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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).
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.
Click on a header to expand that section of the movelist
Cthylla does not have any command normals
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)
Phantom of Yog-Sothoth
The Hound of Tindalos
Wind-Walking Ithaqua Upper
The Ring of Papaloi
22P (air OK)
22K (air OK)
The Call of Great Father
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
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 > 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
- 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.