Melty Blood/MBAACC/Powered Ciel/Full Moon: Difference between revisions

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     |frameAdv=-4
     |frameAdv=-4
     |invuln=
     |invuln=
     |description=623A followup. Used to convert raw 623A hits or as a mixup option to punish your opponent trying to move after blocking 623A on the ground.
     |description=623A followup. Knocks airborne opponents to the ground in a techable knockdown state, and launches grounded opponents for easy conversions with 2C. Used to ground airborne opponents after raw antiair 623A hits, or as a mixup option to punish your opponent trying to move after blocking 623A on the ground.


This move is safe on block to everything except throws.
This move is safe on block to everything except throws.

Revision as of 05:02, 2 February 2022

Character Page Progress

Additional Resources

F-P.Ciel Match Video Database
TexasTim's F-PCiel Video Guides Playlist

Players to watch/ask

Name Color Region Common Venues Status Details
Kouki

Color

Japan Play Spot BIG ONE 2nd Inactive C-Arc legend with a surprisingly good pocket F-PCiel. Very optimal in terms of combo route selection, and worth using as a reference.
TSA

Color

Japan A-Cho Inactive
Zakuro

Color

Japan Inactive
Hirohiro (ひろひろ)

Color

Japan Play Spot BIG ONE 2nd Inactive The most prolific arcade F-PCiel main. Tends to stick to more basic, practical routes, but still worth using as a reference.
Sunohara (すのはら)

Color

Japan A-Cho Inactive
God Hand

Color

North America Netplay Inactive
m

Color

Europe Netplay Inactive Arguably the top F-PCiel outside of Japan. Can be found in the Powerd Gaming Discord server if you know who to ask. Currently taking a break to read visual novels.

Overview

Strengths / Weaknesses
Strengths
  • Deep, high utility combo routes
  • Fullscreen corner carry and okizeme from almost any stray hit
  • Great meter gain and meter management
  • Variety of powerful zoning tools and antiairs
  • Oppressive grounded footsies tools such as 236A, 5B and 2C
  • Brutal pressure which forces risks in order to escape
  • Projectile okizeme with a variety of great high/low mixup options
  • One of the most threatening strike/throw mixups in the game
  • Long, burst safe combos open up timeout as a unique win condition
Weaknesses
  • High execution floor
  • Low effective HP and no reversals outside of system mechanics
  • Poor aerial mobility resulting in somewhat linear approach options
  • High recovery on all of her grounded pokes
  • Combos are easy to reduce

General Gameplan

Place text here*

Neutral

Place text here*

Pressure

Place text here

Okizeme

Place text here

Defense

place text here*

Combos

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

X > Y X input is cancelled into Y.
X > delay Y Must wait for a short period before cancelling X input into Y.
X, Y X input is linked into Y, meaning Y is done after X's recovery period.
X+Y Buttons X and Y must be input simultaneously.
X/Y Either the X or Y input can be used.
X~Y This notation has two meanings.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
X(w) X input must not hit the opponent (Whiff).
j.X X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.

Applies to all air chain sections:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
sj.X X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
dj.X X input is done after a double jump.
sdj.X X input is done after a double super jump.
tk.X Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
(X) X is optional. Typically the combo will be easier if omitted.
[X] Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
{X} Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
X(N) Attack "X" should only hit N times.
(XYZ)xN XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
CH The first attack must be a Counter Hit.
Air CH The first attack must be a Counter Hit on an airborne opponent.
66 Performs a ground forward dash.
j.66 Performs an aerial forward dash, used as a cancel for certain characters' air strings.
IAD/IABD Performs an Instant AirDash.
AT Performs an Air Throw. (j.6/4A+D)
IH Performs an Initiative Heat.
AD Performs an Arc Drive.
AAD Performs an Another Arc Drive.

The below combos are intended primarily as a starting resource for beginner F-PCiel players. I would encourage you to think of F-PCiel combos less as a strict series of inputs from start to finish and more like a series of individual chunks that you can fit together depending on the situation. F-PCiel's combo routes are very flexible, and the ability to adjust them depending on situation will come with experience and watching a lot of Hirohiro and Kouki match footage. Good luck!

