Contents.StoryCthylla is a magical girl who came from another world to torture humans for fun. After hearing about the Chaos Code she decided to get it as a new 'toy'. What would such a sick and twisted creature would use the unlimited power of the Chaos Code?
No one knows (she wants to use it to get bigger boobs).PlaystyleHealth: 28000 Stun: 75Cthylla has a ton of tools, the most outstanding of which are her projectiles. She has a full arsenal of projectiles including everything but a traditional fireball. She also has reversals, strong okizeme setups, and all the tools needed to rush the opponent down effectively. She does have one clear weakness and that is a lack of range on her normals. Matchups versus characters who not only have more range than her, but can also easily get around projectiles can be tough, but with her offensive tools Cthylla always has the ability to win.Run vs StepBoth run and step are completely valid choices for Cthylla, and you should pick based on your playstyle.
Kagari is an all-round character with a good fireball and DP, she's the closest thing to a traditional shoto in Chaos Code. She has strong space control and movement which she can use to control the pace of a match. Her mix-up is dangerous too thanks to being able to combo off throw anywhere on screen. Logical Bends. Home About/Contact Mugen. Characters Stages Addons. Tools Sprites Audio. Guestbook Links. Default Theme Classic Theme. Character Name: Dee Bee Kaw Author: TheNone with MostMysterious Based on my very early (2003) attempt at a Mugen char. Originally Sprited?: Being an (authorized, honest!) Big Eli headswap aside.
Pick run for strong mixups, and step for better counter hit confirms and more flexible movement.RunCthylla's Run gives her a hover dash ala Morrigan or I-no. This means that when you dash forward, you dash into the air. This is extremely useful for mixups as it gives you access to fast overheads, or you can cut it short and land for a throw/low.
While this run has uses in neutral game, it is most effective for okizeme and pressure. This is a more offense oriented pick that forsakes the neutral game a bit, but Cthylla can still get in easily given the chance to follow up her projectiles.StepCthylla's step, unlike other steps does not allow her to step cancel her normals on hit or block. It is however, a good step in that it moves pretty far pretty fast and has good recovery.
Plus it's cancelable into any normal or super jump. All around good ground movement option, and having a more traditional step makes it a lot easier for Cthylla to work in throws which she gets great combos from. Step is the best for following up her projectiles as she's always in a position to punish rolls during the whole step, and it still moves very fast.Combos2A 2B 2C 2Dconfirm into knockdown. You can link 2B into itself a couple of times as well, which can make confirming easier.2A 2B 2C (cl.D) 236K (direction + K)confirm into 236K, good for if you're too far to combo into 2D.
Does the same damage but gets you a soft knockdown (or air tech if you do the followup to 236K).2A 2B 2C (cl.D) 214BD 236K 5C sjc j.B j.C j.D 236K 9K50% meter combo using 236K.