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Celia is a robot built to protect the Chaos Code, but she decided that was lame and so instead she's just really into gothic lolita fashion. Respecting Celia's independence, the professor who created her made a different robot to guard the Chaos Code instead. But then things go wrong and Celia must put her average ordinary gothic lolita school girl life on pause to rescue the Chaos Code and ensure it's limitless power isn't used for evil.
Health: 28000 Stun: 95
Celia is a fairly well rounded character with solid zoning, setplay, anti-airs, etc. She has notably good meterless damage and her special run can lead to strong mix-up opportunities. Many of her tools have a significant delay before becoming active, which lets them act as an insurance policy of sorts. Opponents who aren't careful will end up hitting Celia, only to fall into a missile or a bomb. At the same time these moves are limited via a missile gauge that can lock Celia out of most of her options.
Run vs Step
Celia has a special hover dash instead of a normal run. This puts her airborne quickly allowing her to come down with fast jump attacks for a stronger high/low mix-up game.
Because of the special run, Celia's step functions less like a typical chaos code step, and more like most character's runs. She can cancel her step early with any button (or crouching), cannot step cancel, and can super jump out of her step by pressing up.
2A > 2B > 2C > 214C > 214C > 214C
Confirm into rekka, works anywhere
2A > 2B > 2C > 214A+C > 214C > 5B > sjc > j.A > j.C > j.D > j.623C
Confirm into ex rekka, works anywhere on screen
2A > 2B > 2C > 214A+C > 214C > 5B > sjc > j.A > j.C > j.D > land > j.B > j.C > j.D > double jump > j.A > j.C > j.D > j.214D
Confirm into ex rekka into rejump, requires you to be close to the corner
2A > 2B > 2C > 236A > 4A > (5B) > cl.C > sjc > j.A > j.C > j.D > land > j.B > j.C > j.D > double jump > j.A > j.C > j.D > j.214D
Confirm into prankish whip and rejump. You need to delay the first air series a bit to get it to work. the 5B before the cl.C is optional, it helps if the opponent is further but it makes the rejump portion a bit tighter.
2A > 2B > cl.C > 236A > 6A > 5B > cl.C > sjc > j.A > j.C > j.D > land > j.B > j.C > j.D > double jump > j.A > j.C > j.D > j.214D
Prankish whip corner combo.
2A > 2B > cl.C > 6C > 236B > 2D >  > j.B > j.C > j.D > double jump > j.A > j.C > j.D > j.236B+D > j.B > Tripple jump > j.A > j.C > j.D > j.214D
Corner combo utilizing cl.C > 6C and ex missiles for an extra jump. Requires you to be pretty close to the opponent.
Throw > 2C > sjc > j.A > j.C > j.D > land > jump > j.B > j.C > j.D > j.214D
Throw combo, corner only.
2A > 2B > cl.C > 6C > 236B > 2D >  > j.B > j.C > j.D > double jump > j.A > j.C > j.D > B+D > 623C > 236236D > A+B > 623C > 236236D > A+B > 623C > 236236D
Corner exceed using no extra moves, you can start it out using prankish whip as well.
2A > 2B > cl.C > 6C > 236B > 2D >  > j.B > j.C > j.D > double jump > j.A > j.C > j.D > B+D > j.C > 214D > 2141236D(9) > A+B > 214D > 2141236D(9) > 214D > 2141236D
Corner exceed using angelic wing. Can be started off of prankish whip as well.
2A > 2B > 2C > 236A > 4A > (5B) > cl.C > sjc > j.A > j.C > j.D > B+C > 9 > j.C > j.D > 214D > 2141236D(9) > A+B > 214D > 2141236D(9) > A+B > 214D > 2141236D
Midscreen exceed using prankish whip. you can do this with a rejump as well, but it becomes much less stable.
| 5A - Mid. Cancelable.
| 2A - Mid. Cancelable.
| cl.B - Low. Cancelable.
| 5B - Mid. Cancelable.
| 2B - Low. Cancelable.
| cl.C - Mid. Cancelable.
| 5C - Mid. Cancelable.
| 2C - Mid. Cancelable. Good anti-air.
| 5D - Mid. Not cancelable.
| 2D - Low. Not cancelable.
| j.A - Overhead. Cancelable.
