Difference between revisions of "Chaos Code/Cait & Sith"

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[[image:profile-caitsith.jpg|550px|thumb|right|]]
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[[File:profile_caitsith.png|200px|<center><font size="4"><b>Cait & Sith</b></font></center>|thumb|right]]
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{{TOClimit|2}}
  
=Story=
+
== Story ==
  
 
Cait & Sith's father, Pit, got turned into a hat for some reason and so now Cait (Brother) & Sith (Sister) want to find the Chaos Code and use it's limitless power to revive their still alive father. Also Cait hates Cerberus for getting Pit cursed and Sith is super into boyslove manga.
 
Cait & Sith's father, Pit, got turned into a hat for some reason and so now Cait (Brother) & Sith (Sister) want to find the Chaos Code and use it's limitless power to revive their still alive father. Also Cait hates Cerberus for getting Pit cursed and Sith is super into boyslove manga.
  
=Playstyle=
+
== Playstyle ==
  
Health: 27000 Stun: 75
+
'''Health:''' 27000
 +
 
 +
'''Stun:''' 75
  
 
Cait & Sith are a puppet character with strong mix-ups and pressure strings thanks to the two being able to act independently. They have a wide variety of practical unblockable setups as well as lots of hard to block high/low mix-ups. Their damage is on the lower side and with notably low health and stun they can't afford to make many mistakes. A lack of long range options and limited defensive tools along with technically demanding setups and combos make them a lot of work, but if you like doing a safejump and then blockstringing into an unblockable that then leads back into the same safejump, this is the character for you.
 
Cait & Sith are a puppet character with strong mix-ups and pressure strings thanks to the two being able to act independently. They have a wide variety of practical unblockable setups as well as lots of hard to block high/low mix-ups. Their damage is on the lower side and with notably low health and stun they can't afford to make many mistakes. A lack of long range options and limited defensive tools along with technically demanding setups and combos make them a lot of work, but if you like doing a safejump and then blockstringing into an unblockable that then leads back into the same safejump, this is the character for you.
  
=Run vs Step=
+
=== Mobility (Run vs. Step) ===
 +
'''Run:''' The most common choice for Cait & Sith. Run makes up for their stubby normals and microdashes are extremely useful in combos and for stagger pressure. Also their run animation is ''adorable''.
  
'''Run'''
+
'''Step:''' Cait & Sith don't have a particularly good step. They can still step cancel moves which can lead to strong tick throws, but the worse mobility really hurts.
The most common choice for Cait & Sith. Run makes up for their stubby normals and microdashes are extremely useful in combos and for stagger pressure. Also their run animation is ''adorable''.
 
  
'''Step'''
 
Cait & Sith don't have a particularly good step. They can still step cancel moves which can lead to strong tick throws, but the worse mobility really hurts.
 
  
= Move List =
+
==Extra move selection==
  
==Normal Moves==
+
Rising dragon attack is Cait & Sith's only chance to have a meterless anti-air. On counterhit it can give combos and it has use in 236236p combos. It's not very exciting, but it's a very solid tool. Only the C version is invulnerable, and only through its startup.
  
{| border="1" cellpadding="5" width="100%"
+
If you do want a meterless reversal you can pick either extra move. trick through isn't fully invun but you can still use it to get out of pressure since it's so slow nothing will actually meaty it. It'll lose to grabs though. rising dragon attack is more reliable but you can't really get a combo off of it unless you spend meter or get a counter hit while the opponent is cornered.
|- style="background:#f0f0f0"
 
! Move !! Startup !! Block Adv !!  Guard !! Cancel !! CH <br> Properties !! Notes
 
|- width="200" style="text-align:center;" |
 
  
| '''5A''' || 6f || +2 || HL || Yes || - || Basically the same move as 2A but with a higher active hitbox, used a lot in combos and in pressure, less advantageous on block compared to 2A but it catches jump outs easier.
+
Daddy's surprise meal is the better mix-up option, and while mixing up opponents isn't something Cait & Sith struggle with, they usually have to go through a bunch of set-up first. Surprise meal can be done whenever, including when sith isn't around, and it does give followups in the corner (although you can get better followups off my own style)
|- width="200" style="text-align:center;" |
 
  
| '''2A''' || 6f || +3 || HL || Yes || - || Crouching jab. Just as fast as 5A, shorter range but not going to be low profiled. More advantageous on block than 5A, good for stagger pressure.
+
My own style is a reversal super, but also it's Cait & Sith's best option for damage off a super. The different followups ensure that you can get a good combo no matter what position you're in.
|- width="200" style="text-align:center;" |
 
  
| '''cl.B''' || 7f || +0 || L || Yes || - || Shin kick. Standing low that can OTG.
+
==Recommended sets==
|- width="200" style="text-align:center;" |
 
  
| '''5B''' || 7f || -2 || HL || Yes || - || chest kick. Decent range, useful in juggles when you're too far for a close heavy but want to super jump cancel.
+
Cait & Sith's extra moves are all useful, each one provides something that they don't normally have. Any combination of 2 is probably fine, these sets are just a suggestion.
|- width="200" style="text-align:center;" |
 
  
| '''2B''' || 7f || -1 || L || Yes || - || Standard low kick. Has good range making it good for otg pickups when you're kind of far away
+
'''Trick through & My own style'''  
|- width="200" style="text-align:center;" |
 
  
| '''cl.C (while together)''' || 11f || +1 || HL || Yes || Stagger || Windmill arms. Hits twice, in the corner you can link into A normals after if you're close enough.
+
This set takes trick through mainly as a reversal to get out of frame traps and my own style as extra insurance and added damage. Trick through is very easy for an opponent to play around, but if they're playing around it they're not doing all the frame traps they could be so just the threat of it is good. My own style is a lot safer as a reversal if you have the meter, but also it leads to good damage in pretty much any situation. The main weakness of this set is that it forces you to use 236236p or something like 5A as anti-airs, and while the anti-air super is reliable, it leaves Cait stuck without Sith which can be a huge problem.
|- width="200" style="text-align:center;" |
 
  
| '''cl.C (while apart)''' || 11f || -4 || HL || Yes || Stagger || Shoulder check. Faster than toghether cl.C, but worse advantage. It doesn't matter too much since you mostly do this move in combos or blockstrings when you have sith ready to back you up.
+
'''Rising Dragon attack & Trick through'''
|- width="200" style="text-align:center;" |
 
  
| '''5C (while together)''' || 10f || -6 || HL || Yes || Stagger || Stretched out punch. Good range, can confirm into a small combo at most spacings.
+
This set gives Cait & Sith the defensive tools that they otherwise don't really have. Rising dragon attack works pretty well as an anti-air and as a reversal if the opponent does something obvious. Trick through is a serviceable reversal and since it's a grab rather than a hit it has to be baited more directly. The issue is that it doesn't really give them any kind of way to extend damage beyond slightly stronger 236236p combos thanks to Rising Dragon Attack, but those leave Cait without Sith for a while which can make it hard to continue pressure or open opponents up.
|- width="200" style="text-align:center;" |
 
  
| '''5C (while apart)''' || 14f || -5 || HL || Yes || Stagger || double punch. Not cancelable and range isn't too good, you usually get this when by accident when you want cl.C in combos. If you're afraid of that happening, use 5B instead, it has a similar range and can be canceled.
 
|- width="200" style="text-align:center;" |
 
  
| '''2C (while together)''' || 9f || -7 || HL || Yes || Stagger || dip punch. Lowers C&S's hitbox a bit making it work as an anti-air at times, it's not super reliable but better than nothing. The range on this move is pretty solid, it's shorter than 5C(while together) but it's still good and ~slightly~ faster.
+
'''Rising Dragon attack & My own style'''
|- width="200" style="text-align:center;" |
 
  
| '''2C (while apart)''' || 9f || -2 || HL || Yes || Stagger || One-two punch. Has okay range, Hits twice. Because the animation is so long this move is really good for when you need to buy time for sith to get setup. it's also only slightly negative on block, even though it looks punishable.
+
More or less the same as the above, but it trades trick through for My own style which is a more reliable reversal, but costs a full bar. My own style is also a good way to increase damage, although own style combos don't really synergize with RDA, so you can end up spending entire matches never really getting use out of one of your extra moves.
|- width="200" style="text-align:center;" |
 
  
| '''cl.D (while together)''' || 10f || -4 || HL || Yes || Stagger || Jazzy kick. Good damage and stun, if you know it'll hit do this move, but if you're not sure don't risk it. When apart cait and sith have no close D.
+
'''My own style & Daddy's surprise meal'''
|- width="200" style="text-align:center;" |
 
  
| '''5D (while together)''' || 12f || -1 || HL || No || Stagger || Spin kick. Moves Cait & Sith forward slightly on startup which helps give it good range. Though so it's use is pretty limited.
+
This set kind of gives up on getting a good anti-air and instead focuses on improving Cait & Sith's offense. The two supers don't really synergize in the sense that you probably wont use both in the same combo, but instead they cover 2 very different situations which ends up giving Cait & Sith a more well rounded offense.
|- width="200" style="text-align:center;" |
 
