Melty Blood/MBAACC/Ciel/Half Moon: Difference between revisions

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{{#lst:Melty_Blood/MBAACC:Roadmap|H-Ciel}}
{{#lst:Melty_Blood/MBAACC:Roadmap|H-Ciel}}


== Additional Resources ==
[http://mbaacc.melty.games/?p1moon=h&p1char=ciel H-Ciel Match Video Database]<br>
[https://www.evernote.com/shard/s420/client/snv?noteGuid=f0d2bcb4-36cd-f674-ffe8-a7f6f0ed4f5f&noteKey=c58029eb25c05b16fef9d4ec7dfde92f&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs420%2Fsh%2Ff0d2bcb4-36cd-f674-ffe8-a7f6f0ed4f5f%2Fc58029eb25c05b16fef9d4ec7dfde92f&title=H-Ciel%2Bgu%25C3%25ADa%2Ben%2Bespa%25C3%25B1ol%2Bpara%2Bjugadores%2Bde%2BC-Ciel%2Bo%2Bgente%2Bque%2Bquiere%2Bboludear H-Ciel Canceris's spanish guide, on wich this page is based upon and trimmed down]
== Players to watch/ask ==
'''JP:'''
*[http://mbaacc.melty.games/?p1moon=h&p1char=ciel&p1name=utamaru%20(%E3%81%86%E3%81%9F%E3%81%BE%E3%82%8B) utamaru (うたまる)]


== Overview ==
== Overview ==
{| class="wikitable"
|+Strengths / Weaknesses
|-
|Strengths
|
*Fullscreen invincible punish
*Low profile dash
*Faster movement than other moons
*Decent pressure and stagger options
*Great projectiles
*Extended combo routes allows for better corner carry and meter gain with oki options
*Can go for decent okizeme without sacrificing damage
|-
|Weaknesses
|
*Less damage overall than other moons
*Several of useless/hard to use specials
*Unless in midscreen, her mix-ups are not hard to block and fuzzies can be EX-Guarded
*No big/crossup air move means she commits heavily when jumping-in
*H-Moon meter limits hurts her badly in neutral (236C) and defense
*Extended combo routes are finicky with distances, opponent state and hit count
*Technical character that demands solid fundamentals, awareness and execution
|}


== General Gameplan ==
{{StrengthsAndWeaknesses
H-Ciel is an often ignored character and categorized as “C-Ciel but worse”, granting her dark character status. They are fundamentally the same character, sharing almost all of the main normals and commands and how she deals in neutral. Where things start to change is how H-Ciel pressures and the opportunities to extend combos into corner carry and respectable Okizeme without losing damage. Any technical player who wants to spend time in the lab can find in H-Ciel a character, just be ready to do your homework.
|intro=
[[File:Hcielview.png|link=]] '''H-Ciel''' trades key neutral tools of C-Ciel for a more open-ended pressure game that can lead into extended ground combos with decent okizeme options, if you manage to get in.
|pros=
*'''Great screen control:''' Wether it's her very good projectiles, an almost instant full-screen metered punish with 236C, or a very low profile dash to maneuver around, H-Ciel has a lot of tools to control the pacing of neutral and not let the opponents feel comfortable at any range.
*'''Versatile pressure:''' While her pressure isn't really scary, she has plenty of tools at her disposal for staggering her pressure that also move Ciel forward, making possible to extend it for a while. Plenty of tools to free-style pressure as you please.
*'''Extended combo routes into okizeme:''' Grants her a lot of corner carry while still having good damage that leads into decent okizeme options in mid-screen or hard knock-downs on corner; or being able to generate a lot of meter for herself or force the opponent into MAX mode.
|cons=
*'''Heavy-commitment neutral:''' While having great neutral tools, H-Ciel has a hard time dealing with big hitboxes buttons as her normals can be subpar compared to others, with most of her ground normals also having long recovery times. Good Melty footsies fundamentals are a must for playing her.
*'''Defense tied to meter:''' Her best defensive options are 22C, 236C and metered bunker, all wich uses 100% meter, making the decision of using your reversals to escape a heavy one when you consider the H-moon meter limitations.
*'''Mediocre okizeme:''' While her okizeme on midscreen can be great, her options on corner can be easily blocked or disrespected, and fuzzy guard break options can be EX-Guarded to out right deny them.
*'''Several useless command specials:''' All of her unique commands provide nothing at all or a single good use. While they can be used for pressuring, they will result in either impossible to combo on hit or having a very long start-up easy to react, making them very situational and gimmicky.
*'''Knowledge check-y:''' Not only her command specials, but also her stagger options. An opponent that shows they can be patient and EX-Guard will prove very hard to open.
*'''Extended combo routes are finicky:''' Distances, opponent state, hit count and character specific boxes all factor into the extended route combos. Getting extended combos consitently on neutral from random confirms is an enormous task that will take anyone some time to learn.
|tablewidth=80
}}


=== Neutral ===
*'''Dash''': Extremely useful for all Ciels as it can low profile a lot of air buttons and even several on the ground. But especially useful in H-Ciel due to its lack of air normals that hit from behind; It is important to learn to love the floor and abuse the dash as much as possible. Try to dash under very jumpy opponents and clap them with 5C/2C, and get in the habit of dash-stopping with 5A/2A for when you want to create space or are unsure of your approach.
*'''214B~4A''': Ciel 101. Use it mostly when the opponent is on the ground mid screen or full screen to force them to come up in the air, you're going to use this window to dash under them or preemptively interrupt them.
*'''236[A]''': Incredibly good command to zone and similar to 214B (just as punishable when jumping it, and same confirms), the difference being the little jump that Ciel does, making it possible for her to now win the projectile war without worrying about having 236C in hand. Reppukens, lasers, snakes, keys, etc are some examples. In fullscreen hit it can be confirmed into 236C.
*'''236C''': Another important tool for C and H-Ciel, the option to punish any mistake anywhere on the screen is very strong. But H-Ciel suffers from not being able to freely use 236C by having the Half moon bar.




The rest of H-Ciel's normals/commands are not very strong and are in-theme with her jack-of-all-trades:
== Move Descriptions ==
'''Air-to-air use the jB disjointed box, and jA preemptively''', if you find yourself stuck in the air use j2C, j214A and j236A to reposition yourself or bait anti-airs, after j214A remember to jump cancel, air dodge (to burn 50% of bar), or cancel in j236A/B. When you approach the opponent through the air and are almost close to the corner be especially reserved, if you spent all your air options and the opponent dashed under, then you are now locked in the corner with no buttons to hit from behind, try to save your air dash as a last ditch option to get extra air and space, we can easily reset a bad position to a neutral one with the air dash.
{{AttackData-MB/Infobox}}
Don't kill yourself by throwing too many normals on the ground, '''situationally use 5B/3B for footsies and 5C for more range''', after 5B/3B buffer 5C 623B for hit confirming. Only use 5A to interrupt IADs and for fuzzy 5A, H-Ciel's 5A doesn't hit as high as it looks.
=== Normal Moves ===
Don't be too defensive/passive on the ground neither, occasionally rush with dash rising jA if the opponent likes to hang around in the air, and when the opponent starts throwing preemptive buttons in the air try instead to punish/take your turn in their landing recovery or dash under it if you have the time.
==== Standing Normals ====
 
===== <span class="invisible-header">5A</span> =====
=== Pressure ===
{{MoveData
H-Ciel's pressure isn't really super strong, but at what excels is the good amount of stagger options, reset pressure, and knowledge checks. H-Ciel gains new commands that leaves us positive on block but they all have the problem of being situational by distance and/or reactive. We're going to rely mostly on reverse beat strings positive on whiff or block to do the dirty work, similar to C-Ciel. And while our only major change is 5A, this is enough to open up new opportunities for us and it's important to exploit them in our gameplan.
|image=MBHCiel5A.png
 
|image2=MBHCiel5A6A.png
<mark>'''It is very important that you do not start your string with 5A or waste 5A early'''</mark>, not only is it the best button by far to reverse beat that leaves us at <u>'''+1 on block and +3 on whiff from a C normal'''</u>, it can also be used to stagger into 6AA. Still, 5A is a common starter for its usefulness in neutral, so don't be shy about not using it, in okizeme you ideally always start with 2A. The best situation from 5A in block for us is close enough so that 2A connects on crouchers and frame traps thanks to the +1 on block.
|image3=MBHCiel5A6AA.png
If the opponent pushed us away with EX guard or blocked well and we're out of normals, <u>it's best to go for 5Aw from any C normal</u> (5C, 5[C], 2C, 4C). +3 on whiff sounds very strong, but the problem is that at the distance that 5A whiffs our only normal that connects is 5C, so I strongly recommend that you only use 4C and 2C into 5Aw , then with the 5C reserved we can catch people mash or jumping and confirm with 623B or half-charge it to 5{C} against delayed mash/jump. When you have conditioned the opponent to block, don't do 5C and go for dash resets or air dash/jump-in.
|caption=
 
|name=5A
Once the opponent learns to respect our pressure and stagger, you will obviously want to throw, but unfortunately H-Ciel's throwing game is very poor: low damage and mediocre oki. Still, it's important to give your opponent a reason not to block all day. Understanding how [https://www.youtube.com/watch?v=pWTK8KlMwhg Melty's defensive option-selects] work is going to be very essential if you want to open up the best defensive players. In Ciel's case, j2C is a good option to kill the most basic option-selects, the jump makes us avoid a variety of options and gives us more reward than just using 5B.
|linkname=5A
 
|input=5A~6A~6A
<u>623B is +1 in block vs crouching, as long as it's not done at close range.</u> It can be even +3 from greater distances. Still negative on block vs tall characters (Tohno, Nanaya, Hime, Wara, Nero). Our replacement for C-Ciel's 5CC, being our main tool for hit confirming 5C from afar and leaves us in a good position if it gets blocked. Although if the opponent blocks it standing you are negative but not punishable, its not possible to block it standing on reaction, so you can clip them with lows (2C, 5B) if they preemptively block standing. The opponent has to stand block only the first hit to make it negative on block, if they block the last 2 you are still positive on block, you can realize if they blocked the first one because Ciel "floats" for longer. EX Guard mash kills it entirely sadly. Because of all these weaknesses we cannot trust 623B as a pure reset pressure tool and it should be left as a last option in your blockstrings. Although on an ignorant opponent with no ex-guard, 623B can be abused.
|data=
<br>
{{AttackData-MB
624C is another popular pressure reset tool. Very easy to react to with dozens of ways to kill it (dash under, shield, upback, rising jA, etc) although unlike H-Ciel's other commands it doesn't require any specific distance to work, and leaves you next to the opponent. My recommendation is actually to not use it on our strings because of how slow it is, instead try to use it in Abare situations where the opponent may be mashing or looking into your other options like re dash or block standing 623B. Still, be very reserved with 624C.
|version=5A
 
|damage=350
<u>'''Basic strings for every day'''</u>
|reddamage=172
 
|proration=75% (O)
*<span style="color:green;">'''2AA 2B(1) 5A'''
|circuit=2.8%
Our BNB string that we will use almost always in the opponent's wake up, easy to hitconfirm in full combo if they don't block, and thanks to the fact that it leaves us next to the opponent and +1, we can frame trap with 2A and reset the string. Very easy to make it be respected and take the opportunity to reset into whatever we want (dash, neutral jump, walk). If you do go for the 2A frame trap, then adjust the following string taking into account the greater distance, you can do the <span style="color:yellow;">following >
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J)
*<span style="color:yellow;">'''2A 2B(1hit) 3B (1hit) 2C 5Aw >> 5C 623B'''
|guard=LH
In block we can take advantage of the +3 from 2C 5Aw and reset with dash; to force them to respect us we cancel the whiff recovery from 5Aw to 5C to beat mash and jumps, and in case they respect us 5C 623B leaves us at +1 in block if they block crouching, although this weakness can be exploited by an opponent who knows match-up, since at this range we don't have lows to force them to crouch block.
|startup=4
 
|active=3
 
|recovery=8
One of the weaknesses of this 2A frame trap is that it can't hit characters in the air and the short range doesn't connect if they're standing still, this means people can easily jump off. To keep the opponent honest from time to time you're going to have to go for 5AA to clip them if they want to jump. Unfortunately we lose our best button by starting the string with 5A, we can still use 2Aw to apply the same uses, but being +1 instead of +3 is not as threatening. Instead you can go for this <span style="color:orange;">string too >
|frameAdv=1
*<span style="color:orange;">'''5AA 2B(1hit) 3B(1hit) 5{C} 623B/2C'''
|invuln=
Half-charging 5{C} brings us considerably closer to the opponent, to the point that after they block 623B crouching it leaves us +1 and at distance of a 2A, BUT with the greater risk that if they do block standing then we will get punished for being very close and at -5 minimum. Lucky for us we have our low 2C available and ready to punish them if they try to block it standing, if they continue to keep blocking crouching we can indefinitely keep pressuring them. Normally I wouldn't recommend going for such a high risk RPS in our own pressure, but in the case that they do block standing and we have meter at hand, we can cancel the last part of 623B into j236C to make it safe on block. Just don't use this string all the time or you will starve to death using your meter.
|description=5A with very good range and can hit all crouchers despite the hitbox. Can still be low profiled, so be careful if your opponent is mashing 2Bs or 2Cs with fast low profile hurtboxes.<br>
 