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Beginner, Midscreen
  • 5B>6B>2C>3C>j.B>2C>236A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Basic, easy midscreen confirm ending in 236A knockdown that works anywhere. 2C>3C>j.B forms the core of most of F-PCiel's grounded confirms, so learning the timing on the j.B delay will prepare you to learn the more advanced routes.
Corner Carry, Midscreen
  • 5B>6B>2C>3C>j.B>6B>2C>623A~X>2A>236A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Standard midscreen bnb. Mostly consistent across the entire cast, and will take you from corner to corner allowing for 624[B] oki. j.B must be delayed for the 6B to connect, and the 623A must be delayed for all of the hits of the followup to connect and allow you to combo it into 2A.
Midscreen transition into corner loop
  • 5B>6B>2C>3C>j.B>6B>2C>3C>624B>j.B>2A>3B>2C>624B>3B>2C>236A
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Advanced combo which transitions from the midscreen route to the corner rock loop if you are close enough to the corner. In general, the 3C before 624B will need to be delayed in order for the rock to connect. If you are not close enough for 2A to connect after 624B>j.B, you can end with 2C>236A instead.
Air CH, Midscreen
  • (Air CH) 2C>3C>j.B>rest of combo
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Easy air CH pickup. You can pick up air CHs with 2B>3B>2C if you are close enough, but it can be awkward to space and time so it is generally not worth it to go for it over simply picking up with 2C.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Rock Loop, Corner
  • 5B>2C>3C>j.B>2B>(3B>2C>624B)x3>3B>624B>3B>2C>624B>3B>2C>236A
???


Meter Gained: varies Meter Given (vs C-Moon): ??
Essential corner combo. The damage, meter gain and knockdown granted by this combo are essential in making your hits threatening as F-PCiel. Against certain characters, or with too many hits in the opening ground string, getting 3 full loops in the first half becomes impossible and you must instead go for 2.
236[A] starter, Corner
  • 236[A]>66>5B>3C>superjump cancel>airthrow>j.236A~X>2A>5A>3B>2C>624B>(rock loop)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Far 236[A} starter into rock loop. From closer ranges, you can pick up 236[A] with 66>3B>2C>3C>j.B instead, but be aware that the 236[A] will have used up one of your bounces.

Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage tested against standing V. Sion.

Red Damage Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.

(X) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

Startup Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
Active The amount of frames that this move will have a hitbox.

(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

Recovery Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul Lists any defensive properties this move has.

X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.

Invicibility:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Standing Normals

5A
HPCiel-5A.png
Damage Red Damage Proration Cancel Guard
350 151 72% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
4 4 5 3 3.15% -

One of the unfortunate low kick style 5As, meaning it cannot be used as an emergency antiair. Fortunately, F-PCiel has a variety of extremely strong antiairs that make the lack of an antiair 5A relatively insignificant.

The slower startup and shorter range compared to 2A make it generally less desirable as a starter, but during pressure, 5A's faster recovery compared to 2A makes it preferable for setting up redashes for tick throws and such.

5B
5B
5B~B
Fpciel-5B.png
Fpciel-5B~B.png
5B Damage Red Damage Proration Cancel Guard
700 505 70% (O) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 2 18 -2 4.5% -

A midrange poke with good startup, and extremely good range due to the way it physically slides her collision box forward to give it even greater range than the hitbox alone would suggest. This move is difficult to whiff punish on the ground, but the recovery makes it rather easy to punish if it whiffs vs an airborne opponent.

The high placement of the hitbox also leaves this button susceptible to being low profiled, and as such it loses a lot of its power in matchups against characters with strong low profile moves, such as Arcueid's 2B.

5B~B Damage Red Damage Proration Cancel Guard
500 353 60% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
9 3 24 -9 2.7% -

5B followup. The poor proration and extremely high pushback render this move practically useless in pressure or combos, and in neutral it suffers from high startup and recovery, making 5BB a move that you will almost never want to use.

5C
Fpciel-5C.png
Damage Red Damage Proration Cancel Guard
950 707 70% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
12 6 24 -12 5.85% Low 3-25

Named 'Idol Kick' in the game's files. This move slides you forward a decent amount, making it useful in pressure to counteract the pushback caused by EX Guard during standard 5B>6B>624B strings.

Has relatively fast lower body invincibility and good range on paper, but it completely halts your dash momentum upon use, has limited cancel options, and is very unsafe on whiff, which limit its usefulness in neutral.