  
| '''5D (while apart)''' || 12f || -4 || HL || No || Stagger || Jumping kick. Moves Cait forward a bit. The range isn't as good as together 5D and it'll whiff on most crouching characters. This move is considered airborne, so while you can cancel it, you can only cancel into 214K or air throw since those are cait and sith's only air moves.
+
==Move List==
|- width="200" style="text-align:center;" |
+
=== Normal Moves ===
  
| '''2D''' || 9f || -11 || L || No || Launch || Slide. Moves forward a lot, knocks down on hit, punishable on block.
+
<div class="mw-collapsible mw-collapsed">
|- width="200" style="text-align:center;" |
+
====== <font style="visibility:hidden" size="0">5A</font> ======
 +
{{MoveData
 +
|image=CC_CS_5A.png
 +
|caption= Caption.Caption.
 +
|name=5A
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High/Low
 +
|startup= 6f
 +
|active=-
 +
|recovery=-
 +
|frameadv=+2
 +
|cancelable= yes
 +
|chprop=-
 +
|description = Basically the same move as 2A but with a higher active hitbox, used a lot in combos and in pressure, less advantageous on block compared to 2A but it catches jump outs easier.}}
 +
}}
  
| '''j.A''' || 6f || N/A || H || Yes || - || Downwards air jab. Fantastic hitbox, this move has the potential to beat out seemingly every anti-air in the game, press it a lot.
+
====== <font style="visibility:hidden" size="0">cl.B</font> ======
|- width="200" style="text-align:center;" |
+
{{MoveData
 +
|image=CC_CS_cl.B.png
 +
|caption= Caption.
 +
|name=cl.B
 +
|data=
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{{AttackData-CC
 +
|damage=
 +
|guard=Low
 +
|startup=7f
 +
|active=-
 +
|recovery=-
 +
|frameadv=+0
 +
|cancelable=yes
 +
|chprop=-
 +
|description = Shin kick. Standing low that can OTG.
 +
}}
 +
}}
  
| '''j.B (while together)''' || 8f || N/A || H || Yes || - || Double kick. Generally worse than j.A as an air to air, has a really good cross-up hitbox due to sith's kick, but someimes they'll get pushed out too far to get comboed so try to space it well. Also for some reason this move does 200 more damage if you've double jumped.
+
====== <font style="visibility:hidden" size="0">5B</font> ======
|- width="200" style="text-align:center;" |
+
{{MoveData
 +
|image=CC_CS_5B.png
 +
|caption= Caption.
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|name=5B
 +
|data=
 +
{{AttackData-CC
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|damage=
 +
|guard=High/Low
 +
|startup=7f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-2
 +
|cancelable=Yes
 +
|chprop=-
 +
|description = chest kick. Decent range, useful in juggles when you're too far for a close heavy but want to super jump cancel.
 +
}}
 +
}}
  
| '''j.B (while apart)''' || 8f || N/A || H || Yes || - || Mid height kick. It has a decent upwards hitbox, so it has use as an air-to-air, but it's not great as a jump-in or IAD normal when compared to j.A or j.C. It also gains 200 damage if you double jump
+
====== <font style="visibility:hidden" size="0">cl.C (together)</font> ======
|- width="200" style="text-align:center;" |
+
{{MoveData
 +
|image=CC_CS_cl.Ct.png
 +
|caption= Caption.
 +
|name=cl.C (together)
 +
|data=
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{{AttackData-CC
 +
|damage=
 +
|guard=High/Low
 +
|startup= 11f
 +
|active=-
 +
|recovery=-
 +
|frameadv=+1
 +
|cancelable=yes
 +
|chprop=Stagger
 +
|description = Description.
 +
}}
 +
}}
  
| '''j.C (while together)''' || 10f || N/A || H || Yes || Stagger || Downwards headbut. Hitbox is pretty long and since it's a heavy normal it's good on hit/block. Good alternative to j.A for when you have some extra time.
+
====== <font style="visibility:hidden" size="0">5C (together)</font> ======
|- width="200" style="text-align:center;" |
+
{{MoveData
 +
|image=CC_CS_5Ct.png
 +
|caption= Caption.
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|name=5C (together)
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|data=
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{{AttackData-CC
 +
|damage=
 +
|guard=High/Low
 +
|startup=10f
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|active=-
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|recovery=-
 +
|frameadv=-6
 +
|cancelable=yes
 +
|chprop=Stagger
 +
|description = Description.
 +
}}
 +
}}
  
| '''j.C (while apart)''' || 8f || N/A || H || Yes || Stagger || Air dunk. Faster than while together, but the hitbox isn't as long, instead it starts a bit higher up which can be better or worse depending on the situation. Not as good as an IAD button but still good.
+
====== <font style="visibility:hidden" size="0">cl.C (apart)</font> ======
|- width="200" style="text-align:center;" |
+
{{MoveData
 +
|image=CC_CS_cl.Ca.png
 +
|caption= Caption.
 +
|name=cl.C (apart)
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High/Low
 +
|startup=11f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-4
 +
|cancelable=Yes
 +
|chprop=Stagger
 +
|description = Description.
 +
}}
 +
}}
  
| '''j.D (while together)''' || 7f || N/A || H || Yes || Stagger || Spin kick, hits twice. For the first hit both Cait and Sith kick, Sith's kick has great range and a good downwards hitbox, making this an alright jumpin but not as damaging as j.C. Cait's kick has a cross-up hitbox but it's very hard to combo off. The second kick is Cait only, it doesn't hit as far but it has a good upwards hitbox
+
====== <font style="visibility:hidden" size="0">5C (apart)</font> ======
|- width="200" style="text-align:center;" |
+
{{MoveData
 +
|image=CC_CS_5Ca.png
 +
|caption= Caption.
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|name=5C (apart)
 +
|data=
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{{AttackData-CC
 +
|damage=
 +
|guard=High/Low
 +
|startup=14f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-5
 +
|cancelable=No
 +
|chprop=Stagger
 +
|description = Description.
 +
}}
 +
}}
  
| '''j.D (while apart)''' || 7f || N/A || H || Yes || Stagger || Basically the same hitbox as the second hit of together j.D. Still a good normal in general. Better for air-to-airs
+
====== <font style="visibility:hidden" size="0">cl.D (together)</font> ======
|-
+
{{MoveData
|}
+
|image=CC_CS_cl.Dt.png
 +
|caption= Caption.
 +
|name=cl.D (together)
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High/Low
 +
|startup= 10f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-4
 +
|cancelable=yes
 +
|chprop=Stagger
 +
|description = Description.
 +
}}
 +
}}
  
==Command Normals==
+
====== <font style="visibility:hidden" size="0">5D (together)</font> ======
{| border="1" cellpadding="5" width="100%"
+
{{MoveData
|- style="background:#f0f0f0"
+
|image=CC_CS_5Dt.png
! Move !! Startup !! Block Adv !! Guard !! Cancel !! CH <br> Properties !! Notes
+
|caption= Caption.
|- width="200" style="text-align:center;" |
+
|name=5D (together)
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High/Low
 +
|startup=12f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-1
 +
|cancelable=No
 +
|chprop=Stagger
 +
|description = Description.
 +
}}
 +
}}
  
| '''Spear Punch''' <br> 3C || 15f || +3 || L || Yes || Launch/Stagger || Stretched out toe tap. Great range; too slow to use as a poke, but since everything cancels into it you can use it to extend combos.
+
====== <font style="visibility:hidden" size="0">5D (apart)</font> ======
|- width="200" style="text-align:center;" |
+
{{MoveData
 +
|image=CC_CS_5Da.png
 +
|caption= Caption.
 +
|name=5D (apart)
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High/Low
 +
|startup=12f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-4
 +
|cancelable=No
 +
|chprop=Stagger
 +
|description = Description.
 +
}}
 +
}}
  
| '''Normal Throw (while together)''' || 5f || N/A || - || No || - || Cait & Sith have 2 normal throws depending on if they're together or apart, cait will dropkick the opponent and then sith will slidekick through them and setup if they're together.
+
====== <font style="visibility:hidden" size="0">2A</font> ======
|- width="200" style="text-align:center;" |
+
{{MoveData
 +
|image=CC_CS_2A.png
 +
|caption= Caption.
 +
|name=2A
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High/Low
 +
|startup=6f
 +
|active=-
 +
|recovery=-
 +
|frameadv=+3
 +
|cancelable=Yes
 +
|chprop=-
 +
|description = Description.
 +
}}
 +
}}
  
| '''Normal Throws (while apart)''' || 5f || N/A || - || No || - || This skips the slide, it's not as good advantage-wise (+43 compared to +50 when together) and it doesn't setup, but it has more damage I guess. It's not supposed to come out if you're together but sometimes sith just decides to not help out.
+
====== <font style="visibility:hidden" size="0">2B</font> ======
|- width="200" style="text-align:center;" |
+
{{MoveData
 +
|image=CC_CS_2B.png
 +
|caption= Caption.
 +
|name=2B
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=Low
 +
|startup=7f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-1
 +
|cancelable=Yes
 +
|chprop=-
 +
|description = Description.
 +
}}
 +
}}
  
| '''Air throw (while together)''' || 5f || N/A || - || No || - || Cait kicks the opponent down, then Sith follows them down and set up on the ground. Good for ending air combos, gives a soft knockdown.
+
====== <font style="visibility:hidden" size="0">2C (together)</font> ======
|- width="200" style="text-align:center;" |
+
{{MoveData
 +
|image=CC_CS_2Ct.png
 +
|caption= Caption.
 +
|name=2C (together)
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High/Low
 +
|startup=9f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-7
 +
|cancelable=Yes
 +
|chprop=Stagger
 +
|description = Description.
 +
}}
 +
}}
  
| '''Air throw (while apart)''' || 5f || N/A || - || No || - || Cait kicks the opponent, doesn't knock down and doesn't do much damage. It's pretty consistent as a combo ender still, if sith is setup nearby you can use 22K (or 22P if you're very low to the ground) and extend an air combo.
+
====== <font style="visibility:hidden" size="0">2C (apart)</font> ======
|-
+
{{MoveData
|}
+
|image=CC_CS_2Ca.png
 +
|caption= Caption.
 +
|name=2C (apart)
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High/Low
 +
|startup=9f
 +
|active=-
 +
|recovery=-2
 +
|frameadv=-
 +
|cancelable=Yes
 +
|chprop=Stagger
 +
|description = Hits twice
 +
}}
 +
}}
  
