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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.
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 crouching), cannot step cancel, and can super jump out of her step by pressing up.
Extra Move Selection
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.
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.
Click on a header to expand that section of the movelist
cl.C > 6C
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.
Special Move Name
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.
- 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.