Chaos Code/NSC/Cthylla

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Profile-cthylla.png

Story

Cthylla
『クティーラ』

Cthylla is a magical girl who came from another world to torture humans for fun. After hearing about the Chaos Code she decided to get it as a new "toy". What would such a sick and twisted creature would use the unlimited power of the Chaos Code? No one knows (she wants to use it to get bigger boobs).

Playstyle

Health: 28000
Stun:
75

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.

Mobility (Run vs. Step)

Run: 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.

Step: 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 dash 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.

Extra Move Selection

Interstellar Flight and Game of Shoggoth are both very useful moves generally, Black Goat's Sabbath is useful as a reversal option, but Cthylla's best move is definitely Incarnation of Darkness. Incarnation is high execution but high reward as it massively increases Cthylla's damage and oki potential for only 1 bar. It's absolutely possible to play Cthylla without Incarnation, the lack of it doesn't make her a terrible character or anything, but if you have the hands for it it's very much worth the investment.

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 - - - - Yes -

Nice for last second anti airs. Fast and good recovery, links into itself.

2A
2A
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

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
cl.B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low - - - - Yes -

Good for comboing from counterhits where you can get an OTG relaunch. Links into 5A.

5B
5B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

Decent poke. You normally want to chain this into a C move to keep things going.

2B
2B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low - - - - Yes -

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
cl.C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

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
5C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

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
2C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

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
cl.D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

Adds a nice chunk of damage to combos when you are close enough to use it. Moves you forward to keep things going.

5D
5D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

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
2D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low - - - - No -

Cthylla's sweep. Does a good chunk of damage and causes a hard knockdown. Causes a groundbounce on counterhit.

j.A
j.A
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High - - - - Yes -

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
j.B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High - - - - Yes -

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
j.C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High - - - - Yes -

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
j.D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High - - - - Yes -

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.

Command Moves

Command Moves

Cthylla does not have any command normals

Universal Mechanics

Universal Mechanics

Throw
Throw
5/6AC
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Throw 5f - - - No -

Ground throw

Guard Break
Guard Break
6CD
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Guard Break - - - - No -

Guard Break

C+D
Tactical Guard
CD
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Parry

A+B
Roll
CD
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Roll

Special Moves

Special Moves

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)

236P
Phantom of Yog-Sothoth
236P
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A - - High/Low - - - - No -

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.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
C - - High/Low - - - - - -

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.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/Low - - - - - -

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.

214P
The Hound of Tindalos
214P
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A - - High/Low - - - - No -

he 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 until it attacks it looks exactly the same as the C version and can catch opponents trying to dodge the wrong fish.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
C - - High/Low - - - - - -

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.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/Low - - - - - -

Basically the C version but it comes back around for an extra hit.

623P
Wind-Walking Ithaqua Upper
623P
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A - - High/Low - - - - No -

Nice, fast anti air. Doesn't have invun all the way through but has some on startup, on trade you get a combo.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
C - - High/Low - - - - - -

A bit slower, more invun.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/Low - - - - - -

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.

214K
The Ring of Papaloi
214K
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
B - - High/Low - - - - No -

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.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
D - - High/Low - - - - - -

Throws the hoola hoop. This move is great for zoning and while it works for okizeme, it's no millia disc. 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.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/Low - - - - - -

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.

22P
Tulzscha (set)
22P (air OK)
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A - - High/Low - - - - No -

Summons an eyeball about a Cthylla's width in front of Cthylla. Air version does the same, but in the air. Has a hitbox on summon. Cthylla can have 3 out at once, when trying to summon a 4th the last summoned eyeball will be destroyed. Stays on screen for the entire round if not detonated. Air version is the same, but in the air.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
C - - High/Low - - - - - -

Same as A version but the eyeball is summoned about 5 Cthylla's away. Air version is still the same.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/Low - - - - - -

Summons 3 eyeballs in a row, one at 22A distance, one at 22C distance, and one in between. Air version summons in the air.

22K
Tulzscha (Launch)
22K (air OK)
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
B - - High/Low - - - - No -

Detonates all eyeballs, the explosion is a horizontal line. Air version is the same.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
D - - High/Low - - - - - -

Detonates all eyeballs, but this time the explosion is in a vertical line. Air version is still the same.

