Melty Blood/MBTL/Ciel: Difference between revisions

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===== Black Key Throw =====
===== Black Key Throw =====
Ciel's most important special series by far and the tool that defines most of Ciel's matchups. Black keys almost singlehandedly make Ciel as threatening as she is in neutral and are a core feature of her offense ''and'' defense.
{{MoveDataCargo
{{MoveDataCargo
| title    = Black Key Throw
| title    = Black Key Throw
Line 553: Line 554:
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|ci_214a}}
{{AttackDataCargo-MBTL/Query|ci_214a}}
* Basic projectile.
Ciel throws a single key.
* Whiff-cancelable into EX moves.
* Slower startup than 214B and a slower projectile as well.
Standard black key toss with no follow ups. Will soft knockdown on hit. If spaced at roughly 5C tip range, she will be slight advantageous on block.
* Better frame data on block.
* Can be made somewhat plus on block from just past 5C range, though Ciel is limited in the ways she can follow up on this.
{{AttackDataCargo-MBTL/Query|ci_214a_be}}
{{AttackDataCargo-MBTL/Query|ci_214a_be}}
* An enhanced version of 214A that will cause a firey explosion on hit.  
An enhanced version of 214A that will cause a firey explosion on hit.  
Very important for combo routing and combos naturally from 2C from most ranges. Safe on block, so also an alternative frametrap option than 214B that can be converted meterlessly.
* Important tool for many combo routes.
* Not a natural frametrap against fast buttons, but can be followed up on meterlessly.
* Similar frame data on block at various ranges to 214A. 
{{AttackDataCargo-MBTL/Query|ci_214b}}
{{AttackDataCargo-MBTL/Query|ci_214b}}
* Basic projectile, but it's a rekka!
Ciel throws a single key, but this time as the beginning of a rekka.
The first part of the black key rekka toss. Visually identical to 214A with some slight differences in frame data. Your opponent won't tell the difference though.  
* Ciel's most defining tool.
Very fast, good poke option for when 5C can't reach, and sometimes even when it can.
* Faster startup than her other keys and all other projectiles in the game at 9 frames.
* Unreactable for about half a screen.
* Very long cancel window.
* Unsafe on block, but access to followups makes mashing on this dangerous.
* Ciel's most generally applicable poke.
* Indispensable abare (mashing) tool against many characters with projectiles or large normals that Ciel cannot contest with her own.
* Still slower than all her other normals at their respective tip ranges.
* Vulnerable to some airdash trajectories.  
{{AttackDataCargo-MBTL/Query|ci_214c}}
{{AttackDataCargo-MBTL/Query|ci_214c}}
* Good way to convert from other Black Keys and can be extended with a bar.
Ciel barrages the opponent with a long sequence of key throws.
EX Black Key toss sequence. Does good damage and also hard knocksdown. If done from fullscreen you can also link into 236C if you're quick enough. If the final volley is blocked crouching, the move is made significantly more unsafe due to missing many of the keys.
* Very damaging combo ender.
* Can combo from other keys at any range.
* Strong whiff-cancel option in some scenarios.  
* Knockdown length (or whether it HKDs at all) depends on the sequence in which the keys hit, so can be finnicky.
* Can be safe on block at some ranges, but is made significantly less safe if blocked crouching, as many of the final keys will whiff entirely.
* Can be moon-drive canceled at any time.  
{{AttackDataCargo-MBTL/Query|ci_214bca}}
{{AttackDataCargo-MBTL/Query|ci_214bca}}
* Ciel throws Keys at head level.
Ciel throws keys at head level.
Rekka extender, good to stop people from normal jumping out at you.
* Slower followup.
* Hits higher than other rekka followups, making it marginally better at catching jumps or airdashes.
* Good for niche combo routes.
{{AttackDataCargo-MBTL/Query|ci_214bcb}}
{{AttackDataCargo-MBTL/Query|ci_214bcb}}
* Ciel throws Keys at hip level.
Ciel throws keys at hip level.
Rekka extender, keeps grounded opponents pinned to the ground.
* Fastest rekka followup.
* At -5, safe on block at all but point-blank range.
* Strikes low to the ground, so vulnerable to jumping.
* Excellent point for resetting pressure.  
{{AttackDataCargo-MBTL/Query|ci_214bcxa}}
{{AttackDataCargo-MBTL/Query|ci_214bcxa}}
* Ciel jumps and throws Keys diagonally downwards.
Ciel jumps and throws keys diagonally downwards.
An ender to rekka series where Ciel will hop in the air towards her opponent and throw some Keys diagonally downwards. The most safe on block ender for her rekka series. At certain ranges this can be made advantageous on block and shielding back is rather safe as long as you have more than 50% moon gauge.
* Technically safest rekka ender at -4 at point blank.
 
