Story
Celia
『セリア』
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.
Playstyle
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.
Mobility (Run vs Step)
Run: 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.
Step: 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 back/downback), cannot step cancel, and can super jump out of her step by pressing up.
Prankish Whip (236P) gives Celia really good meterless combos, Welcome Boost (623K) gives Celia a really obnoxious neutral tool that she can make even more obnoxious via her various missiles, Angelic Wing (2141236K) gives Celia good Exceed routes, and Vanishing Gift (236236P) gives Celia some good 2 bar combos.
Recommended Sets
Prankish Whip is incredibly good and you should probably take it. Outside of that take whichever super you want to use primarily, or take welcome boost if you want to spend your meter on dangerous company/bashing rain.
Prankish Whip (236P) & Angelic Wing (2141236K)
This is probably the easiest set to use, it gives Celia good, consistent meterless combos via prankish whip and it gives her a good, consistent, exceed route to spend all that meter she saves on.
Prankish Whip (236P) & Welcome Boost (623K)
Use this set if you like Dangerous Company. Being able to launch heads to cover Welcome Boost makes the move even better, and if you're spending meter on dangerous company you probably don't want the other supers anyway.
Move List
Click on a header to expand that section of the movelist
Normal Moves
Normal Moves
5A
5A
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
8f
|
-
|
-
|
+2
|
Yes
|
-
|
Jab. Pretty good range for what it is.
|
|
2A
2A
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
7f
|
-
|
-
|
+2
|
Yes
|
-
|
Crouch jab. Shorter range than 5A but hits lower and is faster, which is nice for pickups in combos.
|
|
5B
5B
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
Low
|
7f
|
-
|
-
|
+0
|
Yes
|
-
|
Curtsy kick. Shorter range than 5A, less damage but more stun and faster.
|
|
2B
2B
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
Low
|
7f
|
-
|
-
|
+4
|
Yes
|
-
|
Low kick. basically a low hitting 2A. On hit you can link back into 2A or 5A. It's also Celia's best normal in terms of frame advantage on block.
|
|
cl.C
cl.C
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
10f
|
-
|
-
|
+3
|
Yes
|
-
|
Revolver Stake. Cancels into cl.C>6C target combo for a launch, it's also got a lot of hitstun and can link back into pretty much anything including itself.
|
|
5C
5C
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
10f
|
-
|
-
|
-1
|
No
|
-
|
Clamp claw. Has decent range but doesn't cancel so it's use is kind of limited, you get it more when you want cl.C but are too far.
|
|
2C
2C
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
9f
|
-
|
-
|
-8
|
Yes
|
-
|
Beam uppercut. Covers a good anti-air range although it's a little slow. Cancelable which is nice and Celia moves forward when she does it so it's range is better than it may look at first. Useful in confirms when you're too far for a cl.C.
|
|
5D
5D
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
9f
|
-
|
-
|
-4
|
No
|
-
|
Beam kick. Good range and hitbox for poking but doesn't give anything on normal hit.
|
|
2D
2D
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
Low
|
8f
|
-
|
-
|
-10
|
No
|
-
|
Boosted slide. Pretty safe at most ranges, there are a lot of good sweeps in Chaos Code, but this is one of the best.
|
|
j.A
j.A
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High
|
6f
|
-
|
-
|
-
|
Yes
|
-
|
Low angled jump jab. Range isn't great, the angle makes it okay for a jump in, mostly notable for it's high number of active frames.
|
|
j.B
j.B
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High
|
6f
|
-
|
-
|
-
|
Yes
|
-
|
Jumping kick. Hits both above and below Celia which makes it a great all around air normal. Air-to-air j.B is a pretty good anti-air option and the lower hitbox, while not as good as Celia's more dedicated jump-ins, still works. If you don't know which button to push in the air you should probably push j.B
|
|
j.C
j.C
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High
|
7f
|
-
|
-
|
-
|
Yes
|
-
|
Spear punch. Similar angle to j.A, but less active frames and more damage/stun. It's also faster than j.D which makes it a more reliable chain option for when you IAD j.A or something
|
|
j.D
j.D
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High
|
9f
|
-
|
-
|
-
|
Yes
|
-
|
Leg spears. Another jump-in but this one hits much lower, it has the best hitbox of Celia's low angle jump-ins but it doesn't have any cancel options.
