Melty Blood/MBAACC/Powered Ciel/Half Moon: Difference between revisions
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|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J) | |cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=5 | ||
|active=2 | |active=2 | ||
|recovery=11 | |recovery=11 | ||
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|cancel=N, SP, -CH-, EX, (J) | |cancel=N, SP, -CH-, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=7 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
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|cancel=(N), SP, EX, (J) | |cancel=(N), SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=11 | ||
|active=4 | |active=4 | ||
|recovery=18 | |recovery=18 | ||
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|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=8 | ||
|active=3 | |active=3 | ||
|recovery=17 | |recovery=17 | ||
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|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=13 | ||
|active=3 | |active=3 | ||
|recovery=24 | |recovery=24 | ||
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|cancel=SE, N, SP, EX, (J) | |cancel=SE, N, SP, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=6 | ||
|active=4 | |active=4 | ||
|recovery=8 | |recovery=8 | ||
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|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=17 | |recovery=17 | ||
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|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=L | |guard=L | ||
|startup= | |startup=6 | ||
|active=4 | |active=4 | ||
|recovery=28 | |recovery=28 | ||
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|cancel=SP, EX | |cancel=SP, EX | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=6 | ||
|active=4 | |active=4 | ||
|recovery= | |recovery= | ||
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|cancel=SP, EX | |cancel=SP, EX | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=8 | ||
|active=6 | |active=6 | ||
|recovery= | |recovery= | ||
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|cancel=SP, EX | |cancel=SP, EX | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=10 | ||
|active=5 | |active=5 | ||
|recovery= | |recovery= | ||
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|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=12 | ||
|active=4 | |active=4 | ||
|recovery=22 | |recovery=22 | ||
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|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=11 | ||
|active=2 | |active=2 | ||
|recovery=35 | |recovery=35 | ||
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|cancel=N, SP, EX, (J) | |cancel=N, SP, EX, (J) | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=12 | ||
|active=3 | |active=3 | ||
|recovery=23 | |recovery=23 | ||
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|cancel=(Any) | |cancel=(Any) | ||
|guard=U | |guard=U | ||
|startup= | |startup=3 | ||
|active=1 | |active=1 | ||
|recovery=20 | |recovery=20 | ||
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|cancel=(Any if Raw)<br>(SP, EX) | |cancel=(Any if Raw)<br>(SP, EX) | ||
|guard=U | |guard=U | ||
|startup= | |startup=2 | ||
|active=1 | |active=1 | ||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | ||
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|cancel=(SP), (EX), (J) | |cancel=(SP), (EX), (J) | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery=18 | |recovery=18 | ||
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|cancel=(SP), (EX) | |cancel=(SP), (EX) | ||
|guard=LA | |guard=LA | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery=18 | |recovery=18 | ||
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|cancel= | |cancel= | ||
|guard=HA | |guard=HA | ||
|startup= | |startup=9 | ||
|active=4 | |active=4 | ||
|recovery= | |recovery= | ||
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|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=26 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
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|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=8 | ||
|active=4 | |active=4 | ||
|recovery=19 | |recovery=19 | ||
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|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=19 | ||
|active=3 | |active=3 | ||
|recovery=22 | |recovery=22 | ||
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|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=11 | ||
|active=10 | |active=10 | ||
|recovery=20 | |recovery=20 | ||
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|cancel= | |cancel= | ||
|guard=U | |guard=U | ||
|startup= | |startup=12 | ||
|active=10 | |active=10 | ||
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=15| hovertext=Landing recovery.}} | ||
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|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=12 | ||
|active=3 (8) 3 | |active=3 (8) 3 | ||
|recovery=34 | |recovery=34 | ||
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|cancel= | |cancel= | ||
|guard=LH, H | |guard=LH, H | ||
|startup= | |startup=12 | ||
|active=3 (19) 4 | |active=3 (19) 4 | ||
|recovery=29 | |recovery=29 | ||
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|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=23 | ||
|active=4 | |active=4 | ||
|recovery=30 | |recovery=30 | ||
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|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup= | |startup=19 | ||
|active=6 | |active=6 | ||
|recovery=39 | |recovery=39 | ||
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|cancel= | |cancel= | ||
|guard={{Tooltip | text=LH*| hovertext=First 2 active frames whiff vs Air.}} | |guard={{Tooltip | text=LH*| hovertext=First 2 active frames whiff vs Air.}} | ||
|startup= | |startup=9 | ||
|active={{Tooltip | text=4| hovertext=2, 2 (Single hit, different properties)}} | |active={{Tooltip | text=4| hovertext=2, 2 (Single hit, different properties)}} | ||
|recovery=30 | |recovery=30 | ||
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|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup=1+ | |startup=1+3 | ||
|active={{Tooltip | text=36| hovertext=10 hits. 3, 4 x8, 1
11th hit is performed on hit only.}} | |active={{Tooltip | text=36| hovertext=10 hits. 3, 4 x8, 1
11th hit is performed on hit only.}} | ||
|recovery=27 | |recovery=27 | ||
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|cancel=-CH-, -J- | |cancel=-CH-, -J- | ||
|guard=LH (1), LHA (2-3) | |guard=LH (1), LHA (2-3) | ||
|startup= | |startup=5 | ||
|active={{Tooltip | text=11| hovertext=3 hits. 5, 3, 3}} | |active={{Tooltip | text=11| hovertext=3 hits. 5, 3, 3}} | ||
|recovery=19 | |recovery=19 | ||
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|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=10 | ||
|active={{Tooltip | text=X| hovertext=Active until landing.