* Advances significantly.
On hit the opponent cannot tech instantly giving an advantageous position for ciel even from stray hits compared to the 214B-X-B series.
* Can be made + on block at a range.
** Use this rekka ender to move forward and gain + frames against your opponent, allowing you to transition into close-range pressure.
* Very difficult to convert into a combo on hit compared to 214BB~B due to being airborne.
* Do not use this to remain safe when ending rekka from up-close, as Ciel advances far enough to be throw-punished guaranteed.
{{AttackDataCargo-MBTL/Query|ci_214bcxb}}
{{AttackDataCargo-MBTL/Query|ci_214bcxb}}
* More damaging but less safe rekka ender.
Ciel ends her rekka with a swift column of keys.
B ender to rekka series where Ciel will toss a spread of Keys at mid level. The most common ender if you're trying to confirm into a grounded EX move like 623C or 236C.
* Ciel's most general rekka ender.  
* Generally marks the end of your pressure unless MD canceled.
* Poor frame data on block.
* Can be EX canceled into 623C to convert into a corner combo or remain safe.
* Can be EX canceled into 236C on hit to HKD and advance from any range.  
}}
}}



Revision as of 21:24, 2 December 2022

Story

The Holy Church, a major religion in Europe, does not take kindly to heresy. Ciel works as an executor for its specialized force known as the Burial Agency. Her calling? Hunting and destroying heretics in the name of the Lord. Like Arcueid, she wishes to destroy her mortal enemy and has come to Souya in search of him, deciding to blend in by posing as a regular student at the same high school as Shiki. She currently attends school as a senior, one year above Shiki, and is quite popular with many of the students there. They see her as both warm and cheerful. Her go-to lunch from the school shop is curry bread, and her favorite restaurant serves the best curry in town.

Gameplay

Ciel is a versatile rushdown/zoner character with screen-bouncing mobility.

An old Melty Blood mainstay. Ciel can comfortably choose the position to attack from at her own pace, using her high innate move speed, good close-range normal attacks, far backdash, special mobility options and Black Key projectiles.

While she has no trouble fighting at close-range, her mid-screen game can be a little awkward due to her B/C poking normals having average range that can be challenged. Instead she relies on making good reads in neutral using traditional punishes, committal Blade Thrust (623X) poke, baiting counter-hits with her tricky Halo (236X) jumping follow-ups or zoning out opponents with her Black Keys (214X) projectiles.

Her high/low mix-ups are pretty linear, but her wild ground/air movement options and the ability to easily convert off nearly every stray hit into a knockdown with her vast pool of EX Specials allow her to quickly run over unprepared opponents.

If you can get past the initial execution hurdle, Ciel holds a lot of potential.

Strengths Weaknesses
  • Well Rounded: Has tools for most ranges and situations.
  • Damage and Conversionability: Can access above-average damage output off all normal starters and can combo off of keys with resources. MD conversions can be used to devastating effect.
  • Excellent Midrange: Fast, powerful projectiles that allow her to take control of the midrange and bait out committal movement.
  • EX Halo (236C): This fullscreen reversal is both an excellent anti-zoning tool and an easy to use option to punish your opponent on clash.
  • Incredible Movement: Ciel boasts one of the fastest dashes in the game and multiple unique movement options in her aerial dive (j.236A) and wall somersaults (236A) which make her adept at both closing and creating distance from her opponent.
  • Stubby Normals: While Ciel has competent ranged options in her keys, her normals have below average range, resulting in reliability issues and paradoxically forcing her to play much closer to present anything that can punish shield.
  • No Win Condition: Ciel's relatively fair pressure, lack of plus frames, and lack of mixup means even an opponent with no resources on defense may not be out of the fight.
  • Unreliable Flash Kick: Though Ciel has access to a meterless reversal in 22B, it is very easy to outspace while attacking with a disjoint, making it unreliable as a means of escaping pressure even when it is not baited.

Character Summary

Move list

Moon Skills
6B+C - Halo (Air OK)
3B+C - Blade Thrust
4B+C - Black Key Throw (Air OK)
2B+C - Ciel Somersault (Air OK)
Special Attacks
236A/B/C (EX OK) - Halo: Flip/wallcling air movement
> A/B - Additional input: Diving attack
> C - Angelic Halo: Air command throw
> 214A/B/C - Black Key - Judgment (Verse Three): Projectiles
623A/B/C (EX OK) - Blade Thrust: Advancing attack
214A - Black Key Throw: Projectile
214B/C (EX OK) - Black Key Throw: Projectile
> A/B/C - Verse Two: Projectiles
> A/B/C - Verse Seven: PROJECTILES
22A/B/C (EX OK) - Ciel Somersault (Air OK): Anti-air/reversal (B/EX ver. only)
j.236A/B/C (EX OK) - Halo: Diving attack
j.214A - Aerial Black Key Throw: Projectile
j.214B/C (EX OK)- Black Key - Judgment (Verse One): Projectile
> A/B/C - Black Key - Judgment (Verse Two): Projectiles
> A/B/C - Black Key - Judgment (Verse Three): PROJECTILES
Arc Drive
236B+C - Seventh Holy Scripture - Final Judgment
Last Arc
A+B+C+D / Successful Shield in Blood Heat - Seventh Holy Scripture - Divine Judgment
Unique Attacks
6C, 3C, 5C>4C
Blowback Edge Moves
5[C], 214[A]
Stats & vitals

HP Value: 11,700 (Average)

Dash startup: 4

Dash actionable: 7

Backdash duration
33
Strike/Projectile invul : 1-12
Projectile/Air invul : 13-17
Throw inul : 1-10, 16-22