Very fast recovery makes this button better than 2A to reverse beat into for pressure and staggers, as well as being +1 on block.
<u>Specific MUs</u>: against characters that have normals with low profile on frame 1 our 5A can be beaten clean (C-Arc’s 2B, F-Vaki’s 2B, etc), this only complicates our lives with an unnecessary RPS on our pressure. Another option that covers both mashing and jumping is 5B 5C instead of 5AA, done well you should clip people jumping, but leaves us limited on our choices if they do block.
}}
 
{{AttackData-MB  
*<span style="color:purple;">'''5A 4C~7 2Aw 5{C} 623B/2C'''
|header=no
Fairly safe option to apply in re dashes to reset pressure or offensive dash in neutral, covers well up-backing and shield/bunker attempts. Thanks to the fact that we cannot jump on the first hit of 4C on hit, we can input 7 for a brief moment in this time and on hit we are not going to jump, and in case they shield/bunker us, the extra hitstop makes us jump and block the follow up.
|version=5A~6A
 
|damage=600
 
|reddamage=384
All these examples are basic, easy and effective. You can get very creative with all of H-Ciel's options and put together quite complicated strings, experiment a lot in the lab and find what you are most comfortable with based on these examples. You don't have to be super rigid with these strings, the more we vary our options, the more difficult it will be for our opponent to react and use the appropriate options to get out of our pressure.
|proration=80% (M)
 
|circuit=4.2%
=== Okizeme ===
|cancel=N, SP, -CH-, EX, (J)
H-Ciel has similar oki options to C-Ciel, but unlike C, H-Ciel doesn't need to sacrifice damage or meter to get this oki thanks to its 5A6AA combo routes. The ender you choose for your oki is of your preference, in the advanced combos section you can see examples that end in these enders:
|guard=LH
 
|startup=8
*<u>4B236B ender (Midscreen only)</u>: Kamone decided to bless us and reduce 4B236B's recovery with 4f less, and while it sounds great on paper I actually recommend avoiding going for this oki, as the hard knockdown is greatly affected by the gravity scaling of the combo, basically losing any benefit it gives us. Still, in midscreen against 2/3 of the cast you can do a midscreen L/R with >hfj empty jump 2A for sideswitch and >small delay hfj jC for same side. hfj never crosses up Aoko, Ciel, all Akihas, Satsuki, Warachia, Roa, Wlen.
|active=4
*<u>624B ender (Midscreen only)</u>: In OTG it causes ground bounce, it has better frame data than 4B236B but is still affected by gravity scaling. If you use all the OTGs previously in the combo you can't go for this oki, but in midscreen it gives an excellent L/R with IAD j2C - You choose the side by changing the timing of the j2C, and it gives you the time to make a meaty 2A. It even gives the time to do 2B anti standing shield, but the timing is tight.
|recovery=16
*<u>2C 2Aw ender</u>: The best frame advantage of all hard knockdowns and is not affected by gravity scaling, but at the cost of losing a bit of damage, and best of all, you can use it anywhere on the screen. The frame advantage is enough to do dash > neutral jump > stuff, winning the dash drift and giving us new options. It doesn't give us top tier oki, but what is strong about it is the number of options, and you can vary it according to your player match-up needs, or whatever mood you feeling like.
|frameAdv=-5
**In Midscreen we have 2 options, go for drift mix-up L/R, or  walk backwards > forward jump L/R, I do not recommend abusing drift mix-up as a trained eye can recognize the tell of the side change and react to the back air dash overhead, the L/R from walk backwards > forward jump is almost impossible to see and the high option is not masheable but the timing of cross-up and meaties changes per character and it's easy to screw up. The important thing is that we use the variety of options so as not to leave the opponent comfortable.
|invuln=
**In the corner we have the best okizeme option compared to 4B236B and 624B, it is more reliable and easier to go for safe jumps or fuzzy guard/yuuhi fuzzy, because we always have the same knockdown time.
|description=You can use this move even if 5A does not hit, and you can even use the next 6A as well on whiff.  
 
 
Fuzzy guard setups: Most of the time H-Ciel is a very honest character in her gameplan, implementing these fuzzy guard can really boost her offense, unfortunately they can be killed with EX guard, but this her only true corner mix.
*Deep jC > land > 8 jC fuzzy - You can set it from a safe jump or from iad jB jC
*Yuuhi Fuzzy from jC > adc > jB - The minimum height and cancel window to get the fuzzy right is strict, but it has a higher reward than the regular fuzzy and can land on more characters.
 
Please note that fuzzy guards do not apply to all characters:
*There characters can’t be fuzzied by Deep jC 8 jC fuzzy: Nanaya, Tohno, PCiel, Satsuki, Aoko, Len, WLen, Miyako, Necos
*There characters can’t be fuzzied by Yuuhi Fuzzy from jC adc jB: Miyako and Necos
 
 
When you don't have a clean confirm and you have no choice but to go for BnB with AT ender, play it safe and solid with dash 2A/5A, the timing to make it meaty is strict so train it with the dummy doing recovery 2A. If you're stuck in the middle of the screen just drop back to neutral, or build up some bar by doing j214A > j214B4BB if you need it.
 
 
=== Defense ===
H-Ciel defensive options are all the same from C-Ciel, but she is overall more fragile as it's more likely you can find yourself with less than 100% meter and not having her EX reversals at hand.
*'''22C''': This is a 3f reversal, due to the nature of landing recovery, C and H moon characters cannot safejump this move unless they make the first hit whiff. This move hits on the same frame as the superflash, so opponents cannot whiff cancel their A normal into shield upon seeing the superflash. Also being a 22 input makes this reversal very relevant against left/right mixups, this move can invalidate some mixups due to the nature of the 22 input alongside C/H characters not being able to safejump against it.
*'''22B''': This is Ciel’s meterless reversal, it is programmed to whiff crouchers even if the hitboxes line up making it relatively easy to bait. It can be useful against H-moon heat though as it will avoid the H-moon autoburst, and Ciel will be + in the resulting situation.
*'''214C''': This reversal is safe on block, but loses to the opponent jumping on reaction to the superflash.
*'''236C''': This move is a reversal, it basically beats everything but block or an A normal, however it a relatively slow startup compared to the other listed moves. A couple examples of uses for 236C are against F-Akiha/F-VAkiha’s 4C, Nero’s 4C, Satsuki’s 3C and FHime 236A/B, any of these moves can be punished on block by 236C, the opponent will need to cancel into a move which jails if they can, in which case the 236C won’t come out due to blockstun. Having these options available will require that the opponent must play around them to some degree, which will provide opportunities for challenges such as 2A or Jump, or just allow you to block longer to try and gain an understanding of your opponent’s pressure tendencies.
 
== Combos ==
{{ComboLegend-MB}}
Because H-Ciel's 5B and 5C cause crouching characters to knock down on hit, her optimal combos involve confirming whether enemy state is crouching or not.
 
=== Normal Combos ===
{{CollapsingComboTable-MB
|data=
{{CollapsingComboData-MB
|condition=Anywhere
|characters=
|damage=4211
|metergen=71.4%
|metero=30.6%
|link=
|input=*2A > 2B > 3B > 5C > 623B > j.B > land > j.BC > j.BC > air dash > j.B(A) > j.22B > AT
|simput=
|note=Works on everyone, very forgiving in terms of routing.  Works from basically any ground hit normal, standing or crouching.
}}
}}
 
{{AttackData-MB  
 
|header=no
{{CollapsingComboData-MB
|version=5A~6A~6A
|condition=Crouching anywhere
|damage=1000
|characters=
|reddamage=768
|damage=5055
|proration=60% (O)
|metergen=94.5%
|circuit=7.0%
|metero=41.1%
|cancel=(N), SP, EX, (J)
|link=
|guard=LH
|input=*2AA > 2B > 3B > 5A6AA > 4[B] > 2C > delay > 5C > 4C > j.BC > j.BC > air dash > j.B > j.22B > AT
|startup=10
|simput=
|active=4
|note=Works on everyone.
|recovery=14
}}
|frameAdv=0
{{CollapsingComboData-MB
|invuln=
|condition=Standing, Anywhere, Character Specific
|description=This move is special and normal cancellable on hit and special cancellable on block. Usually for combos.<br>Being +0 with a big and fast 5A means you can loop 5A6AA to generate meter. It's also very easy to bully characters with no fast 5A/2A normal using this. Because of the loop it is also good as a tick throw setup, as opponents will be scared to press button/jump out.
|characters=Hime, Kouma, Miyako, Ries, Wara, Roa, P.Ciel, Seifuku, Nero, NAC, Hisui, Neco
|damage=5199
|metergen=97.3%
|metero=42.3%
|link=
|input=*2AA > 2B > 3B(1) > 5C > 5A6AA > 4[B] > 2C > delay > 5C > 4C > j.BC > j.BC > air dash > j.B > j.22B > AT
|simput=
|note=Damage tested on Hime.
}}
}}
{{CollapsingComboData-MB
|condition=Standing, Midscreen Only, Character Specific
|characters=Nanaya, Ciel, Sion, V.Sion, Akiha, V.Akiha
|damage=5199
|metergen=97.3%
|metero=42.3%
|link=
|input=*2AA > 2B > 3B(1) > 5C > 5A6AA > 4[B] > 2C > delay > 5C > 4C > j.BC > j.BC > air dash > j.B > j.22B > AT
|simput=
|note=Damage tested on Nanaya.
}}
{{CollapsingComboData-MB
|condition=Standing or Crouching, Anywhere
|character=
|damage=4831
|metergen=91.7%
|metero=39.3%
|link=
|input=*2AA > 2B > 3B(1) > 5A6AA > 4[B] > 2C > delay > 5C > 4C > j.BC > j.BC > air dash > j.B > j.22B > AT
|simput=
|note=Works on everyone.
}}
}}


{{CollapsingComboData-MB
===== <span class="invisible-header">5B</span> =====
|condition=Corner
{{MoveData
|characters=
|image=Cciel_5b.png‎
|damage=3882
|caption=
|metergen=72.3%
|name=5B
|metero=65.3%
|linkname=5B
|link=
|data=
|input=*2AAA > 2B > 3B(1) > 5A6AA > 4[B] > 2C > 236B > 2C > 236B > delay > 5A6AA > delay > 4[B] > 5A6AA > 4[B] > 2C > 5C > 4B~236B
{{AttackData-MB  
|simput=
|damage=500
|note=Corner meterless loop into oki. Delays are character specific. The more buttons you press the easier delays become.
|reddamage=288
|proration=90% (O)
|circuit=3.5%  
|cancel=N, SP, EX, (J)
|guard=L
|startup=5
|active=4
|recovery=15
|frameAdv=-4
|invuln=  
|description=A standing low kick. Trips on hitting crouching opponents.
}}
}}
{{CollapsingComboData-MB
|condition=Air CH
|characters=
|damage=4969
|metergen=72.8%
|metero=31.2%
|link=
|input=* j.B (CH) > 4[B] > 624A > 2C > 5C > 2B > j.BC > j.BC > 66 > j.B > 22B > AT
|simput=
|note= Optimized air ch pickup. omit the 4[B] and 624A if you don't have time.
}}
}}