| j.B - Overhead. Cancelable. Hits above, good air-to-air and used for rejumps
| j.C - Overhead. Cancelable. Good all purpose jump-in, goto for hover overheads since it can still chain into j.D
| j.D - Overhead. Cancelable. Similar hitbox to j.C but a bit further down. Overall better hitbox than j.C but doesn't' chain into anything.
| cl.C > 6C - Mid. Cancelable. Launches the opponent, leads to good corner combos
Celia has a special ammo gauge she has to manage in addition to super meter. There are 6 stocks in total. Stocks slowly refill over time, if Celia runs out of stocks she enters cooldown. Special moves that consume stocks of the ammo gauge cannot be used during cooldown. Cooldown lasts approximately 10 seconds. The EX versions of ammo consuming special moves do not consume ammo and can be used during cooldown.
| Mischievous Missile - 236+K (Air OK)
Projectile, it starts off really low and rises up, so it's possible for it to move in under other projectiles which can be good or bad depending on the situation. It does really good damage for a fireball. D version wall bounces on couterhit, EX version shoots 2 missiles and will give you a jump back in the air, letting you do triple jump combos. Consumes a stock.
| Aerial Invitation - 623+P (Air OK)
DP, pretty okay anti-air but a bit slow and the angle isn't hard to avoid. Can be a good combo ender or air exceed starter since the heavy version builds a lot of meter. EX version recovers in the air in a sort of float state, you can't block while falling but you can steer yourself and come down with buttons. Tricky to punish, but not impossible.
| Blade Stroll - 214+Px3
Rekka. Has good range, meterless it's mostly a ground combo ender, the ex version can work as a midscreen combo starter. C version has better range but is slower, both meterless versions lead to an OTGable knockdown, EX version launches for an air combo.
| Charming Splash - j.214+K
Primary combo ender. Hard knockdown with OTG properties. D version has slower startup, but a better hitbox than the B version. EX version gets you a better knockdown and does a bit more damage
| Prankish Bomb - 22+K
A bomb is placed at Celia's feet, blows up after a few seconds. Good for oki but also in neutral, since it will break combos unless the opponent clears it out somehow or punishes you in a way that avoids it. B version leaves the bomb at your feet, D version slides it a bit in front, ex version makes a robot that moves slowly to the opponent ala Chibigawa in arcana. Consumes a stock.
| Prankish Missiles - 214+K
3 missiles shoot up and fall after a delay. B version missiles fall closer to Celia, D version missiles fall further away, ex version tracks the opponent and has all 3 hit the same spot. Has some use in extending combos, but mostly used to make it harder for the opponent to approach/punish or as an oki tool. Consumes a stock.
| Welcome Boost - 623+K
Celia sprouts a pair of butterfly shaped energy wings from her back and rushes forward. B version hits once and leaves the opponent standing. D version hits 3 times for a techable knockdown
| Prankish Whip - 236+P>6P or 4P
The first hit whips forward, good range but too slow to be a reliable neutral tool. The 4P followup brings the opponent in for midscreen combos. The 6P followup smacks the opponent a bunch, does a notable amound of stun, and launches for combos in the corner. All around a really good combo tool.
| Dangerous Company - 214214+K (B+D to launch options)
B version summons 6 chibi-celias at a fixed point, D version summons them around Celia. Too slow to be used in most combos, but activating it really helps out pressure. Chibis can be launched with either 5B+D to go straight or 2B+D to drop to the ground and go low. Active for about 10 seconds
| Bashing Rain Extreme - 236236+K (Air OK)
Celia fires a whole bunch of missiles. Does good damage and can be Chaos Shifted. Primary combo ender super, but be careful since some spacings can cause a few hits of the super to whiff. And let the opponent tech out early.
Extra Ultimate Chaos
| Vanishing Gift - 236236+P
Celia shoves an exploading pie in the opponents face. Does alright stun and damage. Good as a ground combo ender.
| Angelic Wing - 2141236+K (Air OK)
Invincible and hard to punish if blocked. Also does pretty alright damage and lets you do some good air exceed combos.
Surprise Formation - 2363214+PP
Celia rushes forward. On hit she turns her arms into blades and spins on her head. When the opponent is knocked forward, she teleports and knocks them in the air with a giant scythe. She then proceeds to juggle her target in the air with a different array of weapons. The final blow is a beam which is shot from her dress. 13 hits.
- Console Versions: 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.