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Cecil

Profile & Background Edit


Cecil is a fast, defensive character. He has overall low health but he makes up for it by having a ton of crossup and mixup options built into his moveset.  He also has oki and a few potential reset options as well.


Abilities Edit


Health Points

7633 - Below Average

Front Run

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

Backdash

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


Move List Edit


Normals Edit

Hit lvl Cancel Damage Vantage
5A
High
B/C/2C/2D/JC/SC
---
+3
Short range punch. Good for blockstrings but not much else.
5B
Mid
2B/C/2C/2D/SC -- -8

Insanely good range.

Generally unsafe on block, but not really punishable at certain ranges.

5C
Mid
2C/D/2D/JC/SC
---
-2

Notable for being jump cancellable.

Also literally the only normal that chains naturally into 5D on hit (outside of CH).

5D
Mid
SC
---
-9

Very unsafe, but again, not punishable at certain ranges.

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

2A
Low
B/C/2C/2D/SC
---
+2
Same as 5A except it's mashable, thus making it a better option on block.
2B
Low
C/2C/2D/SC
---
+3
Safe on block, great range. Probably a go-to counter poke.
2C
Mid > High
SC
---
-6

Anti-air. Air unblockable. Catches enemies who try to crossup

Really great range vertically but highly punishable on whiff.

Not jump cancellable, but floats the enemy on hit.

2D
Low
SC
---
-7
Knockdown.
j.A
High
j.B/j.C/j.D
---
---
Short range kick. Useful for pressure after a backdash.
j.B
High
j.C/j.D/JC
---
---
Air to ground slash with excellent range. Crosses up.
j.C
High
j.D/JC
---
---
Go to air to air. Safe on block.
j.D
Mid
---
-5

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

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

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

Command Normals Edit

Hit lvl Cancel Damage Vantage
6A
Mid
JC
---
-8

Air unblockable(?) short range anti air.

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

cl.5B
Mid > Low
B/C/2D/JC/SC
---
+1

Close range 5B. Apparently air unblockable. Can be used to OTG.

6C
High
---
---
+2

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

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

Uses up knockdown state.

6D
Mid
JC/SC
---
-18 to -15

Causes stagger state. Hits 4 times. Useful as an OTG extender.

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

Specials Edit

Hit lvl Cancel Damage Vantage

214AAA

Mid
SC
1001
+1 to -1

3 hit kick chain. Can be used before OTG kicks in. Air OK.

Ends in knockdown.

214B
Mid > High
SC
867
-19 to -16

Hits 3 times. Anti air, but seems unsafe. Air OK.

Can't see it being useful outside of combos/tech punish setups.

214C
---
---
0
---

A counter. Upon getting hit, Cecil dashes behind the enemy.

The timing seems a bit harsh, but could be useful for getting out the corner or surprise resets.

214D High SC 1022 -3

Invincible reversal.

Costs 1 bar. Floats the opponent on hit. Can't see much use for it other than a combo extender.

236B
(+X)
---
SC
---

Similar to Hazama's 214D, Cecil's 236B puts him into a stance that can be cancelled into various specials depending on the button input.

236B~A: A short range slash. +0 on block. Causes groundbounce on midair opponents.

236B~B: Teleport behind the opponent from anywhere on screen. Launches character on hit. -15 on block.

236B~C: Teleport above the opponent from anywhere on screen. Knockdown character on hit. Ground bounce on counter hit. -12 on block.

236B~D:Teleport above and behind the opponent from anywhere on screen. Slightly longer startup than 236B~C. Knockdown character on hit. Ground bounce on counter hit. -12 on block.

Note that the initial teleport takes longer the farther away you are from your opponent.

236D Mid SC 1238 +2

A projectile. Hits 3 times. Costs 1 bar. Air OK.

A combo extender. Floats airborne opponents on hit. Can be used to OTG into air combos.

Causes stagger state if used consecutively or after 6D.

66
(+X)
---
---
---
---

Cecil's dash is a teleport. Crosses up if your opponent is in range. Holding down an input button adds an attack. Less useful for its movement and more so for its follow-ups.

66A: Hits 4 times. Midsceen combo extender. Causes knockdown. -5 on block (last hit).

66B: Delayed slash that makes for a great oki option. *Crosses up regardless of block or hit. Launches the opponent on hit. Floats the opponent on counter hit. +3 on block.

66C: Combo extender. Mainly used to extend corner combos, but it has really mean corner carry and can be used midscreen. Cecil lands first and can followup on counter hit. -22 frames (very unsafe) on block.

66D: Midair crosslash. Combo extender/ender. Massive hitbox. -9 on block.

  • Except if your initial teleport is out of crossup range.
44
---
j.A/j.B/j.C/j.D/JC
---
---
Cecil teleports into the air, fairly close to the ground. Sets him up for overhead mixups. Potentially useful in blockstrings.