 
===== <span class="invisible-header">5C</span> =====
{{MoveData
|image=Cciel_5c.png‎
|image2=Cciel_5c_be.png‎
|caption=
|name=5C
|linkname=5C
|input=5[C]
|data=
{{AttackData-MB
|version=5C
|damage=800
|reddamage=480
|proration=90% (O)
|circuit=5.6%
|cancel=N, SP, EX, (J)
|guard=LH
|startup=10
|active=4
|recovery=20
|frameAdv=-6
|invuln=
|description=Trips on hitting crouching opponents.
}}
}}
 
{{AttackData-MB  
==== Basic Combo Series! ====
|header=no
Family friendly combos for all to enjoy, they have their uses, some being more practical than others, but they will add that extra bit of flare to your gameplay.
|version=5[C]
https://youtube.com/playlist?list=PLPOsEjaPOBYOzUzkuQfveQLGBpsy4stK_
|damage=1600
{{CollapsingComboTable-MB
|reddamage=1372
|data=
|proration=80% (O)
{{CollapsingComboData-MB
|circuit=9.8%
|condition=Anywhere
|cancel=N, SP, EX, (J)
*Basic Combo #1!
|guard=LH
|damage=
|startup=24
|metergen=
|active=4
|metero=
|recovery=20
|link=https://youtu.be/NryU7Q7nAg0
|frameAdv=-6
|input=*2A > 2B(2) > 3B(1) > 5A6A > 5C > 2C > 4C > j.BC > j.BC > air dash > j.B > j.22B > AT
|invuln=  
|simput=
|description=Not very useful for combos or neutral, but essential for her pressure game, as it will make Ciel move forward even more and cannot be mashed while charging after cancelling from a B or C normal. Half charging it will also make Ciel move forward a good distance, useful if you don't want to move forward that much or you suspect the opponent will mash a reversal. Best reverse beated into 5A.
|note=
}}
}}
{{CollapsingComboData-MB
|condition=Anywhere
*Basic Combo #2!
|damage=3897
|metergen=51.8%
|metero=24.4%
|link=https://youtu.be/k7EMiSFYZgU
|input=*2A > 2B(2) > 3B(1) > 5A6AA > 4[B], 2C > TK.236B > (5B) > 4B~236B
|simput=
|note=An actual viable combo from the Basic Combo series and gives you oki with a little bit of style on the side.
*You can only land the 5B in the corner
}}
}}
{{CollapsingComboData-MB
 
|condition=Anywhere
==== Crouching Normals ====
*Basic Combo #3!
===== <span class="invisible-header">2A</span> =====
|damage=
{{MoveData
|metergen=
|image=Cciel_2a.png‎
|metero=
|caption=
|link=https://youtu.be/GUJryvuVpck
|name=2A
|input=*2A > 2B(2) > 3B(2) > 5C > 2C > 236[A], 2C > 5C > j.BC > j.BC > air dash > j.B > j.22B > AT
|linkname=2A
|simput=
|data=  
|note=
{{AttackData-MB  
}}
|damage=300
{{CollapsingComboData-MB
|reddamage=147
|condition=Corner
|proration=72% (O)
*Basic Combo #4!
|circuit=2.8%
|damage=4075
|cancel=-SE-, -N-, -SP-, -EX-, (J)
|metergen=76.8%
|guard=L
|metero=84%
|startup=4
|link=https://www.youtube.com/watch?v=2HKuMMachCo
|active=3
|input=*2A > 2B(2) > 3B(1) > 5A6AA > 4[B], 2C > 236B > 4[B], 2C > 236B > 4[B], 2C > 2A(w) > 5A6AA > 4[B], 2C > 2A(w) > 5A6AA > 4[B], 2C > 5C > 4B~236B
|recovery=10
|simput=
|frameAdv=-1
|note=H-Ciel's Basic Combo #4, a legendary combo that does okay damage and gives you and your opponent a good chunk of meter and gives you oki.
|invuln=  
}}
|description=A low kick that is much like C-Moon's. Range is average. You'll be using this a lot to start either a combo, ground blockstring, or tick throw attempt. You can also use it in whiff cancel strings.
{{CollapsingComboData-MB
|condition=Anywhere
*Basic Combo #6!
|damage=3650
|metergen=47.4%
|metero=22.6%
|link=https://youtu.be/gZQLs4f2zFs
|input=*2A > 2B(2) > 3B(1) > 5A6AA > 4[B], 2C > 5C > 4B~236B
|simput=
|note=Basic Combo #6, the most basic of the combos in this series, gives oki
}}
}}
}}
}}


 
===== <span class="invisible-header">2B</span> =====
=== Advanced Combos ===
{{MoveData
All of these routes depend heavily on hit count for the added gravity decay in order to work, they can be quite hard vs some slim characters even on high hit count, or really easy on wider characters. These routes can also be extended with more reps, but the intent is to optimize damage without over extending combos and not give a lot of meter to our opponent, however, sometimes you might want to over extend the combos if you desperately need the meter to enter heat or force your opponent into max mode too.<br>
|image=Cciel_2b_1.png‎
Video example: https://www.youtube.com/watch?v=0-jkAjxNc0E
|image2=Cciel_2bb.png‎
{{CollapsingComboTable-MB
|caption=
|data=
|name=2B
{{CollapsingComboData-MB
|linkname=2B
|condition=Standing, Anywhere
|input=2B~2B
|characters=
|data=  
|damage=XXXX
{{AttackData-MB  
|metergen=XX.X%
|version=2B
|metero=XX.X%
|damage=400, 700 (942)
|link=
|reddamage=(527)
|input=*2AA > 2B > 3B(1) > 5{C} > 5A6AA > 4[B] > 2C > 236B4 > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > 2Aw or 624B or 4B236B
|proration=80% (O)
|simput=
|circuit=3.5%*2 (7.0%)
|note=Works on everyone but len, very hitcount dependent, requires to be next to the opponent or late normals in the string will whiff. For the midscreen combo to work after 236B4 you must plink A into B for Ciel to autocorrect to the correct side, the input would be 4A~4[B]. It is possible to add another rep of 236B4 4[B], this works for some characters that require as much hit count as possible, or if you are close to the corner and prefer to have corner oki. 236B4 4A~[B] extensions don't work midscreen on Miyako
|cancel=N, SP, -CH-, EX, (J)
}}
|guard=LH
{{CollapsingComboData-MB
|startup=8
|condition=Crouching, Anywhere
|active=3 (2) 5
|characters=Everyone but Len and WLen
|recovery=19
|damage=XXXX
|frameAdv=-9
|metergen=XX.X%
|invuln=  
|metero=XX.X%
|description=A crouching uppercut. The hit box is pretty shallow so if you are not close enough to the opponent, you may not land both hits. The second hit has a pretty large clash box on it though.  
|link=
|input=*2AA > 2B > 3B > 4C > dl.5C > 2C > 5Aw6AA > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > 2Aw or 624B or 4B236B
|simput=
|note=In some characters it is necessary to add delay in 5Aw, requires to be next to the opponent or late normals in the string will whiff. It is possible to add a 236B4 4A~[B] before the 2nd rep of 5A6AA in case you find it difficult vs some characters and require more hitcount.
}}
}}
{{CollapsingComboData-MB
{{AttackData-MB  
|condition=Standing, Anywhere, 2A Max Range
|header=no
|characters=
|version=~2B
|damage=XXXX
|damage=700
|metergen=XX.X%
|reddamage=480
|metero=XX.X%
|proration=100%  
|link=
|circuit=4.2%
|input=*2A > 2B(1hit) > 3B(1hit) > 5A6AA > 4[B] > 2C > 236B4 > 4[B] > 2C > 236B4 > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > 2Aw or 4B236B
|cancel=SP, EX, (J)
|simput=
|guard=LHA
|note=For the midscreen combo to work after 236B4 you must plink A into B for Ciel to autocorrect to the correct side, the input would be 4A~4[B] . Against some characters the hitcount is still going to be short and the combo becomes very hard to complete on the first 2C 2Aw 5A6AA, in those match-ups you can cut early the combo on 2C and take the oki with 2Aw or 4B236B. This does not work on Miyako, but can be adapted: after the first 5A6AA 4[B] 2C go straight into 2Aw 5A6AA 2C 2Aw loops.
|startup=11
}}
|active=4
{{CollapsingComboData-MB
|recovery=19
|condition=Crouching, Anywhere, 2A Max Range
|frameAdv=-11
|characters=
|invuln=  
|damage=XXXX
|description=A spin jump kick follow up for 2B. On block and hit can be cancelled into j214X/j236X. Has some gimmicky uses.
|metergen=XX.X%
|metero=XX.X%
|link=
|input=*2A > 2B(1hit) > 3B(1hit) > 4C > 5C > 2C > 5Aw6AA > 236B4 > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > 2Aw or 4B236B
|simput=
|note=For the midscreen combo to work after 236B4 you must plink A into B for Ciel to autocorrect to the correct side, the input would be 4A~4[B] . Against some characters the hitcount is still going to be short and the combo becomes very hard to complete on the first 2C 2Aw 5A6AA, in those match-ups you can cut early the combo on 2C and take the oki with 2Aw or 4B236B. This does not work on Miyako, but can be adapted: after the first 5A6AA 4[B] 2C go straight into 2Aw 5A6AA 2C 2Aw loops.
}}
{{CollapsingComboData-MB
|condition=Anywhere, 5A Starter/lack of normals
|characters=
|damage=XXXX
|metergen=XX.X%
|metero=XX.X%
|link=
|input=*5A > 2B(1hit) > 2A > 5A6AA > 4[B] > 2C > 236B4 > 4[B] > 2C > 236B4 > 4[B] > 2C > 2Aw > 5A6AA >4[B] > 2C > 2Aw or 4B236B
|simput=
|note= Different route, useful when finding a random hit with 5A or after staggering your pressure and you dont have normals available to cancel into. For the midscreen combo to work after 236B4 you must plink A into B for Ciel to autocorrect to the correct side, the input would be 4A~4[B] . Against some characters the hitcount is still going to be short and the combo becomes very hard to complete on the first 2C 2Aw 5A6AA, in those match-ups you can cut early the combo on 2C and take the oki with 2Aw or 4B236B. This does not work on Miyako, but can be adapted: after the first 5A6AA 4[B] 2C go straight into 2Aw 5A6AA 2C 2Aw loops.
}}
{{CollapsingComboData-MB
|condition=Crouching, Anywhere, Character specific
|characters=Len, WLen (others characters too)
|damage=XXXX
|metergen=XX.X%
|metero=XX.X%
|link=
|input=*2AA > 2B > 3B > 4C > dl.5C > 2C > 236[A] > 2C > 5Aw6AA > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > 2Aw or 4B236B
|simput=
|note=Mostly useful route to use on Len, since the basic routes dont work on her, while the basic routes work on WLen. Between 236[A] and 2C you have to walk backwards for a couple of frames in order to create space and make 5A whiff.
}}
}}
}}
}}