|
|
Command Moves
Command Moves
cl.C > 6C
Vaulting-stakes
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-5
|
Yes
|
-
|
Celia's stakes blow up and launch the opponent. This leads to big damage in the corner but requires you be pretty close. It's a good reward for proper confirming.
|
|
Universal Mechanics
Universal Mechanics
Throw
Throw 5/6AC
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
Throw
|
5f
|
-
|
-
|
-
|
No
|
-
|
Normal Throw, wall sticks near the corner for combos which is always nice.
|
|
Guard Break
Guard Break 6CD
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
Guard Break
|
38f
|
-
|
-
|
-
|
No
|
-
|
Guard Break. Has really good range which lets Celia get some setups for it.
|
|
C+D
Tactical Guard CD
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
A+B
Roll AB
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
-
|
34f
|
-
|
-
|
-
|
No
|
-
|
|
|
Special Moves
Special Moves
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.
236K
Mischievous Missile 236K
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
B
|
-
|
-
|
High/Low
|
32f
|
-
|
-
|
-
|
No
|
-
|
B(air)
|
-
|
-
|
High/Low
|
31f
|
-
|
-
|
-
|
No
|
-
|
D
|
-
|
-
|
High/Low
|
56f
|
-
|
-
|
-
|
No
|
wall bounce (vs air hit)
|
D(air)
|
-
|
-
|
High/Low
|
31f
|
-
|
-
|
-
|
No
|
-
|
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 sticks if it hits an airborne opponent and wall bounces if it counterhits an airborne opponent, EX version shoots 2 missiles and will give you a jump back in the air, letting you do triple jump combos. Consumes a stock.
|
|
623P
Aerial Invitation 623P
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
A
|
-
|
-
|
High/Low
|
4f
|
-
|
-
|
-39
|
No
|
OTGable knockdown
|
C
|
-
|
-
|
High/Low
|
6f
|
-
|
-
|
-50
|
No
|
Stagger(ground hit) OTGable knockdown (air hit)
|
EX
|
-
|
-
|
High/Low
|
5f
|
-
|
-
|
-72 (cancelable 13f after first active)
|
No
|
OTGable knockdown
|
A (air)
|
-
|
-
|
High/Low
|
8f
|
-
|
-
|
-
|
No
|
OTGable knockdown
|
C (air)
|
-
|
-
|
High/Low
|
10f
|
-
|
-
|
-
|
No
|
OTGable knockdown
|
EX (air)
|
-
|
-
|
High/Low
|
6f
|
-
|
-
|
-
|
No
|
OTGable knockdown
|
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 which makes it a little weird to punish, but not safe.
|
|
214P
Blade Stroll 214P
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
A
|
-
|
-
|
High/Low
|
14f
|
-
|
-
|
-2/-15/-14
|
No
|
Stagger
|
C
|
-
|
-
|
High/Low
|
22f
|
-
|
-
|
-4/-17/-19
|
No
|
Stagger
|
EX
|
-
|
-
|
High/Low
|
14f
|
-
|
-
|
-2/-3/-2
|
No
|
Stagger
|
Rekka, do it 3 times for all hits. 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 on both the second and third hits. Staple combo piece if you don't take prankish whip
|
|
j.214K
Charming Splash j.214K
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
B
|
-
|
-
|
High/Low
|
14f
|
-
|
-
|
-
|
No
|
-
|
D
|
-
|
-
|
High/Low
|
17f
|
-
|
-
|
-
|
No
|
-
|
EX
|
-
|
-
|
High/Low
|
17f
|
-
|
-
|
-
|
No
|
-
|
Air combo ender. OTGable hard knockdown although you're usually too high to convert. D version has slower startup but a better hitbox. EX version gets you a better knockdown and does more damage.
|
|
22K
Prankish Bomb 22K
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
B/D
|
-
|
-
|
High/Low
|
67
|
-
|
-
|
-
|
No
|
-
|
EX
|
-
|
-
|
High/Low
|
50f
|
-
|
-
|
-
|
No
|
-
|
Celia Places a bomb that blows up after a few seconds or when the opponent touches it. Good for oki and also in neutral. They don't go away even if Celia gets hit so they can combo break. B version is right at your feet, D version is a bit in front, and EX version is a robot that slowly walks to the opponent (and will correct itself). Consumes a stock.