==Special Moves==
+
====== <font style="visibility:hidden" size="0">2D</font> ======
 +
{{MoveData
 +
|image=CC_CS_2D.png
 +
|caption= Caption.
 +
|name=2D
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=Low
 +
|startup=9f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-11
 +
|cancelable=No
 +
|chprop=Launch
 +
|description = Description.
 +
}}
 +
}}
  
All special moves can be canceled into supers for 2 bars.
+
====== <font style="visibility:hidden" size="0">j.A</font> ======
 +
{{MoveData
 +
|image=CC_CS_j.A.png
 +
|caption= Caption.
 +
|name=j.A
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High
 +
|startup=6f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-
 +
|cancelable=Yes
 +
|chprop=-
 +
|description = Description.
 +
}}
 +
}}
  
{| border="1" cellpadding="5" width="100%"
+
====== <font style="visibility:hidden" size="0">j.B (together)</font> ======
|- style="background:#f0f0f0"
+
{{MoveData
! Move !! Startup !! Block Adv !! Guard !! CH <br> Properties !! Notes
+
|image=CC_CS_j.Bt.png
|- width="200" style="text-align:center;" |
+
|caption= Caption.
 +
|name=j.B (together)
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High
 +
|startup=8f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-
 +
|cancelable=Yes
 +
|chprop=-
 +
|description = Description.
 +
}}
 +
}}
  
| '''Suicide Little Sister Set''' <br> 22K (while together) || 24f || - || - || - || Use this to set up sith, once she's set all sith moves will happen from that location and with no startup for cait. B version Sets close to cait. D version sets a little further away. B+D version sets very far away. For D and B+D versions it'll take sith an extra 30f or so to become set.
+
====== <font style="visibility:hidden" size="0">j.B (apart)</font> ======
|-width="200" style="text-align:center;" |
+
{{MoveData
 +
|image=CC_CS_j.Ba.png
 +
|caption= Caption.
 +
|name=j.B (apart)
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High
 +
|startup=8f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-
 +
|cancelable=Yes
 +
|chprop=-
 +
|description = Description.
 +
}}
 +
}}
  
| '''Suicide Little Sister Anti-air''' <br> 22K (while set) || - || - || HL || Comboalbe knockdown || Sith shoots up into the sky. Really fast and launches the opponent super high. Useful as an anti-air or to extend air combos. After the move finishes sith takes a minute to catch her breath.
+
====== <font style="visibility:hidden" size="0">j.C (together)</font> ======
|- width="200" style="text-align:center;" |
+
{{MoveData
 +
|image=CC_CS_j.Ct.png
 +
|caption= Caption.
 +
|name=j.C (together)
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High
 +
|startup=10f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-
 +
|cancelable=Yes
 +
|chprop=Stagger
 +
|description = Description.
 +
}}
 +
}}
  
| '''Suicide Little Sister Attack''' <br> 236K || 20f(B) <br> 27f(D) <br> 33f(ex) || N/A || L(B) <br> H(D) <br> HL(ex) || Launch(B) <br> Ground bounce (D) || Sith kicks high or low depending on version. B version is generally negative, but can be made plus if done further away. D version recovers before active so it's always plus, ex version has a lot of blockstun so it's always plus. D and ex versions are good combo extenders in the corner but D version usually only hits standing. B version can be followed up but only with very precise spacing. If sith is set cait will almost always get a combo off of the B version since he'll be able to run up. ex version ends with sith set.
+
====== <font style="visibility:hidden" size="0">j.C (apart)</font> ======
|- width="200" style="text-align:center;" |
+
{{MoveData
 +
|image=CC_CS_j.Ca.png
 +
|caption= Caption.
 +
|name=j.C (apart)
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High
 +
|startup=8f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-
 +
|cancelable=Yes
 +
|chprop=Stagger
 +
|description = Description.
 +
}}
 +
}}
  
| '''Combination Brother and Sister Crush''' <br> 214P || 9f(A/C) <br> 7f(ex) || -12/-6/-13 (A/C) <br> -15(ex) || HL/HL/H(A/C) <br> HL(x5)/L/H (ex) || Stagger || A/C version is the main meterless ender for C&S because it gives a really good knockdown. Cait can do the first hit without sith but if he tries to do any more he'll get a headache and be punishable on hit. You can use that single hit in combos if sith is setup to buy time for her to kick/twirl the opponent. A and C versions are the same. The advantage on each hit is -12, -6, and -13. The second hit also pushes far enough back that it's usually safe. Ex version gives aground bound, you're too far to followup with much midscreen, but if you're in the corner you can pickup for an air combo. This version also travels around half screen, so you can use it for corner carry and then pick up for an air combo & ender of your choice afterwards.
+
====== <font style="visibility:hidden" size="0">j.D (together)</font> ======
|- width="200" style="text-align:center;" |
+
{{MoveData
 +
|image=CC_CS_j.Dt.png
 +
|caption= Caption.
 +
|name=j.D (together)
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High
 +
|startup=7f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-
 +
|cancelable=Yes
 +
|chprop=Stagger
 +
|description = Description.
 +
}}
 +
}}
  
| '''Forgive Me, Little Sister Decoy Attack''' <br> 22P || 32f || +34 || HL || -|| Has lots of block/hitstun, so if the opponent blocks this you basically get to do whatever you want to them, including guard crush if you have the proper spacing/meter for it. A version vacuums in which makes it easier to follow up. C version pushes away, but also runs further up before starting.
+
====== <font style="visibility:hidden" size="0">j.D (apart)</font> ======
|- width="200" style="text-align:center;" |
+
{{MoveData
 +
|image=CC_CS_j.Da.png
 +
|caption= Caption.
 +
|name=j.D (apart)
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High
 +
|startup=7f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-
 +
|cancelable=Yes
 +
|chprop=Stagger
 +
|description = Description.
 +
}}
 +
}}
  
| '''Great Overhead Nova''' <br> 214K (air ok) || 20f(B) <br> 24f(D) <br> 22f(ex) || -12(B) <br> -10(D) <br> -3(ex) || HL || Ground Bounce || Cait shouts "overhead" and slowly kicks over the opponents head. Not actually an overhead. If B version connects on a crouching opponent it'll lead to a ground bound. D version will combo off 5D while apart and that will lead to aground bound on standing opponents. D version is also Cait and Sith's meterless damage ender for air combos. EX version ground bounces on normal hit while together, making it a very useful combo tool midscreen. In the air EX version is Cait's only way to get a knockdown when solo.
+
</div>
|- width="200" style="text-align:center;" |
 
  
| '''Miracle Super Tackle''' <br> 236P || 9f(A) <br> 12f(C) <br> 6f(ex) || -14(A) <br> -8(C) <br> -17(ex) || HL || Stagger(A) <br> Wall Bounce(C/ex) || Cait rolls forward, it's pretty fast for the space it covers and good to cancel out of when in exceed. A version rolls back on block and is safeish, C version doesn't roll back but goes further. Ex version rolls back and goes real far. EX version is also only 1 hit, so you get to utilize the wall bounce property more often, making it a strong neutral tool.
+
=== Command Moves ===
|-
 
|}
 
  
==Extra Specials==
+
<div class="mw-collapsible mw-collapsed">
 +
====== <font style="visibility:hidden" size="0">3C</font> ======
 +
{{MoveData
 +
|image=CC_CS_3C.png
 +
|caption= Caption.
 +
|name=Spear Punch
 +
|input=3C
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=Low
 +
|startup=15f
 +
|active=-
 +
|recovery=-
 +
|frameadv=+3
 +
|cancelable=Yes
 +
|chprop= Launch/Stagger
 +
|description= Description.
 +
}}
 +
}}
  