Crouching Normals

2A
Fpciel-2A.png
Damage Red Damage Proration Cancel Guard
300 101 72% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
3 3 7 2 1.8% -

A very good 2A. It's fast, has good range, and hits low, making it your go-to option if you need a fast button on the ground.

2A (or 2AA) into 3[B] will become a gapless blockstring if done meaty during standard rock okizeme, which makes establishing meaty 2A an important part of your offense as it gives you a safe high/low mixup on block. As an A normal, however, it is susceptible to both high and low shield, so be sure to represent other options.

2B
Fpciel-2B.png
Damage Red Damage Proration Cancel Guard
900 505 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
6 5 13 0 4.5% -

While this move is rather small, its long active frames and disjointed hitbox make it extremely powerful in the right situations. As an antiair, 2B's hitbox will either cleanly beat or trade with most air buttons that aren't sufficiently disjointed. As a grounded footsies tool, 2B's long active frames make it a situational, but strong counterpoke that is relatively safe to put out thanks to its low recovery compared to F-PCiel's other grounded tools.

2C
HPCiel-2C.png
Damage Red Damage Proration Cancel Guard
800 303 65% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
5 4 42 -15 4.5% -

One of F-PCiel's most notorious moves, and for good reason. This sweep has only 5 frames of startup, making it an obnoxiously powerful defensive abare tool. The fast startup comes at a cost, however, as the 42 frames of recovery make it extremely easy to punish if it whiffs for any reason.

2C is a very good poke when used aggressively as it does not extend any green before becoming active, meaning that when spaced correctly it cannot be stuffed by your opponent's counterpokes and will at worst trade in your favour. In matchups where your opponent cannot low profile 5B, however, it is generally safer and more rewarding to use 5B instead.

Jumping Normals

Notes:

  • P.Ciel's air normals cannot be canceled into other air normals, double jump, air dashes or air throw. They can still be Special/EX canceled on block, however.
  • j.A does not recover in midair, P.Ciel must land before recovering if j.A isn't canceled.
j.A
Fpciel-J.A1.png
Damage Red Damage Proration Cancel Guard
300, 500 (725) (596) 100% SP, EX HA
First Active Active Recovery Frame Adv Circuit Invuln
5 5 - - 2.7%, 4.5% (7.2%) -

A niche, but strong air-to-air button thanks to its startup, active frames, and upwards angle. j.A hits overhead twice, making it an important part of F-PCiel's high/low okizeme in the corner when combined with empty jump 2A.

On ground hit, j.A can be confirmed with 3C superjump, and on air hit with j.236A~X into 2A for a full conversion even if both hits connect.

j.B
HPCiel-j.B.png
Damage Red Damage Proration Cancel Guard
500 353 100% SP, EX HA
First Active Active Recovery Frame Adv Circuit Invuln
7 6 - - 3.6% -

j.B is a very strong jump-in which, when applied correctly, few characters will have a direct answer for outside of system mechanics and movement. On air hit, j.B will slam and ground bounce, allowing for full conversions even on non-counter hits if you are low enough to the ground.

j.C
Cpcieljc.png
Damage Red Damage Proration Cancel Guard
1000 707 90% (O) SP, EX HA
First Active Active Recovery Frame Adv Circuit Invuln
9 5 - - 6.3% -

A simple horizontal air-to-air button, with an excellent disjointed hitbox and a crossup hitbox behind PCiel. While the disjoint and active frames are strong, j.C's relatively slow startup makes this button dangerous to press carelessly, and it should be used very pre-emptively in air-to-air situations to avoid being stuffed.

Command Normals

3B
3B
3[B]
Cpciel6b.png
3B Damage Red Damage Proration Cancel Guard
600 303 50% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 2 34 -18 3.6% -

A short attack with poor proration and high pushback on block. Mostly sees use as a staple move in the corner rock loops, and as part of F-PCiel's high/low mixup with the fully-charged variant of this move.

3[B] Damage Red Damage Proration Cancel Guard
700 303 50% (O) N, SP, EX, (J) H
First Active Active Recovery Frame Adv Circuit Invuln
24 2 34 -18 4.5% -

A rather fast grounded overhead by Melty Blood standards. Canceling 3B into 2C after only partially charging it leads to a fake overhead into low mixup. Confirming this can be rather difficult, as you only have 2C to confirm whether or not you will need to follow up into a combo with 3C, or cancel into something safe on block.

