Chaos Code/Celia II
Celia 2 (Kai to her friends) was created to guard the Chaos Code, but really all she wants to do is unblockable people. She's pretty mad because her unblockable costs 3 meters and can be rolled on reaction.
Health: 28000 Stun: 70
Kai is relatively versatile character, with low risk options that lead to high reward. She doesn't have a meterless reversal and lacks a solid grounded anti-air but more than makes up for it with dominating air buttons and some very high reward metered reversals.
Please note that this page is for "Celia 2 Kai", the version of celia 2 unlocked by default, and not "Celia 2" the boss version of the character in arcade mode and unlockable with points through collection. For clarity between those 2 versions (and to not confuse her with her sister) the community calls "Celia 2 Kai" simply "Kai"
Run vs Step
Standard run. Cancelable into buttons or superjumps. The most common choice for Kai.
Standard hop. Kai can do some alright tic grabs with it. She'll also build meter faster.
Kai has pretty good normals, her best being 2A, 5B, F.5C, J.D and J.A. Overall all of her normals have their uses. To see Kai's hitboxes, you can click on the normal or move name.
| 5A - Mid. Cancelable. Air Unblockable | Special CH Effect: N/A
Short ranged poke. Can be staggered and cancels into itself. Misses an opponent who is crouching, unless you hit them with a normal prior to it. Not the best anti-air due to its hitbox (hits lower than Kai's face), however it is useful after doing an air string to force the opponent to block your air unblockable 5a into 5c hitconfirm.
| 2A - Low. Cancelable. Air Unblockable | Special CH Effect: N/A
Kai's hand turns into a drill and bores into the enemy's feet. Hits 2 times (the first hit is low, the second is a mid) and can be linked into itself if the first 2a hits very late and is done on an opponent's wake up. Can be chained into 2D for a knockdown as a small hitconfirm if you're outta range for something else. This move is less plus on block than 2b, however its active frames is longer than 2b, making it easier to time your normals for oki. If an opponent is also upbacking your pressure, 2a (1hit) chained to 2b as a blockstring will catch them. With 2a's long hitbox it can be chained into 2D even at max range.
| 5B - Mid. Cancelable. Air Unblockable | Special CH Effect: N/A
Kai's dress pokes out. Less range than 2B, so not as good as 2A for poking. Has a higher hitbox than 2b, making it whiff on opponent's in a really low otg comboable state, however, 5b when it does hit as an otg, raises the opponent into the air higher and pushes you farther away (useful for spacing specific timing on exceed combos).
| 2B - Low. Cancelable. Air Unblockable | Special CH Effect: N/A
Kai throws out a kick towards the ankle. Low with slightly less range than 2A. If chained together as a blockstring, the opponent cannot mash you in between, however there is a big enough gap to jump out from 2b to 2b. 2b is also plus enough on block to frame trap with cl.5c if slowed down well enough.
| cl.C - Mid. Cancelable. Air Unblockable | Special CH Effect: Spin
A short ranged upwards swipe. Trades with a lot of stuff when used as an anti-air, but still probably her best meterless option. Her hurtbox lowers when using this move (lower than her standing hurtbox), so getting used to timing this to stuff people above you can be important.
| f.5C - Mid. Cancelable. Air Unblockable | Special CH Effect: Spin
Kai attacks with a Mid ranged scythe swipe downwards. Hits from about 2 character lengths. Moves forward a little.
| 2C - Mid. Cancelable. Air Blockable | Special CH Effect: Spin
A cannon fired from Kai's mouth. Hits about 2 character lengths. Can be linked from 2a and 2b if very close. This move pushes the opponent far away when they are in an otgable state, but helps regulate height specific combos such as 2b2c in the corner to help for easy rejump combos in the corner.
| 5D - Mid. Not cancelable. Air Unblockable | Special CH Effect: Spin
An axe rotates around Kai's entire body. Moves her forward some, hits for about 2 character lengths, vaccuums in on hit (but not on block). Doesn't deter cross-ups, the hitbox is only in the front of Kai. It's not cancelable, but you can link off it
| 2D - Low. Not cancelable. Air Unblockable | Special CH Effect: Knockdown state (OTGable)
Kai's leg turns into a saw and extends. Hits low, causes knockdown. You can pick up for a combo on Counter Hit by dashing afterwards.
| j.A - High. Cancelable. Air Blockable | Special CH Effect: N/A
Kai's hand turns into a drill, just like her 2A. Very Good ranged air to air that hits twice and is easily confirmable. Can be used to whiff a crouching opponent after an instant air dash and catch an opponent off guard if they were expecting to block a normal. Instant air dash jump A into low or throw can make opponents second guess themselves.