{| border="1" cellpadding="5" width="100%"
+
====== <font style="visibility:hidden" size="0">Normal Throw (Together)</font> ======
|- style="background:#f0f0f0"
+
{{MoveData
! Move !! Startup !! Block Adv !! Guard !! CH <br> Properties !! Notes
+
|image=CC_CS_Throwt.png
|- width="200" style="text-align:center;" |
+
|caption= Caption.
 +
|name=Throw
 +
|input= 5/6AC
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=-
 +
|startup=5f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-
 +
|cancelable=No
 +
|chprop=
 +
|description=Regular throw.
 +
}}
 +
}}
  
| '''Rising Dragon Attack''' <br> 623P || 4f(A) <br> 10f(C) || -34(A) <br> -44(C) || HL || OTGable knockdown || A version isn't invun, C version is through active frames. Both make for good anti-airs provided you know they're going to hit and give combos on CH. They also have use in combos.
+
====== <font style="visibility:hidden" size="0">Normal Throw (Apart)</font> ======
|- width="200" style="text-align:center;" |
+
{{MoveData
 +
|image=CC_CS_Throwa.png
 +
|caption= Caption.
 +
|name=Throw
 +
|input= 5/6AC
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=-
 +
|startup=5f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-
 +
|cancelable=No
 +
|chprop=
 +
|description=Regular throw.
 +
}}
 +
}}
  
| '''Our Graceful Trick Through''' <br> 632146K || 23f || - || - || - || Cait jumps over the opponent, if sith's with him then she'll slide under their feet, afterwards they have enough frame advantage to do pretty much any normal and they're guaranteed to be point blank. This move has invun starting on frame 1, but not all the way through. Still, it can work as a reversal.
+
====== <font style="visibility:hidden" size="0">Normal Throw (Together)</font> ======
|-
+
{{MoveData
|}
+
|image=CC_CS_AirThrowt.png
 +
|caption= Caption.
 +
|name=Throw
 +
|input= 5/6AC
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=-
 +
|startup=5f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-
 +
|cancelable=No
 +
|chprop=
 +
|description=Air throw. soft knockdown.
 +
}}
 +
}}
  
==Ultimate Chaos==
+
====== <font style="visibility:hidden" size="0">Normal Throw (Apart)</font> ======
 +
{{MoveData
 +
|image=CC_CS_AirThrowa.png
 +
|caption= Caption.
 +
|name=Throw
 +
|input= 5/6AC
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=-
 +
|startup=5f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-
 +
|cancelable=No
 +
|chprop=
 +
|description=Air throw. Does not knockdown
 +
}}
 +
}}
 +
</div>
  
{| border="1" cellpadding="5" width="100%"
+
=== Special Moves ===
|- style="background:#f0f0f0"
 
! Move !! Startup !! Block Adv !! Guard !! CH <br> Properties !! Notes
 
|- width="200" style="text-align:center;" |
 
  
| '''Parent and Daughter Special Attack - Swooping Daddy Balloon''' <br> 236236P || 4f || - || HL(on the way up) H(on the way down) || - || Pit turns into an even more giant hat and takes himself, Sith, and the opponent to the sky, then falls down a little bit later. First hit can whiff on crouching opponents. The two hits don't naturally combo into each other so you have to do some filler. The second hit is actually an overhead so if you want you could use it for some high/low shenanigans. This move is probably C&S's most consistent anti-air since it hits basically all the way to the top of the screen and is super fast. This move has invun, but if it gets blocked there's no blockstun so you're punishable by pretty much anything.
+
<div class="mw-collapsible mw-collapsed">
|- width="200" style="text-align:center;" |
 
  
| '''Brother and Sister Special Attack - Double Spin Attack Deluxe''' <br> 2363214P || 8F || -41 || HL || - || Ranbu super. Good for straight damage, if you want to spend 2 bars cancel into this super. It also carries a fair distance and you can Chaos Shift it on hit for followups.
+
====== <font style="visibility:hidden" size="0">22K (together)</font> ======
|-
+
{{MoveData
|}
+
|image=CC_CS_22kt.png
 +
|caption= Caption.
 +
|name=Suicide Little Sister Set
 +
|input=22K (together)
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=N/A
 +
|startup=24f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-
 +
|cancelable=-
 +
|chprop=-
 +
|description = sets up sith
 +
}}
 +
}}
  
==Extra Ultimate Chaos==
 
  
{| border="1" cellpadding="5" width="100%"
+
====== <font style="visibility:hidden" size="0">22K (apart)</font> ======
|- style="background:#f0f0f0"
+
{{MoveData
! Move !! Startup !! Block Adv !! Guard !! CH <br> Properties !! Notes
+
|image=CC_CS_22Ka.png
|- width="200" style="text-align:center;" |
+
|caption= Caption.
 +
|name=Suicide Little Sister Anti-Air
 +
|input=22K (while sith is set)
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High/Low
 +
|startup=
 +
|active=-
 +
|recovery=-
 +
|frameadv=-
 +
|cancelable=-
 +
|chprop= Comboable Knockdown
 +
|description = Description.
 +
}}
 +
}}
  
| '''Daddy's Surprise Meal''' <br> 6321463214K || 3f || - || - || - || Command grab super, Cait throws the opponent to Pit, who puts them in a bag or something and slams them into the ground a bunch. In the corner it'll wallsplat and you can combo off it. This super is weird and appears to be jumpable immediately after the flash, but only for the first few frames after the flash. It seems possible to react to, but not easy to react to, so watch out.
+
====== <font style="visibility:hidden" size="0">236K</font> ======
|- width="200" style="text-align:center;" |
+
{{MoveData
 +
|image=CC_CS_236K.png
 +
|caption= Caption.
 +
|name=Suicide Little Sister Anti-Air
 +
|input=236K
 +
|data=
 +
{{AttackData-CC
 +
|version=B
 +
|damage=
 +
|guard=Low
 +
|startup=20f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-
 +
|cancelable=-
 +
|chprop= Launch
 +
|description = generally negative but can be plus at further spacings
 +
}}
 +
{{AttackData-CC
 +
|version=D
 +
|damage=
 +
|guard=High
 +
|startup=27f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-
 +
|cancelable=-
 +
|chprop= Ground Bounce
 +
|description = Always plus, the further away sith is the more plus it'll be.
 +
}}
 +
{{AttackData-CC
 +
|version=EX
 +
|damage=
 +
|guard=High/low
 +
|startup=33f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-
 +
|cancelable=-
 +
|chprop=-
 +
|description = Always plus, good combo extender.
 +
}}
 +
}}
  
| '''My Own Style Special Attack... Dynamic Special Attack''' <br> 2363214K || 15F || -50(5) <br> -17(8) <br> -1(2) || HL(5) H(8) L(2) N/A (6) || Ground bounce (8/2) || Cait does a ranbu super by himself, then does one of 5 enders depending on the direction of the stick. This is the only super that doesn't teleport sith to cait's side, so if she's set up you can call her during it. The 5 followup is an uppercup, leads to a combo in the corner. The 8 followup is an overhead kick, gives an air combo midscreen. The 2 followup is a low, you can combo afterwards in the corner or if the opponent was juggled. The 6 followup is unblockable and can be blockstringed/combo'd into with sith (it leaves an 18f gap otherwise). The 6 followup also does the most damage when combo'd into. None of the followups blockstring on their own.
+
====== <font style="visibility:hidden" size="0">214P</font> ======
|-
+
{{MoveData
|}
+
|image=CC_CS_214P.png
 +
|caption= Caption.
 +
|name=Combination Brother and Sister Crush
 +
|input=214P
 +
|data=
 +
{{AttackData-CC
 +
|version=A/C
 +
|damage=
 +
|guard=High/Low
 +
|startup=9f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-12/-6-13
 +
|cancelable=-
 +
|chprop= Stagger
 +
|description = Description
 +
}}
 +
{{AttackData-CC
 +
|version=EX
 +
|damage=
 +
|guard=High
 +
|startup=7f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-15
 +
|cancelable=-
 +
|chprop=-
 +
|description = Description.
 +
}}
 +
}}
  
==Destruction Chaos==
+
====== <font style="visibility:hidden" size="0">22P</font> ======
 +
{{MoveData
 +
|image=CC_CS_22P.png
 +
|caption= Caption.
 +
|name=Forgive Me, Little Sister Decoy Attack
 +
|input=22P
 +
|data=
 +
{{AttackData-CC
 +
|version=A
 +
|damage=
 +
|guard=High/Low
 +
|startup=32f
 +
|active=-
 +
|recovery=-
 +
|frameadv=+34
 +
|cancelable=-
 +
|chprop=-
 +
|description = Description.
 +
}}
 +
}}
  
{| border="0" cellspacing="5" width="100%"
+
====== <font style="visibility:hidden" size="0">214K</font> ======
| width="" |''' <font size = "3">Perfect Family Cooperation - 2141236pp</font> '''
+
{{MoveData
 +
|image=CC_CS_214K.png
 +
|caption= Caption.
 +
|name=Great Overhead Nova
 +
|input=214K (air okay)
 +
|data=
 +
{{AttackData-CC
 +
|version=B
 +
|damage=
 +
|guard=High/Low
 +
|startup=20f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-12
 +
|cancelable=-
 +
|chprop= Ground Bounce
 +
|description = Not an overhead, cait just shouts "overhead" to confuse the opponent
 +
}}
 +
{{AttackData-CC
 +
|version=D
 +
|damage=
 +
|guard=High/Low
 +
|startup=24f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-10
 +
|cancelable=-
 +
|chprop= Ground Bounce
 +
|description = Description
 +
}}
 +
{{AttackData-CC
 +
|version=EX
 +
|damage=
 +
|guard=High/low
 +
|startup=22f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-3
 +
|cancelable=-
 +
|chprop=-
 +
|description = Description.
 +
  }}
 +
}}
  