== Move Descriptions ==
===== <span class="invisible-header">2C</span> =====
{{AttackData-MB/Infobox}}
=== Normal Moves ===
==== Standing Normals ====
===== <span class="invisible-header">5A</span> =====
{{MoveData
{{MoveData
|image=MBHCiel5A.png
|image=Cciel_2c.png‎
|image2=MBHCiel5A6A.png
|image2=Cciel_2cc.png‎
|image3=MBHCiel5A6AA.png
|caption=
|caption=
|name=5A
|name=2C
|linkname=5A
|linkname=2C
|input=5A~6A~6A
|input=2C~2C
|data=
|data=  
{{AttackData-MB  
{{AttackData-MB  
|version=5A
|version=2C
|damage=350
|damage=1000
|reddamage=172
|reddamage=480
|proration=75% (O)
|proration=60% (O)
|circuit=2.8%
|circuit=7.0%
|cancel=-SE-, -N-, -SP-, -CH-, -EX-, (J)
|cancel=N, SP, -CH-, EX, (J)
|guard=LH
|guard=L
|startup=4
|startup=8
|active=3
|active=7
|recovery=8
|recovery=25
|frameAdv=1
|frameAdv=-14
|invuln=
|invuln=  
|description=This 5A is a bit lower than the others, so that it can hit other characters and not just characters with huge crouch animations.  
|description=A sweep using both her feet.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|header=no
|version=5A~6A
|version=~2C
|damage=600
|damage=700
|reddamage=384
|reddamage=343
|proration=80% (M)
|proration=60% (O)
|circuit=4.2%
|circuit=3.5%
|cancel=N, SP, -CH-, EX, (J)
|cancel=SP, EX, (J)
|guard=LH
|guard=LH
|startup=8
|startup=9
|active=4
|active=8
|recovery=16
|recovery=23
|frameAdv=-5
|frameAdv=-13
|invuln=
|invuln=  
|description=You can use this move even if 5A does not hit, and you can even use the next 6A as well on whiff.  
|description=Follow up that launches on hit and gives you super jump on neutral jump cancel. Can OTG re launch. Ciel is airborne trough most of it and can be cancelled into other air normals or j214X/j236X on hit or block.<br>
}}
The follow up won't normally connect after an opponent blocked a 2C, but since it can be cancelled on whiff it can be done on the opponent wake up so the follow up hits meaty.
{{AttackData-MB
|header=no
|version=5A~6A~6A
|damage=1000
|reddamage=768
|proration=60% (O)
|circuit=7.0%
|cancel=(N), SP, EX, (J)
|guard=LH
|startup=10
|active=4
|recovery=14
|frameAdv=0
|invuln=
|description=This move is special and normal cancellable on hit and special cancellable on block. Usually for combos.<br>Being +0 with a big and fast 5A means you can loop 5A6AA to generate meter. It's also very easy to bully characters with no fast 5A/2A normal using this. Because of the loop it is also good as a tick throw setup, as opponents will be scared to press button/jump out.
}}
}}
}}
}}


===== <span class="invisible-header">5B</span> =====
==== Aerial Normals ====
===== <span class="invisible-header">j.A</span> =====
{{MoveData
{{MoveData
|image=Cciel_5b.png‎
|image=MBHCieljA.png‎
|caption=
|caption=
|name=5B
|name=j.A
|linkname=5B
|linkname=j.A
|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|damage=500
|damage=300
|reddamage=288
|reddamage=115
|proration=90% (O)
|proration=75% (O)
|circuit=3.5%  
|circuit=1.4%  
|cancel=N, SP, EX, (J)
|cancel=SE, N, SP, EX, J
|guard=L
|guard=LHA
|startup=5
|startup=6
|active=4
|active=5
|recovery=15
|recovery=10
|frameAdv=-4
|frameAdv=
|invuln=  
|invuln=  
|description=A standing low kick. If you hit a crouching opponent with this, they will be swept.  
|description=Knife punch. Good air-to-air, specially against opponents above you. But be careful, the knife part doesn't actually have a hitbox...  
}}
}}
}}
}}


===== <span class="invisible-header">5C</span> =====
===== <span class="invisible-header">j.B</span> =====
{{MoveData
{{MoveData
|image=Cciel_5c.png‎
|image=MBHCieljB.png‎
|image2=Cciel_5c_be.png‎
|caption=
|caption=
|name=5C
|name=j.B
|linkname=5C
|linkname=j.B
|input=5[C]
|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|version=5C
|damage=700
|damage=800
|reddamage=480
|reddamage=480
|proration=90% (O)
|proration=90% (O)
|circuit=5.6%  
|circuit=4.9%  
|cancel=N, SP, EX, (J)
|cancel=N, SP, EX, J
|guard=LH
|guard=HA
|startup=10
|startup=7
|active=4
|active=6
|recovery=20
|recovery=
|frameAdv=-6
|frameAdv=
|invuln=  
|invuln=  
|description=This is much like C-Moon's 5C, but you cannot use the follow up to it anymore (the key throw). Floats crouching opponent on hit.  
|description=Ciel thrusts the knife out diagonally. It has a decently strong disjointed hitbox with long active frames, great for controlling forward air space and stopping careless approaches.<br>
}}
Works suprisingly well as an air-to-ground on some match-ups, as her feet hurtbox shrinks.
{{AttackData-MB
}}
|header=no
|version=5[C]
|damage=1600
|reddamage=1372
|proration=80% (O)
|circuit=9.8%
|cancel=N, SP, EX, (J)
|guard=LH
|startup=24
|active=4
|recovery=20
|frameAdv=-6
|invuln=
|description=Since MBAA, this move has a ton on blockstun on it now and adds quite a bit to damage. The charge time is also lower. Floats crouching opponent on hit.  
}}
}}
}}


 
===== <span class="invisible-header">j.C</span> =====
==== Crouching Normals ====
===== <span class="invisible-header">2A</span> =====
{{MoveData
{{MoveData
|image=Cciel_2a.png‎
|image=Cciel_jc.png‎
|caption=
|caption=
|name=2A
|name=j.C
|linkname=2A
|linkname=j.C
|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|damage=300
|damage=1000
|reddamage=147
|reddamage=480
|proration=72% (O)
|proration=90% (M) / {{Tooltip | text=50% (O) | hovertext=If rising 2f before active and opponent is hit grounded}}
|circuit=2.8%  
|circuit=7.0%  
|cancel=-SE-, -N-, -SP-, -EX-, (J)
|cancel=N, SP, EX, J
|guard=L
|guard=HA
|startup=4
|startup=8
|active=3
|active=4
|recovery=10
|recovery=
|frameAdv=-1
|frameAdv=
|invuln=  
|invuln=  
|description=A low kick that is much like C-Moon's. Range is average. You'll be using this a lot to start either a combo, ground blockstring, or tick throw attempt. You can also use it in whiff cancel strings.  
|description=A downward angled kick. Works well as an air-to-ground.  
}}
}}
}}
}}


===== <span class="invisible-header">2B</span> =====
==== Command Normals ====
===== <span class="invisible-header">3B</span> =====
{{MoveData
{{MoveData
|image=Cciel_2b_1.png‎
|image=Cciel_3b_1.png‎
|image2=Cciel_2bb.png‎
|caption=
|caption=
|name=2B
|name=3B
|linkname=2B
|linkname=3B
|input=2B~2B
|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|version=2B
|damage=400*2 (709)
|damage=400, 700 (942)
|reddamage=(445)
|reddamage=(527)
|proration=80% (O)
|proration=80% (O)
|circuit=3.5%x2 (7.0%)
|circuit=2.8%*2 (5.6%)
|cancel=N, SP, -CH-, EX, (J)
|cancel=N, SP, EX, (J)
|guard=LH
|guard=LH
|startup=8
|startup=11
|active=3 (2) 5
|active=2 (8) 8
|recovery=19
|recovery=12
|frameAdv=-9
|frameAdv=-5
|invuln=  
|invuln=
|description=A crouching uppercut. The hit box is pretty shallow so if you are not close enough to the opponent, you may not land both hits. The second hit has a pretty large clash box on it though.  
|description=This is a 2-hit handstand kick. It moves further than 2B and can be canceled into pretty much anything. This attack works very well in combos and staggers so use this move often.
}}
}}
}}
===== <span class="invisible-header">4B</span> =====
{{MoveData
|image=Cciel_4b.png‎
|image2=MBCCiel4XB.png‎
|image3=MBCCiel4B236B.png‎
|caption=
|name=4B
|linkname=4B
|input=4[B]<br>(On Hit) 4B/[B]~236B
|data=
{{AttackData-MB  
{{AttackData-MB  
|header=no
|version=4B
|version=~2B
|damage=600
|damage=700
|reddamage=384
|reddamage=480
|proration=100%  
|proration=100%  
|circuit=4.2%
|circuit=4.2%
|cancel=SP, EX, (J)
|cancel=SP, (CH), EX
|guard=LHA
|guard=LH
|startup=11
|startup=11
|active=4
|active=2
|recovery=19
|recovery=15
|frameAdv=-11
|frameAdv=-2 (vs Stand.)<br>1 (vs Crouch.)
|invuln=  
|invuln=Clash 4<br>Low 6-10
|description=A spin jump kick follow up for 2B.  
|description=An axe kick that can be followed up with 236B command throw if it hits the opponent. Special cancelable even if it is blocked.  
}}
}}
{{AttackData-MB
|header=no
|version=4[B]
|damage=900
|reddamage=672
|proration=100%
|circuit=4.2%
|cancel=SP, (CH), EX
|guard=H
|startup=26
|active=2
|recovery=15
|frameAdv=-2
|invuln=Clash 2-17<br>Low 8-25
|description=This is H-Ciel's standing overhead, can follow up into 236B. Special cancellable on hit and block. Has low invul but no very reliable against big 2As.<br>
Clash frames appear early, even when half charging and can be used situationally as an anti-air.
}}
}}
 
{{AttackData-MB
===== <span class="invisible-header">2C</span> =====
|header=no
{{MoveData
|version=~236B
|image=Cciel_2c.png‎
|damage=800 (1375/1675)
|image2=Cciel_2cc.png‎
|reddamage=(1872/2160)
|proration=100%
|circuit=0.0%
|cancel=
|guard=U
|startup=0
|active=1
|recovery=14
|frameAdv=
|invuln=
|description= The above will cancel into 236B for guaranteed hard knock down. The distance is always set, but being close to the corner will affect it, as well as gravity decay on large combos.
}}
}}
 
===== <span class="invisible-header">4C</span> =====
{{MoveData
|image=Cciel_4c_1.png‎
|caption=
|caption=
|name=2C
|name=4C
|linkname=2C
|linkname=4C
|input=2C~2C
|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|version=2C
|damage=400, 500 (738)
|damage=1000
|reddamage=(483)
|proration=70% (O)
|circuit=4.2%*2 (8.4%)
|cancel=N, SP, EX, (J)
|guard=LH
|startup=10
|active={{Tooltip | text=7| hovertext=2, 5}}
|recovery=23
|frameAdv=-10
|invuln=Clash 12-16
|description=An upward slash with her knife. The end of the move has clash frames on it. Good button to catch opponents jumping away from your pressure. Not that great as a defensive anti air button, as the bigger hitbox is active later and moves you forward.
}}
}}
 
===== <span class="invisible-header">j.2C</span> =====
{{MoveData
|image=Cciel_j2c.png‎
|image2=Cciel_j2c_be.png
|caption=
|name=j.2C
|linkname=j.2C
|input=j.2[C]
|data=
{{AttackData-MB
|version=j.2C
|damage=1000
|reddamage=480
|reddamage=480
|proration=60% (O)
|proration=70% (O)
|circuit=7.0%
|circuit=7.0%
|cancel=N, SP, -CH-, EX, (J)
|cancel=
|guard=L
|guard=LHA
|startup=8
|startup=15
|active=7
|active=10
|recovery=25
|recovery={{Tooltip | text=8| hovertext=Landing recovery.}}
|frameAdv=-14
|frameAdv=8 (TK)
|invuln=  
|invuln=
|description=A sweep using both her feet and the second hit is a handstand kick.
|description=A downward lunging stab from the air. If you hit with this very low to the ground, you can combo into 2A.  
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|header=no
|version=~2C
|version=j.2[C]
|damage=700
|damage=1300
|reddamage=343
|reddamage=960
|proration=60% (O)
|proration=50% (O)
|circuit=3.5%
|circuit=10.5%
|cancel=SP, EX, (J)
|cancel=SP, EX
|guard=LH
|guard=HA
|startup=9
|startup=26
|active=8
|active=10
|recovery=23
|recovery={{Tooltip | text=7| hovertext=Landing recovery.}}
|frameAdv=-13
|frameAdv=10 (TK)
|invuln=  
|invuln=
|description=You are completely airborne after using this move this move now, so you can no longer do high low mixups off this on block.
|description=This is like the normal version, but slower and an overhead. The hit box will last all the way to the ground, but there is not much of a hitbox on the Black Key so it is not fit for air to air at all.
}}
}}
}}
}}




