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

Sailfish Dash
236P
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
236P
Sailfish Dash
96 Mid 9, 13 (heavy) - - +3, +1 (heavy)

+8 (L enhanced), +7 (H enhanced)

-4, -6 (heavy)

+1 (L enhanced), 0 (H enhanced)

Dire Wall bounce (forces Scuba Scuba Scuba!)

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. Enhanced version has much more advantage on hit or block.

236P~LP
Scuba Scuba Scuba!
46

72 (enhanced)

Mid N/A N/A - +3

+5 (enhanced)

-3

-1 (enhanced)

Dire Wall bounce (last hit)

Rapid Punch follow up from Sailfish Dash. Enhanced version raises the damage of the move and can be linked back into lights on standing opponents. Safe ender for block strings.

236P~SP
Scuba Scuba Scuba!
67

97 (enhanced)

Mid N/A N/A - +15 -5 Dire Wall Bounce (last hit)

Heavy version of the Rapid Punch follow up. Knocks opponent down on hit. Enhanced version only raises the damage of the move. Unsafe on block (even enhanced lol).

236P~CT
Sweat out
N/A N/A N/A N/A - 0 -7 Counter N/A

Sweat out follow up. Try to avoid using this move on block unless you condition the opponent to block Scuba Scuba Scuba!


Shora-Ora-Ora!
236P (air only)
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
LP 128 Mid 11 20 - N/A N/A Dire Ground Bounce

A flurry of air punches. Light version is plus on block if low enough and does a lot of guard damage

SP 144 Mid 11 20 - N/A N/A Dire Ground Bounce

A flurry of air punches. Heavy version is decent at mixing up air movement, but is generally less applicable in most situations.


Sea Spin
214K
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
214K
Sea Spin
N/A N/A 15 - - N/A N/A Counter N/A

Spin with follow-ups. Can low profile attacks.

214K~LP
Sea Stop
N/A N/A - - 5, 3 (enhanced) N/A N/A Counter N/A

Ends spin stance. Use to punish whiffed attacks or mix with throw. If it's enhanced it makes a new puddle.

214K~SP
Dunker Diver
144 Overhead 21 21-31 31-48 +17, +28 (enhanced) -13~-4, -9~-2 (enhanced) Dire Ground Bounce

Overhead Follow-up. Pretty risky since its slow.

214K~LK or 214K~4LK
Sea Sea Spin
N/A N/A - - 23, 16 (enhanced) N/A N/A Counter N/A

Moves Ci-Ci forward or back. If it's enhanced it makes a new puddle.

214K~SK
Weary Waves
144 Low 5 5-14 14-29 +9~+17 -8~-1, -4~+5 (enhanced) Dire Crumple

Low-hitting slide follow-up. Enhanced version better on block.

236P~CT
Sweat out
N/A N/A N/A N/A - 0 -7 Counter N/A

Sweat out follow up. Enhanced version is super jump, dash, or backdash.


Dunker Diver
j.214P
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
144 Overhead 19 16 - - - Dire Ground Bounce

Splash overhead. Great cross up potential and combo starter, but can be dire punished.


Poseidon! Attack!
22P (While puddle is out)
Your damage sir~
Your damage sir~
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
120 Mid - - - +75 +3 Dire Power Launch

Poseidon uppercut. Main launcher to extend combos and really good at catching jumps. Heavy version can be held to dely the attack but you are unable to block while holding it.


Poseidon! Capture!
22K (While puddle is out)
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
120 N/A - - - +113 N/A Dire N/A

Poseidon command grab. Starts combos but applies noticable scaling. On its own its can seem relativly slow for a command grab, but when combined with Poseidon! Attack! becuase a strike/throw set up since the opponent will get hit if they jump.


Supers

All-Out Attack

Bottom Feeder Blitz
236236P
FUCK IT i'm SICK of neutral, i'm GOING IN BOYS!
FUCK IT i'm SICK of neutral, i'm GOING IN BOYS!
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
216, 248 Mid 6 16 - +32 -37 Dire N/A

Cici takes a dive towards the opponent, Low profile super that travels a good distance and drops a puddle down. While not his damage super, it offers great utility with the additional puddle, making a way to stay on top opponents and gives you mix in the corner.


Pressure Geyser
214214P
moist bois
moist bois
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
219 Mid 9 31 - +26 -11 Dire N/A

Cici teleports to his puddle attacks with a rising current of water(?). Can ONLY be done when puddle is down. Decent reversal if the opponent is on top of you and you are next to puddle, otherwise a pretty niche super.


Clamshell Combo
214214K
Alright chat, will it sink or swim?
Alright chat, will it sink or swim?
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
234, 264 Mid 8 15 - +24 -17 Dire N/A

KoF style rush super that beats lows. Does better damage but knocks the opponent really far without giving you a chance to catch up.

All-Out EX

Clamshell Combo EX
236236KK
yes its a reference now leave him alone...
yes its a reference now leave him alone...
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
320, 336 Mid 8 15 - +49 -17 Dire N/A

Clamshell Combo but better. WAY more plus frames and damage make a it a great way to end supers and lets you even drop puddles in the corner while staying plus.

All-Out Destruction

In the Wake of Poseidon!
236236KK
"Here comes the PRESSURE!"
"Here comes the PRESSURE!"
Damage Guard Startup Active Recovery Adv Hit Adv Block Punish State Dire Effect
400 Mid 5 7 - +32 -17 Dire N/A

Cici takes you into the puddle dimension. Great combo ender for damage.

Notable Players

Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.

Usual Color Handles/Links Region Status Notes
BC Cici Color 01.png
Buster
@BigHugeBuster
United States
United States
New York
Active Washed up C-Ci-Ci main

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