The whole family gets together and Pit pukes up a huge beam. Is extremely slow(~90F) and scales really hard. It is invun though so I guess you could use it to get out of a meaty and bank on your opponent getting up and walking away assuming they'd won the round.
+
====== <font style="visibility:hidden" size="0">236P</font> ======
 +
{{MoveData
 +
|image=CC_CS_236P.png
 +
|caption= Caption.
 +
|name=Miracle Super Tackle
 +
|input=236P
 +
|data=
 +
{{AttackData-CC
 +
|version=A
 +
|damage=
 +
|guard=High/Low
 +
|startup=9f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-14
 +
|cancelable=-
 +
|chprop= Stagger
 +
|description = Description.
 +
}}
 +
{{AttackData-CC
 +
|version=D
 +
|damage=
 +
|guard=High/Low
 +
|startup=12f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-
 +
|cancelable=-
 +
|chprop= Wall bounce
 +
|description = Description.
 +
}}
 +
{{AttackData-CC
 +
|version=EX
 +
|damage=
 +
|guard=High/low
 +
|startup=6f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-17
 +
|cancelable=-
 +
|chprop=- Wall bounce.
 +
|description = Description.
 +
}}
 +
}}
 +
</div>
  
|-
+
=== Extra Special Moves ===
|}
 
  
=Extra move selection=
+
<div class="mw-collapsible mw-collapsed">
 +
====== <font style="visibility:hidden" size="0">623P</font> ======
 +
{{MoveData
 +
|image=CC_CS_623P.png
 +
|caption= Caption.
 +
|name=Rising Dragon Attack
 +
|input=623P
 +
|data=
 +
{{AttackData-CC
 +
|version=A
 +
|damage=
 +
|guard=High/Low
 +
|startup=4f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-34
 +
|cancelable=-
 +
|chprop=-OTGable Knockdown
 +
|description = Invun at startup but not through active
 +
}}
 +
{{AttackData-CC
 +
|version=C
 +
|damage=
 +
|guard=High/Low
 +
|startup=10f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-44
 +
|cancelable=-
 +
|chprop=-OTGable Knockdown
 +
|description = Invun through active
 +
}}
 +
}}
  
Rising dragon attack is Cait & Sith's only chance to have a meterless anti-air. On counterhit it can give combos and it has use in 236236p combos. It's not very exciting, but it's a very solid tool. Only the C version is invulnerable, and only through its startup.
+
====== <font style="visibility:hidden" size="0">632146K</font> ======
 +
{{MoveData
 +
|image=CC_CS_632146K.png
 +
|caption= Caption.
 +
|name=Our Graceful Trick Through
 +
|input=Input.
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=Command Throw
 +
|startup=23f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-
 +
|cancelable=-
 +
|chprop=-
 +
|description = Has invincibility.
 +
}}
 +
}}
 +
</div>
 +
 
 +
=== Ultimate Chaos Moves ===
 +
 
 +
<div class="mw-collapsible mw-collapsed">
 +
 
 +
====== <font style="visibility:hidden" size="0">236236P</font> ======
 +
{{MoveData
 +
|image=CC_CS_236236P.png
 +
|caption= Caption.
 +
|name=Super Move NameParent and Daughter Special Attack - Swooping Daddy Balloon
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High/Low(on the way up) High(on the way down)
 +
|startup=4f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-
 +
|cancelable=-
 +
|chprop=-
 +
|description = Description.
 +
}}
 +
}}
  
If you do want a meterless reversal you can pick either extra move. trick through isn't fully invun but you can still use it to get out of pressure since it's so slow nothing will actually meaty it. It'll lose to grabs though. rising dragon attack is more reliable but you can't really get a combo off of it unless you spend meter or get a counter hit while the opponent is cornered.
+
====== <font style="visibility:hidden" size="0">2363214P</font> ======
 +
{{MoveData
 +
|image=CC_CS)2363214P.png
 +
|caption= Caption.
 +
|name= Brother and Sister Special Attack - Double Spin Attack Deluxe
 +
|input= 2363214P
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=High/Low
 +
|startup=8f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-41
 +
|cancelable=-
 +
|chprop=-
 +
|description = Ranbu super, restands.
 +
}}
 +
}}
 +
</div>
  
Daddy's surprise meal is the better mix-up option, and while mixing up opponents isn't something Cait & Sith struggle with, they usually have to go through a bunch of set-up first. Surprise meal can be done whenever, including when sith isn't around, and it does give followups in the corner (although you can get better followups off my own style)
+
=== Extra Ultimate Chaos Moves ===
  
My own style is a reversal super, but also it's Cait & Sith's best option for damage off a super. The different followups ensure that you can get a good combo no matter what position you're in.
+
<div class="mw-collapsible mw-collapsed">
 +
====== <font style="visibility:hidden" size="0">6321463214K</font> ======
 +
{{MoveData
 +
|image=CC_CS_6321463214K.png
 +
|caption= Caption.
 +
|name=Daddy's Surprise Meal
 +
|input=6321463214K
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=Command Grab
 +
|startup=3f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-
 +
|cancelable=-
 +
|chprop=-
 +
|description = Command Grab
 +
}}
 +
}}
  
==Recommended sets==
+
====== <font style="visibility:hidden" size="0">2363214K</font> ======
 +
{{MoveData
 +
|image=CC_CS_2363214K.png
 +
|caption= Caption.
 +
|name=My Own Style Special Attack... Dynamic Special Attack
 +
|input=Input.
 +
|data=
 +
{{AttackData-CC
 +
|version= 5
 +
|damage=
 +
|guard=High/Low
 +
|startup= 15f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-50
 +
|cancelable=-
 +
|chprop=-
 +
|description = Description.
 +
}}
 +
{{AttackData-CC
 +
|version= 8
 +
|damage=
 +
|guard=High
 +
|startup= 15f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-17
 +
|cancelable=-
 +
|chprop=Ground Bounce
 +
|description = Description.
 +
}}
 +
{{AttackData-CC
 +
|version= 2
 +
|damage=
 +
|guard=Low
 +
|startup= 15f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-1
 +
|cancelable=-
 +
|chprop=Ground Bounce
 +
|description = Description.
 +
}}
 +
{{AttackData-CC
 +
|version= 4
 +
|damage=
 +
|guard=-
 +
|startup= 15f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-
 +
|cancelable=-
 +
|chprop=-
 +
|description = Back flip
 +
}}
 +
{{AttackData-CC
 +
|version= 6
 +
|damage=
 +
|guard=Unblockable
 +
|startup= 15f
 +
|active=-
 +
|recovery=-
 +
|frameadv=-
 +
|cancelable=-
 +
|chprop=-
 +
|description = Description.
 +
}}
 +
}}
 +
</div>
  
Cait & Sith's extra moves are all useful, each one provides something that they don't normally have. Any combination of 2 is probably fine, these sets are just a suggestion.
+
=== Destruction Chaos ===
  
{| border="1" cellpadding="5" width="100%"
+
<div class="mw-collapsible mw-collapsed">
|- style="background:#f0f0f0"
+
====== <font style="visibility:hidden" size="0">2141236PP</font> ======
|- width="200" style="text-align:center;" |
+
{{MoveData
 +
|image=CC_CS_2141236PP.png
 +
|caption= Caption.
 +
|name=Perfect Family Cooperation
 +
|input=2141236PP
 +
|data=
 +
{{AttackData-CC
 +
|damage=
 +
|guard=-
 +
|startup=
 +
|active=-
 +
|recovery=-
 +
|frameadv=
 +
|chprop=
 +
|description = Description.
 +
}}
 +
}}
 +
</div>
  
|'''Trick through & My own style''' || This set takes trick through mainly as a reversal to get out of frame traps and my own style as extra insurance and added damage. Trick through is very easy for an opponent to play around, but if they're playing around it they're not doing all the frame traps they could be so just the threat of it is good. My own style is a lot safer as a reversal if you have the meter, but also it leads to good damage in pretty much any situation. The main weakness of this set is that it forces you to use 236236p or something like 5A as anti-airs, and while the anti-air super is reliable, it leaves Cait stuck without Sith which can be a huge problem.
+
== Strategy ==
|-width="200" style="text-align:center;" |
 
  
|'''Rising Dragon attack & Trick through'''|| This set gives Cait & Sith the defensive tools that they otherwise don't really have. Rising dragon attack works pretty well as an anti-air and as a reversal if the opponent does something obvious. Trick through is a serviceable reversal and since it's a grab rather than a hit it has to be baited more directly. The issue is that it doesn't really give them any kind of way to extend damage beyond slightly stronger 236236p combos thanks to Rising Dragon Attack, but those leave Cait without Sith for a while which can make it hard to continue pressure or open opponents up.
 