Jump startup: 4

Jump airtime: 36

Quick combo reference

Meterless 4.1k (corner) // FCj.C 5B 5[C] 623B 2C 214[A] 2B 6C 214A 2C 5C 3C j.BC AT

Meterless 3.5k no FC (corner) // j.C 2C 5[C] 623B 2C 214[A] 2B 6B 214A 2C 5C j.BC AT

Meterless Side Switch 3K // 2A 2B 2C 5[C] j.BC 6BC 2C 214[A] sj.jBC AT

Arc Drive Side Switch 4k // 2A 2B 2C 5[C] j.BC 6BC 5A 236BC

Round Start to Corner 3.1K // j.C 2C 5C~4C 2B jc j.B j.214A 2C 3C j.BC AT

Two Bar Round Start to Corner 4.1k // 5B 2C 5[C] j.B j.214A 5B 623C 3C j.B j.214BBB j.236C

MBTL Ciel Art.png

Move Analysis

Normal Moves

Standing Normals

5A
5A
5A
MBTL Ciel 5A.png
MBTL Ciel 5A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
160 LH N, SP, EX - - -
First Active Active Recovery Overall Advantage Invul
5 2 11 17 -1 -

Quick, chest height jab.

  • Fast.
  • Much greater range than 2A, making it excellent for staggers.
  • Can be performed up to 3 times in succession by inputting as 4A (or as 5A if you have rapid beat disabled.)
  • Can easily catch most instant-air-dash (IAD) approaches.
  • Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
5B
5B
5B
MBTL Ciel 5B.png
MBTL Ciel 5B hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
420 LH N, SP, EX - - -
First Active Active Recovery Overall Advantage Invul
7 4 17 27 -6 -

Close range shin kick.

  • 7 frame attack, can punish shield A counter on block if close enough.
  • Greater range than 2B(1), less range than 2C.
  • Despite animation, doesn't hit low, but does cause low shield to fail.
  • Present this button as a fast option that covers low shield.
5C
5C
5C
MBTL Ciel 5C.png
MBTL Ciel 5C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
610 LH N, SP, EX - - -
First Active Active Recovery Overall Advantage Invul
10 4 24 37 -11 -

Ciel slashes forward with a black key in hand.

  • Ciel's only true normal poke.
  • Indispensable tool for checking against low shield.
  • Hits relatively high, can sometimes catch people jumping during gaps in pressure.
  • Though 1 frame slower in startup than 214B, connects at its maximum range multiple frames faster.
Damage Guard Cancel Property Cost Attribute
980 LH N, SP, EX - - -
First Active Active Recovery Overall Advantage Invul
18 4 24 45 -11 Clash 13-17

Charged version of 5C.

  • Results in a devastating fatal counter against low shield.
  • Natural frame trap from Ciel's B and C normals.
  • Ciel's longest ranged normal.
  • Unlike many charged normals, at 18f is essentially unreactable.
  • Can be used to threaten low shield from outside Ciel's standard normal range.
  • Has some clash frames, though does not need to rely on them to beat mashing unlike many charged normals.
  • Less range than many other charged pokes, so still requires correct spacing.

Crouching Normals

2A
2A
2+A
MBTL Ciel 2A.png
MBTL Ciel 2A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
140 L N, SP, EX - - -
First Active Active Recovery Overall Advantage Invul
5 2 11 17 -1 -

Fast low kick.

  • Mandatory pressure tool.
    • Can be performed up to 3 times in succession.
    • Great for empty jumps.
    • Great for hit-confirming.
    • Great for tickthrows.
    • Great for mashing out of other people's pressure.
  • Very small hitbox vertically and horizontally, be careful about spacing when pressing this move.
  • Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
2B
2B
2+B
MBTL Ciel 2B.png
MBTL Ciel 2B2.png
MBTL Ciel 2B hb.png
MBTL Ciel 2B2 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
240*2 (468) LH N, SP, EX - - -
First Active Active Recovery Overall Advantage Invul
8 3,3 22 35 -10 -

Unusual two-hit uppercut.

  • Some forward momentum, good for stagger pressure.
  • Gapless double hit makes it extremely strong on clash, making it the preferred attack for in-range +0 or -1 situations.
  • Low profile startup.
  • Can be used as an early or late anti-air, though other options are more consistent in most situations.
  • Long total duration and limited range makes it extremely dangerous to whiff.
2C
2C
2+C
MBTL Ciel 2C.png
MBTL Ciel 2C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
590 L N, SP, EX - - -
First Active Active Recovery Overall Advantage Invul
8 4 23 34 -10 -

Stubby sweep.

  • Ciel's largest low attack.
  • Faster than average at 8 frames.
  • As a sweep, a natural staple for combos.
  • Low profile hurtbox allows it to evade some jump-ins and high hitting grounded attacks.
  • Short range makes it prone to whiffing in neutral or due to pushback from blocking, press with caution.

Jumping Normals

j.A
j.A
Aerial A
MBTL Ciel jA.png
MBTL Ciel jA hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
130 H N, SP, EX, J - - -
First Active Active Recovery Overall Advantage Invul
5 4 11 19 - -

High hitting aerial jab.

