Melty Blood/MBTL/Powered Ciel: Difference between revisions
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{{Content Box|content= | {{Content Box|content= | ||
'''Powered Ciel''' ( | '''Powered Ciel''' (PCiel) is a returning character to ''Melty Blood'', released as free DLC alongside Mario Gallo Bestino on April 14, 2022. PCiel is a grounded rushdown character that trades some of her normal form's movement tricks and other strategies for a powerhouse rushdown style of fighting. | ||
PCiel boasts a versatile kit for a vast array of situations both up close and at the mid-range. Large hitboxes on her C moves and special moves like her ''Blade'' rekkas (236B~B series), moving specials such as ''Blaze'' (236A), and her counter-zoning ''Lightning Blast'' (214X) all let her force her way in on the opponent before utterly bullying them in the close and mid ranges by mixing things up with her faster normals and command normals, a plan also helped by ''Break'' (236C) as a feintable, counterhit-baiting backdash move and ''Shaft Lander'' (623X) as a traditional DP reversal, allowing her to hold her own up close extremely well. Her airthrow is a staple unique to her previous incarnation in Actress Again Current Code, giving her a meterless option to plant the opponent close to her after her (natively short) air combos or combo out of air throw to go for big payouts in damage. | |||
However, | However, PCiel's larger moves tend to have long recovery that can be punished on whiff or block. This is especially dangerous in the air due to her inability to chain air normals, forcing her to avoid air fights or play high-risk 'air footsies' with her bigger moves. | ||
Keep your fundamentals firmly planted and | Keep your fundamentals clean and your feet (mostly) firmly planted on the ground, and PCiel will put in the work. | ||
{{ProConTable|width=100 | {{ProConTable|width=100 | ||
|pros= | |pros= | ||
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* '''Unique airthrow''' creates good oki positioning for her without resources, or allows her to extend into highly damaging combos by using Magic Circuit or Moon Skills. | * '''Unique airthrow''' creates good oki positioning for her without resources, or allows her to extend into highly damaging combos by using Magic Circuit or Moon Skills. | ||
* '''Generally boasts fairly high damage''' even with low resources. | * '''Generally boasts fairly high damage''' even with low resources. | ||
* '''Armored moves | * '''Armored moves''', allow her to bully through enemy offenses to continue attacking. | ||
* '''Good selection of command normals''' allows her flexibility in a variety of situations and cover many different needs in her gameplan, allowing her to bring enemies in close, approach from new air angles, or cover screen space in threatening ways. | * '''Good selection of command normals''' allows her flexibility in a variety of situations and cover many different needs in her gameplan, allowing her to bring enemies in close, approach from new air angles, or cover screen space in threatening ways. | ||
|cons= | |cons= | ||
* '''High recovery on her bigger buttons''', making whiffs extremely dangerous. | * '''High recovery on her bigger buttons and moves''', making whiffs extremely dangerous. | ||
* ''' | * '''Reduced air game''' with no air normal chains and no aerial blockstrings, leaving her with mostly bigger, slower buttons and specials for aerial combat. | ||
}} | }} | ||
}} | }} | ||
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* Huge. | * Huge. | ||
* Has a follow-up with 5C4C. | * Has a follow-up with 5C4C. | ||
All of | All of PCiel's C buttons are massive, and this one is no exception. 5C excels at shutting down approaches in front of and above her, especially IADs. | ||
}} | }} | ||
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{{AttackDataCargo-MBTL/Query|pc_2b}} | {{AttackDataCargo-MBTL/Query|pc_2b}} | ||
* Surprisingly decent anti-air. | * Surprisingly decent anti-air. | ||
Good reach, speed, and active frames. Acts like | Good reach, speed, and active frames. Acts like PCiel's sweep, as her 2C is much larger (and slower) than active. | ||
}} | }} | ||
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* Huge-er. | * Huge-er. | ||
* Has a follow-up with 2C2C and can be charged. | * Has a follow-up with 2C2C and can be charged. | ||