|-width="200" style="text-align:center;" |
 
  
|'''Rising Dragon attack & My own style'''|| More or less the same as the above, but it trades trick through for My own style which is a more reliable reversal, but costs a full bar. My own style is also a good way to increase damage, although own style combos don't really synergize with RDA, so you can end up spending entire matches never really getting use out of one of your extra moves.
+
=== Neutral ===
|-width="200" style="text-align:center;" |
 
  
|'''My own style & Daddy's surprise meal'''|| This set kind of gives up on getting a good anti-air and instead focuses on improving Cait & Sith's offense. The two supers don't really synergize in the sense that you probably wont use both in the same combo, but instead they cover 2 very different situations which ends up giving Cait & Sith a more well rounded offense.
 
|-
 
|}
 
  
= Combos =
+
== Combos ==
  
 
Cait and Sith are fairly low damage, but chaos code is a high damage game so its still very easy to close out rounds quickly. They don't build stun crazy fast but since their combos are long and damage low you tend to have lots of oppertunities to stun, especially if you opt to end combos early for oki/reset potential
 
Cait and Sith are fairly low damage, but chaos code is a high damage game so its still very easy to close out rounds quickly. They don't build stun crazy fast but since their combos are long and damage low you tend to have lots of oppertunities to stun, especially if you opt to end combos early for oki/reset potential
Line 237: Line 1,042:
 
[https://www.youtube.com/watch?v=FMrnJmNJZsE video example]
 
[https://www.youtube.com/watch?v=FMrnJmNJZsE video example]
  
==With Sith Midscreen==
+
===With Sith Midscreen===
  
 
'''5A > 5B > cl.C > 214A > 214A > 214A'''
 
'''5A > 5B > cl.C > 214A > 214A > 214A'''
Line 259: Line 1,064:
 
Real basic confirm into ranbu. Good for midscreen damage and corner carry if you aren't confident in the longer combos. Use the tackle for a super cancel if you want to dump an extra bar for some extra damage
 
Real basic confirm into ranbu. Good for midscreen damage and corner carry if you aren't confident in the longer combos. Use the tackle for a super cancel if you want to dump an extra bar for some extra damage
  
==With Sith Corner==
+
===With Sith Corner===
  
 
All  midscreen combos still work in the corner
 
All  midscreen combos still work in the corner
Line 283: Line 1,088:
 
Alternative to the above that uses a restand glitch. Timing on that 5A is tight, you might find it easier to do 5A > 5B (restand) > 2C > 214A instead with each of the normals being done as fast as possible (don't forget chaos code has an infinite buffer on normals as long as you hold the button down), but that will only work when very close.
 
Alternative to the above that uses a restand glitch. Timing on that 5A is tight, you might find it easier to do 5A > 5B (restand) > 2C > 214A instead with each of the normals being done as fast as possible (don't forget chaos code has an infinite buffer on normals as long as you hold the button down), but that will only work when very close.
  
==Sith Set==
+
===Sith Set===
  
 
'''5A > 5B > cl.C > 214A > 236B > 5A > cl.C > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+C'''
 
'''5A > 5B > cl.C > 214A > 236B > 5A > cl.C > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+C'''
Line 305: Line 1,110:
 
Combo off instant overhead. Only works against Bravo, Kudlak, and Cerb (but only during specific frames of his crouching animation), however if timed meaty rising j.A will hit everyone except C&S and Kagari. Corner only.
 
Combo off instant overhead. Only works against Bravo, Kudlak, and Cerb (but only during specific frames of his crouching animation), however if timed meaty rising j.A will hit everyone except C&S and Kagari. Corner only.
  
==With "My Own Style"==
+
===With "My Own Style"===
  
 
the neutral & down followups can be otg'd in the corner and lead to normal corner OTG routes
 
the neutral & down followups can be otg'd in the corner and lead to normal corner OTG routes
Line 325: Line 1,130:
 
Much simpler exceed not using restands or guard breaks
 
Much simpler exceed not using restands or guard breaks
  
==With Rising Dragon Attack==
+
===With Rising Dragon Attack===
  
 
'''5A >  5B > cl.C > 214AC > otg 2A > cl.C > sjc > j.A > j.C > j.D > Land > 236236A > 623C > super hits > otg 2A > cl.C > sjc > j.A > j.C > j.D > Land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.214BD'''
 
'''5A >  5B > cl.C > 214AC > otg 2A > cl.C > sjc > j.A > j.C > j.D > Land > 236236A > 623C > super hits > otg 2A > cl.C > sjc > j.A > j.C > j.D > Land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.214BD'''
Line 339: Line 1,144:
 
This is a harder and longer version of the above, it requires getting the restand off 236AC and doesn't actually do much more damage. But it nets around 6 extra stun which is nice.
 
This is a harder and longer version of the above, it requires getting the restand off 236AC and doesn't actually do much more damage. But it nets around 6 extra stun which is nice.
  
==Unblockable setups==
+
===Unblockable setups===
  
 
Off of a rekka knockdown you should have enough time to set sith with 22b and still meaty with 2C. Input the meaty as 22C and hit 6CD, Sith's spin will keep the opponent locked down and they'll eat the guard break. Only works in the corner. Same setup works off of a throw only you don't need to set sith since the throw animation will set her for you.
 
Off of a rekka knockdown you should have enough time to set sith with 22b and still meaty with 2C. Input the meaty as 22C and hit 6CD, Sith's spin will keep the opponent locked down and they'll eat the guard break. Only works in the corner. Same setup works off of a throw only you don't need to set sith since the throw animation will set her for you.
Line 349: Line 1,154:
 
In training mode you'd have to record the setup then try to get out of it to test, but once you get it right it becomes easy to eyeball it.
 
In training mode you'd have to record the setup then try to get out of it to test, but once you get it right it becomes easy to eyeball it.
  
=Hiding Inputs=
+
==Hiding Inputs==
  
 
When Sith is set Cait doesn't have any animation for 236K, 22K, or 22P. In theory this lets Sith attack without putting Cait at risk, but because all inputs are interpreted by both characters at once it's not really possible to have Sith attack while Cait does nothing. It's also a problem because Cait's attacks can telegraph Sith's in situations where she's off screen. The most obvious way to hide inputs is to give sith commands while Cait is in the middle of an animation he can't cancel. Something to keep in mind is that the buffer for special moves in chaos code is gigantic, so doing things like using a roll to hide the input can work, but it's very easy to wind up coming out of a roll that's switched sides with an opponent and get a 214K because the game held on to a 236K input. Backdash is really good for hiding inputs but the timing for it can be really hard.
 
When Sith is set Cait doesn't have any animation for 236K, 22K, or 22P. In theory this lets Sith attack without putting Cait at risk, but because all inputs are interpreted by both characters at once it's not really possible to have Sith attack while Cait does nothing. It's also a problem because Cait's attacks can telegraph Sith's in situations where she's off screen. The most obvious way to hide inputs is to give sith commands while Cait is in the middle of an animation he can't cancel. Something to keep in mind is that the buffer for special moves in chaos code is gigantic, so doing things like using a roll to hide the input can work, but it's very easy to wind up coming out of a roll that's switched sides with an opponent and get a 214K because the game held on to a 236K input. Backdash is really good for hiding inputs but the timing for it can be really hard.
  
=Character Specific Bugs=
+
==Character Specific Bugs==
  
 
It's also unfortunately very common for the game to just eat inputs with Cait & Sith. In particular Hitstop seems to cause inputs to drop, but if you're consistent with timing it doesn't screw up combos much. It's also possible for Sith to just decide not to act when Cait asks her to, he'll make the pointing animation but Sith will just not do anything. It appears to happen when Cait tries to set Sith on the same frame an opponent does a special of their own but the exact cause is unknown. It could maybe be useful as a feint if it was consistent. It's possible to get Sith both set and attached to Cait. This Sith install glitch is super rare  but probably extremely useful if you're reading this and know how to make it happen on command please update this section.
 
It's also unfortunately very common for the game to just eat inputs with Cait & Sith. In particular Hitstop seems to cause inputs to drop, but if you're consistent with timing it doesn't screw up combos much. It's also possible for Sith to just decide not to act when Cait asks her to, he'll make the pointing animation but Sith will just not do anything. It appears to happen when Cait tries to set Sith on the same frame an opponent does a special of their own but the exact cause is unknown. It could maybe be useful as a feint if it was consistent. It's possible to get Sith both set and attached to Cait. This Sith install glitch is super rare  but probably extremely useful if you're reading this and know how to make it happen on command please update this section.
  
=Colors=
+
== Colors ==
Notes:
+
 
*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.
 
 
{{CCColors
 
{{CCColors
|Character= CaitSith
+
|Character = CaitSith
 
}}
 
}}
*A Button: Normal version.
+
 
*B Button:
+
{{Template:CC}}
*C Button:
+
[[Category: Chaos Code]]
*D Button:
 
*R1+A Buttons:
 
*R1+B Buttons:
 
*R1+C Buttons:
 
*R1+D Buttons: Justice (Guilty Gear)
 
{{CC}}
 
[[Category:Chaos Code]]
 

Revision as of 16:43, 13 July 2019

Story

Cait & Sith's father, Pit, got turned into a hat for some reason and so now Cait (Brother) & Sith (Sister) want to find the Chaos Code and use it's limitless power to revive their still alive father. Also Cait hates Cerberus for getting Pit cursed and Sith is super into boyslove manga.