==== Aerial Normals ====
=== Universal Mechanics ===
===== <span class="invisible-header">j.A</span> =====
===== <span class="invisible-header">Ground Throw</span> =====
{{MoveData
{{MoveData
|image=MBHCieljA.png‎
|image=MBCCielThrow.png
|caption=
|caption=
|name=j.A
|name=Ground Throw
|linkname=j.A
|linkname=Ground Throw
|input=6/4A+D
|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|damage=300
|damage=1500
|reddamage=115
|reddamage=768
|proration=75% (O)
|proration=50%  
|circuit=1.4%  
|circuit=0.0%
|cancel=SE, N, SP, EX, J
|cancel=
|guard=LHA
|guard=U
|startup=6
|startup=3
|active=5
|active=1
|recovery=10
|recovery=20
|frameAdv=
|frameAdv=
|invuln=  
|invuln=
|description=This move is like C-moon's j.A... plus a knife. The reach is decently long (a bit longer than C-Moon's) but be careful, the knife part doesn't actually have a hitbox...  
|description=Standard ground throw. Untechable knockdown.
}}
}}
}}
}}


===== <span class="invisible-header">j.B</span> =====
===== <span class="invisible-header">Air Throw</span> =====
{{MoveData
{{MoveData
|image=MBHCieljB.png‎
|image=MBCCielThrowAir.png
|caption=
|caption=
|name=j.B
|name=Air Throw
|linkname=j.B
|linkname=Air Throw
|input=j.6/4A+D
|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|damage=700
|damage=1600 (Raw)/1300
|reddamage=480
|reddamage=511
|proration=90% (O)
|proration=30%  
|circuit=4.9%  
|circuit=0.0%
|cancel=N, SP, EX, J
|cancel=(Any if Raw)
|guard=HA
|guard=U
|startup=7
|startup=2
|active=6
|active=1
|recovery=
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}
|frameAdv=
|frameAdv=
|invuln=  
|invuln=
|description=Ciel thrusts the knife out diagonally, the hit box is like C-Moon's but at a lower angle. It has a pretty strong horizontal hit box so this is what you want for air-to-air.  
|description=Front-flip air throw. Ground bounces the opponent when done raw, causes an untechable knockdown and leaves you at a far distance as a combo ender.
}}
}}
}}
}}


===== <span class="invisible-header">j.C</span> =====
===== <span class="invisible-header">Shield Counter</span> =====
{{MoveData
{{MoveData
|image=Cciel_jc.png‎
|image=MBHCielSC.png
|image2=MBFCiel2B.png
|image3=MBHCielSCAir.png
|caption=
|caption=
|name=j.C
|name=Shield Counter
|linkname=j.C
|linkname=Shield Counter
|input=Auto after a successful Shield (Air OK)
|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|damage=1000
|version=Standing
|reddamage=480
|damage=500 (345)
|proration=90% (M)
|reddamage=198
|circuit=7.0%  
|proration=50%
|cancel=N, SP, EX, J
|circuit=3.5%
|guard=HA
|cancel=(SP), (EX), (J)
|startup=8
|guard=LHA
|startup=9
|active=4
|active=4
|recovery=
|recovery=18
|frameAdv=
|frameAdv=-4
|invuln=  
|invuln=  
|description=A downward angled kick. Hits pretty hard and it's great as a jump in. It also works well when the opponent is below you in air-to-air situations.  
|description=Same animation as 4C.
}}
}}
}}
==== Command Normals ====
===== <span class="invisible-header">3B</span> =====
{{MoveData
|image=Cciel_3b_1.png‎
|caption=
|name=3B
|linkname=3B
|data=
{{AttackData-MB  
{{AttackData-MB  
|damage=400*2 (709)
|header=no
|reddamage=(445)
|version=Crouching
|proration=80% (O)
|damage=1500 (1117)
|circuit=2.8%*2 (5.6%)
|reddamage=714
|cancel=N, SP, EX, (J)
|proration=50%
|guard=LH
|circuit=10.5%
|startup=11
|cancel=(SP), (EX)
|active=2 (8) 8
|guard=LA
|recovery=12
|startup=9
|frameAdv=-5
|active=4
|invuln=
|recovery=18
|description=This is a 2-hit handstand kick. It moves further than 2B and can be canceled into pretty much anything. This attack works very well in combos and staggers so use this move often.
|frameAdv=-4
}}
|invuln=  
|description=Same hitboxes as F-Moon's 2B.
}}
}}
===== <span class="invisible-header">4B</span> =====
{{MoveData
|image=Cciel_4b.png‎
|image2=MBCCiel4XB.png‎
|image3=MBCCiel4B236B.png‎
|caption=
|name=4B
|linkname=4B
|input=4[B]<br>(On Hit) 4B/[B]~236B
|data=
{{AttackData-MB  
{{AttackData-MB  
|version=4B
|header=no
|damage=600
|version=Aerial
|reddamage=384
|damage=500 (345)
|proration=100%
|reddamage=198
|circuit=4.2%
|proration=50%
|cancel=SP, (CH), EX
|circuit=3.5%
|guard=LH
|cancel=
|startup=11
|guard=HA
|active=2
|startup=9
|recovery=15
|active=4
|frameAdv=-2 (vs Stand.)<br>1 (vs Crouch.)
|recovery=
|invuln=Clash 4<br>Low 6-10
|frameAdv=
|description=The first hit is an axe kick that can be followed up with the 236B command throw if it hits the opponent. The 4B is now special cancelable even if it is blocked.
|invuln=  
}}
|description=Same animation as F-Moon's j.C.
{{AttackData-MB
}}
|header=no  
|version=4[B]
|damage=900
|reddamage=672
|proration=100%  
|circuit=4.2%
|cancel=SP, (CH), EX
|guard=H
|startup=26
|active=2
|recovery=15
|frameAdv=-2
|invuln=Clash 2-17<br>Low 8-25
|description=This is H-Ciel's standing overhead. This is special cancellable.  
}}
}}
===== <span class="invisible-header">Shield Bunker</span> =====
{{MoveData
|image=MBCCiel214D.png
|image2=MBHCiel214D.png
|caption=
|name=Shield Bunker
|linkname=Shield Bunker
|input=214D in neutral or blockstun
|data=
{{AttackData-MB  
{{AttackData-MB  
|header=no
|version=Neutral
|version=~236B
|damage=500
|damage=800 (1375/1675)
|reddamage=192
|reddamage=(1872/2160)
|proration=50%
|proration=100%  
|circuit=0.0%
|circuit=0.0%
|cancel=
|cancel=
|guard=U
|guard=LHA
|startup=0
|startup=26
|active=1
|active=2
|recovery=14
|recovery=21
|frameAdv=
|frameAdv=-5
|invuln=
|invuln=Clash 1-10
|description= The above will cancel into 236B for guaranteed knock down.
|description=
}}
}}
{{AttackData-MB
|header=no
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}
|damage=500
|reddamage=192
|proration=50%
|circuit=0.0%
|cancel=
|guard=LHA
|startup=8
|active=2
|recovery=21
|frameAdv=-5
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}
|description=A Shield Bunker with some good reach, similar to F-Moon's 236X.
}}
}}
===== <span class="invisible-header">4C</span> =====
{{MoveData
|image=Cciel_4c_1.png‎
|caption=
|name=4C
|linkname=4C
|data=
{{AttackData-MB  
{{AttackData-MB  
|damage=400, 500 (738)
|header=no
|reddamage=(483)
|version=Blockstun
|proration=70% (O)
|damage=0
|circuit=4.2%*2 (8.4%)
|reddamage=0
|cancel=N, SP, EX, (J)
|proration=100%
|guard=LH
|circuit=-100.0%  
|startup=10
|cancel=
|active={{Tooltip | text=7| hovertext=2, 5}}
|guard=LHA
|startup=19
|active=2
|recovery=23
|recovery=23
|frameAdv=-10
|frameAdv=-7
|invuln=Clash 12-16
|invuln=  
|description=An upward slash with her knife. Even though it is smaller than before, it still has a nice nice hitbox; 2 hits. The end of the move still has clash frames on it.  
|description=H-Moon specific reversal bunker.
}}
}}
}}
}}


===== <span class="invisible-header">j.2C</span> =====
===== <span class="invisible-header">Circuit Spark</span> =====
{{MoveData
{{MoveData
|image=Cciel_j2c.png‎
|image=MBCCielCSpark.png
|image2=Cciel_j2c_be.png
|image2=MBCCielCSparkAir.png
|name=Circuit Spark
|linkname=Circuit Spark
|input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun
|caption=
|caption=
|name=j.2C
|data=
|linkname=j.2C
{{AttackData-MB
|input=j.2[C]
|version=Ground
|data=  
|damage=100
|reddamage=0
|proration=100%
|circuit=removes all
|cancel=  
|guard=U
|startup=11
|active=10
|recovery=20
|frameAdv=
|invuln=Full 1-39
|description=
}}
{{AttackData-MB  
{{AttackData-MB  
|version=j.2C
|header=no
|damage=1000
|version=Air
|reddamage=480
|damage=100
|proration=70% (O)
|reddamage=0
|circuit=7.0%
|proration=100%
|cancel=
|circuit=removes all
|guard=LHA
|cancel=  
|startup=15
|guard=U
|startup=12
|active=10
|active=10
|recovery={{Tooltip | text=8| hovertext=Landing recovery.}}
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}
|frameAdv=8 (TK)
|frameAdv=
|invuln=
|invuln=Strike 1-30
|description=A downward lunging stab from the air. If you hit with this very low to the ground, you can combo into 2A.  
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.
}}
}}
}}
{{AttackData-MB
 
|header=no
 
|version=j.2[C]
=== Special Moves ===
|damage=1300
==== Grounded Specials ====
|reddamage=960
===== <span class="invisible-header">236X</span> =====
|proration=50% (O)
|circuit=10.5%
|cancel=SP, EX
|guard=HA
|startup=26
|active=10
|recovery={{Tooltip | text=7| hovertext=Landing recovery.}}
|frameAdv=10 (TK)
|invuln=
|description=This is like the normal version, but slower and an overhead. The hit box will last all the way to the ground, but there is not much of a hitbox on the Black Key so it is not fit for air to air at all. 
}}
}}
 
 
=== Universal Mechanics ===
===== <span class="invisible-header">Ground Throw</span> =====
{{MoveData
{{MoveData
|image=MBCCielThrow.png
|image=MBHCiel236A.png
|image2=MBHCiel236XA.png
|image3=MBHCiel236B.png
|image4=MBCCiel236C.png
|caption=
|caption=
|name=Ground Throw
|name=Halo Acolyte<br>(EX: Seventh Heaven)
|linkname=Ground Throw
|linkname=236X
|input=6/4A+D
|input=236A/[A]/B/C
|data=  
|data=
{{AttackData-MB  
{{AttackData-MB  
|damage=1500
|version=A
|reddamage=768
|damage=500
|proration=50%  
|reddamage=336
|circuit=0.0%
|proration=70%
|cancel=
|circuit=3.5%
|guard=U
|cancel=-EX-
|startup=3
|guard=LHA
|active=1
|startup=28
|recovery=20
|active=X
|frameAdv=
|recovery=29
|frameAdv=-1
|invuln=
|invuln=
|description=Standard ground throw. Untechable knockdown.
}}
}}
{{AttackData-MB
|header=no
|version=[A]
|damage=600*3 (1459)
|reddamage=(817)
|proration=80%
|circuit=2.8%*3 (8.4%)
|cancel=
|guard=LHA
|startup=33
|active=X
|recovery=28
|frameAdv=-3
|invuln=
|description=Jumps forward and throws a single key. May whiff depending on distance and if the opponent is crouching. Has an EX cancel right when she starts the throw. Holding back will throw the key at a steeper angle closer to you, the frame advantage of this on block depends on how tall the other character is and if they blocked crouching or standing, but it will be plus on block always. Half charging the key also makes Ciel throw the key later, gaining even more frame advantage. Normally it's not possible to combo on hit, but half-charging it will allow it.
Charging this makes her jump up and throw 3 keys spread out to cover a 90 degree area. Loses the cancel but it is worth using to set things to neutral or to bait out most things.
}}
}}
===== <span class="invisible-header">Air Throw</span> =====
{{MoveData
|image=MBCCielThrowAir.png
|caption=
|name=Air Throw
|linkname=Air Throw
|input=j.6/4A+D
|data=
{{AttackData-MB  
{{AttackData-MB  
|damage=1600 (Raw)/1300
|header=no
|reddamage=511
|version=B
|proration=30%  
|damage=400*3 (932)
|circuit=0.0%
|reddamage=(672)
|cancel=(Any if Raw)
|proration=70%
|guard=U
|circuit=2.1%*3 (6.3%)
|startup=2
|cancel=(N), SP, EX, (J)
|active=1
|guard=LHA
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}  
|startup=40
|frameAdv=
|active={{Tooltip | text=3| hovertext=1, 1, 1}}
|recovery=16
|frameAdv=1
|invuln=
|invuln=
|description=Front-flip air throw. Ground bounces the opponent when done raw, causes an untechable knockdown and leaves you at a far distance as a combo ender.
|description=Jumps forward then does a dive down like j.236B. Holding 4 or 6 will change the angle of the dive to closer or farther away. This move can cancel to anything on hit and specials on block. For some reason can only be shielded crouching.
}}
}}
{{AttackData-MB
|header=no
|version=EX
|damage=380*20, 300 (2902)
|reddamage=(2203)
|proration=50% (O)
|circuit=-100.0%
|cancel=
|guard=LHA
|startup=4+5/4+4
|active={{Tooltip | text=120| hovertext=3 (1) 3 (2) x9, 3 (1) 3 (6) 26}}
|recovery=12
|frameAdv=-20
|invuln=
|description= Known as EX hiero/halo. She does a jump to the back wall on superflash and slashes fill the whole screen, she will appear right behind the opponent on hit or block. Due to its fast startup, it can be used to punish slow moves or whiffed moves. This gets a knockdown if it hits, but due to adding so many hits it is recommended to not be used in long combos as it will give the opponent a ridiculous amount of meter.
 
Startup depends on whether Ciel has priority. If Ciel has priority, it's active on f9, and if the other character has priority, it's active on f8. Whenever a character blocks or gets hit, they lose priority. P1 begins the round with priority.
}}
}}
}}


===== <span class="invisible-header">Shield Counter</span> =====
===== <span class="invisible-header">623X</span> =====
{{MoveData
{{MoveData
|image=MBHCielSC.png
|image=MBHCiel623A.png
|image2=MBFCiel2B.png
|image2=MBHCiel623B.png
|image3=MBHCielSCAir.png
|image3=MBHCiel623C.png
|caption=
|image4=MBHCiel623XC.png
|name=Shield Counter
|name=Blade Sinker
|linkname=Shield Counter
|linkname=623X
|input=Auto after a successful Shield (Air OK)
|input=623A/B/C/[C]
|caption=
|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|version=Standing
|version=A
|damage=500 (345)
|damage=500*2 (984)
|reddamage=198
|reddamage=(756)
|proration=50%
|proration=100%
|circuit=3.5%
|circuit=3.5%*2 (7.0%)
|cancel=(SP), (EX), (J)
|cancel=-EX-
|guard=LHA
|guard=LH
|startup=9
|startup=15
|active=4
|active={{Tooltip | text=10| hovertext=5, 5}}
|recovery=18
|recovery=15
|frameAdv=-4
|frameAdv=-6
|invuln=  
|invuln=
|description=Same animation as 4C.
|description=Ciel does a dashing key thrust. Hits 2 times but doesn't knockdown or launch opponent. However this move can be EX canceled.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|header=no
|version=Crouching
|version=B
|damage=1500 (1117)
|damage=500*2 (721)
|reddamage=714
|reddamage=(547)
|proration=50%
|proration=50% (O)
|circuit=10.5%
|circuit=3.5%*2 (7.0%)
|cancel=(SP), (EX)
|cancel=-EX-
|guard=LA
|guard=LH
|startup=9
|startup=14
|active=4
|active={{Tooltip | text=12| hovertext=4, 4, 4 (2 Hits)}}
|recovery=18
|recovery=14
|frameAdv=-4
|frameAdv=-7 ~ -1 (vs Stand.)<br> -5 ~ 3 (vs Crouch.)
|invuln=  
|invuln=
|description=Same hitboxes as F-Moon's 2B.
|description=Hopping version. Safe on block if spaced and launches on hit. On hit it can be canceled into air normals, air commands and jump. On block it can only be canceled into EX air commands. The first hitbox whiffs on most crouchers, making the frame advantage -5 point blank, +1 at mid distance and +3 at maximum distances.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|header=no
|version=Aerial
|version=EX
|damage=500 (345)
|damage=800*2, 1200 (2700)
|reddamage=198
|reddamage=(2130)
|proration=50%
|proration=100%  
|circuit=3.5%
|circuit=-100.0%
|cancel=
|cancel=
|guard=HA
|guard=LH
|startup=9
|startup=1+11
|active=4
|active={{Tooltip | text=9| hovertext=3, 3, 3}}
|recovery=
|recovery=26
|frameAdv=
|frameAdv=-11
|invuln=  
|invuln=Full 1
|description=Same animation as F-Moon's j.C.
|description=
}}
}}
}}
===== <span class="invisible-header">Shield Bunker</span> =====
{{MoveData
|image=MBCCiel214D.png
|image2=MBHCiel214D.png
|caption=
|name=Shield Bunker
|linkname=Shield Bunker
|input=214D in neutral or blockstun
|data=
{{AttackData-MB  
{{AttackData-MB  
|version=Neutral
|header=no
|damage=500
|version=[EX] (2nd Flash)
|reddamage=192
|damage=1200*3 (3487)
|proration=50%
|reddamage=(2716)
|circuit=0.0%
|proration=100%  
|circuit=-100.0%
|cancel=
|cancel=
|guard=LHA
|guard=LH
|startup=26
|startup=1+29
|active=2
|active={{Tooltip | text=9| hovertext=3, 3, 3}}
|recovery=21
|recovery=27
|frameAdv=-5
|frameAdv=-11
|invuln=Clash 1-10
|invuln=Full 1
|description=
|description=
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|header=no
|version={{Tooltip | text=(Clash)| hovertext=If an attack connects with this Shield Bunker's clash box, this is the followup that happens afterwards.}}
|version=[EX] (3rd Flash)<br>(Close)
|damage=500
|damage=1000*3 (2675)<br>1200*2, 1000 (3299)
|reddamage=192
|reddamage=(2055)<br>(2500)
|proration=50%
|proration=100%  
|circuit=0.0%
|circuit=-100.0%
|cancel=
|cancel=
|guard=LHA
|guard=U
|startup=8
|startup=1+50
|active=2
|active={{Tooltip | text=1 (1) 9| hovertext=1 (1) 3, 3, 3}}
|recovery=21
|recovery=26
|frameAdv=-5
|frameAdv=
|invuln={{Tooltip | text=Strike 1-7| hovertext=1-15 Strike invicibility on whiff.}}
|invuln=Full 1
|description=A Shield Bunker with some good reach, similar to F-Moon's 236X.
|description=Ciel lunges forward at lightning speed. Can be charged 3 times to build damage.<br>
}}
Charging until after the 2nd flash does the most damage but it's still blockable. If charged until after the 3rd flash, it becomes unblockable and goes into more damage if the first hitbox connects.
{{AttackData-MB
|header=no
|version=Blockstun
|damage=0
|reddamage=0
|proration=100%
|circuit=-100.0%
|cancel=
|guard=LHA
|startup=19
|active=2
|recovery=23
|frameAdv=-7
|invuln=  
|description=H-Moon specific reversal bunker.
}}
}}
}}
}}


===== <span class="invisible-header">Circuit Spark</span> =====
===== <span class="invisible-header">214X</span> =====
{{MoveData
{{MoveData
|image=MBCCielCSpark.png
|image=Cciel_blackkeys_tree.png
|image2=MBCCielCSparkAir.png
|image2=MBCCiel214AB.png
|name=Circuit Spark
|image3=MBCCiel214B4X.png
|linkname=Circuit Spark
|image4=MBCCiel214B4X4X.png
|input=In Heat:<br>Auto during hitstun<br>A+B+C during blockstun
|image5=MBCCiel214B4X4A4BC.png
|caption=
|image6=MBCCiel214C.png
|name=Black Key Throw<br>(EX: Black Key - Long Verse)
|linkname=214X
|input=214A/B/C
|caption=(B variation tree)
|data=  
|data=  
{{AttackData-MB
{{AttackData-MB  
|version=Ground
|version=A
|damage=100
|damage=600
|reddamage=0
|reddamage=480
|proration=100%
|proration=80% (O)
|circuit=removes all
|circuit=3.5%
|cancel=  
|cancel=
|guard=U
|guard=LHA
|startup=11
|startup=12
|active=10
|active=X
|recovery=20
|recovery=31
|frameAdv=
|frameAdv=-6
|invuln=Full 1-39
|invuln=
|description=
|description=* Ciel throws black keys horizontally across the screen.
 
On hit, the opponent will be launched but can not be capitalized in damage unless you used it at a relatively far range where you can do 236C right after. On block at close ranges you will be safe if you block.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|header=no
|version=Air
|version=B
|damage=100
|damage=500
|reddamage=0
|reddamage=336
|proration=100%
|proration=100%
|circuit=removes all
|circuit=3.5%
|cancel=  
|cancel=-CH-
|guard=U
|guard=LHA
|startup=12
|startup=12
|active=10
|active=X
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}
|recovery=33
|frameAdv=
|frameAdv=-11
|invuln=Strike 1-30
|invuln=
|description=Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.
|description=
}}
}}
}}
{{AttackData-MB
 
|header=no
 
|version=~4A
=== Special Moves ===
|damage=500*2 (984)
==== Grounded Specials ====
|reddamage=(661)
===== <span class="invisible-header">236X</span> =====
|proration=100%
{{MoveData
|circuit=3.5%*2 (7.0%)
|image=MBHCiel236A.png
|cancel=-CH-
|image2=MBHCiel236XA.png
|image3=MBHCiel236B.png
|image4=MBCCiel236C.png
|caption=
|name=Halo Acolyte<br>(EX: Seventh Heaven)
|linkname=236X
|input=236A/[A]/B/C
|data=
{{AttackData-MB
|version=A
|damage=500
|reddamage=336
|proration=70%
|circuit=3.5%
|cancel=-EX-
|guard=LHA
|guard=LHA
|startup=28
|startup=14
|active=X
|active=X
|recovery=29
|recovery=36
|frameAdv=-1
|frameAdv=-12
|invuln=
|invuln=
|description=
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|header=no
|version=[A]
|version=~4B/C
|damage=600*3 (1459)
|damage=500*2 (984)
|reddamage=(817)
|reddamage=(661)
|proration=80%
|proration=100%
|circuit=2.8%*3 (8.4%)
|circuit=3.5%*2 (7.0%)
|cancel=
|cancel=-CH-
|guard=LHA
|guard=LHA
|startup=33
|startup=18
|active=X
|active=X
|recovery=28
|recovery=44
|frameAdv=-3
|frameAdv=-22
|invuln=
|invuln=
|description=Jumps forward and throws a single key. May whiff depending on distance and if the opponent is crouching. Has an EX cancel right when she starts the throw.
|description=
 
Charging this makes her jump up and throw 3 keys spread out to cover a 90 degree area. Loses the cancel but it is worth using to set things to neutral or to bait out most things.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|header=no
|version=B
|version=~4X~4A
|damage=400*3 (932)
|damage=500*4 (1905)
|reddamage=(672)
|reddamage=(1280)
|proration=70%
|proration=100%
|circuit=2.1%*3 (6.3%)
|circuit=3.5%*4 (14.0%)
|cancel=(N), SP, EX, (J)
|cancel=-CH-
|guard=LHA
|guard=LHA
|startup=40
|startup=38
|active={{Tooltip | text=3| hovertext=1, 1, 1}}
|active=X
|recovery=16
|recovery=38
|frameAdv=1
|frameAdv=-13
|invuln=
|invuln=
|description=Jumps forward then does a dive down like j.236B. Holding forward, back, or neutral will influence the trajectory and distance travelled. This move can cancel to anything on hit and specials on block. Quite slow but does well in blockstrings if respected.
|description=
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|header=no
|version=EX
|version=~4X~4B/C
|damage=380*20, 300 (2902)
|damage=500*3 (802)
|reddamage=(2203)
|reddamage=(513)
|proration=50% (O)
|proration=100%
|circuit=-100.0%
|circuit=1.4%*3 (4.2%)
|cancel=N/A
|guard=LHA
|startup=15
|active=X
|recovery=40
|frameAdv=-18
|invuln=
|description=
}}
{{AttackData-MB
|header=no
|version=~4X~4A~4B/C (Kick)
|damage=350
|reddamage=
|proration=100%
|circuit=0.0%
|cancel=
|cancel=
|guard=LHA
|guard=LHA
|startup=4+5
|startup=20
|active={{Tooltip | text=120| hovertext=3 (1) 3 (2) x9, 3 (1) 3 (6) 26}}
|active=2
|recovery=12
|recovery=12
|frameAdv=-20
|frameAdv=4
|invuln=
|invuln=
|description= Known as EX hiero/halo. She does a jump to the back wall on superflash and slashes fill the whole screen, she will appear right behind the opponent on hit or block. Due to its fast startup, it can be used to punish slow moves or whiffed moves. This gets a knockdown if it hits, but due to adding so many hits it is recommended to not be used in long combos as it will give the opponent a ridiculous amount of meter.
|description=
}}
}}
}}
{{AttackData-MB
 
|header=no
===== <span class="invisible-header">623X</span> =====
|version=~4X~4A~4B/C (Projectile)
{{MoveData
|damage=450
|image=MBHCiel623A.png
|reddamage=
|image2=MBHCiel623B.png
|image3=MBHCiel623C.png
|image4=MBHCiel623XC.png
|name=Blade Sinker
|linkname=623X
|input=623A/B/C/[C]
|caption=
|data=
{{AttackData-MB
|version=A
|damage=500*2 (984)
|reddamage=(756)
|proration=100%
|proration=100%
|circuit=3.5%*2 (7.0%)
|circuit=4.05%
|cancel=-EX-
|cancel=
|guard=LH
|guard=LHA
|startup=15
|startup=20
|active={{Tooltip | text=10| hovertext=5, 5}}
|active=14
|recovery=15
|recovery=0
|frameAdv=-6
|frameAdv=11
|invuln=
|invuln=
|description=* Ciel does a dashing key thrust.  
|description=After the initial throw she can go into a flow chart of different variations of key throwing. In part 2, 4A or 4B may be used. 4A will make her throw a key forward with another key a lot higher at the same time. 4B will throw 2 keys just straight forward. In part 3, 4A or 4B may be used again. This time 4A will be a lot slower but does the same thing as part with 2 more keys in between the gap. 4B will make her throw 3 keys straight forward really fast instead. And if you used 4A in part 3, there is a 4B followup after it where she does a jump spin kick key throw.
 
Hits 2 times but doesn't knockdown or launch opponent. However this move can be EX canceled.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|header=no
|version=B
|version=EX
|damage=500*2 (721)
|damage=230*22, 400 (3431)
|reddamage=(547)
|reddamage=(2704)
|proration=50% (O)
|proration=100%  
|circuit=3.5%*2 (7.0%)
|circuit=-100.0%
|cancel=-EX-
|cancel=
|guard=LH
|guard=LHA
|startup=14
|startup=1+8
|active={{Tooltip | text=12| hovertext=4, 4, 4 (2 Hits)}}
|active=X
|recovery=14
|recovery=207
|frameAdv=-7 ~ -1
|frameAdv=-12
|invuln=
|invuln=Full 1-10
|description=Hopping version. Safe on block if spaced and launches on hit.
|description=Does a backdash before throwing keys which will leave her safe if the opponent is on the ground. Decent if used sometimes since it just puts both players in neutral game if blocked. Be careful when using this as if it is whiffed then the opponent is allowed to do their most damaging combos on you free.
}}
}}
}}
===== <span class="invisible-header">22X</span> =====
{{MoveData
|image=MBCCiel22A.png
|image2=MBCCiel22B.png
|image3=MBCCiel22C.png
|name=Ciel Somersault
|linkname=22X
|input=22A/B/C
|caption=
|data=
{{AttackData-MB  
{{AttackData-MB  
|header=no
|version=A
|version=EX
|damage=1000/1200
|damage=800*2, 1200 (2700)
|reddamage=384/480
|reddamage=(2130)
|proration=70% (O)
|proration=100%  
|circuit=7.0%
|circuit=-100.0%
|cancel=-EX-
|cancel=
|guard=LH
|guard=LH
|startup=1+11
|startup=4
|active={{Tooltip | text=9| hovertext=3, 3, 3}}
|active={{Tooltip | text=2 (2) 3| hovertext=Single hit.}}
|recovery=26
|recovery=35
|frameAdv=-11
|frameAdv=-27/-23
|invuln=Full 1
|invuln=High 1-3
|description=
|description=* Ciel does a somersault. These are all air unblockable.
 
Doesn't go very high but is fast and has an EX cancel at the end. Has upper body invincibility.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|header=no
|version=[EX] (2nd Flash)
|version=B
|damage=1200*3 (3487)
|damage=1000, 800 (1682)
|reddamage=(2716)
|reddamage=(903)
|proration=100%  
|proration=70% (O)
|circuit=-100.0%
|circuit=5.6%, 4.2% (9.8%)
|cancel=
|cancel=
|guard=LH
|guard=H<br>(Whiffs vs Crouch.)
|startup=1+29
|startup=8
|active={{Tooltip | text=9| hovertext=3, 3, 3}}
|active={{Tooltip | text=5| hovertext=1, 4}}
|recovery=27
|recovery=41
|frameAdv=-11
|frameAdv=-30
|invuln=Full 1
|invuln=Full 1-8
|description=
|description=Does 2 hits and goes higher than A version but whiffs crouchers point blank. Has some invincibility startup.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|header=no
|version=[EX] (3rd Flash)<br>(Close)
|version=EX
|damage=1000*3 (2675)<br>1200*2, 1000 (3299)
|damage=800, 500*2, 500, 600*2 (3112)
|reddamage=(2055)<br>(2500)
|reddamage=(2001)
|proration=100%  
|proration=100%  
|circuit=-100.0%
|circuit=-100.0%
|cancel=
|cancel=
|guard=U
|guard=LH
|startup=1+50
|startup=2+0
|active={{Tooltip | text=1 (1) 9| hovertext=1 (1) 3, 3, 3}}
|active={{Tooltip | text=2 (2) 2 (12) 2 (2) 2| hovertext=2 (2) 1, 1 (12) 2 (2) 1, 1}}
|recovery=26
|recovery=44
|frameAdv=
|frameAdv=-30
|invuln=Full 1
|invuln=Full 1-7
|description=Unlike Crescent and Full, this is her old MBAC EX version. Not as fast as her other moons make this move not worth using.
|description=Does 2 somersaults in succession. Her best reversal for being fast, having invincibility startup, input can not be crossed up, and hits crouchers.
 
Charging until after the 2nd flash does the most damage but it's still blockable.
If charged until after the 3rd flash, it becomes unblockable and goes into more damage if the first hitbox connects.
}}
}}
}}
}}


===== <span class="invisible-header">214X</span> =====
===== <span class="invisible-header">63214X</span> =====
{{MoveData
{{MoveData
|image=Cciel_blackkeys_tree.png
|image=MBHCiel63214A.png
|image2=MBCCiel214AB.png
|image2=MBHCiel63214B.png
|image3=MBCCiel214B4X.png
|image3=MBHCiel63214C.png
|image4=MBCCiel214B4X4X.png
|name=Pinion Halo
|image5=MBCCiel214B4X4A4BC.png
|linkname=63214X
|image6=MBCCiel214C.png
|input=63214A/B/C (No EX)
|name=Black Key Throw<br>(EX: Black Key - Long Verse)
|caption=
|linkname=214X
|input=214A/B/C
|caption=(B variation tree)
|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|version=A
|version=A
|damage=600
|damage=1000
|reddamage=480
|reddamage=480
|proration=80% (O)
|proration=55%  
|circuit=3.5%  
|circuit=7.0%
|cancel=
|cancel=(N), (SP), (EX), (J)
|guard=LHA
|guard=HA
|startup=12
|startup=31
|active=X
|active=3
|recovery=31
|recovery=14
|frameAdv=-6
|frameAdv=-5
|invuln=
|invuln=
|description=* Ciel throws black keys horizontally across the screen.  
|description=* Ciel does a flip forward or back depending on which version then does a move.  