Utterly massive button that comes with a follow-up for combo and pressure extensions at any range. 2C > XAw allows | Utterly massive button that comes with a follow-up for combo and pressure extensions at any range. 2C > XAw allows PCiel to run in and throw opponents trying to Shield any follow-up pressure. Exceptional poke and works wonders punishing things from half-screen into a combo. | ||
}} | }} | ||
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{{AttackDataCargo-MBTL/Query|pc_2[c]}} | {{AttackDataCargo-MBTL/Query|pc_2[c]}} | ||
* Unblockable, but can be low Shielded. | * Unblockable, but can be low Shielded. | ||
This is more a tool to leverage the threat of instead of use often, as it cannot be cancelled into any other normals or specials. Any B normal chained into 2[C] is close enough that it can be mashed out of, but it will hit after 5C and most likely be spaced out too far for A buttons to hit | This is more a tool to leverage the threat of instead of use often, as it cannot be cancelled into any other normals or specials. Any B normal chained into 2[C] is close enough that it can be mashed out of, but it will hit after 5C and most likely be spaced out too far for A buttons to hit PCiel. | ||
}} | }} | ||
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* Knocks down airborne opponents. | * Knocks down airborne opponents. | ||
* Does not chain into other air normals. | * Does not chain into other air normals. | ||
PCiel's primary jump-in. | |||
}} | }} | ||
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* Huge. | * Huge. | ||
* Does not chain into other air normals. | * Does not chain into other air normals. | ||
Excellent air normal for shutting down jumps. Its huge range means that anyone jumping within a half-screen of | Excellent air normal for shutting down jumps. Its huge range means that anyone jumping within a half-screen of PCiel will be unceremoniously dragged back to the ground. The only button PCiel has that's fast enough to AUB in this scenario is usually 5A, which is limited in range. | ||
}} | }} | ||
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* Wallbounces on hit. | * Wallbounces on hit. | ||
* Does not chain into other air normals. | * Does not chain into other air normals. | ||
j.[C] adds another swing of | j.[C] adds another swing of PCiel's weapon, adding more active frames and also a wallbounce for combos. Instant j.[C] covers a massive amount of air space, but keep in mind it hits above her first and is vulnerable to grounded approaches. | ||
}} | }} | ||
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{{AttackDataCargo-MBTL/Query|pc_3b}} | {{AttackDataCargo-MBTL/Query|pc_3b}} | ||
* Hits twice, both hits are considered airborne. | * Hits twice, both hits are considered airborne. | ||
PCiel's non-3C launcher which lets her access j.3B for Bounce bonus. Be careful with this on block as there are no safe cancel options unless Ciel is point-blank. | |||
}} | }} | ||
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* Follow-up exclusive normal. | * Follow-up exclusive normal. | ||
* High hitstun. | * High hitstun. | ||
}} | }} | ||
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* Follow-up exclusive normal. | * Follow-up exclusive normal. | ||
* Vacuums opponents on hit and block. | * Vacuums opponents on hit and block. | ||
Combos from 2C at any range, giving | Combos from 2C at pretty much any range, giving PCiel consistent conversions from her longest-reaching poke. A little more finicky to hit in the corner if you're close to the opponent for the first 2C. | ||
}} | }} | ||
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{{AttackDataCargo-MBTL/Query|pc_j3b}} | {{AttackDataCargo-MBTL/Query|pc_j3b}} | ||
* j.B, but with momentum. | * j.B, but with momentum. | ||
Shares most of its properties with j.B, except for that it changes | Shares most of its properties with j.B, except for that it changes PCiel's momentum. Using j.3B sends PCiel at a downward arc, which makes it very easy to combo after with 2A or 2B. | ||
}} | }} | ||
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}} | }} | ||
===== Rapid Beat 3 ===== | |||
===== 3C/Rapid Beat 3===== | |||
{{MoveDataCargo | {{MoveDataCargo | ||
| title = Rapid Beat 3 | | title = 3C/Rapid Beat 3 | ||
| subtitle = | | subtitle = | ||
| input = {{#invoke:InputsMBTL|toIcons|X X X}} | | input = {{#invoke:InputsMBTL|toIcons|3C}} | ||
or | |||
{{#invoke:InputsMBTL|toIcons|X X X}} | |||
| images = | | images = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|pc_3C|caption=}} | ||
| hitboxes = | | hitboxes = | ||
{{MoveDataCargoImage| | {{MoveDataCargoImage|pc_3C|caption=|hitbox=yes}} | ||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query| | {{AttackDataCargo-MBTL/Query|pc_3c}} | ||
* | * Universal launcher. | ||
* Safer than the data would suggest. | |||
PCiel rockets backwards after kicking upwards, making this move surprisingly safe. It has some strange special cancel properties but is considered airborne. | |||
}} | }} | ||
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{{AttackDataCargo-MBTL/Query|pc_throw}} | {{AttackDataCargo-MBTL/Query|pc_throw}} | ||
* Hard knockdown on hit. | * Hard knockdown on hit. | ||
* Very plus on hit to the point that Ciel must manually delay her jump for a safejump or empty low. | |||
}} | }} | ||
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* Hard knockdown on hit. | * Hard knockdown on hit. | ||
* Allows for a brief extension due to how Ciel throws her opponent. | * Allows for a brief extension due to how Ciel throws her opponent. | ||
A more useful airthrow than most. As per tradition, Powered Ciel throws her opponent upwards which allows her to extend | A more useful airthrow than most. As per tradition, Powered Ciel throws her opponent upwards which allows her to extend with special moves or just let the the airthrow go through in order to get a hard knockdown for okizeme. It's plus enough on hit that PCiel needs to slightly delay her jump for a safejump or even an empty low. | ||
}} | }} | ||
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{{AttackDataCargo-MBTL/Query|pc_236a}} | {{AttackDataCargo-MBTL/Query|pc_236a}} | ||
* Rekka starter. | * Rekka starter. | ||
PCiel uses the Seventh Holy Scripture as a gun and fires two shots. Very safe on block and opens up for decent corner carry off of certain stray hits, but not as useful in combos when compared to the charged version. | |||
}} | }} | ||
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{{AttackDataCargo-MBTL/Query|pc_236a}} | {{AttackDataCargo-MBTL/Query|pc_236a}} | ||
* Rekka extender. | * Rekka extender. | ||
PCiel spins while firing the Seventh Holy Scripture. Covers a fair bit of distance, making it useful as the second hit of a confirmed rekka in order to get in closer. | |||
}} | }} | ||
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{{MoveDataCargoImage|pc_236aax|caption=|hitbox=yes}} | {{MoveDataCargoImage|pc_236aax|caption=|hitbox=yes}} | ||
| info = | | info = | ||
{{AttackDataCargo-MBTL/Query| | {{AttackDataCargo-MBTL/Query|pc_236aax}} | ||
* Rekka ender. | * Rekka ender. | ||
PCiel can end her rekka early with 4X during any of her rekka starters, but Blaze Out is very unsafe and also relatively unrewarding to land even as the last hit of 236A/B~A rekka, unless you have meter to cash out on the 66C followup. | |||
}} | }} | ||
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{{AttackDataCargo-MBTL/Query|pc_236[a]}} | {{AttackDataCargo-MBTL/Query|pc_236[a]}} | ||
* Combo extender with Special Bonus. | * Combo extender with Special Bonus. | ||
Sees use early in combos as it links easily into 5B and 5C. | A combination of Blaze and Blaze turn. Sees use early in combos as it links easily into 5B and 5C, and covers a fair bit of ground too. | ||
}} | }} | ||
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{{AttackDataCargo-MBTL/Query|pc_236b}} | {{AttackDataCargo-MBTL/Query|pc_236b}} | ||
* Rekka starter. | * Rekka starter. | ||
PCiel uses the Seventh Holy Scripture as a whip and slashes downwards. Covers a large amount of vertical space, but is air blockable. | |||
}} | }} | ||
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{{AttackDataCargo-MBTL/Query|pc_236bb}} | {{AttackDataCargo-MBTL/Query|pc_236bb}} | ||
* Rekka extender. | * Rekka extender. | ||
PCiel whips the blades of the Seventh Holy Scripture again, this time hitting around the floor. | |||
}} | }} | ||
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{{AttackDataCargo-MBTL/Query|pc_236bbx}} | {{AttackDataCargo-MBTL/Query|pc_236bbx}} | ||
* Rekka ender. | * Rekka ender. | ||
PCiel whips the Seventh Holy Scripture around one last time. Only knocks down with Special Bonus, otherwise the opponent can air tech. | |||
}} | }} | ||
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* Hits overhead. | * Hits overhead. | ||
* Air blockable. | * Air blockable. | ||
Has big range for an overhead, but does not allow for a combo without resources. | Chains together all 3 Blade rekkas with a slight forward advance. Has big range for an overhead, but does not allow for a combo without resources. | ||
}} | }} | ||
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* Comboable wallbounce with Special Bonus. | * Comboable wallbounce with Special Bonus. | ||
* Bumps opponents into the air on block. | * Bumps opponents into the air on block. | ||
PCiel hops backwards, then rushes forwards with the Seventh Holy Scripture. The rush part of the move has armor and leads to a decently damaging combo on hit with Special Bonus. Its main downside is that it is quite slow. | |||
}} | }} | ||
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{{AttackDataCargo-MBTL/Query|pc_236[c]}} | {{AttackDataCargo-MBTL/Query|pc_236[c]}} | ||
* Rekka ender and standalone special. | * Rekka ender and standalone special. | ||
PCiel hops back and doesn't move. Acts as a feint for 236C. | |||
}} | }} | ||
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| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|pc_236aax66c}} | {{AttackDataCargo-MBTL/Query|pc_236aax66c}} | ||
* | * An extension to her rekka enders. | ||
Exists to let | * As it's EX only, it requires 1 bar to use. | ||
Exists to let PCiel tack on more damage after a Seventh Holy Scripture sequence. Good at what it does, particularly for corner carry, but only useful after Special Bonus has been used, as a meterless combo is generally preferred when possible. | |||
}} | }} | ||
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* No invincibility. | * No invincibility. | ||
* Links into 5A with special bonus. | * Links into 5A with special bonus. | ||
Risky but rewarding anti-air. | Risky but rewarding anti-air. It's also jump cancelable on whiff. | ||
{{AttackDataCargo-MBTL/Query|pc_623b}} | {{AttackDataCargo-MBTL/Query|pc_623b}} | ||
* Invincible reversal. | * Invincible reversal. | ||
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{{AttackDataCargo-MBTL/Query|pc_214a}} | {{AttackDataCargo-MBTL/Query|pc_214a}} | ||
{{AttackDataCargo-MBTL/Query|pc_214[a]}} | {{AttackDataCargo-MBTL/Query|pc_214[a]}} | ||
* | * PCiel pauses briefly and fires a multi-hitting shaft of vertical lightning from the top of the screen to the ground. | ||
* The normal A version hits a little bit in front of her. | |||
* The charged version starts in front of her but spreads the additional lightning strikes after the first further forward. | |||
Another of PCiel's space coverage options. The startup is a little slow so it's best used preemptively, but it also sees use to tack on extra damage. | |||
{{AttackDataCargo-MBTL/Query|pc_214b}} | {{AttackDataCargo-MBTL/Query|pc_214b}} | ||
* | * Basically 214A, but the lightning hits farther out from her. For enemies that are at about midscreen or approaching it, this is a good shutdown tool. | ||
{{AttackDataCargo-MBTL/Query|pc_214c}} | {{AttackDataCargo-MBTL/Query|pc_214c}} | ||
* An even stronger burst of lightning. Also useful for tacking on extra damage similar to the other versions of this move, particularly if you happen to have a bounce bounus. | |||
}} | }} | ||
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| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|pc_j236a}} | {{AttackDataCargo-MBTL/Query|pc_j236a}} | ||
* | * An aerial version of A DP. | ||
* No invincibility. | |||
* Most often used after air throw to cash out with j.236C. | |||
{{AttackDataCargo-MBTL/Query|pc_j236b}} | {{AttackDataCargo-MBTL/Query|pc_j236b}} | ||
* | * An aerial version of B DP. | ||
* No invincibility. | |||
{{AttackDataCargo-MBTL/Query|pc_j236c}} | {{AttackDataCargo-MBTL/Query|pc_j236c}} | ||
* | * An aerial version of C DP. | ||
* No invincibility. | |||
* Brings the opponent down to the ground as a higher-damage commital than j.6BC. Can be used to set up Arc Drive combos if you have the meter to spare afterward. | |||
}} | }} | ||
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{{AttackDataCargo-MBTL/Query|pc_j214a}} | {{AttackDataCargo-MBTL/Query|pc_j214a}} | ||
{{AttackDataCargo-MBTL/Query|pc_j214[a]}} | {{AttackDataCargo-MBTL/Query|pc_j214[a]}} | ||
* | * Similar to the grounded versions, though Ciel | ||
{{AttackDataCargo-MBTL/Query|pc_j214b}} | {{AttackDataCargo-MBTL/Query|pc_j214b}} | ||
* Move description. | * Move description. | ||
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{{AttackDataCargo-MBTL/Query|pc_6bc}} | {{AttackDataCargo-MBTL/Query|pc_6bc}} | ||
* Advancing, safe, AUB combo starter. | * Advancing, safe, AUB combo starter. | ||
Very easy move to simply throw out and see what happens. | PCiel skips straight to the Blaze Spin part of her rekka series at high speed. Very easy move to simply throw out and see what happens, especially with Moon Drive clash frames. | ||
}} | }} | ||
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| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|pc_4bc}} | {{AttackDataCargo-MBTL/Query|pc_4bc}} | ||
* | * A quick, multihitting version of 214A. Very useful for oki with the right setup. | ||
{{AttackDataCargo-MBTL/Query|pc_j4bc}} | {{AttackDataCargo-MBTL/Query|pc_j4bc}} | ||
* | * Similar to 4BC, but used midair instead. | ||
}} | }} | ||
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{{AttackDataCargo-MBTL/Query|pc_j6bc}} | {{AttackDataCargo-MBTL/Query|pc_j6bc}} | ||
* Move ends with Ciel grounded. | * Move ends with Ciel grounded. | ||
The slightly less meter-commital way to get a combo setup into 236BC from an air throw. Even if you're not going for 236BC, though, other EX moves aren't bad options from this landing either. | |||
}} | }} | ||
Revision as of 06:52, 15 April 2022
Story
Gameplay
Powered Ciel (PCiel) is a returning character to Melty Blood, released as free DLC alongside Mario Gallo Bestino on April 14, 2022. PCiel is a grounded rushdown character that trades some of her normal form's movement tricks and other strategies for a powerhouse rushdown style of fighting.
PCiel boasts a versatile kit for a vast array of situations both up close and at the mid-range. Large hitboxes on her C moves and special moves like her Blade rekkas (236B~B series), moving specials such as Blaze (236A), and her counter-zoning Lightning Blast (214X) all let her force her way in on the opponent before utterly bullying them in the close and mid ranges by mixing things up with her faster normals and command normals, a plan also helped by Break (236C) as a feintable, counterhit-baiting backdash move and Shaft Lander (623X) as a traditional DP reversal, allowing her to hold her own up close extremely well. Her airthrow is a staple unique to her previous incarnation in Actress Again Current Code, giving her a meterless option to plant the opponent close to her after her (natively short) air combos or combo out of air throw to go for big payouts in damage.
However, PCiel's larger moves tend to have long recovery that can be punished on whiff or block. This is especially dangerous in the air due to her inability to chain air normals, forcing her to avoid air fights or play high-risk 'air footsies' with her bigger moves.
Keep your fundamentals clean and your feet (mostly) firmly planted on the ground, and PCiel will put in the work.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Moon Skills
- 6B+C - Seventh Holy Scripture - Blaze
- 3B+C - Shaft Lander
- 4B+C (air OK) - Numerology Crest - Lightning Blast
- j.6B+C - Shaft Lander (air)
- Special Attacks
- 236A - Seventh Holy Scripture - Blaze
- >A - Blaze Turn
- >X - Blaze Out
- >66C - Seventh Holy Scripture - Break (EX only)
- >X - Blaze Out
- >B - Blade II
- >X - Blade III
- >66C - Seventh Holy Scripture - Break (EX only)
- >X - Blade III
- >C - Seventh Holy Scripture - Break
- >4A - Blaze Out
- >66C - Seventh Holy Scripture - Break (EX only)
- >A - Blaze Turn
- 236B - Seventh Holy Scripture - Blade
- >A - Blaze Turn
- >X - Blaze Out
- >66C - Seventh Holy Scripture - Break (EX only)
- >X - Blaze Out
- >B - Blade II
- >X - Blade III
- >66C - Seventh Holy Scripture - Break (EX only)
- >X - Blade III
- >C - Seventh Holy Scripture - Break
- >4A - Blaze Out
- >A - Blaze Turn
- 623X - Shaft Lander
- 214X (air OK) - Numerology Crest - Lightning Blast
- j.236A/B/C - Shaft Lander (air)
- Arc Drives
- 236B+C - Seventh Holy Scripture - Four Causes Pilgrimage
- Last Arc
- A+B+C+D - Calvaria Galgalim: Guillotine
- Unique Attacks
- 6B
- C > 4C
- 3C
- 2C > 2C
- j.6B
- Blowback Edge Moves
- 5B, 2C, j.C, 236A, 236A>C, 236B, 236B>C, 236C, 214A, j.214A
Dash startup:
Dash actionable:
Jump startup:
Jump airtime:
Coming soon.
Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
190 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 2 | 11 | 18 | -1 | - |
- Looks like an AA, but isn't a great one.
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 4 | 20 | 32 | -9 | - |
- Advances forwards.
5[B]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750 | H | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
31 | 4 | 24 | 58 | -11 | Clash 15-30 |
- Hits overhead.
- Ground bounces on hit.
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
590*2 (1109) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 4 | 32 | 47 | -18 | - |
- Huge.
- Has a follow-up with 5C4C.
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
180 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
- Gatlings into itself 3 times.
- Hits low.
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 5 | 24 | 36 | -12 | - |
- Surprisingly decent anti-air.
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
680 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 5 | 23 | 40 | -11 | - |
- Huge-er.
- Has a follow-up with 2C2C and can be charged.
2[C]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1900 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
31 | 3 | 27 | 60 | n/a | Clash 23-30 |
- Unblockable, but can be low Shielded.
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
370 | HA | -SP-, -TH- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 4 | 15 | 23 | - | - |
- Whiffs against crouching opponents.
- Does not chain into other air normals.
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
510 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 5 | - | - | - | - |
- Knocks down airborne opponents.
- Does not chain into other air normals.
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
330 *2 (636) | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 4 | - | - | - | - |
- Huge.
- Does not chain into other air normals.
j.[C]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
380*4 (1359) | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 4 (9) 7 | - | - | - | Clash 18-19 |
- Wallbounces on hit.
- Does not chain into other air normals.
Command Normals
3B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450 *2 (850) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 (4) 4 | 21 | 40 | -8 | - |
- Hits twice, both hits are considered airborne.
5C~4C
- Follow-up exclusive normal.
- High hitstun.
2C > 2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
740 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 2 | 36 | 46 | -21 | - |
- Follow-up exclusive normal.
- Vacuums opponents on hit and block.
j.3B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
380*2 (725) | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 8, 6 | x | x | +10 (tk) | - |
- j.B, but with momentum.
Universal Mechanics
Rapid Beat 2
- Rushing gun attack. Auto-attack filler.
3C/Rapid Beat 3
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
370*2 (310) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 4 (2) 2 | 30 | 47 | -11 | Air 5-17 |
- Universal launcher.
- Safer than the data would suggest.
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
300*2, 900 (1500) | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | 19 | 25 | +50 | - |
- Hard knockdown on hit.
- Very plus on hit to the point that Ciel must manually delay her jump for a safejump or empty low.
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1 | 3 | 12L | - | - | - |
- Hard knockdown on hit.
- Allows for a brief extension due to how Ciel throws her opponent.
Special Moves
Seventh Holy Scripture - Blaze
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*2 (768) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 6 (4) 6 | 25 | 49 | -4 | - |
- Rekka starter.
Blaze Turn
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*2 (768) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 6 (4) 6 | 25 | 49 | -4 | - |
- Rekka extender.
Blaze Out
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
950 | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 5 | 31 | 47 | -13 | - |
- Rekka ender.
Seventh Holy Scripture - Blaze (BE)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
320, 420*4 (1860) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
19 | 4 (10) 2 (4) 3 (4) 4 (4) 4 | 21 | 78 | -2 | - |
- Combo extender with Special Bonus.
Seventh Holy Scripture - Blade
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
500*2 (945) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 3 | 29 | 45 | -8 | - |
- Rekka starter.
Blade II
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450*2 (850) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | 4 | 32 | 51 | -12 | - |
- Rekka extender.
Blade III
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
550*2 (1039) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 5 | 32 | 56 | -13 | Armour 13-25 |
- Rekka ender.
Seventh Holy Scripture - Blade (BE)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420*6 (2043) | HA, LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
28 | 3 (20) 4 (17) 5 | 32 | 108 | -13 | - |
- Hits overhead.
- Air blockable.
Seventh Holy Scripture - Break
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*2 1100 (1625) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
31 | 15 | 23 | 68 | +7 (air), +11 (ground) | Armour 27-46 |
- Armored.
- Rekka ender and standalone special.
- Comboable wallbounce with Special Bonus.
- Bumps opponents into the air on block.
Seventh Holy Scripture - Break (BE)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | 40 | 40 | - | - |
- Rekka ender and standalone special.
Seventh Holy Scripture - Break (EX)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800*2, 1150 (2344) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+0 | 15 | 20 | 38 | +6 (air), +10 (ground) | Armour 5-19 |
- An extension to her rekka enders.
- As it's EX only, it requires 1 bar to use.
