E's Laf/Cecil

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Cecil

Introduction

Cecil is a fast, defensive character. He has overall low health but he makes up for it by having a ton of crossup options built into his moveset. As a trade off, his health is slightly lower than average and he lacks solid pressure strings and mixup on block. That doesn't make him any less threatening, as he is capable of high damage combos off of a well placed punish (6C da gawd).


Health Points

7633 - Below Average

Front Run

(66) - A teleport. It is actually a special (or a command normal, depending how you look at it). To make up for it, Cecil's "walk" is a full blown sprint. This applies to (4) as well.

Backdash

(44) - Teleports Cecil into the air, really close to the ground.

Combos

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Move List

Normal Moves

Italic Text = Hitbox; frames on block

5A

High; +3f
Short range punch, whiffs on crouchers. Leads into autocombo. Good for blockstrings but not much else.


5AA - Short range kick. (Mid;-7f)


5AAA - Close range slash, jump cancelable. (Mid;+1f)

5B

Mid; -8f
One of the best normals in the entire game in terms of range. Cecil's best poke in neutral. Generally unsafe on block, but not really punishable at certain ranges.

5C

Mid; -2f
Jump cancelable. Also literally the only normal that chains naturally into 5D on hit (outside of CH).

5D

Mid, -9f
Very unsafe, but again, not punishable at certain ranges.

Hits 4 times. Builds up the guard break meter a lot (half a bar).

2A

Low; +2f
Low version of 5A and it's mashable, thus making it a better option on block.

2B

Low; +3f
Safe on block, great range. A go-to counter poke.

2C

Mid => High; -6f
Purely an anti-air. Air unblockable. Catches enemies who try to crossup

Really great range vertically but highly punishable on whiff.

Not jump cancellable, but floats the enemy on hit.

Not cancellable into any ground specials (without meter) or normals.

2D

Low; -7f
Causes knockdown. Floats the enemy slightly so you can follow up without using up OTG.

j.A

High
Short range kick. Useful for pressure after a backdash.

j.B

High
Air to ground (jump in) slash with excellent range. Crosses up.

j.C

High
Go to air to air. Safe on block.

j.D

Mid; -5f
-5 at any jump height. -4 on crouchers. Does not hit overhead.

Not jump cancellable, but if you don't use your air options prior to using it, you can.

Used as an air combo ender/extender, causes ground bounce.

Command Normals

6A

Mid;-8f
Air unblockable(?) short range anti air.

Jump cancellable, useful for pickup combos. Only normal chainable into 6D.

cl.5B

Mid;+1f
Close range 5B. Apparently air unblockable. Can be used to OTG.

6C

High;+2f
This is the starter for most of Cecil's more damaging combos. Punishable startup but safe on block. Hits overhead.

On hit causes the opponent to slide along the ground. Fullscreen slide on counterhit.

Uses up knockdown state.

6D

Mid; 18f-15f
Causes stagger state. Hits 4 times. Useful as an OTG extender.

-18 on 1st hit. -17 on second. -16 on 3rd. -15 on 4th.

Special Moves

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Supers

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Colors

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