|
|
214K
Prankish Missile 214K
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
Hidden missiles. 3 missiles shoot up and then fall after a delay. B version falls closer, D version falls further away. Ex version tracks the opponent and all 3 missiles hit the same spot. Can be useful in combos but mostly a neutral/oki tool.
|
|
Extra Special Moves
623K
Welcome Boost 623K
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
B
|
-
|
-
|
High/Low
|
9f
|
-
|
-
|
-7
|
No
|
Stagger
|
B
|
-
|
-
|
High/Low
|
11f
|
-
|
-
|
--8
|
No
|
-
|
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
|
|
236P
Prankish Whip 236P
|
Version
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
A
|
-
|
-
|
High/Low
|
20f
|
-
|
-
|
-2
|
No
|
Stagger
|
C
|
-
|
-
|
High/Low
|
24f
|
-
|
-
|
+0
|
No
|
Stagger
|
4A followup
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-2
|
No
|
-
|
4C followup
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-4
|
No
|
-
|
6A/C followup
|
-
|
-
|
High/Low
|
24f
|
-
|
-
|
-12
|
No
|
-
|
Whip that can either be pulled back with 4P or lead to a bunch more whips with 6P. Too slow to be good in neutral, but a great combo move. Use the 4P followup midscreen to get into an air combo, use the 6P followup in the corner for extra stun.
|
|
Ultimate Chaos Moves
Ultimate Chaos Moves
214214K
Dangerous Company 214214K (B+D to launch projectiles)
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
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 after a knockdown makes your following pressure and combos stronger. 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.
|
|
236236K
Bashing Rain Extreme 236236K
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
Celia fires a whole bunch of missiles. Does good damage and can be Chaos Shifted on block/whiff. Be careful about your spacing when using this as a combo ender, there are some spacings where the opponent might get carried too high and tech out before Celia finishes. Because it covers such a huge area this super is really good if your opponent is on their last few pixels of health, or if you have a ton of meter and want to spend 2 bars to go in you can pop this and then Chaos Shift once your opponent blocks.
|
|
Extra Ultimate Chaos Moves
236236P
Vanishing Gift 236236P
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
No
|
Launch (A) Wall bounce (C)
|
Celia shoves an exploading pie in the opponents face. Does alright stun and damage. C version is way slower but lets you combo after in the corner.
|
|
2141236K
Angelic Wing 2141236K
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
Invincible and does decent damage, can be done in the air as well. Good for exceed combos.
|
|
Destruction Chaos
Destruction Chaos
2363214PP
Surprise Formation 2363214P
|
Damage
|
Stun
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Advantage (block)
|
Cancelable
|
Counterhit Properties
|
-
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
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.
|
|
Combos
video reference
Beginner Combos
These are some basic combos, if you're new and don't know what to do learn these before going further. These combos are ordered based on importance so it's recommended you learn them in order.
2A > 2B > 2C > 214C > 214C > 214C
Confirm into rekka. Basic way to turn hits into a knockdown. Use the C version for consistency if you're in the corner and want to get spicy use the A version and OTG for an extension.
2A > 2B > 2C > 214C > 214C > 236236C or 2141236B/D
2 Bar meter dump. Neither of Celia's stock supers are very good for damage, but both of her extra supers do a decent job.
Throw > 2C > super jump cancel > j.B > j.C > j.D > 214D
Basic throw combo. Only works in the corner. You can skip the 2C > sjc if you want and just hold 9B after the throw, but it's less stable.
2A > 2B > 2C > 236A/C > 4A/C > 5B > cl.C > super jump cancel > j.B > j.C > j.D (> Land > j.B > j.C > j.D > double jump > j.B > j.C > j.D) > j.214D
BnB using prankish whip. The part in parentheses is the rejump extension. Ignore it if it gives you trouble, but once you're comfortable with the rest of Celia's combos come back to it as it's a very good BnB for her.
2A > 2B > 2C > 236A/C > 4A/C > 5B > cl.C > super jump cancel > j.B > j.C > j.D > B+C > j.C > double jump > j.C > j.D > j.214D > 2141236B/D > A+B > j.214D > 2141236B/D > A+B > j.214D > 2141236B/D
Exceed using Prankish whip and Angelic wing. This is a bit more complicated than the super cancels, but it does a lot more damage.
Midscreen Combos
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.
Corner Combos
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 > [9] > 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.
Exceed Combos
2A > 2B > cl.C > 6C > 236B > 2D > [9] > 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 > [9] > 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.
Colors
- 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.