Multi-hit. 2 xN
Has a 2f-long hitbox on landing which causes knockdown, but it only takes effect if this attack has hit a grounded opponent before landing.}} | |active={{Tooltip | text=X| hovertext=Active until landing.
Multi-hit. 2 xN
Has a 2f-long hitbox on landing which causes knockdown, but it only takes effect if this attack has hit a grounded opponent before landing.}} | ||
|recovery={{Tooltip | text=15| hovertext=Landing recovery.
17 if counting the landing hitbox.}} | |recovery={{Tooltip | text=15| hovertext=Landing recovery.
17 if counting the landing hitbox.}} | ||
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|cancel= | |cancel= | ||
|guard=LH (1), LHA | |guard=LH (1), LHA | ||
|startup= | |startup=11 | ||
|active={{Tooltip | text=14| hovertext=4, 10}} | |active={{Tooltip | text=14| hovertext=4, 10}} | ||
|recovery=27 | |recovery=27 | ||
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|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=25 | ||
|active={{Tooltip | text=10| hovertext=10 hits.}} | |active={{Tooltip | text=10| hovertext=10 hits.}} | ||
|recovery=13 | |recovery=13 | ||
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|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=30 | ||
|active={{Tooltip | text=3 (2) 4 (1) 4 (1) 4 (1) 4 (1) 4| hovertext=12 hits.}} | |active={{Tooltip | text=3 (2) 4 (1) 4 (1) 4 (1) 4 (1) 4| hovertext=12 hits.}} | ||
|recovery={{Tooltip | text=52| hovertext=Full animation.}} | |recovery={{Tooltip | text=52| hovertext=Full animation.}} | ||
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|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=24 | ||
|active={{Tooltip | text=23| hovertext=11 hits.}} | |active={{Tooltip | text=23| hovertext=11 hits.}} | ||
|recovery=1 | |recovery=1 | ||
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|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=29 | ||
|active={{Tooltip | text=31| hovertext=11 hits.}} | |active={{Tooltip | text=31| hovertext=11 hits.}} | ||
|recovery={{Tooltip | text=52| hovertext=Full animation.}} | |recovery={{Tooltip | text=52| hovertext=Full animation.}} | ||
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|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=6+ | |startup=6+18 | ||
|active={{Tooltip | text=40| hovertext=10 hits. 4 x10}} | |active={{Tooltip | text=40| hovertext=10 hits. 4 x10}} | ||
|recovery={{Tooltip | text=6+54| hovertext=Full animation.}} | |recovery={{Tooltip | text=6+54| hovertext=Full animation.}} | ||
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|cancel=-CH- | |cancel=-CH- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=10 | ||
|active={{Tooltip | text=6| hovertext=2 hits. 3, 3}} | |active={{Tooltip | text=6| hovertext=2 hits. 3, 3}} | ||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | ||
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|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=10 | ||
|active={{Tooltip | text=X| hovertext=Active until landing.
Multi-hit. 2 xN
Has a 2f-long hitbox on landing which causes knockdown, but it only takes effect if this attack has hit a grounded opponent before landing.}} | |active={{Tooltip | text=X| hovertext=Active until landing.
Multi-hit. 2 xN
Has a 2f-long hitbox on landing which causes knockdown, but it only takes effect if this attack has hit a grounded opponent before landing.}} | ||
|recovery={{Tooltip | text=15| hovertext=Landing recovery.
17 if counting the landing hitbox.}} | |recovery={{Tooltip | text=15| hovertext=Landing recovery.
17 if counting the landing hitbox.}} | ||
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|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=10 | ||
|active=5 | |active=5 | ||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | ||
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|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=1+ | |startup=1+2 | ||
|active=5 | |active=5 | ||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | ||
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|cancel=-N-, -J- | |cancel=-N-, -J- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=26 | ||
|active={{Tooltip | text=10| hovertext=10 hits.}} | |active={{Tooltip | text=10| hovertext=10 hits.}} | ||
|recovery={{Tooltip | text=14| hovertext=Until cancel window starts}} | |recovery={{Tooltip | text=14| hovertext=Until cancel window starts}} | ||
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|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=36 | ||
|active={{Tooltip | text=3 (2) 4 (1) 4 (1) 4 (1) 4 (1) 4| hovertext=12 hits.}} | |active={{Tooltip | text=3 (2) 4 (1) 4 (1) 4 (1) 4 (1) 4| hovertext=12 hits.}} | ||
|recovery={{Tooltip | text=9| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=9| hovertext=Landing recovery.}} | ||
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|cancel=-N-, -J- | |cancel=-N-, -J- | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=25 | ||
|active={{Tooltip | text=23| hovertext=11 hits.}} | |active={{Tooltip | text=23| hovertext=11 hits.}} | ||
|recovery={{Tooltip | text=1| hovertext=Until cancel window starts}} | |recovery={{Tooltip | text=1| hovertext=Until cancel window starts}} | ||
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|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup= | |startup=35 | ||
|active={{Tooltip | text=31| hovertext=11 hits.}} | |active={{Tooltip | text=31| hovertext=11 hits.}} | ||
|recovery={{Tooltip | text=9| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=9| hovertext=Landing recovery.}} | ||
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|cancel= | |cancel= | ||
|guard=LHA | |guard=LHA | ||
|startup=6+ | |startup=6+18 | ||
|active={{Tooltip | text=40| hovertext=10 hits. 4 x10}} | |active={{Tooltip | text=40| hovertext=10 hits. 4 x10}} | ||
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | |recovery={{Tooltip | text=12| hovertext=Landing recovery.}} | ||
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|cancel= | |cancel= | ||
|guard=LH | |guard=LH | ||
|startup=3+ | |startup=3+10 | ||
|active={{Tooltip | text=18| hovertext=3 x6}} | |active={{Tooltip | text=18| hovertext=3 x6}} | ||
|recovery=27 | |recovery=27 |
Revision as of 02:38, 20 July 2022
Character Page Progress
This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.
In Progress | To-do |
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Additional Resource
H-P.Ciel Match Video Database
Melty Bits: H-Powerd Ciel
Players to watch/ask
JP:
Overview
Strengths |
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Weaknesses |
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General Gameplan
H-Powerd Ciel is an incredibly polarizing character.
On offense, she boasts some of the highest meterless damage in the game, looping directly into a left/right. She can easily steal games off a single touch. Her pressure can easily keep people locked down, and her forward advancing normals make her a permanent threat. In neutral, her lightning and zoning tools can make certain characters' lives hell.
However, on defense, she's one of the weakest characters in the game. As a half moon character, she lacks EX guard, and her DPs are fake. Getting out of the corner without meter can be incredibly difficult, depending on the matchup.
However, if you're willing to deal with her downsides, she's a strong zoner/rushdown hybrid that hits like two trucks.
Note: While H-PCiel is powerful, she has some abysmal matchups. Learning F-PCiel (and perhaps C) to cover these matchups may become necessary.
Neutral
In neutral, leverage your 5B, 5C, and j.214X series to keep opponents out. 5B is disjointed, and can be confirmed on hit relatively easily. 5C is an anti-IAD button. It whiffs crouchers, but has massive range, and is also disjointed.
j.214A/B can be jump/airdash cancelled on block, hit, or whiff. Note that j.214[A/B] cannot be cancelled, and throwing those buttons out is far more of a committment. j.214A jc8~[4] j.C protects your space and keeps opponents out. However, beware, because lightning has high startup, and getting predictable with it means either getting CH out of startup or a dash under punish. Against most characters, lightning will be your best friend in neutral, and you can use it to claim and gain space in neutral.
Against certain characters (Nero, C-Roa, Hime), zoning will not be an option. In these cases, you need to get in at roundstart and run your mix. You *can* try to dashblock 2C against Hime, but those matchups will require far more patience and quick reactions than your other matchups.
Pressure
H-PCiel's pressure is strong, but has a few notable weaknesses. While she has many forward advancing normals, she only has 3 lows: 5A, 2A, and 2C. Save her 2A for rebeats, as 5A6AA stagger pressure will be one of your main tools in opening people up.
