylla until it attacks, then it will slowly return to that position. Nyarlathoteps regular attacks can only be performed with "normal" inputs, so for example if you do 5C then you will get a seahorse C as well, but if you do 623C he will do nothing.
| The Call of Great Father - 21426PP
Invulnerable on startup. Cthylla attacks the area in front of her with her staff. If it hits, she chants a summoning spell for a certain someone to come out and shoot a giant laser across the screen and do a bunch of damage. Not a bad move, just expensive so use it wisely.
- 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.
- A Button: Normal version.
- C Button: Urd (Ah! My Goddess)
- D Button: Rin Tohsaka (Fate/Stay Night)
- R1+D Buttons: Madoka (Puella Magi Madoka Magica)