Melty Blood/MBAACC/Powered Ciel/Full Moon: Difference between revisions
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== Overview == | == Overview == | ||
|} | {{StrengthsAndWeaknesses | ||
|intro= | |||
[[File:MBAACC_p_ciel900_08.png|link=]] '''F-PCiel''' is an oppressive space control monster with brutally punishing combos and offense. | |||
|pros= | |||
*'''Space control:''' With tools such as Grand Zapper, Rapid Stake, Virgin Pain, and a wide variety of huge buttons, F-PCiel excels at controlling the pace of neutral. | |||
*'''Combo depth:''' F-PCiel heavily rewards time spent in the lab, with combo routes that convert any stray hit into fullscreen corner carry and okizeme, and advanced burst-safe routes thanks to her unique airthrow. | |||
*'''Meter management:''' Very high meter gain from combos, and many tools with which to safely dump meter, allowing her to take full advantage of Full Moon's unique meter mechanics. | |||
*'''Antiairs:''' F-PCiel possesses multiple top class antiairs in a game where most characters struggle in ground-to-air situations. | |||
*'''Pressure:''' The plus frames of 624B and 236[A] combined with the forward movement of many of her normals allow her to loop her pressure infinitely against opponents who do not take risks or correctly utilize system mechanics to escape. | |||
*'''Projectile okizeme:''' High quality knockdowns give her enough time to pull 624B rocks after finishing combos, allowing her to attack her opponent's wakeup without fear of many reversals. | |||
*'''Comboable throw:''' In a game where throws are hard to defend against but typically yield low reward, F-PCiel's throw allows her to deal upwards of 3k damage and generate over 100 meter, making her strike/throw offense truly terrifying. | |||
|cons= | |||
*'''High execution floor:''' Unconventional cancel options, spacing-dependant knockdowns and a barrage of half-circle inputs mean that much of her rewarding offense is gatekept behind far higher than average execution by Melty Blood standards. | |||
*'''Lackluster defense:''' Low effective HP and no reversals outside of system mechanics make the punishment for losing neutral severe. | |||
*'''Heavy:''' Poor aerial mobility results in somewhat linear approach options and an uneven matchup spread as she struggles to get in on characters with superior zoning. | |||
*'''High commitment neutral tools:''' While she possesses an array of incredible grounded pokes, the vast majority of them have significant recovery and are susceptible to whiff punishing. | |||
*'''Combos are easy to reduce:''' Rhythmic, repetitive loops result in her practical damage often being much lower than it appears on paper. | |||
|tablewidth=80 | |||
}} | |||
== General Gameplan == | == General Gameplan == |
Revision as of 13:49, 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
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Pros | Cons |
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General Gameplan
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Neutral
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Pressure
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Okizeme
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Defense
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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 A A [A] [A] B B [B] [B] EX EX
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623X
623A~X followup 623A~X followup
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214X
63214X
A followup A followup
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Aerial Specials
j.236X
j.236A~X followup j.236A~X followup B/EX B/EX
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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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