E's Laf++/Cecil

From Mizuumi Wiki
Jump to navigation Jump to search
EL2 Cecil.png

Introduction

Cecil

Placeholder

Strengths Weaknesses
  • Unpredictable and overwhelming movement; hard to keep up with.
  • The momentum from sliding gives his moveset extra range.
  • Can cancel into dash or his 8-way teleport dash.
  • Ice blocks give combo extension, setup, and coverage.
  • Requires meter or the corner to get average damage off an opening.
  • Unorthodox movement makes it difficult to space properly.
  • Doesn't have access to a traditional airdash.

Character Information


Health: 8500

Walk speed Ranking: 1st

Run speed Ranking: 4th

Backdash: 15f (Invincible from frame 2-8, lower body invincible from frame 1-14, doesn't cost Risk Gauge to use)

Forward dash: 20f

Prejump: 4f


Unique Traits


Movement: Cecil has a much faster walk speed than the rest of the cast. His speed remains the same when walking backwards as well. When Cecil comes to a halt, he slides for a bit of extra distance. This momentum helps him be able to weave in and out with his attacks.


Dashing: Double tapping forward or back will cause Cecil to do a dash. Cecil can dash cancel his normals on hit or block.

Normal Moves

5A
EL2 Cecil 5A.png
Damage Guard Startup On Hit On Block
227 Mid 4 0 +2

Chain/Cancel Options: 5A, c.B, f.B, 5C, 5D, 2A, 2B, 2C, 2D, 6A, 6B, 6C, 6D, Special, Jump, Dash

Crouch avoidable


  • Standard jab that hits pretty high. Can hit opponents in the air or if they're trying to jump out.


c.B
EL2 Cecil cB.png
Damage Guard Startup On Hit On Block
551 Mid 6 -2 0

Chain/Cancel Options: f.B, 5C, 5D, 2B, 2C, 2D, 6A, 6B, 6C, Special, Jump, Dash


  • Up close icy slap.


f.B
EL2 Cecil fB.png
Damage Guard Startup On Hit On Block
539 All 9 -4 -6

Chain/Cancel Options: c.B, 5C, 2B, Special, Dash


  • Mid range icy slash.
  • Thanks to his slide momentum, Cecil can c.B > f.B > c.B > f.B when walking forward.


5C
EL2 Cecil 5C.png
Damage Guard Startup On Hit On Block
647 Mid 9 -3 -6

Chain/Cancel Options: 5D, 2C, 2D, 6B, 6C, Special, Jump, Dash

Fatal Connection active


  • Creates a giant ice snowflake that has a lingering hitbox.


5D
EL2 Cecil 5D.png
Damage Guard Startup On Hit On Block
623, 232 All, All 10 Knockdown -8

Chain/Cancel Options (Second hit only): Special, Dash


  • Cecil first kicks up a block of ice, then follows up with an ice spear kick.
  • Wallsplats on hit.


2A
EL2 Cecil 2A.png
Damage Guard Startup On Hit On Block
203 Mid 4 -2 0

Chain/Cancel Options: 5A, c.B, f.B, 5C, 5D, 2A, 2B, 2C, 2D, 6A, 6B, 6C, 6D, Special, Dash

Jump avoidable


  • Crouching jab which can be a substitute for 5A since it hits crouchers.


2B
EL2 Cecil 2B.png
Damage Guard Startup On Hit On Block
527 Low 8 -3 -5

Chain/Cancel Options: 5C, 5D, 2C, 2D, Special, Dash

Jump avoidable


  • Low hitting icy slash. Faster than f.B which is helpful for linking after a 6C on hit.


2C
EL2 Cecil 2C.png
EL2 Cecil 2C2.png
Version Damage Guard Startup On Hit On Block
2C 647 Mid 14 Launch -5

Chain/Cancel Options: N/A

Fatal Connection active


  • Cecil punches the ground, creating a pillar of ice upwards.
Version Damage Guard Startup On Hit On Block
2[C] 831 Mid 35 Knockdown +13
Ice Pillar 671 All - - -

Chain/Cancel Options: N/A

Fatal Connection active


  • Once charged, the ice pillar gains an additional hit and is now plus on block.
  • If 2[C] doesn't hit the opponent, the ice pillar remains active on the screen for awhile.
  • The ice pillar disappears if Cecil is hit or grabbed.