If you hit an airborne opponent with 3[B], this move will put them into a higher-launching untechable ground bounce. Mostly not practical, but has some application in certain extended routes.

6B
HPCiel-6B.png
Damage Red Damage Proration Cancel Guard
500 303 75% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 4 22 -8 3.6% -

A very useful blockstring and combo filler move. PCiel moves forward a great deal during 6B, making it an essential part of her rock pressure as looping 5B>6B>624B will allow her to stay in indefinitely without being pushed out if the opponent does not EX Guard.

This move wallslams in the corner, meaning that any confirm using 6B in the corner will have one fewer bounce to work with than usual unless you reset the bounce limit with an airthrow.

3C
Fpciel-3C.png
Damage Red Damage Proration Cancel Guard
1000 672 65% (O) SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 2 35 -19 3.5% Low 11-24

Despite its appearance, 3C extends a massive hurtbox upwards before becoming active, making it rather unreliable as a defensive antiair. Can be super-jump canceled by holding 8 for certain conversions.

j.6C
Fpciel-J6C.png
Damage Red Damage Proration Cancel Guard
1000 707 80% (O) SP, EX HA
First Active Active Recovery Frame Adv Circuit Invuln
8 5 - - 9.0% -

j.6C has shorter range than j.C and blows back on hit, making it impossible to convert into a combo in most situations. Generally only seen as a misinput j.C.

Universal Mechanics

Ground Throw
MBCPCielThrow.png
Damage Red Damage Proration Cancel Guard
600 404 30% (Any) U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 20 - 5.4% -

A ground throw that gives no knockdown but acts as a combo starter, leading to dramatically higher reward than most throws in the game. As it is a throw, the resulting combo is also burst safe for the entire duration, making it even more rewarding if your opponent is nearing full meter as you can force them into MAX and then combo them for the entire duration, denying them access to one of their most potent defensive options.

PCiel's throw is an absolutely essential part of her offense due to the extremely high reward and difficult nature of defending against throws in Melty Blood, and the proper abuse of throw will make this character truly terrifying to defend against when combined with the proper punishes for common anti-throw options.

Air Throw
Air Throw
j.6/4A+D
MBCPCielThrowAir.png
Damage Red Damage Proration Cancel Guard
1600 (1408, Raw)
1200
1066 30% (Any if Raw)
(SP, EX)
U
First Active Active Recovery Frame Adv Circuit Invuln
1 1 12 - 14.4% (Raw)
10.8%
-

A somewhat odd airthrow that allows PCiel to maintain all of her air movement options when done raw, and can be special/super canceled if done mid-combo. The latter property makes airthrow a staple combo tool for 3C superjump conversions and burst safe routes via canceling it into j.236A~X.

Shield Counter
Shield Counter
236D after a successful Shield (Air OK)
MBHPCielSC.png
MBHPCielSCAir.png
Ground Damage Red Damage Proration Cancel Guard
500 (345) 202 50% (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 18 -4 4.5% -

Standard Full Moon Shield Counter. Can be followed up with 2C>3C for an easy combo.

While a perfectly servicable option out of shield, F-PCiel's access to a 5 frame special cancel in 623A makes Shield Counter generally obsolete due to its susceptibility to jump cancel block, unlike 623A which is fast enough to trap your opponent and become practically guaranteed to connect.

Air Damage Red Damage Proration Cancel Guard
500 (345) 202 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 - - 4.5% -

Same animation as j.6C.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCPCiel214D.png
Bunker Damage Red Damage Proration Cancel Guard
500 202 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 4 19 -5 0.0%
(-50.0% in blockstun)
Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 202 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 19 -5 0.0%/-50.0% Strike 1-7

Big Bunker. Can be low profiled by certain attacks.

Blood Heat
Blood Heat
A+B+C during MAX
MBCPCielHeat.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
14 5 26 - uses all Full 1-19

Second fastest heat startup in the game along with Hime's.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBCPCielCSpark.png
MBCPCielCSparkAir.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
10 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 15 - removes all Strike 1-30

Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.