  • Rising air-to-air.
  • Low blockstun jump-in.
  • Retains air options on whiff.
  • Button of choice for fishing for fatal counterhits.
j.B
j.B
Aerial B
MBTL Ciel jB.png
MBTL Ciel jB hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
380 H N, SP, EX, J - - -
First Active Active Recovery Overall Advantage Invul
7 4 - - - -

Horizontal aerial kick.

  • Ciel's furthest reaching air normal.
  • Has a hitbox on both sides.
  • Versatile jump-in and air-to-air.
  • Lack of vertical reach leaves it vulnerable to low-profiles and opponents above Ciel.
j.C
j.C
Aerial C
MBTL Ciel jC.png
MBTL Ciel jC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
520 H N, SP, EX, J - - -
First Active Active Recovery Overall Advantage Invul
8 5 - - - -

Downward aerial kick.

  • Highest blockstun jump-in.
  • Ciel's only air normal that strikes beneath her.

Command Normals

3C
3C
3+C
MBTL Ciel 3C.png
MBTL Ciel 3C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 LH SP, EX - - -
First Active Active Recovery Overall Advantage Invul
10 3 25 37 -11 Air 5-12

A tall arching swipe performed with a black key.

  • Somewhat reliable grounded anti-air.
  • Becomes invulnerable to aerial strikes partway through.
  • Universal launcher.
  • Cannot cancel into other normals, only specials or supers.
  • Not as large as the animation might suggest.
  • Very negative on block.
  • Generally only recommended in combos or as an anti-air.
6C
6C
6+C
MBTL Ciel 6C.png
MBTL Ciel 6C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700, 680 (1380) LH SP, EX - - -
First Active Active Recovery Overall Advantage Invul
13 4 22 38 -9 Airborne 4-26

Flipping kick hitgrab.

  • Strong combo tool, but only combos in corner with j.214A.
  • Air blockable, weak as an anti-jump.
  • Very niche low-crush.
  • Special cancelable while airborne and when it touches the ground.
  • Unreliable but occasionally usable pressure tool.
  • Can be made safe to reversals on-block with grounded 236A.
5C~4C
5C~4C
5C > Add4+C
MBTL Ciel 5C4C.png
MBTL Ciel 5C4C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
740 LH N, SP, EX - - -
First Active Active Recovery Overall Advantage Invul
12 2 19 32 -4 -

Forward moving stab.

  • Command normal followup to 5C.
  • Can be performed with 5C~C when rapid beat is disabled.
  • Can frametrap following 5C without special canceling.
  • Rebeats are available on block or hit.
  • Closes some distance in pressure, can be used to enter stagger pressure or set up for a throw.
  • Strong combo tool.

Universal Mechanics

Rapid beat 2
rapid beat 2
XX
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Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
No results

Ciel performs a two-hit assault with black keys in hand.

  • Rapid beat filler.
  • Much greater reach than Ciel's other melee attacks.
  • Can convert from grounded state in corner with 623A instead of the automatic launcher.
  • Two hits, easy to hitconfirm.
  • Only second hit is cancelable.
  • Despite being a rapid beat, does have some application outside combos due to its great reach.
Rapid beat 3
rapid beat 3
XXX
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
No results

Universal rapid beat ender.

  • Essentially identical to 3C, minus the anti-air application.
  • Be sure to special cancel this on block.
Ground Throw
throw
4/6AD
MBTL Ciel throw.png
MBTL Ciel throw hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1500 U - - - -
First Active Active Recovery Overall Advantage Invul
4 3 19 25 +38 (KD) -

Ciel lifts you and slams you into the ground.

  • Knockdown is perfect length to get an autotimed safejump simply by holding up or up-forward.
  • Ciel's primary mixup in pressure.
Air Throw
airthrow
Aerial4/6AD
MBTL Ciel airthrow.png
MBTL Ciel airthrow2.png
MBTL Ciel airthrow hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 U - - - -
First Active Active Recovery Overall Advantage Invul
1 - - - KD -

Ciel snatches you out of the air and hurls you across the stage.

  • Niche but powerful air-to-air.
  • Meterless air-combo ender.
  • If you have saved your double-jump, Ciel can secure a variety of okizeme options following this.
    • Jump>IAD forward or j.236A to secure a meaty 2A.
    • Superjump>IAD forward to cross over.
    • Jump and fall with j.214A to meaty with a key. Experiment with jumping in different directions or drifting to change spacing.
    • Jump and delay j.236B for a slow, but surprising command grab.

Special Moves

Halo

Halo is Ciel's special series of command jumps. The application of each version is very different, but the general gimmick is that 236A and 236B transition Ciel into a special airborne stance where Ciel is granted access to various followups based on her other special moves. This stance maintains fatal counterhit state until recovery and does not allow the standard usage of Ciel's other normals and specials.

Halo
236+X
MBTL Ciel 236A.png
236A Leap backward
MBTL Ciel 236B.png
236B Leap forward
MBTL Ciel 236C.png
236C Hit animation (Fullscreen)
MBTL Ciel 236XA.png
236X-A Fast fall
MBTL Ciel 236XB.png
236X-B
MBTL Ciel 236XC.png
236X-C
MBTL Ciel 236X214X.png
236X-214X
MBTL Ciel 236A hb.png
236A Leap backward
MBTL Ciel 236B hb.png
236B Leap forward
MBTL Ciel 236C hb.png
236C
MBTL Ciel 236XA hb.png
236X-A Fast fall
MBTL Ciel 236XB hb.png
236X-B
MBTL Ciel 236XC hb.png
236X-C
MBTL Ciel 236X214X hb.png
236X-214X
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
- - -EX- - - -
First Active Active Recovery Overall Advantage Invul
13~23 13 (14) X 12L - N/A -

Ciel quickly retreats to a high position on the wall behind her from anywhere on screen.

