Melty Blood/MBAACC/Powered Ciel/Full Moon: Difference between revisions
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|description= | |description= The A version of Grand Zapper launches the rock at a shallow horizontal angle, traveling a few character lengths before exploding on its own. It has certain niche applications such as during spaced pressure strings to catch attempts to mash the startup of 624B, but is overall far less versatile than its B counterpart. | ||
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|description= | |description= Pressing any button after 624A will trigger a followup kick using 6B's animation, which will cause the rock to explode with a large hitbox. Special and EX cancelable on hit or block, and most commonly followed up with 624B on hit or 236[A] on block. | ||
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|description= | |description= '''The''' defining move of F-PCiel's toolkit: The infamous B Grand Zapper rock. The B version of the rock is by far the character's single most important tool, as in heavily enables her in almost every area of gameplay. It is +4 on block '''at worst''' when it connects with your opponent while rising, it can be pulled after a knockdown to allow you to apply pressure safely while baiting almost every wakeup reversal in the game, and putting a rock on the screen in neutral practically wins neutral by itself and forces your opponent into an extremely disadvantageous position, as attempting to interact with an F-PCiel backed up by a rock is a daunting task for most characters. | ||
Once you have a rock on the screen, an uncharged B rock will launch upwards before reaching its maximum height and descending back down to the earth and disappearing, staying active for a total of '''53 frames''' assuming it does not make contact with anything for the duration. During these 53 frames, you can hit the rock with your normals to launch it at different trajectories depending on the rock's current height and the normal used. The hitstun and blockstun on a launched rock is truly absurd; hitting a grounded opponent with a launched rock will practically allow you to dash in from fullscreen and hit them again with 5B before the stun has ended. | |||
Having a rock to work with is obviously extremely advantageous, but be aware that the move does have a fairly vulnerable 17 frames of startup, meaning you will often need to fight to earn the space to pull rocks using your powerful grounded pokes and antiairs against particularly aggressive opponents. While the rock is easily the most important tool in F-PCiel's toolkit, you should expect wary opponents to be prepared to do everything they can to prevent you from abusing this tool, and relying on it excessively will often result in being punished. | |||
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|description= | |description= The charged version of B Grand Zapper is similar to the uncharged version, but launches at a much steeper angle, trading almost double the startup in exchange for a rock which covers even more space in the air. | ||
As the charged version lingers for slightly longer, it gives you more time to consider how you will take full advantage of the rock you just pulled and is worth using over the uncharged version versus especially passive opponents. The increased height also opens up slightly higher launch angles, allowing you to force opponents into aerial blockstun from considerable higher on the screen which can be a useful boon in certain matchups. | |||
The charged version is also generally better for okizeme when compared to uncharged rocks, as following up a 2C or 236A knockdown with an immediate 624[B] will cause the rock to hover above your opponent for a moment before making contact with them, leaving your attack options more ambiguous as the threat of throw is present for longer due to the increased time spent potentially not in blockstun. | |||
In pressure, 624[B] is a minimum of +14 on block, which causes 624[B]>dash>2A to be an airtight blockstring, allowing you to close the distance for a close range mixup without fear of being mashed out. | |||
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|description= | |description= The EX version of Grand Zapper pulls a rock and then automatically follows up with a kick into a multi-hitting explosion that is +9 on block and causes a comboable wallbounce on hit. | ||
Learning how to incorporate 624C into your corner rock loops is extremely valuable as it allows you to manage your meter during combos without sacrificing damage or knockdown quality by having to rely on 236C. Simply replace the point at which you would normally expend your second bounce using 3B>624B with 2C>624C and follow up with 3B. | |||
Despite being +9, the super flash and large number of hits makes this move rather vulnerable to Shield Bunker, so it is generally unwise to use this move during pressure over the meterless versions. | |||
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Revision as of 08:55, 4 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 |
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Kouki | 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 | Japan | A-Cho | Inactive | ||
Zakuro | Japan | Inactive | |||
Hirohiro (ひろひろ) | 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) | Japan | A-Cho | Inactive | ||
God Hand | North America | Netplay | Inactive | ||
m | 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 |
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Weaknesses |
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General Gameplan
Place text here*
Neutral
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Pressure
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Okizeme
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Defense
place text here*
Combos
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
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.
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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:
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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
Corner Combos
Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
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. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
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. |
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. |
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:
Hurtbox-Based Properties:
Miscellaneous Properties
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Normal Moves
Standing Normals
5A
5B
5B
5B~B |
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5C
Crouching Normals
2A
2B
2C
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
j.B
j.C
Command Normals
3B
3B
3[B] |
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6B
3C
j.6C
Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
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Air Throw
Air Throw
j.6/4A+D |
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Shield Counter
Shield Counter
236D after a successful Shield (Air OK) |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Blood Heat
Blood Heat
A+B+C during MAX |
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Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Special Moves
Grounded Specials
236X
Rapid Stake
236A/[A]/B/[B]/C |
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623X
214X
63214X
Aerial Specials
j.236X
j.214X
Virgin Pain (Air)
(EX: Oriflame Concert) j.214A/B/C |
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Arc Drive
Seventh Holy Scripture - Impeachment of Original Sin
41236C during Max/Heat |
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Another Arc Drive
Seventh Holy Scripture - Saint's Burial
41236C during Blood Heat |
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Last Arc
Numeral Secret Crest - Heavenly Nest
Grounded EX Shield during Blood Heat |
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