Special Moves

Grounded Specials

236X
Rapid Stake
236A/[A]/B/[B]/C
Fpciel-236A.png
A
A
Cpciel236b-2.png
[A]
[A]
Fpciel-236X.png
B
B
Fpciel-236(X).png
[B]
[B]
Fpciel-236C-1.png
EX
EX
A Damage Red Damage Proration Cancel Guard
1400 808 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
12 4 30 -1 12.6% -

A disgustingly disjointed midrange poke with surprisingly fast startup and good frame data on block for its size. On hit, 236A knocks your opponent fullscreen into an incredibly long untechable knockdown, allowing you to follow up with dash>5A whiff>dash into a meaty for okizeme from any screen position, or pull a charged 624[B] rock in the corner.

236A is one of F-PCiel's most important grounded pokes as the disjoint is powerful enough to cleanly beat almost anything your opponent could attempt to contest your grounded space with when spaced correctly. It is disjointed enough to cleanly beat tools that are usually virtually uncontestable such as F-Hime 2C or C-Nero 5[C], and trade favourably with anything that it cannot outright beat.

While it may be tempting to rely on this move excessively in neutral, the very long recovery and low to the ground hitbox makes it a prime target for aggressive superjump or IAD approaches, so it is often smarter to play around your opponent's response to the threat of this move than to expect them to engage with it on your terms once established.

[A] Damage Red Damage Proration Cancel Guard
1700 1212 85% (M) - LH
First Active Active Recovery Frame Adv Circuit Invuln
24 4 30 13 10.8% -

The charged version of 236A maintains its ludicrous disjoint while becoming almost twice the size, unshieldable, and +13 on block. The slower startup limits its application in neutral to a few niche scenarios in certain matchups, but it is universally an incredibly potent pressure tool which leads to massive reward on hit and a practically guaranteed pressure reset if it is blocked.

On hit, 236[A] blasts the opponent fullscreen and wallbounces them, which can be picked up in the corner with either 3B>2C>3C at close range, or 5B>3C>superjump at slightly farther ranges.

B Damage Red Damage Proration Cancel Guard
1500 1010 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
15 6 37 -10 10.8% -

A slower, upward angled version of 236A which is sadly air techable on normal hit and ground techable on counterhit. While the angle and disjoint would suggest this move has good potential as an antiair, the poor startup and even worse recovery make it largely impractical, especially when compared to amazing antiairs such as 623A and 2B.

[B] Damage Red Damage Proration Cancel Guard
1700 1212 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
23 6 37 -25 10.8% -

236[B], much like 236B, is also fairly underwhelming, as it maintains all of the flaws of its uncharged version while also not being comboable on normal or counter hit, due to being hard-coded to cause an uncomboable launch into ground tech on hit. One of F-PCiel's very few moves that can be described as truly useless.

EX Damage Red Damage Proration Cancel Guard
500, 2500 (2630) (1973) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
1+8 6 34 -28 -100.0% -

A highly damaging hitgrab that gives hard knockdown on hit. While the knockdown is weaker than 236A, it is still strong enough to pull an uncharged 624B rock and get okizeme, so it sees a lot of use as a combo ender if you need to vent meter at the end of a combo or aren't at a far enough spacing for 624[B] to connect with your opponent.

Has some invuln in the middle, making it an occasionally decent way to disrespect projectile pressure, but the high cost and high risk mean you really shouldn't rely on this.

623X
Shaft Drive
623A/B/C
(623A~X)
Cpciel623a.png
HPCiel-623AX+j.236AX-1.png
623A~X followup
623A~X followup
MBCPCiel623B.png
Cpciel623c.png
A Damage Red Damage Proration Cancel Guard
500*3 (1336) (910) 100% -CH-, -J- LH (1), LHA (2-3)
First Active Active Recovery Frame Adv Circuit Invuln
4 11 19 - 4.5%, 1.8%*2 (8.1%) -

One of F-PCiel's most important moves, and one of the best antiairs in the entire game. Despite looking like a DP, 623A has no invuln. However, 623A does have:

  • 4f startup
  • Two very disjointed hitboxes (one grounded hitbox which hits once, one hitbox in the air which hits twice)
  • 11 active frames
  • Air unblockable first hit
  • Double jump cancelable recovery, even on whiff
  • A fast and relatively safe divekick followup

The proper implementation of 623A is absolutely essential to playing neutral with F-PCiel, as this move will singlehandedly allow you to shut down aggressive aerial approaches from your opponent and make them think twice about contesting your airspace, allowing you to take advantage of their hesitation in whatever way you see fit. While it is often not possible to convert an aerial hit with this move into a full combo due to the second hitbox's two hits nullifying the untech time of counterhits, 623A~X will bring your opponent back to the ground where you can then punish both forward and back tech with a correctly timed 5B, and still have time to get meaty okizeme after whiffing 5B if they choose not to tech.