  • Converts into a somersaulting state after touching the wall.
  • Ciel's speed and rate of descent can be influenced by holding directions.
  • Extremely useful movement option, as it allows Ciel to create space much more quickly than she could by backdashing.
Damage Guard Cancel Property Cost Attribute
- - - - - -
First Active Active Recovery Overall Advantage Invul
16 35 12L 62 N/A -

Ciel launches herself into the air and begins to somersault.

  • Steerable just like the A version.
  • Lower starting velocity.
  • Weaker alternative to jumping in neutral, and unthreatening in pressure.
  • Mostly combo fodder, as it allows Ciel to quickly access the useful B followup.
Damage Guard Cancel Property Cost Attribute
170, 102 x 19 (2108) LHA - - - -
First Active Active Recovery Overall Advantage Invul
4+8 80 35 126 -20 All 1-91

True fullscreen invincible reversal.

  • Pretty much as good as it sounds.
  • Ciel's (and Roa's!) character defining anti-zoning tool.
  • Extremely useful for securing a punish in clash situations, such as against moon skills.
  • Longer total active duration than all other reversals including arc drives, making it the ultimate non-MD whiff cancel option if someone has used a reversal against you.
  • Most projectile attacks punishable by this move can be canceled into moon-drive, so pay attention to your opponent's resources when utilizing this devastating attack.
  • Variable height on hit leaves its precise frame advantage on hit inconsistent, though its knockdown is lengthy.
Damage Guard Cancel Property Cost Attribute
- - -EX- - - -
First Active Active Recovery Overall Advantage Invul
5 - 15L - N/A -

Ciel quickly dives back to the ground.

  • Unlike the B followup, this is not an attack.
  • Very little recovery.
  • Useful movement option from 236A.
  • Identical to j.236A.
Damage Guard Cancel Property Cost Attribute
640*2 (1196) LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
7 X, 4 26 - -7 -

Ciel dives back to the ground with an attack.

  • Ground bounces on hit.
  • Unsafe to 7f attacks on block.
  • Useful combo tool from 236B.
Damage Guard Cancel Property Cost Attribute
1200 U (EX), (MD) - - -
First Active Active Recovery Overall Advantage Invul
3 2 until landing + 12 - N/A -

Fast but small air command-grab.

  • Tiny range means you have to spend a long time traveling to connect this move.
  • Comboable with moon drive or j.236C.
  • Niche outside trolling.
Damage Guard Cancel Property Cost Attribute
500*3 (1165~1285) LHA -EX-, -J- - - -
First Active Active Recovery Overall Advantage Invul
19 X until landing + 12 - -8 ~ -16 / +23 -

Ciel throws a spread of keys.

  • Spread is identical to j.4BC and j.214BB~B.
  • Different properties when used from 236A.
    • Can be used quickly from the wall for a different spread of keys that leaves her close to the wall.
    • Jump cancelable.
    • Useful for leaving the somersault state and moving safely and noncommittally.
Blade Thrust

Blade thrust is Ciel's special series of forward moving stabs with black keys. All of its variants are functionally very similar and are mostly used for combos, as they do not have many advantages compared to keys or 5C when used as mid-range pokes. Their impressive damage output, corner carry, and wallbounce property make them a natural staple of corner combos.

Blade Thrust
623+X
MBTL Ciel 623A.png
MBTL Ciel 623A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
630, 640 (1186) LH -EX- - - -
First Active Active Recovery Overall Advantage Invul
11 5 17 32 -4 -

Advancing stab with black keys.

  • Very damaging.
  • Wallbounces, mainly combo fodder.
  • Safe on block.
Damage Guard Cancel Property Cost Attribute
640, 640 (1196) LH -EX- - - -
First Active Active Recovery Overall Advantage Invul
14 5 20 38 -7 -

Slower and lengthier advancing stab with black keys.

  • Very damaging.
  • Mostly the same as 623A but connects at a greater distance and is slower.
Damage Guard Cancel Property Cost Attribute
820, 820, 820 (2123) LH - - - -
First Active Active Recovery Overall Advantage Invul
4+8 5 17 33 -3 -

EX Blade Thrust

  • Fast and Damaging.
  • Travels very far. Great for converting off of keys.
Damage Guard Cancel Property Cost Attribute
900, 950, 950 (2438) U - - - -
First Active Active Recovery Overall Advantage Invul
4+50 5 25 83 +63 (KD) -

Charged version of 623C

  • Unblockable.
  • 54 frames after superflash, so over a full second of frames of total startup for your opponent to react to.
  • If you land this attack, seek medical attention for your opponent.
  • Partially charging this can help you land 623C on airborne opponents.
Black Key Throw

Ciel's most important special series by far and the tool that defines most of Ciel's matchups. Black keys almost singlehandedly make Ciel as threatening as she is in neutral and are a core feature of her offense and defense.

Black Key Throw
214+X
MBTL Ciel 214A.png
214A/B
MBTL Ciel 214A be.png
214[A]
MBTL Ciel 214C.png
214C
MBTL Ciel 214BCA.png
214B~A
MBTL Ciel 214BCB.png
214B~B
MBTL Ciel 214BCXA.png
214B~X~A
MBTL Ciel 214BCXB.png
214B~X~B
MBTL Ciel 214A hb.png
214A/B
MBTL Ciel 214A be hb.png
214[A]
MBTL Ciel 214C hb.png
214C
MBTL Ciel 214BCA hb.png
214B~A
MBTL Ciel 214BCB hb.png
214B~B
MBTL Ciel 214BCXA hb.png
214B~X~A
MBTL Ciel 214BCXB hb.png
214B~X~B
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1000 LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
13 X 29 42 -5 (min) -

Ciel throws a single key.

  • Slower startup than 214B and a slower projectile as well.
  • Better frame data on block.
  • Can be made somewhat plus on block from just past 5C range, though Ciel is limited in the ways she can follow up on this.
Damage Guard Cancel Property Cost Attribute
640, 467 (1107) LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
22 X 27 49 -1 (min) -

An enhanced version of 214A that will cause a firey explosion on hit.

  • Important tool for many combo routes.
  • Not a natural frametrap against fast buttons, but can be followed up on meterlessly.
  • Similar frame data on block at various ranges to 214A.
Damage Guard Cancel Property Cost Attribute
900 LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
9 X 32 41 -8 (min) -

Ciel throws a single key, but this time as the beginning of a rekka.

  • Ciel's most defining tool.
  • Faster startup than her other keys and all other projectiles in the game at 9 frames.
  • Unreactable for about half a screen.
  • Very long cancel window.
  • Unsafe on block, but access to followups makes mashing on this dangerous.
  • Ciel's most generally applicable poke.
  • Indispensable abare (mashing) tool against many characters with projectiles or large normals that Ciel cannot contest with her own.
  • Still slower than all her other normals at their respective tip ranges.
  • Vulnerable to some airdash trajectories.
Damage Guard Cancel Property Cost Attribute
280*12 (2077) LHA - - - -
First Active Active Recovery Overall Advantage Invul
4+9 X 32 171 -15 (min) -

Ciel barrages the opponent with a long sequence of key throws.

  • Very damaging combo ender.
  • Can combo from other keys at any range.
  • Strong whiff-cancel option in some scenarios.
  • Knockdown length (or whether it HKDs at all) depends on the sequence in which the keys hit, so can be finnicky.
  • Can be safe on block at some ranges, but is made significantly less safe if blocked crouching, as many of the final keys will whiff entirely.
  • Can be moon-drive canceled at any time.
Damage Guard Cancel Property Cost Attribute
850 LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
17 X 31 48 -7 (min) -

Ciel throws keys at head level.

  • Slower followup.
  • Hits higher than other rekka followups, making it marginally better at catching jumps or airdashes.
  • Good for niche combo routes.
Damage Guard Cancel Property Cost Attribute
850 LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
10 X 29 39 -5 (min) -

Ciel throws keys at hip level.

  • Fastest rekka followup.
  • At -5, safe on block at all but point-blank range.
  • Strikes low to the ground, so vulnerable to jumping.
  • Excellent point for resetting pressure.
Damage Guard Cancel Property Cost Attribute
700 LHA -EX-, -J- - - -
First Active Active Recovery Overall Advantage Invul
22 X 28 50 -4 (min) / +12 (min) -

Ciel jumps and throws keys diagonally downwards.

  • Technically safest rekka ender at -4 at point blank.
  • Advances significantly.
  • Can be made + on block at a range.
    • Use this rekka ender to move forward and gain + frames against your opponent, allowing you to transition into close-range pressure.
  • Very difficult to convert into a combo on hit compared to 214BB~B due to being airborne.
  • Do not use this to remain safe when ending rekka from up-close, as Ciel advances far enough to be throw-punished guaranteed.
Damage Guard Cancel Property Cost Attribute
850 LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
10 X 33 43 -9 (min) -

Ciel ends her rekka with a swift column of keys.

  • Ciel's most general rekka ender.
  • Generally marks the end of your pressure unless MD canceled.
  • Poor frame data on block.
  • Can be EX canceled into 623C to convert into a corner combo or remain safe.
  • Can be EX canceled into 236C on hit to HKD and advance from any range.
Ciel Somersault
Ciel Somersault
22+X
MBTL Ciel 22A.png
MBTL Ciel 22A hb.png
MBTL Ciel 22B hb.png
MBTL Ciel 22C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
640*2 (1196) LH -EX- - - -
First Active Active Recovery Overall Advantage Invul
7 6 32 44 -14 -
  • A good ground to air anti-air which will sometimes even get you a combo if you hit opponents who are high enough. This version is NOT invincible like the B version. This does allow you to moon drive cancel it incase your opponent blocks it however.
Damage Guard Cancel Property Cost Attribute
640*2 (1196) LH (EX) - - -
First Active Active Recovery Overall Advantage Invul
7 6 40 52 -22 All 1-12
  • Meterless reversal. Unlike previous games, it is no longer programmed to whiff on crouchers, meaning a crouching move on knockdown can still be hit with wakeup 22B.
Damage Guard Cancel Property Cost Attribute
310*7 (1795) LH - - - -
First Active Active Recovery Overall Advantage Invul
4+1 4 (11) 6 (12) 14 41 92 -34 All 1-14
  • Extremely fast EX Reversal with lots of invincibility. May beat opponents in situations where B flash kick would lose.
Halo (air)
Halo (air)
236+X
MBTL Ciel j236A.png
MBTL Ciel j236A hb.png
MBTL Ciel j236B hb.png
MBTL Ciel j236C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
- - -EX- - - -
First Active Active Recovery Overall Advantage Invul
9 X 15L 24 (TK) N/A -
  • Empty fast fall dive. Has no hitbox and only used to return to the ground quickly.
Damage Guard Cancel Property Cost Attribute
1200 U (EX), (MD) - - -
First Active Active Recovery Overall Advantage Invul
28 until landing 32L 61 (TK) - -
  • A very SLOW dive attack that will throw your opponent if it connects against a grounded opponent. Use this to punish opponents who aren't paying attention or are trying to ground shield. You can also TK this move off the ground to surprise your opponent who are expecting 236BB.
Damage Guard Cancel Property Cost Attribute
620*4 (2126) LHA - - - -
First Active Active Recovery Overall Advantage Invul
4+4 X, 4 24L 35 (TK) -3 -
  • Aerial EX Dive attack. Use this to end air combos into hard knockdown for oki setups. While awakened, you can also cancel this directly into arc drive if you have enough meter.
  • Should the dive whiff, the landing hitbox will be much smaller and will instead groundbounce, allowing for combo extensions.
Aerial Black Key Throw
Black Key Throw (air)
214+X
MBTL Ciel j214A.png
j214A
MBTL Ciel j214B.png
j214B
MBTL Ciel j214C.png
j214C
MBTL Ciel j214BCX.png
j214B > X
MBTL Ciel j214BCXX.png
j214B > X > X
MBTL Ciel j214A hb.png
j214A
MBTL Ciel j214B hb.png
j214B
MBTL Ciel j214C hb.png
j214C
MBTL Ciel j214BCX hb.png
j214B~X
MBTL Ciel j214BCXX hb.png
j214B~X~X
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
800 LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
15 X 12L - variable -
  • One of Ciel's best black keys that is very advantageous on block and also allows for some combo extensions on hit. Ciel will maintain her jump momentum while throwing this key. You can use this to cover your own descent from a jump or perform it while IADing backwards to cover your escape. Can also be used as an okizeme option after air throw enders that have not used a double jump.
Damage Guard Cancel Property Cost Attribute
700 LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
12 X 14L - minus -
  • Start of her air black key rekka sequence. Ciel will stall her momentum in the air before performing the key toss. You can use this to bait out anti-air attempts. Generally also just a good option for zoning opponents from a safe portion of the screen.
Damage Guard Cancel Property Cost Attribute
300*9 (1854) LHA - - - -
First Active Active Recovery Overall Advantage Invul
4+2 X 12L - minus -
  • Air EX key sequence. You can use this to get some extra damage from a j.214B confirm but the shallow angle can make it hard to position. Going for the j236C ender is typically just better since it offers a hard knockdown.
Damage Guard Cancel Property Cost Attribute
500*2 (946~1045) LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
8 X 14L - minus -
  • Second part of her air key sequence. She tosses another set of keys at a similar angle as the first part. Scaling is different between which key hits first, if the bottom key hits first you deal more damage compared to if the top key hits first.
Damage Guard Cancel Property Cost Attribute
450*3 (1219) LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
16 X 14L - minus -
  • Final part of her air key sequence. She tosses a set of keys that spread out and cover a wider range. Unless your opponent is directly beneath you, this spread will often clip opponents who are trying to move out of it's range.
  • Use MD or 236C on the last key throw or before to avoid free punishes if you can. (236C doesn't prevent all punishes but is usually much safer)
Ciel Somersault (air)
Ciel Somersault
22+X
MBTL Ciel j.22A.png
MBTL Ciel j22C.png
MBTL Ciel j.22A hb.png
MBTL Ciel j22B hb.png
MBTL Ciel j22C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
640*2 (1084) LHA -EX-, (J) - - -
First Active Active Recovery Overall Advantage Invul
6 4 12L - -17 (TK) -
  • Air version of grounded flash kick that also has no invincibility. On hit can be jump cancelled.
Damage Guard Cancel Property Cost Attribute
600*2 (1122) LHA -EX-, (J) - - -
First Active Active Recovery Overall Advantage Invul
7 4 12L - -24 (TK) -
  • Just like the A version this flash kick does not have any invincibility. You will use this as a combo extender in the air to squeeze out some extra damage since it is jump cancellable into j.BC airthrow. Depending on the hitstun you may have to use 2BC to extend instead.
Damage Guard Cancel Property Cost Attribute
370*7 (2142) LHA MD - - -
First Active Active Recovery Overall Advantage Invul
4+7 6 (9) 9 (9) 14 12L - -37 (TK) -
  • No invincibility. An aerial damage ender if you're not in a good position to land j.236C.