| j.B - High. Cancelable. Air Blockable | Special CH Effect: N/A
Kai kicks downwards whilst in the air. Not as good an air to air or jump-in as J.A and J.C respectively. It's main use is to hit while rising in situations where j.C will whiff, as well as a good normal use for a tick throw after an instant air dash. Also at instant air dash height, can be chained into jump C to do a double overhead as you descend.
| j.C - High. Cancelable. Air Blockable | Special CH Effect: Spin on ground hit, wall slam on air hit
Kai's scythe slashes upwards making for an alright air-to-air and a really good jump in. It's best use is in air footsies battles where it often out-prioritizes other normals. When jump C lands really deep on an opponent who is blocking, you can jump C fuzzy guard them if they blocked the first jump C high and then transitioned to blocking low. Has less blockstun than jump D (normally) unless done at very specific low heights.
| j.D - High. Cancelable. Air Blockable | Special CH Effect: Spin
Kai's scythe twirls about her waist, glowing red. Mainly used for AD cross-ups as the hitbox is all around her. Not as good as J.A as an air-to-air, but a good jump-in and a good move to come down with after an air tech. Hitbox is only at her waist, so when using it in rejump combos, use her waist as a guideline to know when to hit with it.
6A - Drill Mid. Cancelable. Air Unblockable | Special CH Effect: N/A
Kai's hand becomes a bigger drill and hits three times. Vacuums in on the first hit, then pushes away. All hits are cancelable
6B+D - Guard Break Mid. Air Unblockable | Special CH Effect: N/A
Kai's unblockable attack. Can help kill an opponent through resetting an opponent during a combo. Typically used during blockstun or after 6a [1-hit].
| Raging Tomahawk - 236A/C
Kai flings one Tomahawk across the screen at a medium speed. Recovers decently on block due to push-back.
Kai flings two Tomahawks instead of one. Start up is longer, blades seem to be a bit faster. Plus on block when done point blank.
One giant tomahawk is thrown at a 35 degree angle. Start up is very quick, can be done in the corner to keep pressure as it's plus on block.
| Deadly Spark - 623A/C
Kai spins around horizontally on fire, similar to Bison's psycho crusher. Useful as a combo ender. Ground hitbox is smaller than air version.
Kai spins about 3/4th screen, crossing the enemy (On block) up if they are within this distance. More damage.
Kai's spins horizontally and turns purple instead of red, shooting towards the opponent. Very fast start-up and recovery. After the startup of the animation, Kai's hurtbox is extremely small, allowing her to weave through projectiles if spaced well vertically.
| Hell's Configuration - 214A/C
Kai hops off the ground and forward a third of the screen, bringing down her scythe along the way. This move is a quite slow overhead.
Kai hops off the ground about a half screen distance, bring down her scythe in the meantime. This is an overhead as well that causes an OTGable knockdown.
Kai once again hops about a half screen, covered in flames. Hits on the way up for combos and causes an OTGable knockdown. It's also invincible making it a potential reversal, although it's rather slow for a DP. When using this version in the air, it does not have otgable properties. Typically after landing, the EX version in the air, whiffined 2d as they land allows for a 2a meaty or 623B command throw mixup.
| Tragic Disparity - 214B/D
Kai surrounds herself with a green force field. Reflects projectiles. Can be used as an anti-air but it's very punishable on block/whiff
Kai surrounds herself with an orange force field. Absorbs projectiles. Used in corner combos because of the wall slam effect
Kai surrounds herself with a purple force field. Reflects projectiles. Only version of the move that is invulnerable on startup and on CH it causes a giant wall bounce that's easy to confirm from. It's in counter hit state even during recovery so try not to have it whiff or get blocked.
| Tricky Vision - 421/623+BD
Kai turns into pixels and teleports forwards (623) or backwards (421). The additional input of 6B+D or 4B+D will move you forwards or backwards again respectively. This move invincible through the entire thing, but there is recovery at the end.
| Core of Death - 632146B/D
Kai grabs the opponent and blows them into the air in front of her. The B version launches the opponent to the moon for a combo. The D version is way faster (can link off of 5D) but blows the opponent too far away for a combo midscreen. Both B and D version have the same throw range (hitboxes unavailable). Kai's throw ranges are: Command throw B/D > Regular Throw > Super Command Throw.
| Cruel Ascension - 214214A/C
Kai forms a giant tornado up in the sky made of flames. The opponent is send flying through the air. Decent damage, fast start-up and potential as a reversal. Works well in exceed combos. Both A and C version have the same hitbox and animation.
| Refusal Missile - 236236B/D
Kai fires a missile from her chest, which on contact causes the opponent to pop into the air, unable to act until they hit the ground. B version fires right in front of her and D version fires exactly halfscreen distance in front of her.