Shaft Lander
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450*3 (1228) | LH, LHA | -J- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 (4) 4 | 44 | 63 | JC: -17 / -9 | - |
- 1st hit is air unblockable.
- No invincibility.
- Links into 5A with special bonus.
Risky but rewarding anti-air. It's also jump cancelable on whiff.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450*3 (1228) | LH | (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 4 (4) 4 | 54 | 74 | -49 / -41 | All 1-12 |
- Invincible reversal.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
660*4 (2203) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+1 | 4 (4) 3 | 55 | 70 | -49 / -41 | All 1-15 |
- Invincible reversal.
Numerology Crest - Lightning Blast
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
195*7 (1199) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 10 | 24 | 53 | -5 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
300*5 (1158) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
28 | 2(2)*4, 2 | 10 | 55 | -3 ~ +13 | - |
- PCiel pauses briefly and fires a multi-hitting shaft of vertical lightning from the top of the screen to the ground.
- The normal A version hits a little bit in front of her.
- The charged version starts in front of her but spreads the additional lightning strikes after the first further forward.
Another of PCiel's space coverage options. The startup is a little slow so it's best used preemptively, but it also sees use to tack on extra damage.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
172*10 (1411) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
22 | 10 | 28 | 59 | -6 | - |
- Basically 214A, but the lightning hits farther out from her. For enemies that are at about midscreen or approaching it, this is a good shutdown tool.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
350*7 (2029) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+8 | 10 | 18 | 39 | +1 | - |
- An even stronger burst of lightning. Also useful for tacking on extra damage similar to the other versions of this move, particularly if you happen to have a bounce bounus.
Shaft Lander (Air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450*3 (1228) | LHA | -J- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 6 (2) 4 | 12L | 41 (JC) | JC : -17 / -9 | - |
- An aerial version of A DP.
- No invincibility.
- Most often used after air throw to cash out with j.236C.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450*3 (1228) | LHA | -J- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 6 (2) 4 | 12L | 39 | JC : -17 / -9 | - |
- An aerial version of B DP.
- No invincibility.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
660*4 (2263) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+3 | 6 (6) 4 | 12L | 44 | JC : -21 / -9 | - |
- An aerial version of C DP.
- No invincibility.
- Brings the opponent down to the ground as a higher-damage commital than j.6BC. Can be used to set up Arc Drive combos if you have the meter to spare afterward.
Numerology Crest - Lightning Blast (Air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
195*7 (1199) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 10 | 12L | - | TK: -10 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
300*5 (1158) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
28 | 2(2)*4, 2 | 12L | - | TK: -12 ~ +4 | - |
- Similar to the grounded versions, though Ciel
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
172*10 (1411) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
22 | 10 | 12L | - | TK: -11 | - |
- Move description.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
350*7 (2029) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+8 | 10 | 12L | - | TK: -8 | - |
- Move description.
Moon Skills
Seventh Holy Scripture - Blaze
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*3 (1048) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 6, 3, 3 | 20 | 44 | -2 | Clash 1-11 (MD) |
- Advancing, safe, AUB combo starter.
Shaft Lander
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450*4 (1610) | LHA | -J- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 (4) 4 | - | 31 | JC: -7 / +1 | Clash 1-6 (MD) |
- Air blockable.
- Jump cancelable on whiff.
Numerology Crest - Lightning Blast
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
280*5 (1080) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
17 | 2(5)*4, 2 | 8 | 54 | +6 ~ +13 | Clash 1-11 (MD) |
- A quick, multihitting version of 214A. Very useful for oki with the right setup.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
280*5 (1080) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | 2(5)*4, 2 | 12L | - | TK: -3 ~ +4 | - |
- Similar to 4BC, but used midair instead.
Shaft Lander (Air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450*4 (1610) | LHA | -J- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 6 (2) 4 | 12L | 31 | JC: -7 / +1 | - |
- Move ends with Ciel grounded.
Super Moves
Arc Drives
Seventh Holy Scripture - Four Causes Pilgrimage
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
100*3, 900, 100*10, 200, 1100 (3500) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+11 | 4,4,4 (11) 3 | 43 | 80 | -29 | All 1-37 |
- Move description.
Last Arc
Calvaria Galgalim: Guillotine
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
4800 [4800 - 6960 in BH] | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+21 | 4 | 27 | 52 | -14 | All 1-25 |
- Move description.
Reverse Beats
Customization
Palette options
Powered Ciel Wiki Roadmap
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