214[A] is plus. 214[B] is overwhelmingly plus. 5A6AA, 6B, and 5C are all forward advancing. Careful use of these buttons, along with careful rebeat management, can lock your opponent in the corner while ensuring any hit still reaps massive damage.
214A is -2, so be careful about spacing when you use it! Opponents *can* mash after, but (slight delay) 1C will both block any hits if you happen to be close enough for an actual punish while allowing you to combo off on hit.
Be careful about using lightning resets! It can be shielded on reaction, and certain characters (F-Ries, H-Nanaya, C-Arc, Satsuki, for example) can punish predictable lightning resets with meter. While they're safe, they also prorate terribly on hit. Mixing up your options and getting your opponent to flinch is necessary if you want to *actually* open people up instead of just keeping them in the corner.
The core of H-PCiel corner pressure is this: If an opponent whiffs a button, you can easily catch it with 2C and kill them. If an opponent doesn't try and escape, they become incredibly weak to throw. If an opponent *does* try and escape, vertical lightning can keep them confined to the corner. Any mistake on an opponent's part can and should either lead into 5k and a left/right or, off throw, high 3k and a left/right.
If your opponent is dashing out of your mix, your anti-backdash OS is 5A 5B or 5A 2B. 5A 2C is *okay*, but it's hard to confirm and leaves you in an awkward situation, as your hitconfirm will whiff if your opponent blocks.
Okizeme
H-PCiel's okizeme is deadly, and revolves around a simple wallbounce left/right.
Some notes on your ender:
(2C) (5B) 4C 3C 214A is the *only* string that can lead to a left/right, and whether or not they're in or out depends on delay on 5B/4C and backwalk after 236[A].
2C 3C 2A(w) 3C 214A will always leave them outside the corner.
Anything with 5C will leave them in the corner. (2C 5C 4C 3C 214A is your damage ender).
Either safejump j.C (which can beat DP and OS for heat) or 623A into a meaty A/B normal to run the actual left/right. Safejump j.C beats DP and can easily heat OS with either 2A 5B+D or 2A 4A+B, but loses to EX shield. 623A into meaty A/B is harder to see, but you have to choose between OSing for heat and being shield/DP safe.
If you're struggling with making it invisible, go into training mode and do the left/right, and hold [9] after the 214A. If you can't tell what side you're on, good! Now work on controlling which side you land on while maintaining that invisible l/r.
If you're struggling to open people up, you can pretty easily throw out of the l/r setup. If you can hit it consistently for high damage, people will stop looking for throw and start trying to block. Also, remember to change between safejump j.C and 623A meaty - keeping to one makes it easier to see, *and* easier to counter.
Defense
Defense is one of the worst places for any PCiel player to be. However, you have a few options to help you not be entirely hosed.
623A is fast and disjointed. You can jump cancel it afterwards to be safe, and it is your equivalent of rising j.A.
623B is slow, but will beat your opponent jumping around going "please whiff 2C".
623C is fast and disjointed. Use this to get out of pressure, but *do not do it on wakeup.* It is NOT a true reversal, and you WILL get meaty'd, lose the interaction, and be out 100 meter. PCiel's DPs are far better for calling gaps than as a wakeup option, and gambling on this and guessing wrong will likely leave you in the corner out 3-4k HP and without any meter to do anything else.
Half Moon bunker is always a solid option.
2C mash is strong, but dangerous. If your opponent IADs or simply backs off long enough for you to whiff? You die. Use this carefully.
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. |
Normal Combos
H-PCiel combos have a character specific delay between the 2C and 5C/4C (this is j.B 2C (delay) 5C 6B or 2C (delay) 4C/5C 6B). For most characters, the delay is intuitive; if you whiff the 6B, delay your 5C more. However, for certain characters, you'll need to make a few adjustments. On Kouma, you'll want extra gravity, which means you may want to do the "midscreen" combo even off a corner hit, as it is more stable.
Ryougi, however, is particularly difficult. Her delay is neither intuitive nor similar to *any* other member of the cast. If you're struggling to combo her, this is what the combo looks like: https://www.youtube.com/watch?v=hCncaI9G-js Alternatively: Midscreen, substitute 2B or 2C 5A(w)6AA for 2C 5C. In the corner, run your midscreen combo, skipping the first 6B, or get as much gravity as you can.
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
5A
5A~6A~6A |
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5B
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
6B
3C
4C
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
Auto after a successful Shield (Air OK) |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Circuit Spark
Special Moves
Grounded Specials
236X
623X
214X
Aerial Specials
j.236X
j.214X
Arc Drive
Seventh Holy Scripture - Impeachment of Original Sin
41236C during Heat |
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