2D
EL2 Cecil 2D.png
Damage Guard Startup On Hit On Block
575 Low 11 Hard Knockdown -17

Chain/Cancel Options: Special, Dash

Jump avoidable

Fatal Connection active


  • Far reaching spear of ice that gives you enough time to setup after it hits.
  • Great to use with the momentum of running backwards.


6A
EL2 Cecil 6A.png
Damage Guard Startup On Hit On Block
599 Mid 9 -14 -16

Chain/Cancel Options: 5C, 5D, 2C, 6B, 6C, 6D, Special, Jump, Dash

Upper body invincible from frame 1-14

Fatal Connection active


  • An icy fence that can anti-air.


6B
EL2 Cecil 6B.png
Damage Guard Startup On Hit On Block
623 All 14 +9 +3

Chain/Cancel Options: 6BB


  • Cecil stomps the ground, creating a block of ice in front of him.
  • Launches the opponent on counter hit.


6BB
EL2 Cecil 6BB.png
Damage Guard Startup On Hit On Block
827 High/Air - Knockdown -3

Chain/Cancel Options: N/A


  • Cecil jumps and kicks the block of ice, carving a beautiful piece of art while also landing with an overhead kick.


6C
EL2 Cecil 6C.png
Damage Guard Startup On Hit On Block
1054 All 30 +8 -3

Chain/Cancel Options: N/A

High profile from frame 1-33


  • Cecil leaps forward with half screen distance, throwing out three ice arrows beneath him.


j.A
EL2 Cecil jA.png
Damage Guard Startup On Hit On Block
491 All 5 +5 to +10 +3 to +7

Chain/Cancel Options: j.A, j.B, j.C, j.2C, j.D, j.4C, Special


  • Horizontal kick in the air.


j.B
EL2 Cecil jB.png
Damage Guard Startup On Hit On Block
527 All 8 +10 to +13 +7 to +10

Chain/Cancel Options: j.A, j.2C, j.D, j.4C, Special, Jump

Crouch avoidable


  • An ice sword stab in front of Cecil.


j.C
EL2 Cecil jC.png
Damage Guard Startup On Hit On Block
635 High/Air 16 -7 to +7 -13 to 0

Chain/Cancel Options: j.4C, Special


  • An ice sword stab straight downwards.
  • Can cross-up against characters with wide hurtboxes (Tae, Alcott.)


j.2C
EL2 Cecil j2C.png
Damage Guard Startup On Hit On Block
934 High/Air 16 Hard Knockdown -22 to -11

Chain/Cancel Options (Hit only): j.2C, j.4C, Special


  • Cecil shifts his momentum forwards for a flurry of ice slashes.


j.4C
EL2 Cecil j4D.png
Damage Guard Startup On Hit On Block
671 All 39 +33 to +40 +28 to +41

Chain/Cancel Options: N/A


  • After a bit of a delay, Cecil drops down a giant block of ice while hopping backwards and then falling to the ground.
  • The block of ice is an active hitbox that stays out for awhile.
  • The block of ice disappears if Cecil is hit or grabbed.


j.D
EL2 Cecil jD.png
EL2 Cecil Ice.png
Version Damage Guard Startup On Hit On Block
j.D 551 All 10 Launch -7
Ice 671 All - - -

Chain/Cancel Options: N/A

Fatal Connection active


  • Cecil kicks the air, causing him to hop forward and send out an ice kunai beneath him.
  • The kunai itself has no hitbox while being thrown.
  • After about 2.5 seconds, the kunai detonates into a block of ice that's an active hitbox.
  • The kunai/ice block disappears if Cecil is hit or grabbed.
  • You can only send out one kunai while in the air. Landing and doing j.D again lets you throw out another kunai.

