Melty Blood/MBAACC/Powered Ciel/Full Moon: Difference between revisions
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|description= | |description= A very strong, but somewhat high risk anti-air. Has an air unblockable grounded hitbox with upper body invuln that comes out on frame 5, then launches into the air for two further air blockable hitboxes. | ||
623A's grounded hitbox is extremely disjointed, making it able to cleanly beat or trade with many aerial buttons most characters are unable to challenge. The air hitboxes are much weaker, however, making this move somewhat dangerous to whiff vs aerial opponents. | |||
The | The later portion of the recovery of the aerial hitboxes is jump cancelable on whiff or block, allowing you to bail yourself out to some extent if you miss with this move, but it is still possible to be punished for doing this, making 623A an unwise move to rely excessively on. | ||
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|description=623A followup. The majority of this move's hits will knock opponents downwards into a ground-techable knockdown, but there is a final unique hitbox that activates when landing which launches opponents into a comboable groundbounce if they are low enough for it to connect, allowing for full conversions and combo extensions. Used to ground airborne opponents after raw antiair 623A hits, or as a | |description=623A followup. The majority of this move's hits will knock opponents downwards into a ground-techable knockdown, but there is a final unique hitbox that activates when landing which launches opponents into a comboable groundbounce if they are low enough for it to connect, allowing for full conversions and combo extensions. Used to ground airborne opponents after raw antiair 623A hits, or as a scramble option to punish your opponent for trying to move after blocking 623A on the ground. | ||
If your opponent chooses to tech after getting hit by the middle hits, you can punish neutral tech with 5A and forward/back tech with 5B. | |||
This move is safe on block to anything with more than 2 frames of startup, meaning that most characters can only punish it with throw. | This move is safe on block to anything with more than 2 frames of startup, meaning that most characters can only punish it with throw. | ||
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|description=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 | |description=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 even more 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 better used pre-emptively to cut off certain movement angles rather than as a reaction antiair. | ||
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. | 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. | ||
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|invuln=Full 1 | |invuln=Full 1 | ||
|description= 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 | |description= 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. | ||
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. | 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. |
Revision as of 07:58, 13 September 2022
Character Page Progress
Additional Resources
F-P.Ciel Match Video Database
TexasTim's F-PCiel Video Guides Playlist. Many of TexasTim's routes are more CMV style combos with either impractical execution or significant downsides such as generating large amounts of meter for your opponent. Players interested in more practical or entry-level combos may prefer to learn the routes listed in the combo section further below.
Overview
F-PCiel is an oppressive space control monster with brutally punishing combos and offense. | |
Pros | Cons |
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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. The most technical F-PCiel player by a considerable margin, with excellent conversions and high consistency at the character's more advanced combo routes. Currently retired due to personal circumstances. | |
Hirohiro (ひろひろ) | Japan | Play Spot BIG ONE 2nd | Inactive | The most prolific arcade F-PCiel main. Exemplifies the Japanese F-PCiel playstyle by being fairly aggressive and frequently approaching from the air with 623B. Tends to stick to more basic, practical routes, focusing more on consistency rather than maximization of reward. Retired to play DBFZ. | |
m | Europe | Netplay | Active | The top F-PCiel outside of Japan. Defensive, grounded neutral game, practical combo selection with strong meter management, and a robust okizeme flowchart focused on restricting the opponent's defensive options. | |
Sunohara (すのはら) | Japan | A-Cho | Inactive | A very old school PCiel player who has tri-mained all three PCiel moons since the release of Current Code. Has a less modern F-PCiel than the above players, relying more on strong fundamentals rather than fully exploiting the unique aspects of the character, but still very strong. | |
TSA | Japan | A-Cho | Inactive | A rock minimalist who excels at using F-PCiel's more traditional tools to control space. | |
Zakuro | Japan | Inactive | A rather dated F-PCiel, but one who shows off the full depth of the character's high okizeme potential. |
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 |
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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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