623A is also one of F-PCiel's most important general purpose abare options in ambiguous scrambles due to its startup and hitbox combined with forcing your opponent into a disadvantageous RPS situation on block with the mixup of double jump versus 623A~X, and converting into a full combo on grounded counterhit with 623A~X.

~X Damage Red Damage Proration Cancel Guard
350*N 202*N 90% (M), 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 X 15 -4 1.8%*N -

623A followup. Knocks airborne opponents to the ground in a techable knockdown state, and launches grounded opponents for easy conversions with 2C. Used to ground airborne opponents after raw antiair 623A hits, or as a mixup option to punish your opponent trying to move after blocking 623A on the ground.

This move is safe on block to everything except throws.

B Damage Red Damage Proration Cancel Guard
500, 1500, 110*4, 1000 (2318) (1643) 100%, 40% (O) - LH (1), LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 14 27 - 4.5%, 13.5%, 9.0% (27.0%) -

The B version of Shaft Drive shares many of its strengths with 623A such as the great disjoint and air unblockable first hit, but has very generous upper body invuln on startup and launches you far higher into the air, sending you practically beyond the top of the screen. On hit, it functions like a hitgrab, locking your opponent into all of the remaining hits and being unburstable. Due to the slower startup it is often better treated as a movement tool that happens to have a hitbox rather than as a reaction antiair like the A version.

623B is by far F-PCiel's best tool in terms of covering large amounts of distance, but it does so rather slowly and can often leave you in an awkward position depending on where on the screen you used it, so overusing it can lead to patient opponents simply taking screen control from you, or even catching your landing and forcing you into pressure.

EX Damage Red Damage Proration Cancel Guard
1500, 250*6, 1000 (2489) (1697) 100%, 40% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
1+0 10 (~40) - -100.0% Full 1

Fully air unblockable for the entire duration, unlike the non-EX versions. Functions like a hitgrab, similar to 623B, but without the initial grounded hitbox. The super flash makes it easy to shield on reaction if your opponent is not committed to an action, and it has a relatively weak hitbox compared to the grounded hitboxes of 623A/B, so it is generally better used aggressively than defensively.

This version has a ludicrous 1 frame of startup, which may appear game breaking at first glance, but upon closer inspection the move has several flaws which limit its application on defense. While it is technically invuln, its properties as a hitgrab make it unable to be used as a true reversal against meaty attacks due to hitgrabs losing to strike attacks if they connect on the same frame in Melty Blood.

It can be used as a relatively safe way to get out of the corner by exploiting gaps in your opponent's pressure, but due to the high cost and the importance of meter management to F-PCiel's gameplan, it is more of a desperation option than a reliable defensive tool.

214X
Fpciel-214A.png
MBFPCiel214B.png
MBFPCiel214C.png
A Damage Red Damage Proration Cancel Guard
1500 1010 50% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
14 X 32 -6 13.5% -

P.Ciel fires a downward missile.

B Damage Red Damage Proration Cancel Guard
1500 1010 50% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
23 X 41 -13 13.5% -

B version goes airborne and fires a diagonally downward missile.

EX Damage Red Damage Proration Cancel Guard
350*3, 400*8, 2500 (2479) (1651) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+1 X 178 - -100.0% Full 3

EX version will shoot 3 ground missiles, followed by 8 aerial missiles and a final, faster one that knocks down on hit.

63214X
Grand Zapper
63214A/B/[B]/C
(63214A~X)
Fpciel-63214A.png
Fpciel-63214A-chain.png
A followup
A followup
MBFPCiel63214B.png
MBFPCiel63214C.png
A Damage Red Damage Proration Cancel Guard
500 353 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
19 X (33) 22 -2 3.6% -
~X Damage Red Damage Proration Cancel Guard
650 303 75% (O) SP, EX LH
First Active Active Recovery Frame Adv Circuit Invuln
15 4 23 -10 4.5% -
  • The Rock Says "Know Your Damn Role". Ciel literally pulls out part of the ground to attack her foe. Can do nice tricks with it.