Playstyle

Health: 27000

Stun: 75

Cait & Sith are a puppet character with strong mix-ups and pressure strings thanks to the two being able to act independently. They have a wide variety of practical unblockable setups as well as lots of hard to block high/low mix-ups. Their damage is on the lower side and with notably low health and stun they can't afford to make many mistakes. A lack of long range options and limited defensive tools along with technically demanding setups and combos make them a lot of work, but if you like doing a safejump and then blockstringing into an unblockable that then leads back into the same safejump, this is the character for you.

Mobility (Run vs. Step)

Run: The most common choice for Cait & Sith. Run makes up for their stubby normals and microdashes are extremely useful in combos and for stagger pressure. Also their run animation is adorable.

Step: Cait & Sith don't have a particularly good step. They can still step cancel moves which can lead to strong tick throws, but the worse mobility really hurts.


Extra move selection

Rising dragon attack is Cait & Sith's only chance to have a meterless anti-air. On counterhit it can give combos and it has use in 236236p combos. It's not very exciting, but it's a very solid tool. Only the C version is invulnerable, and only through its startup.

If you do want a meterless reversal you can pick either extra move. trick through isn't fully invun but you can still use it to get out of pressure since it's so slow nothing will actually meaty it. It'll lose to grabs though. rising dragon attack is more reliable but you can't really get a combo off of it unless you spend meter or get a counter hit while the opponent is cornered.

Daddy's surprise meal is the better mix-up option, and while mixing up opponents isn't something Cait & Sith struggle with, they usually have to go through a bunch of set-up first. Surprise meal can be done whenever, including when sith isn't around, and it does give followups in the corner (although you can get better followups off my own style)

My own style is a reversal super, but also it's Cait & Sith's best option for damage off a super. The different followups ensure that you can get a good combo no matter what position you're in.

Recommended sets

Cait & Sith's extra moves are all useful, each one provides something that they don't normally have. Any combination of 2 is probably fine, these sets are just a suggestion.

Trick through & My own style

This set takes trick through mainly as a reversal to get out of frame traps and my own style as extra insurance and added damage. Trick through is very easy for an opponent to play around, but if they're playing around it they're not doing all the frame traps they could be so just the threat of it is good. My own style is a lot safer as a reversal if you have the meter, but also it leads to good damage in pretty much any situation. The main weakness of this set is that it forces you to use 236236p or something like 5A as anti-airs, and while the anti-air super is reliable, it leaves Cait stuck without Sith which can be a huge problem.

Rising Dragon attack & Trick through

This set gives Cait & Sith the defensive tools that they otherwise don't really have. Rising dragon attack works pretty well as an anti-air and as a reversal if the opponent does something obvious. Trick through is a serviceable reversal and since it's a grab rather than a hit it has to be baited more directly. The issue is that it doesn't really give them any kind of way to extend damage beyond slightly stronger 236236p combos thanks to Rising Dragon Attack, but those leave Cait without Sith for a while which can make it hard to continue pressure or open opponents up.


Rising Dragon attack & My own style

More or less the same as the above, but it trades trick through for My own style which is a more reliable reversal, but costs a full bar. My own style is also a good way to increase damage, although own style combos don't really synergize with RDA, so you can end up spending entire matches never really getting use out of one of your extra moves.

My own style & Daddy's surprise meal

This set kind of gives up on getting a good anti-air and instead focuses on improving Cait & Sith's offense. The two supers don't really synergize in the sense that you probably wont use both in the same combo, but instead they cover 2 very different situations which ends up giving Cait & Sith a more well rounded offense.

Move List

Normal Moves

5A
5A Caption.Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 6f - - +2 yes -

Basically the same move as 2A but with a higher active hitbox, used a lot in combos and in pressure, less advantageous on block compared to 2A but it catches jump outs easier.


cl.B
cl.B Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low 7f - - +0 yes -

Shin kick. Standing low that can OTG.


5B
5B Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 7f - - -2 Yes -

chest kick. Decent range, useful in juggles when you're too far for a close heavy but want to super jump cancel.


cl.C (together)
cl.C (together) Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 11f - - +1 yes Stagger

Description.


5C (together)
5C (together) Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 10f - - -6 yes Stagger

Description.


cl.C (apart)
cl.C (apart) Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 11f - - -4 Yes Stagger

Description.


5C (apart)
5C (apart) Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 14f - - -5 No Stagger

Description.


cl.D (together)
cl.D (together) Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 10f - - -4 yes Stagger

Description.


5D (together)
5D (together) Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 12f - - -1 No Stagger

Description.


5D (apart)
5D (apart) Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 12f - - -4 No Stagger

Description.


2A
2A Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 6f - - +3 Yes -

Description.


2B
2B Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low 7f - - -1 Yes -

Description.


2C (together)
2C (together) Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 9f - - -7 Yes Stagger

Description.


2C (apart)
2C (apart) Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 9f - -2 - Yes Stagger

Hits twice


2D
2D Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low 9f - - -11 No Launch

Description.


j.A
j.A Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 6f - - - Yes -

Description.


j.B (together)
j.B (together) Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 8f - - - Yes -

Description.


j.B (apart)
j.B (apart) Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 8f - - - Yes -

Description.


j.C (together)
j.C (together) Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 10f - - - Yes Stagger

Description.


j.C (apart)
j.C (apart) Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 8f - - - Yes Stagger

Description.


j.D (together)
j.D (together) Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 7f - - - Yes Stagger

Description.


j.D (apart)
j.D (apart) Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High 7f - - - Yes Stagger

Description.


Command Moves

3C
Spear Punch
3C Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low 15f - - +3 Yes Launch/Stagger

Description.


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

Regular throw.


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

Regular throw.


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

Air throw. soft knockdown.


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

Air throw. Does not knockdown

Special Moves

22K (together)
Suicide Little Sister Set
22K (together) Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - N/A 24f - - - - -

sets up sith


22K (apart)
Suicide Little Sister Anti-Air
22K (while sith is set) Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - - Comboable Knockdown

Description.


236K
Suicide Little Sister Anti-Air
236K Caption.
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
B - - Low 20f - - - - Launch

generally negative but can be plus at further spacings

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
D - - High 27f - - - - Ground Bounce

Always plus, the further away sith is the more plus it'll be.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/low 33f - - - - -

Always plus, good combo extender.


214P
Combination Brother and Sister Crush
214P Caption.
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A/C - - High/Low 9f - - -12/-6-13 - Stagger

Description

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High 7f - - -15 - -

Description.


22P
Forgive Me, Little Sister Decoy Attack
22P Caption.
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A - - High/Low 32f - - +34 - -

Description.


214K
Great Overhead Nova
214K (air okay) Caption.
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
B - - High/Low 20f - - -12 - Ground Bounce

Not an overhead, cait just shouts "overhead" to confuse the opponent

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
D - - High/Low 24f - - -10 - Ground Bounce

Description

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/low 22f - - -3 - -

Description.


236P
Miracle Super Tackle
236P Caption.
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A - - High/Low 9f - - -14 - Stagger

Description.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
D - - High/Low 12f - - - - Wall bounce

Description.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
EX - - High/low 6f - - -17 - - Wall bounce.

Description.

Extra Special Moves

623P
Rising Dragon Attack
623P Caption.
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A - - High/Low 4f - - -34 - -OTGable Knockdown

Invun at startup but not through active

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
C - - High/Low 10f - - -44 - -OTGable Knockdown

Invun through active


632146K
Our Graceful Trick Through
Input. Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Command Throw 23f - - - - -

Has invincibility.

Ultimate Chaos Moves

236236P
Super Move NameParent and Daughter Special Attack - Swooping Daddy Balloon Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low(on the way up) High(on the way down) 4f - - - - -

Description.


2363214P
Brother and Sister Special Attack - Double Spin Attack Deluxe
2363214P Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low 8f - - -41 - -

Ranbu super, restands.

Extra Ultimate Chaos Moves

6321463214K
Daddy's Surprise Meal
6321463214K Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Command Grab 3f - - - - -

Command Grab


2363214K
My Own Style Special Attack... Dynamic Special Attack
Input. Caption.
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
5 - - High/Low 15f - - -50 - -

Description.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
8 - - High 15f - - -17 - Ground Bounce

Description.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
2 - - Low 15f - - -1 - Ground Bounce

Description.

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
4 - - - 15f - - - - -

Back flip

Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
6 - - Unblockable 15f - - - - -

Description.

Destruction Chaos

2141236PP
Perfect Family Cooperation
2141236PP Caption.
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - - - - - - - -

Description.

Strategy

Neutral

Combos

Cait and Sith are fairly low damage, but chaos code is a high damage game so its still very easy to close out rounds quickly. They don't build stun crazy fast but since their combos are long and damage low you tend to have lots of oppertunities to stun, especially if you opt to end combos early for oki/reset potential

video example

With Sith Midscreen

5A > 5B > cl.C > 214A > 214A > 214A

Basic confirm into rekka, afterwards you can use 22B/D to put sith in position or use 236BD to meaty and put sith in position at the same time while leaving cait free to do whatever he wants, like bait a DP.