Universal Mechanics

Ground Throw
A+B
EL2 Cecil Throw.png
Damage Guard Startup On Hit On Block
1000 Throw 1 Knockdown N/A
  • Stabs the opponent with a spear of ice.
  • Leads into a combo if done in the corner.


Air Throw
j.A+B
EL2 Cecil Air Throw.png
Damage Guard Startup On Hit On Block
1000 Throw 1 Hard Knockdown N/A
  • Launches the opponent, causing them to fall right in front of Cecil.
  • Can convert off the air throw with a 5A, c.B, or make them land onto ice and continue the combo!


Tactical Guard (Air OK)
B+C
EL2 Cecil Tactical Guard.png
EL2 Cecil Tactical Guard2.png
Damage Guard Startup On Hit On Block
800 All 10 Knockdown -19

Armor low, mid, and highs from frame 1-11

Invincible starting on frame 1 (Activation)


  • Cecil flashes blue and parries incoming attacks/projectiles.
  • Coming in contact with an opponent's move, Cecil becomes invincible and emits a blast.
  • Any special cancelable normal can be canceled into Tactical Guard.
  • The blast increases in size and becomes unblockable if a Fatal Shifted attack was parried.
  • Cannot armor throws or supers.
  • The damage from Tactical Guard is non-lethal, as in it cannot KO.


Guard Cancel (Air OK)
6B+C During Blockstun
EL2 Cecil Tactical Guard2.png
Damage Guard Startup On Hit On Block
1000 All 10 Knockdown -30

Invincible starting on frame 1

Costs 2 Action Gauge to use


  • While stuck in blockstun, Cecil counterattacks with an invincible blast that knocks the opponent away.
  • The damage from Guard Cancel is non-lethal, as in it cannot KO.


Burst (Air OK)
A+B+C During Hitstun
EL2 Cecil Burst.png
Damage Guard Startup On Hit On Block
100 All 10 Knockdown -30

Invincible starting on frame 1


  • While under the effects of hitstun, Burst can be performed to become invincible and knock the opponent back.
  • Only usable once per round.
  • Burst can be air grabbed during the startup.
  • The damage from Burst is non-lethal, as in it cannot KO.


  • Burst is temporarily disabled from being used when hit by a:
    • Throw
    • Super
    • Hard Knockdown
    • Enhanced Tactical Guard (parried a Fatal Shifted attack)


Counter Boost (Air OK)
6B+C
EL2 Cecil Counter Boost.png
Version Damage Guard Startup On Hit On Block
Ground 10 All 10 Knockdown -1
Air 10 All 10 Knockdown -14 to -1

Invincible starting on frame 1

Costs 1 Action Gauge to use


  • Cecil becomes invincible on startup, and lets out a green blast.
  • Any special cancelable normal can be canceled into Counter Boost.
  • The damage from Counter Boost is non-lethal, as in it cannot KO.

Special Moves

236A/214A
EL2 Cecil 236A.png
EL2 Cecil Ice.png
Damage Guard Startup On Hit On Block
671 All 156 +39 -

Fatal Connection active


  • Throws an ice kunai behind the opponent regardless of distance.
  • The kunai itself has no hitbox while being thrown.
  • Once the kunai makes contact with the ground or wall, the kunai detonates into a block of ice that's an active hitbox.
  • If the ice sticks to the wall, it will eventually slide down into the corner before breaking.
  • The kunai/ice block disappears if Cecil is hit or grabbed.
  • Cecil can only have one thrown ice kunai active. You have to wait until the ice block disappears to throw another.
    • You cannot throw a kunai if a j.D kunai is out on the screen (Followup C still lets you throw a kunai.)


236C
EL2 Cecil 6D.png
EL2 Cecil 6D2.png
Version Damage Guard Startup On Hit On Block
236C 671, 302 Mid, High/Air 10, 35 Knockdown -6
Ice Pillar 671 All - - -

Invincible from frame 8-15

Crouch avoidable (First hit)

Fatal Connection active


  • Creates an ice pillar at a diagonal angle, which then Cecil does a sick flip off of for an overhead attack.
  • The ice pillar stays active on the screen afterwards and disappears after awhile.
  • The ice pillar disappears if Cecil is hit or grabbed.