Supers Edit

Hit lvl Cancel Damage Vantage
236236A
Mid > High
3137
+28

Cecil releases a whirlwind of slashes. Costs 2 bars.

Potential oki tool, locks the opponent into place and lets Cecil run free to do whatever he wants.

Combo extender. Causes stagger state on hit. Builds up gaurd break by a bar and a half. Excellent for corner pressure.

236236B
Mid
3413
-17

Cecil does a short teleport. If the opponent is caught in it, an animation starts.  2 bars.

Punishable on block, high damage combo ender. OTG OK.


Tactics & Strategy Edit


Character Overview Edit

<Stuff>


Chain Tree Edit

<Stuff>


Combos Edit

Unless stated otherwise, all damage values listed are on standing opponents, non-CH.

Inputs Notes
Mid Screen cl.5B > 2B > 5C > 2D > 214A(x3) = 1538 Works with normal 5B if you are relatively close, knockdown.
Good option if you want to keep the opponent in neutral.
(cl.5B)5B > 2B > 5C > 5D > 66A  = 1695

Hard corner push, knockdown.
If 66A ends in the corner, can be extended for a bit more damage:
(walk)2B (OTG) > 5C > j.B > j.D  = 1984

cl.5B > 2B > 5C > Sj.B > j.D > (Airdash) j.B > j.C > 5A/2A/5C > xN > 214AAA

http://www.youtube.com/watch?v=xZZDM975n_Q&feature=youtu.be

Fullscreen carry loop. 5A/2A/5C refers to the followup when you land (5C will connect the most often, but has the most knockback and will make the loop harder, go for 5A/2A if the range is right). 214AAA leads to knockdown, but there are other option selects. May whiff on shorter characters (Qdora/Serena). Explained further in Character Strategy.

cl.5B > 5C > j.D > (Airdash) j.A > j.B > (run) 2A > cl.5B > 6A > 6D > 66D > (run) 2C > 5C > j.B > j.C > j.214AAA = 3369

High damage midscreen combo. Works with any confirm that leaves you in range for the 5C > j.D string. Opponent ends up on the same spot, but with you on the other side. (Unless you hit the corner during the first part of the combo.)

[1bar] cl.5B > 2B > 5C > 2D > 214A(x3) > (back up) 236D(OTG) > (walk) 2C > 6A > j.B > j.C > JC > j.B > j.C > j.214B = 2569 Not really worth if for 1bar, but has nice corner carry and can be a good desperation combo. Leaves the opponent airborne. Replace j.214B with j.214A(x3) for knockdown.
[1bar] (cl.5B)5B > 2B > 5C > 5D > 66A > 236D (OTG) > 2C > 6A > j.B > j.C > JC > j.B > j.C > j.214B = 2999 Decent damage in trade for some meter.  The go-to combo.
[2bars] (cl.5B)5B > 2B > 5C > 5D > 66A > 236236A > 2C > 6A > j.B > j.C > JC > j.B > j.C > j.D = 3556 Works midscreen. Real damage from a normal hit comfirm. End with j.214B for 3666 damage.
Corner 6C >  6D > 236B~A > 2C > j.B > j.C > JC > j.B > j.C > j.D = 3389 Real damage, meterless.
6C > 6D > 236B~A > 2C > 5C > 66C > 5A > 5B > 6A > j.B > j.C > j.D > (airdash) j.A > j.B > j.D > (after bounce) j.214AAA = 4584 Works on Alcott as well.
6C > 6D > 236B~A > 2C > 5C > 66C > 5B > j.B > j.C > j.D > (airdash) j.A > j.B > j.D > (after bounce) j.214AAA = 4597 Works on everyone except Alcott. On Main, Reviel, Sisca, you can put an extra 6A after 66C > 5B, for slightly more damage (4637).
[1bar] 6C > 6D > 236D > (run) 2C > 5C > 66C > 5B > j.B > j.C > j.D > (airdash) j.A > j.B > j.D > (after bounce) j.214AAA = 5120 Works on Alcott as well if you add 5A after 66C (Does 5066 damage in that case).
[2bars] 6C > 6D > 66A > 236236A > 5C > 66C > 5B > j.B > j.C > j.D > (airdash) j.A > j.B > j.214AAA = 5673 Works on Tae and Cielo as well.
[2bars] 6C > 6D > 66A > 236236A > (run) 2C > 5C > 66C > 5B > j.B > j.C > j.214AAA = 5716 Works on everyone except Tae and Cielo. On Main, Reviel, Sisca, Caligula, Alcott, you can extend the ender to j.B > j.C > j.D > (airdash) j.A > j.B > j.214AAA instead, dealing 5870 damage.
Specific Combo A----

Combo B





















Combo C

Notes A----

Notes B





















Notes C

Miscellaneous Edit



E's Laf
Gameplay GlossaryGame ModesHUDControlsSystemTranslations
Characters MainSerena ASerena BRevielSisca ASisca BTae

QdoraCaligulaCletiaAlcottCieloReinhardCecil

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