Extra Special Moves

Extra Special Moves

236K
Interstellar Flight Hastur
236K~any direction + K (air OK)
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
Ground - - High/Low - - - - No -

Beast cannon. The ground version is a little odd, you cannot do a downwards followup and cannot super cancel. Both hits are unsafe but punishing can be tricky if you mix-up which direction you do the followup. Both B and D versions are the same when grounded

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
Air B - - High/Low - - - - No -

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.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
Air D - - High/Low - - - - No -

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 evading anti airs. Can also be used to end air combos.

623K
Game of Shoggoth
623K
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

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.

Ultimate Chaos Moves

Ultimate Chaos Moves

j.236236P
Flame of Fire Vampires
j.236236P
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

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

236236K
Shadow of the Dagon
236236K
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low - - - - No -

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 Moves

Extra Ultimate Chaos Moves

236236P
The Black Goat's Sabbath
236236P
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

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.

214214P
Incarnation of Darkness
214214P
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

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.


Nyarlathoteps attacks:

  • A or B Does a light jabbing move, only takes a small amount of seahorse meter.
  • C Shoots a line of fireballs, costs a small chunk of meter.
  • D Does a spinning melee attack, the strongest attack but it also takes the most meter. The last hit of this move will launch the opponent and allow them to airtech if you don't follow up, so for loops using this move you must make sure the spacing is correct to make the last hit wiff.
  • 214214P A suicide attack that spews fireballs everywhere directly in front of Nyarl and expends the whole meter, causing him to die. So naturally this is a good move to use when the meter is almost gone anyway. This attack is also a bit different because this is the only attack that is actually a move that Cthylla has to execute, so instead of getting a normal at the same time she has an animation for commanding this attack.
Destruction Chaos

Destruction Chaos

2363214PP
The Call of Great Father
2363214PP
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

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.

Strategy

Incarnation of Darkness Negative Edge priority

Nyarlathotep's attacks will come out on button press, but if you're holding another button it can prevent the attack from coming out. Specifically, holding down A, B, or C will prevent a Nyarlathotep A, B, or C. Nyarlathotep's D attack will still come out even if you holding a button, and holding down D will not prevent an A, B, or C attack from coming out. Using this technique you can have more control over when Nyarlathotep will attack, and prevent it from screwing with juggles.

Neutral

Combos

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.

2A > 2B > 5C > sjc > j.D > j.236D > 236236P > chaos shift > cl.C > cl.D > sjc > j.B > j.C > j.D > land > jump > j.A > j.B > j.C > j.D > double jump > j.B > j.C > j.D > 236B > 9K

Combo into and out of 236236P, if not near the corner (or if you are and don't want to do the sjc > j.D > j.236K) you can combo straight into the super then do a falling j.C into cl.C after the chaos shift video example

confirm > 236K > exceed > jump > j.236B > 236236P > chaos shift > double jump > j.C > 236B > 236236P > chaos shift > double jump > j.C > 236B > 236236P

Exceed combo

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 combo

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.

Confirm > 623C > exceed > 214B > 236236P > chaos shift > land > 623C > 236236P > chaos shift > j.C > j.D > cl.D > 214A > 236236P > chaos shift > cl.C > 214B > cl.C > sjc > j.B > j.C > j.D > land > jump > j.A > j.B > j.C > j.D > double jump > j.A > j.B > j.C > j.D > 236B > 9B"

Corner exceed using 236236P video example

Throw > 2C > 214A > 214B > 5A (whiff) > 5A > cl.B > cl.C > 236K > exceed > 214A > 236236P > 236A > 236236P > 214A > 236236P > chaos shift > 623C > 236236P

Variant of the above using a throw starter. video example

Incarnation 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

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.
A Button
B Button
C Button Urd (Ah! My Goddess)
D Button Rin Tohsaka (Fate/Stay Night)
R1 + A Button
R1 + B Button
R1 + C Button
R1 + D Button Madoka (Puella Magi Madoka Magica)


General
Controls
FAQ
System
HUD
Characters
Hikaru
MG Hikaru
Kagari
Cerberus
Kudlak-Sin
Celia
Vein
Celia II Kai
Hermes
Catherine
Cthylla
Bravo
Cait & Sith
Rui
Ray
Lupinus