214C
EL2 Cecil 236C.png
Damage Guard Startup On Hit On Block
845 Mid 7 Knockdown -7
  • A flurry of ice slashes, followed by a final slash that pushes Cecil forward.


j.214A/B/C
EL2 Cecil j214ABC.png
Damage Guard Startup On Hit On Block
1122 Mid 9 Knockdown -15
  • Aerial flurry of ice slashes, with an ender slash upon landing to the ground.


Direction + D
EL2 Cecil 662.png
EL2 Cecil 66.png
Version Damage Guard Startup On Hit On Block
Normal 599 All 18 +7 -5
Charged 767 All - +9 -3

Chain/Cancel Options: Direction + D, Direction + D > 4, Followup A, B, C

Invincible from frame 17-31


  • Cecil attacks with a teleport dash in the direction that was pressed.
  • On the ground, Cecil can teleport dash forward, backwards, upwards, or diagonally upwards.
  • Holding a direction afterwards allows Cecil to teleport dash in any direction up to three times.
    • Cannot be done from a forward teleport dash.
  • Holding D enhances Cecil's teleport dashes by giving them more damage and better frame advantage.


Direction + D > 4
EL2 Cecil 664.png
Damage Guard Startup On Hit On Block
N/A N/A N/A N/A N/A
  • After a teleport dash, inputting back causes Cecil to flip backwards in the air.
  • Can perform aerial actions afterwards.


j.Direction + D
EL2 Cecil j662.png
EL2 Cecil j66.png
Version Damage Guard Startup On Hit On Block
Normal 539 All 13 0 -4
Charged 719 All - +4 -2

Chain/Cancel Options: j.Direction + D, Followup A, B, C

Crouch avoidable (Forward, backwards, upwards, diagonally upwards)


  • Cecil's "air dash".
  • Cecil attacks with a air teleport dash in the direction that was pressed.
  • In the air, Cecil can teleport dash forward, backwards, upwards, downwards, or diagonally upwards/downwards.
  • Holding a direction afterwards allows Cecil to teleport dash in any direction up to two times.
  • Holding D enhances Cecil's teleport dashes by giving them more damage and better frame advantage.
  • None of Cecil's air teleport dashes consume Risk Gauge on use, be crazy!
  • If not canceled immediately into followup moves, Cecil backflips in the air and can perform aerial actions instead.


Followup A
EL2 Cecil Followup A.png
Damage Guard Startup On Hit On Block
1106 Low 17 Knockdown -3
  • Can be performed after a teleport dash on hit/block.
  • Cecil attacks with a multi-hit slide forward that's low to the ground.


Followup B
EL2 Cecil Followup B.png
Damage Guard Startup On Hit On Block
985 Mid 15 Launch -8

Invincible from frame 1-18


  • Can be performed after a teleport dash on hit/block.
  • An uppercut spear of ice that's invincible on startup.


Followup C
EL2 Cecil Followup C.png
EL2 Cecil Ice.png
Damage Guard Startup On Hit On Block
671 All 33 +42 +30
  • Can be performed after a teleport dash on hit/block.
  • Cecil reappears in the air and tosses an ice kunai that immediately detonates on contact with the ground or wall.
  • The kunai itself has no hitbox while being thrown.
  • Cecil lands to the ground afterwards.
  • The kunai/ice block disappears if Cecil is hit or grabbed.

Super Moves

236D
EL2 Cecil 236D.png
EL2 Cecil 236D2.png
Damage Guard Startup On Hit On Block
2086 All - Hard Knockdown -14

Costs 2 Action Gauge to use


  • Cecil teleport dashes almost fullscreen for a fast, whiff-punishing super.


214D
EL2 Cecil 214D.png
Damage Guard Startup On Hit On Block
2800, 1075 Mid - Hard Knockdown -16

Costs 2 Action Gauge to use


  • Cecil creates pillars of ice surrounding him.


General
Controls
HUD
System
FAQ
Characters
Main
Sisca
Qdora
Akamine Tae
Tina
Saving Tina
Cecil
Alcott