Extra Ultimate Chaos
| Burning Gaze - 236236A/C
Kai fires a green laser fullscreen, can be used to end combos, works well as a super cancel.
| Vanishing pressure - 6321463214B/D
Super command grab. Launches the opponent to the moon (if they get killed by the grab they'll actually never fall down). To combo off it, whiff 5A by holding it down once you see the light disappear from her gauntlets to kill frames, then confirm with cl.C. Comboable (can link off of 5D even) and on whiff the clap becomes a hit for some reason, so even if they jump out they might just get hit.
| Separation.KAI -2363214A+C
Kai creates gigantic sword and swings it at the enemy. The Destruction Chaos is both invulnerable and unblockable. It costs three bars and takes out 50% of the opponents health on hit. You can actually blockstring into this, although it'll lower the damage substantially. One of the most useful level 3s since it can lead to checkmate situations. The hitbox of this move is so gigantic, it covers about 75% of the screen horizontally, so as a way to finish off your opponent throwing projectiles on reaction, this can work.
any combo ending in j.214AC can be ended with j.623C as well if you don't want to spend the meter.
5A > 5B > cl.C > 214AC > cl.C > 214D > 2B > 5C >sjc > j.B > j.C > j.D > land > jump > j.A > j.C > j.D > double jump > j.B > j.C > j.D > j.214AC
Corner rejump BnB
5A > 5B > cl.C > 6A (1) > 632146B > dash > side swap > 214D > 214C > micro dash > 2B > 2C > 214AC > 6A(1) > 214D > 2B > 214AC > 6A > 214D > 2B > 5C >sjc > j.B > j.C > j.D > land > jump > j.A > j.C > j.D > double jump > j.B > j.C > j.D > j.214AC
BnB off of command grab with side swap. You can keep looping that ex overhead bit as long as you have meter
5A > 5B > cl.C > 6A (1) > 632146B > roll > 214C > microdash > 2B > 2C > sjc > j.B > j.C > j.D > land > jump > j.A > j.C > j.D > double jump > j.A > j.C > j.D > 214AC
meterless BnB off command grab without sidewap
5A > 5B > cl.C > 6A (1) > 632146B > roll > 214C > microdash > 2B > 2C > sjc > j.B > j.C > j.D > land > cl.C > sjc > j.C > j.D > j.623C > exceed > j.214C > cl.C > 2D > 214B > 214214A > chaos shift > air dash back > j.B(whiff) > 236A > 236236D > 214B > 214214A > microdash > 5B > sjc > j.B > j.C > j.D > land > jump > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.623C
Confirm off of command grab into exceed. Works from about match start distance. The bit before the first j.623 is an alternative
5A > 5B > cl.C > 5D > 632146D > exceed > 236A > 236236D > 236A > 236236D > 236A > 236236D > 236A > 236236D > 214C > microdash > 2B > cl.C > sjc > j.B > j.C > j.D > cl.C > sjc > j.C > j.D > j.623C
midscreen confirm into exceed off of command grab
2B > 5C > sjc > j.C > exceed > air dash towards > j.C > j.D > 5D > 214B > 236236D > 214B > 236236D > 236A > 236236D > 236A > 236236D > 214C > microdash > 2B > cl.C > sjc > j.B > j.C > j.D > land > jump > j.A > j.C > j.D > double jump > j.A > j.C > j.D > j.623C
confirm into exceed that avoids any extra moves
Tomahawk - Generally 236A is safer, you can use it to put some pressure on an opponent who wants to sit full screen. Mix it up with double Tomahawk but be careful since the extra recovery can kill you. Against zoning characters double Tomahawk is extremely helpful since it can kill an opponent's projectile with the first Tomahawk, then punish with the second. Big tomahawk works well as a deterrent to jumping since it takes up roughly the entire screen.
J.A - Because Kai's anti-airs are generally lacking you want to spend as much time putting pressure on as you can. J.A is your main tool to shut down an opponent that's trying to meet you in the air.
J.C/J.D- Once you've established some fear you can go for j.C or j.D as an overhead. J.D is better against a grounded opponent since it'll cross-up, but j.C has a better air-to-air hitbox in case you're worried about that.
5C/2A - both have great range and are cancelable, these are great normals to use to get some pressure started if you want to stay grounded. 5C can anti-air in some situations and generally has the better hitbox, although obviously 2A is much faster. 2C also has a pretty good hitbox and all give a lot of hitstun on counter.
Tragic Disparity - You can use this to nullify/reflect projectiles on reaction. The EX version will give you huge damage on counterhit, but all versions are very punishable so you don't want to go into this outside of reactions too much.
- Console Versions: You can hold R1 button while selecting a character to get an alternative color.
- Arcade Version: You can hold START button while selecting a character to get an alternative color.
|A Button||B Button||C Button||D Button|
|R1 + A Button||R1 + B Button||R1 + C Button||R1 + D Button|
- A Button:
- B Button:
- C Button:
- D Button: Metallic
- R1+A Buttons:
- R1+B Buttons:
- R1+C Buttons:
- R1+D Buttons: