Melty Blood/MBAACC/Powered Ciel/Full Moon: Difference between revisions
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*'''High commitment neutral tools:''' Many grounded tools have significant recovery, making them susceptible to whiff punishing. | *'''High commitment neutral tools:''' Many grounded tools have significant recovery, making them susceptible to whiff punishing. | ||
*''' | *'''Limited mobility:''' Her ground dash has high unactionable startup, her super jump covers a very short distance, and her airdashes are mediocre, making neutral awkward when fighting other zoners. | ||
*'''Takes a lot of damage:''' PCiel has a poor defense modifier, and her large hurtboxes enable exclusive high-damage combos on her, meaning she is punished heavily for her mistakes. | *'''Takes a lot of damage:''' PCiel has a poor defense modifier, and her large hurtboxes enable exclusive high-damage combos on her, meaning she is punished heavily for her mistakes. | ||
*'''High jump startup:''' Uniquely has the slowest jump startup in the entire game, reducing the effectiveness of fuzzy jump defense and making her unable to escape from Half/Full moon shield counters. | *'''High jump startup:''' Uniquely has the slowest jump startup in the entire game, reducing the effectiveness of fuzzy jump defense and making her unable to escape from Half/Full moon shield counters. | ||
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== General Gameplan == | == General Gameplan == | ||
F-PCiel | F-PCiel is a slow, somewhat technical zoner, with a high reliance on good positioning and half-circle inputs. She excels at controlling space with her infamous Grand Zappa rock projectile, bullying opponents on the ground with an array of incredible pokes, and shooting them out of the sky with her stellar antiairs. Once she has her opponent pinned down, she can easily beat them into submission with her suffocating okizeme and pressure. | ||
F-PCiel's main grounded pokes are '''5B''', '''2C''' and '''236A,''' which allow her to outspace the vast majority of the cast. If an opponent approaches her from the air, she can defend herself with '''2B''', her '''623X''' series, or a well-spaced rising '''j.C'''. She also possesses a highly potent fireball style projectile in '''214A''', and strong jump-in normals in '''j.B''' and '''j.C'''. On top of all of this, her '''624B''', the notorious rock, is one of the most versatile and oppressive projectiles in the game, singlehandedly allowing her to dictate the pace of neutral in most matchups. | |||
After securing a knockdown, F-PCiel can pull a '''624B''' rock before attacking to greatly restrict her opponent's defensive options, forcing them to defend against her strong overheads like '''j.A''' and '''3[B]'''. During pressure, she can easily obtain frame advantage with plus on block moves like '''2A''', '''236[A]''', and '''624B''', | After securing a knockdown, F-PCiel can pull a '''624B''' rock before attacking to greatly restrict her opponent's defensive options, forcing them to defend against her strong overheads like '''j.A''' and '''3[B]'''. During pressure, she can easily obtain frame advantage with plus on block moves like '''2A''', '''236[A]''', and '''624B'''. Her offense is incredibly difficult to disrespect, and she excels at abusing overly cautious defense with her devastating '''throw'''. | ||
To somewhat balance this, F-PCiel | To somewhat balance all of this, F-PCiel can struggle somewhat when knocked down in the corner, having fairly low HP and lacking reliable reversals outside of system mechanics. Fortunately, her toolkit synergizes very well with her Full Moon system mechanics, with great options such as '''623A out of shield''' and good pokes to challenge with after '''EX Guard'''. Her high meter gain also grants her a fearsome '''comeback factor''', able to easily force herself into MAX to turn the tide of a losing round with '''Initiative Heat''' or '''Circuit Spark'''. | ||
While an unconventional character by Melty Blood standards due to her limited movement options in the air, F-PCiel is incredibly strong, usually occupying a spot around the top 10 in modern tier lists. Her flaws are significant compared to most other top tiers, but her extreme strengths more than make up for them; in the hands of a skilled player, F-PCiel can feel truly overwhelming to play against. A strong F-PCiel's opponents will find themselves frustrated in neutral, and pulverized into dust in the corner. | |||
=== Neutral === | === Neutral === | ||
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|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description= Long, disjointed horizontal kick with a slight upwards angle. Extremely powerful air-to-air spacing tool, especially when done with backwards momentum. | |description= Long, disjointed horizontal kick with a slight upwards angle, and a crossup hitbox behind PCiel. Extremely powerful air-to-air spacing tool, especially when done with backwards momentum. | ||
}} | }} | ||
}} | }} |
Revision as of 19:04, 20 May 2024
Additional Resources
- F-P.Ciel Match Video Database
- OnionLust's Combo Doc (WIP)
- OnionLust's Oki Doc
- TexasTim's F-PCiel Video Guides Playlist. (Disclaimer: Many of TexasTim's routes are more CMV style combos with impractical execution or other significant downsides such as generating large amounts of meter for the opponent. Players interested in more practical or entry-level combos may prefer to learn the routes listed in the combo section further below.)
- m's matchup chart
Overview
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Pros | Cons |
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Notable Players
Name | Color | Region | Common Venues | Status | Details |
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Kouki (コウキ) | Japan | Play Spot BIG ONE 2nd | Active | C-Arc legend with a surprisingly good pocket F-PCiel. Highly aggressive, always looking to force mixups in neutral and bully opponents in close range scrambles. The most optimal F-PCiel by a considerable margin in terms of combos. | |
Hirohiro (ひろひろ) | Japan | Play Spot BIG ONE 2nd | Inactive | The most prolific arcade F-PCiel main. Very aerial neutral with a focus on proactively putting out large, low commitment hitboxes to control space. Tends to stick with simple, reliable combo routes. | |
Sunohara (すのはら) | Japan | A-Cho | Inactive | A very old school PCiel player who has tri-mained all three PCiel moons since she was added to the game in version 1.05. Plays a balanced, grounded neutral game, combining zoning with aggression. Does some unique 623AA>2C extensions in midscreen combos. | |
m | Europe | Netplay | Inactive | The top F-PCiel outside of Japan. Defensive, grounded neutral gameplan with a high emphasis on forcing opponents into making risky aerial approaches. Practical combo selection with strong meter management, and a robust okizeme flowchart focused on exploiting the defensive habits of individual opponents. | |
TSA | Japan | A-Cho | Inactive | C-Kohaku specialist with many strong secondaries, including F-PCiel. Likes to approach from the air. | |
Zakuro (ザクロ) | Japan | Game Fuji Ichikawa | Inactive | A player with very creative okizeme, showcasing the full variety of setups available to the character. |
General Gameplan
F-PCiel is a slow, somewhat technical zoner, with a high reliance on good positioning and half-circle inputs. She excels at controlling space with her infamous Grand Zappa rock projectile, bullying opponents on the ground with an array of incredible pokes, and shooting them out of the sky with her stellar antiairs. Once she has her opponent pinned down, she can easily beat them into submission with her suffocating okizeme and pressure.
F-PCiel's main grounded pokes are 5B, 2C and 236A, which allow her to outspace the vast majority of the cast. If an opponent approaches her from the air, she can defend herself with 2B, her 623X series, or a well-spaced rising j.C. She also possesses a highly potent fireball style projectile in 214A, and strong jump-in normals in j.B and j.C. On top of all of this, her 624B, the notorious rock, is one of the most versatile and oppressive projectiles in the game, singlehandedly allowing her to dictate the pace of neutral in most matchups.
After securing a knockdown, F-PCiel can pull a 624B rock before attacking to greatly restrict her opponent's defensive options, forcing them to defend against her strong overheads like j.A and 3[B]. During pressure, she can easily obtain frame advantage with plus on block moves like 2A, 236[A], and 624B. Her offense is incredibly difficult to disrespect, and she excels at abusing overly cautious defense with her devastating throw.
To somewhat balance all of this, F-PCiel can struggle somewhat when knocked down in the corner, having fairly low HP and lacking reliable reversals outside of system mechanics. Fortunately, her toolkit synergizes very well with her Full Moon system mechanics, with great options such as 623A out of shield and good pokes to challenge with after EX Guard. Her high meter gain also grants her a fearsome comeback factor, able to easily force herself into MAX to turn the tide of a losing round with Initiative Heat or Circuit Spark.
While an unconventional character by Melty Blood standards due to her limited movement options in the air, F-PCiel is incredibly strong, usually occupying a spot around the top 10 in modern tier lists. Her flaws are significant compared to most other top tiers, but her extreme strengths more than make up for them; in the hands of a skilled player, F-PCiel can feel truly overwhelming to play against. A strong F-PCiel's opponents will find themselves frustrated in neutral, and pulverized into dust in the corner.
Neutral
Long range
624B: Rocks are generally safe to pull at long range. Can be played around aggressively or defensively, to hold your ground or to claim large amounts of space and safely approach.
214A: Quickly and effectively denies grounded approaches, and gives large frame advantage on block if you dash in after it. Use this to force opponents to either jump or shield.
Mid range
624B: Rocks are still strong here, but are a large frame commitment vulnerable to aggressive approaches. Useful against passive, conditioned opponents or as part of a mixup with her other midrange tools.
5B: Very big 8f button, allows F-PCiel to easily outpoke most of the cast. Somewhat difficult to whiff punish, but susceptible to being low profiled.
Dash 5B: Surprisingly fast and long range approach option. Useful for catching passive opponents waiting to bait and whiff punish something else. Good pressure starter.
236A: Extremely strong and fast tool to check grounded opponents and disrupt zoning at mid range. Useful for discouraging grounded aggression as it beats almost anything on the ground and is generally only weak to air approaches.
236[A]: Slower, larger version of 236A. Good in certain situations, but generally not as useful as 236A due to the higher frame cost. Very high reward if it hits near the corner.
214A: Similar in application to 236A, but a little safer in exchange for being slower and less rewarding on non-counterhit. Cannot be whiff punished from the ground, unlike 236A. Good at forcing opponents into the air or trading with other projectiles.
623A: Quickly puts you into an aggressive position in the air, while also acting similarly to a conventional j.9A check against aerial approaches due to its low commitment.
Close range
2A: Big 2A. F-PCiel's fastest move on the ground. Good in most situations where it can reach the opponent, and goes into anything you want on hit or block.
5B: 5B. Still a very good button to press at close range if 2A won't reach.
2C: Higher risk, lower reward version of 5B. Slightly shorter, but is faster, cannot be low profiled, and lacks a hurtbox until active. Very unsafe on whiff.
623A: Antiair/scramble move. Relatively safe to whiff, making it generally a good option to use if you feel scared.
2B: Low risk antiair and counterpoke. Strong hitbox, high active frames, low recovery. Very safe defensive button to check a lot of options without giving up your current position like 623A does.
In the air
j.C: Very large, very disjointed air-to-air, with a jump-in crossup hitbox. Somewhat slow, so it is more effective the earlier you press it. The disjoint extends upwards, making it easy for grounded opponents to antiair at most spacings.
j.B: Deep, disjointed jump-in. Beats most antiairs when spaced, but is vulnerable to antiair shield due to PCiel's inability to jump out of air normals.
j.A: Very fast, very active close range button. Good in aerial scrambles and easily confirmed on non-counterhit with j.236AA.
Airthrow: High risk, high reward callout against opponents looking to exploit PCiel's lack of cancel options on block in the air. Feels amazing to land, but pretty unsafe.
624B>j.B: A good way to attack the ground from the air while staying safe. Useful to pin down aggressive grounded movement and gain solid momentum from the frame advantage.
j.214X: A good way to protect your landings if your opponent is seeking to chase down your air movement. Its high recovery is easy to exploit if the opponent is looking for it, however.
j.236AA: A divekick, kind of. Not very good due to the high landing recovery, but can sometimes be used as an escape option if all other movement options are exhausted.
Pressure
5B>6B>624B: Simple, strong pressure sequence which can be looped into itself indefinitely in the corner. 624B is +4 on block at minimum, and 5B and 6B move forward, allowing the 624B to connect in an airtight string against crouching opponents. Weak to EX guard.
Throw: Extremely rewarding throw. Good to structure your pressure around due to the high risk of many defensive actions that beat throw.
2A/5A: +2 and +3 on block respectively. Fast, low hitting A normals. Good for setting up tick throws and catching people who stand tech.
3[B]: Relatively fast overhead. Forces a high/low mixup at close range, but generally ends pressure if blocked.
236[A]: +13 on block. Large, slow, and unshieldable. One of F-PCiel's highest damage starters in the corner. The frame advantage makes it a useful way to reset pressure after pushing yourself out. Also useful as a highly rewarding callout for many defensive options such as jump or shield.
624A: Sometimes useful for punishing low mashes capable of poking underneath 624B. Forces opponents into pre-block from very far away, so it can be used to prevent people from holding upback.
5C: Low invuln move which combos into 236[A] on counterhit for very high damage in the corner. Can be used in throw mixup scenarios as a high reward way to beat low mash/low shield.
Okizeme
Mixup options:
High: 3[B], falling j.A, late airdash j.A.
Low: 3B half charge>2C, empty jump 2A, late airdash j.6C whiff>2A.
Throw: Throw.
Setups (236A Ender)
624[B]: After 236A, pull a charged rock. The rock will hit with a slight delay, leaving a large window of ambiguity where you can either strike, throw, jump, or do nothing. Meaty 2A into a 3B mixup will be airtight, since the rock will hit at the timing between 2A and 3B.
Delay 624B: After 236A, walk backwards slightly or whiff 5A then pull an uncharged rock. Usually done after a rock loop with too few reps for 624[B] to connect afterwards. The rock will hit earlier than it would uncharged, meaning anti-meaty options such as wakeup shield or bunker are stronger and require more active counterplay.
624B>j.B: After an uncharged 624B setup, jump forwards and hit the rock with j.B. Allows for a very safe meaty as you do not make contact with the enemy yourself. Puts opponents into a lot of blockstun, but certain options within this setup can lose to fuzzy 5A mash.
624A>624A: After 236A, whiff one 624A followed by another 624A. Another safe meaty option, but with less blockstun, allowing you to threaten throw afterwards.
236C Ender Setup
624B: After 236C, pull an uncharged rock. Similar to a normal uncharged 624B setup, but a little tighter due to 236C's weaker knockdown compared to 236A.
Defense
Patience: Recommended. PCiel's low health and large hitstun hurtboxes make it very punishing for her to be hit in the corner, so the risk/reward on many defensive actions is skewed heavily against her.
EX Guard: As a Full moon, F-PCiel has access to EX Guard. Very useful to get into the habit of using, as it pushes opponents away and creates openings in their pressure with essentially no opportunity cost.
j.7>sdj9: Despite PCiel's high jump startup, upback is still a reliable defensive option in many scenarios, and her super double jump is one of her few movement options which covers a similar distance to the rest of the cast, allowing her to return to midscreen with relative safety.
Shield: Arguably the character's most reliable defensive option due to her ability to cancel it into 623A, which, unlike shield counter, is inescapable once the shield has been triggered. PCiel's strong shield makes it rewarding to wait for options that can be shielded on reaction, or as a challenge to attempts to enforce frame advantage.
Bunker: Good, long range bunker. Can be used to escape from multi-hitting pressure reset moves, or as a lower reward, slightly lower risk alternative to shield.
Backdash: Surprisingly good backdash. Very strong for escaping midscreen pressure, but has fairly high recovery, making it vulnerable in the corner.
2A: 4f low mash. Good for disrespecting neutral or +1 frame advantage against characters with 5f A normals, and as a relatively safe way to check dashes.
2C: 6f sweep. High risk, medium reward. Extremely fast for its range, allowing PCiel to challenge opponents in many situations they may not typically expect. Very good for forcing trades due to its lack of a hurtbox on startup. Also very unsafe on whiff, often resulting in full crouching grounded punishes.
623A: 5f bufferable move. Can be a good defensive tool in many situations due to the fast startup and very strong hitbox, and is relatively safe on whiff or block.
623C: 1f EX move that sends you into the sky. Very good at disrespecting gaps in pressure, but has a high cost.
236C: Long range EX move with some invuln in the middle, allowing it to go through projectiles sometimes. Not very reliable, and extremely unsafe if blocked.
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 players interested in learning F-PCiel to think of her combos less as a strict series of inputs from start to finish and more like a series of individual chunks that can be 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
Named 'Idol Kick' in the game's files. Named 'Idol Kick' in the game's files.
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Crouching Normals
2A
2B
2C
Jumping Normals
Notes:
- PCiel'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 hit or block, however.
- j.A does not recover in midair, P.Ciel must land before recovering if j.A isn't canceled.
- If PCiel's j.B, j.C, or j.6C connect with a 624B rock's active frames, she immediately enters a completely neutral state and can take any action, including blocking.
j.A
j.B
j.C
Command Normals
3B
3B
3[B] |
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6B
3C
j.6C
Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
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Air Throw
Air Throw
j.6/4A+D |
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Shield Counter
Shield Counter
236D after a successful Shield (Air OK) |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Blood Heat
Blood Heat
A+B+C during MAX |
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Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX |
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Special Moves
Grounded Specials
236X
Rapid Stake 236A/[A]/B/[B]/C A A [A] [A] B B [B] [B] EX EX
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623X
623A~X followup 623A~X followup
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214X
63214X
A followup A followup
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Aerial Specials
j.236X
j.236A~X followup j.236A~X followup B/EX B/EX
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j.214X
Virgin Pain (Air)
(EX: Oriflame Concert) j.214A/B/C |
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Arc Drive
Seventh Holy Scripture - Impeachment of Original Sin
41236C during Max/Heat |
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Another Arc Drive
Seventh Holy Scripture - Saint's Burial
41236C during Blood Heat |
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Last Arc
Numeral Secret Crest - Heavenly Nest
Grounded EX Shield during Blood Heat |
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