Moon Skills

Halo
Halo
6+B+C
MBTL Ciel 6BC.png
MBTL Ciel j6BC.png
MBTL Ciel 6BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
640*2 (1196) HA EX - - -
First Active Active Recovery Overall Advantage Invul
29 3,3 17 51 -3 Clash 1-11 (MD)
  • 11 clash frames during startup (only during the initial rise)
  • It's an overhead.
  • Can be steered slightly. Hold backwards to reduce the likelihood of going over your opponent.

Ciel's only grounded overhead option. Its slow startup makes it not much of a mixup, but a way to call out low shield at any point during your pressure. It is safe on block at -3 and starts meterless combos. The main problem with using this move, is the fact it's a slow Moon Skill, which makes it highly vulnerable to reactionary standing shield for a guaranteed punish.

Damage Guard Cancel Property Cost Attribute
640*2 (1196) LHA EX - - -
First Active Active Recovery Overall Advantage Invul
13 X, 4 26 - -5 -
  • 11 clash frames during startup
  • Useful as a way to extend combos back to the ground.
This version of dive will carry your opponent straight to the ground similar to j236C but you have the option of EX cancelling it when you land into and grounded EX or arc drive.
Blade Thrust
Blade Thrust
3+B+C
MBTL Ciel 3BC.png
MBTL Ciel 3BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
640, 850 (1379) LH EX - - -
First Active Active Recovery Overall Advantage Invul
14 5 21 39 -4 Clash 1-11 (MD)
  • 623X but with 12 clash frames during startup.
Bulldozes through most things due to the clash frames and starts combos if it hits. High damage and little proration makes this a powerful starter in the corner.
Black Key Throw
Black Key Throw
4+B+C
MBTL Ciel 4BC.png
MBTL Ciel j4BC.png
MBTL Ciel 4BC hb.png
MBTL Ciel j4BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
450*4 (1327) LHA EX - - -
First Active Active Recovery Overall Advantage Invul
14 X 31 45 -1 (min) Clash 1-11 (MD)
  • Ciel throws Black Keys in a spread in front of her.
  • 12 clash frames during startup.

Excellent as a neutral tool as it covers everything from ground to normal jump height. It's her only move that is advantageous on block, however if your opponent crouches the last two keys then the move will become -1 instead.

Damage Guard Cancel Property Cost Attribute
(500*3) 1395 LHA EX, -J- - - -
First Active Active Recovery Overall Advantage Invul
15 X 12L 32 +5 (min) -
  • Ciel throws a wide arc of Black Keys towards the ground diagonally.
  • Does not clash during startup, even in Moon Drive.
Identical key pattern as 214BXX which spread out in a large area and covers a lot of space. Jump cancelable on block, hit, or whiff.
Ciel Somersault
Ciel Somersault
2+B+C
MBTL Ciel 2BC.png
MBTL Ciel 2BC hb.png
MBTL Ciel j2BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
640*2 (1196) LH EX, -J- - - -
First Active Active Recovery Overall Advantage Invul
9 6 44 58 -1 if jump cancelled (crouch) Clash 1-7 (MD)
  • 7 clash frames on startup and jump-cancelable on whiff.

Amazing anti-air: immune to crossups, jump cancelable on whiff, and plenty of clash frames. It normally has no invincibility but will gain additional clash frames while in moon drive. Keep in mind that if your opponent shields this, you will lose all cancel options and be punishable. Don't be too predictable!

Damage Guard Cancel Property Cost Attribute
640*2 (1196) EX, -J- - - - -
First Active Active Recovery Overall Advantage Invul
8 4 12L 23 +6 (jump cancel) -
  • Has less clash frames than the grounded version on account of being faster (6 instead of 7)
What more could you want?

Super Moves

Seventh Holy Scripture - Final Judgment
Seventh Holy Scripture - Final Judgment
236+B+C
MBTL Ciel 236BC.png
MBTL Ciel 236BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
3500 LH - - - -
First Active Active Recovery Overall Advantage Invul
1+8 18 31 57 -10 All 1-36
  • Ciel pulls out her Seventh Holy Scripture in the classic Pile Bunker form and rams her opponent with it before firing off a big blast.
It may be invincible, but it also costs three bars where 22C costs one (while also being faster). Generally you'll be using this to cash out on damage.
Seventh Holy Scripture - Divine Judgment
Seventh Holy Scripture - Divine Judgment
A+B+C+D
MBTL Ciel ABCD.png
MBTL Ciel ABCD hb.png
Hitboxes Off
Hitboxes On
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
  • Usable with 4 full Magic Circuit gauges, at any time while in Blood Heat, or with a successful Shield while in Blood Heat.
  • Damage in Blood Heat scales with amount of Heat Gauge remaining on activate.
Ciel shows off her new forms of the Seventh Holy Scripture and blasts you out of the cycle of reincarnation for good. Invul on startup, making it usable as a reversal, but unsafe on block.

Reverse Beats

Rebeat Table
Attack Chain Advantage
5B/2B 5A/2A -3
5C/2C/5C~4C 5A/2A -1
Gap Table
Attack Chain Frame Gap
2C 5[C] 2
5B/2B 5[C] 4

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