5A > 5B > cl.C > 214AC > otg 2A > 2C > sjc > j.A > j.B > j.C > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+C

Confirm into ex rekka, you only get the otg and rejump if you were already kind of close to the corner. If you want to dump some extra meter on this you can land and super after either the first air series or after the second instead of double jumping.

5A > 5B > cl.C > 214BD > [9] > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+C

Basic half bar midscreen combo, if you want you can a more plus knockdown and bit more damage by ending in an air 214BD.

5A > 5B > cl.C > 214BD > [9] > j.A > j.B > j.C > land > 236236A > 5A > cl.C > sjc > j.A > j.B > j.D > super hits > possible otg

In case you want to spend some extra meter. You need to delay the air normals a little bit to give C&S enough time to land without the opponent teching out. The combo you do after 236236A is highly dependent on how close you are to the corner, the further you are the less stable it becomes, not really recommended if you're far away but you can go for it if you're confident.

5A > 5B > cl.C > (236A) > 2363214A

Real basic confirm into ranbu. Good for midscreen damage and corner carry if you aren't confident in the longer combos. Use the tackle for a super cancel if you want to dump an extra bar for some extra damage

With Sith Corner

All midscreen combos still work in the corner

2A > 2B > 2C > 236D > microdash > otg 2A > cl.C > sjc > j.A > j.B > j.C > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+C

Corner stand confirm BnB

2A > 2B > 2C > 214B > otg 2A > cl.C > sjc > j.A > j.B > j.C > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+C

Variation of the above for crouching opponents

2A > 2B > cl.C > sjc > j.214B > otg 2A > cl.C > sjc > j.A > j.B > j.C > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+C

Another variation, this one doesn't require stance confirming, but it way harder.

2A > 2B > 2C > 236BD > microdash > otg 2A > cl.C > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > j.214D > 22D > Land > 5A > cl.C > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.214BD

Metered combo, if you microdash with the right timing the game will forget that 236BD is an ex move and make it build you some meter back. Even if you don't get that you should build up enough meter for the ex overhead ender if you do the full rejump combo

2A > 2B > 2C > 236BD > microdash > 5A (restand) > 5B > 5C > 214A > 236B > 2A > cl.C > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+C

Alternative to the above that uses a restand glitch. Timing on that 5A is tight, you might find it easier to do 5A > 5B (restand) > 2C > 214A instead with each of the normals being done as fast as possible (don't forget chaos code has an infinite buffer on normals as long as you hold the button down), but that will only work when very close.

Sith Set

5A > 5B > cl.C > 214A > 236B > 5A > cl.C > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+C

236b into rejump, microdash before the 5A pickup outside of the corner.

5A > 5B > cl.C > 214A > 22A > iad j.C > j.D > 5A > cl.C > 5D > j.214D > 2A > cl.C > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+C

You can omit the iad and just run up and do 5A if you want.

2A > 2B > cl.C > 5D > j.214D > otg 2A > cl.C > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > j.214D > 22D > Land > 5A > cl.C > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.214BD

pretty easy stand confirm, replace 5D > j.214d with just 214B to make it work on crouching. Corner only

2A > 2B > cl.C > 5D > j.214D > otg 2A > cl.C > sjc > j.A > j.C > j.D (input as 236D) > j.214D > 236D hits > land > otg 2A > cl.C > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+C

Variation of the above that uses 236D instead of 22D for the air combo extension. By doing this you free up sith allowing you to end the combo with an airthrow.

Rising j.A > 236B > falling j.C > cl.C > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+B

Combo off instant overhead. Only works against Bravo, Kudlak, and Cerb (but only during specific frames of his crouching animation), however if timed meaty rising j.A will hit everyone except C&S and Kagari. Corner only.

With "My Own Style"

the neutral & down followups can be otg'd in the corner and lead to normal corner OTG routes

2363214B > [8] > microdash > 5A > cl.B > sjc > j.A > j.B > j.C > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+C

Will carry corner to corner.

2A > 2B > 2C > 236BD > microdash > 5A (restand) > 5B > cl.C > 2363214B > 22A (at around hit 4) > [6] > iad j.C > j.D > 2A > 2B > 2C > 236D > otg 2A > cl.C > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+C

Combo into guard break followup, does good damage. You don't need the restand if you have sith already setup. Do a 236A before the super to unscale it and do even more damage for an extra bar, or do a 236BD instead of 236D in order to loop and look really cool.

236A > exceed > 2A > 2B > 2C > 236BD > microdash > 5A (restand) > 5B > 5C > 236A > 2363214B > 22A (at around hit 4) > [6] > iad j.C > j.D > 2A > 2B > 2C > 236BD > microdash > 5A (restand) > 5B > 5C > 236A > 2363214B > 22A (at around hit 4) > [6] > iad j.C > j.D > 2A > 2B > 2C > 236D > otg 2A > cl.C > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.A+C

Exceed combo using restands and guard breaks.

236A > exceed > 236AC > 2363214B > [5] > 236AC > 2363214B > [2] > 236AC > 2363214A

Much simpler exceed not using restands or guard breaks

With Rising Dragon Attack

5A > 5B > cl.C > 214AC > otg 2A > cl.C > sjc > j.A > j.C > j.D > Land > 236236A > 623C > super hits > otg 2A > cl.C > sjc > j.A > j.C > j.D > Land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.214BD

Rising dragon attack is the best move to use for combo filler with 236236A, it's also an easier combo. This will work midscreen or corner, but you might not get the otg pickup if you're too far from the corner.

2A > 2B > 2C > 236AC > microdash > 5A > 5B > cl.C > 623C > 22D > 5A > cl.C > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.214BD

Corner combo using Rising dragon attack. If sith is already set you can just ignore the first few hits. If you use 236AC it wont matter if you get the restand or not, although ideally you want it. This route does higher damage than other routes with sith set, but it can't lead to an airthrow knockdown which means your oki options are somewhat limited.

2A > 2B > 2C > 236AC > microdash > 5A > 5B > cl.C > 5D > j.214D > otg 2A > cl.C > sjc > j.A > j.C > j.D > land > 623A > 22D > Land > 5A > cl.C > sjc > j.A > j.C > j.D > land > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.214BD

This is a harder and longer version of the above, it requires getting the restand off 236AC and doesn't actually do much more damage. But it nets around 6 extra stun which is nice.

Unblockable setups

Off of a rekka knockdown you should have enough time to set sith with 22b and still meaty with 2C. Input the meaty as 22C and hit 6CD, Sith's spin will keep the opponent locked down and they'll eat the guard break. Only works in the corner. Same setup works off of a throw only you don't need to set sith since the throw animation will set her for you.

Midscreen you'll need to use 22A to vacuum the opponent into your guard break. Do a meaty 2A and chain into 2C by inputing 2A > 22A+C, then hit 6CD for the guard break.

If sith is set you can blockstring into the 2363214K extra super, then call sith with 22A before the final hit and hold 6 to get the unblockable followup, it's not too difficult to time although you want to make sure you call sith early enough that the 22A doesn't end up hitting after the guard break. This is easiest in the corner either after a rekka/EX overhead knockdown into a 22B set, a throw, an air throw, or after a blocked 236BD. It's also possible midscreen although sith's positioning will be much more strict and there aren't very good setups.

In training mode you'd have to record the setup then try to get out of it to test, but once you get it right it becomes easy to eyeball it.

Hiding Inputs

When Sith is set Cait doesn't have any animation for 236K, 22K, or 22P. In theory this lets Sith attack without putting Cait at risk, but because all inputs are interpreted by both characters at once it's not really possible to have Sith attack while Cait does nothing. It's also a problem because Cait's attacks can telegraph Sith's in situations where she's off screen. The most obvious way to hide inputs is to give sith commands while Cait is in the middle of an animation he can't cancel. Something to keep in mind is that the buffer for special moves in chaos code is gigantic, so doing things like using a roll to hide the input can work, but it's very easy to wind up coming out of a roll that's switched sides with an opponent and get a 214K because the game held on to a 236K input. Backdash is really good for hiding inputs but the timing for it can be really hard.

Character Specific Bugs

It's also unfortunately very common for the game to just eat inputs with Cait & Sith. In particular Hitstop seems to cause inputs to drop, but if you're consistent with timing it doesn't screw up combos much. It's also possible for Sith to just decide not to act when Cait asks her to, he'll make the pointing animation but Sith will just not do anything. It appears to happen when Cait tries to set Sith on the same frame an opponent does a special of their own but the exact cause is unknown. It could maybe be useful as a feint if it was consistent. It's possible to get Sith both set and attached to Cait. This Sith install glitch is super rare but probably extremely useful if you're reading this and know how to make it happen on command please update this section.

Colors

A Button B Button C Button D Button
CaitSithA.png
CaitSithB.png
CaitSithC.png
CaitSithD.png
R1 + A Button R1 + B Button R1 + C Button R1 + D Button
CaitSithSA.png
CaitSithSB.png
CaitSithSC.png
CaitSithSD.png
Chaos Code -New Sign of Catastrophe-
General

ControlsFAQTiersHUDSystemTrophies

Characters

HikaruKagariCatherineBravoCerberusHermesCeliaCait & SithVeinRuiCthyllaCelia IIMG HikaruKudlak-SinRayLupinus