Fast version of the attack. Press a button after releasing it to break it with a kick, resulting in more damage, or, in the case your enemy is blocking, more guard depletion. Can be canceled into the C version of the same attack for even more guard breaking. For both this and B version, pay attention to Counter Hit, you can follow it up with 2C 3C etc. or others.

B Damage Red Damage Proration Cancel Guard
500 353/404 75% (O)/100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
17 X (53) 16 4 3.6%/4.5% -
[B] Damage Red Damage Proration Cancel Guard
500 353/404 75% (O)/100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
32 X (63) 14 14 3.6%/4.5% -

Tosses the rock upward. Charge the move to toss the rock higher. No special follow-up like the A version, but the rock can be hit with regular attacks. You have many options after pulling the rock out:

  • No charge
    • Immediately after release, use 3C to make the rock trace an arc towards the enemy. Reaches quite far.
    • Jump and hit it with j.B or j.(6)C to propel it diagonally or horizontally, respectively. What's really interesting about this is that you can cancel the hit into nearly anything, including jumps, buttons and an air dash, granting a good pressure tool.
    • You can also wait and use 2B, 5B, 6B, or 5C to propel it forward.
    • Hit it with any other attack to explode it. 2C, any A, or any special move will break it.
  • Charged
    • You can basically do the same, but the rock reaches higher heights. Same properties.
EX Damage Red Damage Proration Cancel Guard
500, 300*3, 700 (1455) (1109) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
6+0 20 (1) 6 25 9 -100.0% Full 6

Ciel instantly extracts a rock from the ground and smashes it in your face with a kick. Gives good advantage frames on block. Can be used right after the continuation of the A version of this move.

Aerial Specials

j.236X
Shaft Drive (Air)
j.236A/B/C
(j.236A~X)
Cpcielj236a.png
HPCiel-623AX+j.236AX-1.png
j.236A~X followup
j.236A~X followup
Cpcielj236b.png
B/EX
B/EX
A Damage Red Damage Proration Cancel Guard
500*2 (925) (560) 100% -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 6 12 - 1.8%*2 (3.6%) -
~X Damage Red Damage Proration Cancel Guard
350*N 202*N 90% (M), 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 X 15 -4 1.8%*N -
B Damage Red Damage Proration Cancel Guard
1500, 110*4, 1000 (2061) (1403) 100%, 40% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 5 12 - 13.5%, 9.0% (22.5%) -
EX Damage Red Damage Proration Cancel Guard
1500, 250*9, 1000 (2674) (1811) 100%, 40% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+1 5 12 - -100.0% -

Aerial version of P.Ciel's DP. Does not retain her air options afterwards.

j.214X
MBFPCielj214AB.png
MBFPCielj214C.png
A/B Damage Red Damage Proration Cancel Guard
1500 1010 50% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 X 18 - 13.5% -

Aerial version of P.Ciel's missiles. j.214A goes at the same angle as 214B, and j.214B is more forward-angled.

EX Damage Red Damage Proration Cancel Guard
400*12, 2500 (2651) (1789) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+1 X 15 - -100.0% -

Air EX version shoots 12 aerial missiles instead of 8.

Arc Drive

HPCiel-arcDrive.png
Damage Red Damage Proration Cancel Guard
700, 400*16, 2700 (3526) (2766) 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
3+9 18 27 -12 removes all Full 1-30

P.Ciel rushes in with her pilebunker. On hit, this finishes with a 236A-like attack that knocks the opponent down but leaves you very far from them no matter where on the screen you perform this move.

Another Arc Drive

HPCiel-arcDrive.png
Damage Red Damage Proration Cancel Guard
700, 400*16, 7000, 600*8 (4965) (3714) 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
2+9 18 27 -12 removes all Full 1-29

Similar to Arc Drive, but the followup on hit does much more damage and launches the opponent upwards.

Last Arc

Numeral Secret Crest - Heavenly Nest
Grounded EX Shield during Blood Heat
MBCPCielLA.png
Damage Red Damage Proration Cancel Guard
52300 (4328 ~ 7254) (3615 ~ 6153) 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
0 2 23 - removes all Full

Fullscreen-type Last Arc that is instant and goes into a cutscene on hit. P.Ciel launches the opponent into the sky and summons a 99-hit lightning strike. donates a lot of meter.



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