On hit, the opponent will be launched but can not be capitalized in damage unless you used it at a relatively far range where you can do 236C right after. On block at close ranges you will be safe if you block.
Flips low forward and does j.C. This move is an overhead. When using this move during blockstrings and it hits, make sure you keep track of what moves you have used since this move cancels into anything on hit as soon as you land, making it count as part of the string instead of resetting it causing her not to be able to use the ones before going into this. (ie. 2A 2B 3B 63214A hit, can not use 2A/2B/3B after)
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|header=no
|version=B
|version=B
|damage=500
|damage=400*3 (932)
|reddamage=336
|reddamage=(672)
|proration=100%
|proration=70%  
|circuit=3.5%
|circuit=2.1*3 (6.3%)
|cancel=-CH-
|cancel=
|guard=LHA
|guard=LH
|startup=12
|startup=21
|active=X
|active={{Tooltip | text=6| hovertext=2, 2, 2}}
|recovery=33
|recovery=16
|frameAdv=-11
|frameAdv=0
|invuln=
|invuln=
|description=
|description=Flips back and does j.236B. Unlike (j.)236B, it can not cancel into anything on hit. Though it does not cancel, if the 3rd hit hits then you can link 2C after it.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|header=no
|version=~4A
|version=C
|damage=500*2 (984)
|damage=1500
|reddamage=(661)
|reddamage=960
|proration=100%
|proration=80%  
|circuit=3.5%*2 (7.0%)
|circuit=10.5%
|cancel=-CH-
|cancel=
|guard=LHA
|guard=HA
|startup=14
|startup=31
|active=X
|active=8
|recovery=36
|recovery=4
|frameAdv=-12
|frameAdv=4
|invuln=
|invuln=
|description=
|description=Flips high forward and does j.2C. Advantageous on block, hits overhead, and on hit can link into 5A or 2A. Can only be confirmed into a combo if it hits crouchers or on counter hit.
}}
}}
{{AttackData-MB
|header=no
|version=~4B/C
|damage=500*2 (984)
|reddamage=(661)
|proration=100%
|circuit=3.5%*2 (7.0%)
|cancel=-CH-
|guard=LHA
|startup=18
|active=X
|recovery=44
|frameAdv=-22
|invuln=
|description=
}}
}}
==== Aerial Specials ====
===== <span class="invisible-header">j.236X</span> =====
{{MoveData
|image=MBCCielj236AB.png
|image2=MBCCielj236C.png
|name=Halo (Air)
|linkname=j.236X
|input=j.236A/B/C
|caption=
|data=
{{AttackData-MB  
{{AttackData-MB  
|header=no
|version=A
|version=~4X~4A
|damage=
|damage=500*4 (1905)
|reddamage=
|reddamage=(1280)
|proration=
|proration=100%
|circuit=
|circuit=3.5%*4 (14.0%)
|cancel=-EX-
|cancel=-CH-
|guard=
|guard=LHA
|startup=12
|startup=38
|active=X
|active=X
|recovery=38
|recovery={{Tooltip | text=10| hovertext=Landing recovery.}}
|frameAdv=-13
|frameAdv=
|invuln=
|invuln=High<br>(Recovery 1-10)
|description=
|description=Ciel dives downward at a 30 degree angle. This move does not do damage at all. It is a fastfall.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|header=no
|version=~4X~4B/C
|version=B
|damage=500*3 (802)
|damage=400*3 (1162)
|reddamage=(513)
|reddamage=(747)
|proration=100%
|proration=100%
|circuit=1.4%*3 (4.2%)
|circuit=2.1%*3 (6.3%)
|cancel=N/A
|cancel=(N), (SP), (EX), (J)
|guard=LHA
|guard=LHA
|startup=15
|startup={{Tooltip | text=10 ~ X| hovertext=Minimum startup time.&#010;Height dependent, active frames start on landing.}}
|active=X
|active={{Tooltip | text=6| hovertext=2, 2, 2}}
|recovery=40
|recovery=17
|frameAdv=-18
|frameAdv=-5 ~ -1
|invuln=
|invuln=
|description=
|description=Ciel dives downward at a 50 degree angle. It does 3 hits and can cancel any hit to anything on hit. Inputting 4 or 6 will change the angle of the dive to closer or farther away.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|header=no
|version=~4X~4A~4B/C (Kick)
|version=EX
|damage=350
|damage=500*3 (1452)
|reddamage=
|reddamage=(1024)
|proration=100%
|proration=100% (2), 50% (O)
|circuit=0.0%
|circuit=-100.0%
|cancel=
|cancel=(SP), (EX), (J)
|guard=LHA
|guard=LHA
|startup=20
|startup={{Tooltip | text=3+4 ~ 3+X| hovertext=Minimum startup time.&#010;Height dependent, active frames start on landing.}}
|active=2
|active={{Tooltip | text=6| hovertext=2, 2, 2}}
|recovery=12
|recovery=17
|frameAdv=4
|frameAdv=-4
|invuln=
|invuln=Full 1-6
|description=
|description=Looks exactly the same as the B version but will launch on the 3rd hit. On hit it can be cancelled at any point into a command special or EX special, can only be jump cancelled in the 3rd hit.
}}
}}
}}
===== <span class="invisible-header">j.214X</span> =====
{{MoveData
|image=MBHCielj214AB.png
|image2=MBCCielj214B4BB.png
|image3=MBCCielj214C.png
|name=Aerial Black Key Throw<br>(B: Black Key - Conviction First/Second/Third Sign)<br>(EX: Black Key - Burial)
|linkname=j.214X
|input=j.214A/B/C<br>(j.214B~4B~4B)
|caption=
|data=
{{AttackData-MB  
{{AttackData-MB  
|header=no
|version=A
|version=~4X~4A~4B/C (Projectile)
|damage=500
|damage=450
|reddamage=336
|reddamage=
|proration=70%  
|proration=100%
|circuit=3.5%
|circuit=4.05%
|cancel=-EX-, (J)
|cancel=
|guard=LHA
|guard=LHA
|startup=20
|startup=11
|active=14
|active=X
|recovery=0
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}
|frameAdv=11
|frameAdv=-7 (TK)
|invuln=
|invuln=
|description=After the initial throw she can go into a flow chart of different variations of key throwing. In part 2, 4A or 4B may be used. 4A will make her throw a key forward with another key a lot higher at the same time. 4B will throw 2 keys just straight forward. In part 3, 4A or 4B may be used again. This time 4A will be a lot slower but does the same thing as part with 2 more keys in between the gap. 4B will make her throw 3 keys straight forward really fast instead. And if you used 4A in part 3, there is a 4B followup after it where she does a jump spin kick key throw.
|description=* Ciel throws black keys down at a 45 degree angle. All versions stop momentum.
 
Can jump or special cancel the recovery. Very useful for certain blockstrings to stay on the opponent.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|header=no
|version=EX
|version=B
|damage=230*22, 400 (3431)
|damage=500
|reddamage=(2704)
|reddamage=336
|proration=100%  
|proration=100%
|circuit=-100.0%
|circuit=3.5%
|cancel=
|cancel=-CH-
|guard=LHA
|guard=LHA
|startup=1+8
|startup=15
|active=X
|active=X
|recovery=207
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}
|frameAdv=-12
|frameAdv=-8 (TK)
|invuln=Full 1-10
|invuln=
|description=Does a backdash before throwing keys which will leave her safe if the opponent is on the ground. Decent if used sometimes since it just puts both players in neutral game if blocked. Be careful when using this as if it is whiffed then the opponent is allowed to do their most damaging combos on you free.
|description=
}}
{{AttackData-MB
|header=no
|version=~4B
|damage=500
|reddamage=336
|proration=100%
|circuit=3.5%
|cancel=-CH-
|guard=LHA
|startup=4
|active=X
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}
|frameAdv=
|invuln=
|description=
}}
}}
}}
===== <span class="invisible-header">22X</span> =====
{{MoveData
|image=MBCCiel22A.png
|image2=MBCCiel22B.png
|image3=MBCCiel22C.png
|name=Ciel Somersault
|linkname=22X
|input=22A/B/C
|caption=
|data=
{{AttackData-MB  
{{AttackData-MB  
|version=A
|header=no
|damage=1000/1200
|version=~4B (2)
|reddamage=384/480
|damage=500*4
|proration=70% (O)
|reddamage=376*4
|circuit=7.0%
|proration=100%  
|cancel=-EX-
|circuit=3.5%*4 (14.0%)
|guard=LH
|cancel=
|startup=4
|guard=LHA
|active={{Tooltip | text=2 (2) 3| hovertext=Single hit.}}
|startup=13
|recovery=35
|active=X
|frameAdv=-27/-23
|recovery={{Tooltip | text=18| hovertext=Landing recovery.}}
|invuln=High 1-3
|frameAdv=
|description=* Ciel does a somersault. These are all air unblockable.  
|invuln=
 
|description=Has a 4B follow-up to throw a 2nd key. Also has a 4BB follow-up part that throws 3 extra keys. You may delay any part of it. No movement until landing after this move.
Doesn't go very high but is fast and has an EX cancel at the end. Has upper body invincibility.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|header=no
|version=B
|version=EX
|damage=1000, 800 (1682)
|damage=300*18 (~4200)
|reddamage=(903)
|reddamage=(~3400)
|proration=70% (O)
|circuit=5.6%, 4.2% (9.8%)
|cancel=
|guard=H<br>(Whiffs vs Crouch.)
|startup=8
|active={{Tooltip | text=5| hovertext=1, 4}}
|recovery=41
|frameAdv=-30
|invuln=Full 1-8
|description=Does 2 hits and goes higher than A version but whiffs crouchers point blank. Has some invincibility startup.
}}
{{AttackData-MB
|header=no
|version=EX
|damage=800, 500*2, 500, 600*2 (3112)
|reddamage=(2001)
|proration=100%  
|proration=100%  
|circuit=-100.0%
|circuit=-100.0%
|cancel=
|cancel=
|guard=LH
|guard=LHA
|startup=2+0
|startup=1+16
|active={{Tooltip | text=2 (2) 2 (12) 2 (2) 2| hovertext=2 (2) 1, 1 (12) 2 (2) 1, 1}}
|active=X
|recovery=44
|recovery=119
|frameAdv=-30
|frameAdv=
|invuln=Full 1-7
|invuln=
|description=Does 2 somersaults in succession. Her best reversal for being fast, having invincibility startup, input can not be crossed up, and hits crouchers.
|description=She throws 6 keys seperately in succession then 12 keys altogether for the last throw. Any movement can be used after this move.
}}
}}
}}
}}


===== <span class="invisible-header">63214X</span> =====
===== <span class="invisible-header">j.22X</span> =====
{{MoveData
{{MoveData
|image=MBHCiel63214A.png
|image=MBCCielj22A.png
|image2=MBHCiel63214B.png
|image2=MBCCielj22B.png
|image3=MBHCiel63214C.png
|image3=MBCCielj22C.png
|name=Pinion Halo
|name=Ciel Somersault (Air)
|linkname=63214X
|linkname=j.22X
|input=63214A/B/C (No EX)
|input=j.22A/B/C
|caption=
|caption=
|data=  
|data=  
Line 1,419: Line 1,314:
|version=A
|version=A
|damage=1000
|damage=1000
|reddamage=480
|reddamage=192
|proration=55%  
|proration=100% (O)
|circuit=7.0%
|circuit=7.0%
|cancel=(N), (SP), (EX), (J)
|cancel=(J)
|guard=HA
|guard=LHA
|startup=31
|startup=6
|active=3
|active=2
|recovery=14
|recovery={{Tooltip | text=10| hovertext=Landing recovery.}}
|frameAdv=-5
|frameAdv=-25 (TK)
|invuln=
|invuln=
|description=* Ciel does a flip forward or back depending on which version then does a move.  
|description=* Ciel does a somersault in the air.  


Flips low forward and does j.C. This move is an overhead. When using this move during blockstrings and it hits, make sure you keep track of what moves you have used since this move cancels into anything on hit as soon as you land, making it count as part of the string instead of resetting it causing her not to be able to use the ones before going into this. (ie. 2A 2B 3B 63214A hit, can not use 2A/2B/3B after)
Has a jump cancel on the recovery if it hits.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|header=no
|version=B
|version=B
|damage=400*3 (932)
|damage=600*2 (1111)
|reddamage=(672)
|reddamage=(355)
|proration=70%  
|proration=100%  
|circuit=2.1*3 (6.3%)
|circuit=4.2%*2 (8.4%)
|cancel=
|cancel=EX, (J)
|guard=LH
|guard=LHA
|startup=21
|startup=6
|active={{Tooltip | text=6| hovertext=2, 2, 2}}
|active={{Tooltip | text=2| hovertext=1,1}}
|recovery=16
|recovery={{Tooltip | text=10| hovertext=Landing recovery.}}
|frameAdv=0
|frameAdv=-30 (TK)
|invuln=
|invuln=
|description=Flips back and does j.236B. Unlike (j.)236B, it can not cancel into anything on hit. Though it does not cancel, if the 3rd hit hits then you can link 2C after it.
|description=2 hits and also has the jump cancel on recovery if it hits. Often used in combos.
}}
}}
{{AttackData-MB  
{{AttackData-MB  
|header=no
|header=no
|version=C
|version=EX
|damage=1500
|damage=500*3, 400*3, 350*3 (3149)
|reddamage=960
|reddamage=(1400)
|proration=80%  
|proration=100%  
|circuit=10.5%
|circuit=-100.0%
|cancel=
|cancel=
|guard=HA
|guard=LHA
|startup=31
|startup=1+0
|active=8
|active={{Tooltip | text=39| hovertext=1 (1) 1,1 (9) 1 (1) 1,1 (9) 1 (1) 1,1}}
|recovery=4
|recovery={{Tooltip | text=10| hovertext=Landing recovery.}}
|frameAdv=4
|frameAdv=-54 (TK)
|invuln=
|invuln=Full 1-2, 15, 28<br>(Full dur. Landing 9-10)
|description=Flips high forward and does j.2C. Advantageous on block, hits overhead, and on hit can link into 5A or 2A.
|description= 3 somersaults are done. Not used for anything except killing the opponent if they are left with some health that airthrow will not kill them.
}}
}}
}}
}}


==== Aerial Specials ====
=== Arc Drive ===
===== <span class="invisible-header">j.236X</span> =====
{{MoveData
{{MoveData
|image=MBCCielj236AB.png
|image=MBCCielAD.png‎
|image2=MBCCielj236C.png
|name=Halo (Air)
|linkname=j.236X
|input=j.236A/B/C
|caption=
|caption=
|name=Seventh Holy Scripture
|linkname=Arc Drive
|input=41236C during Heat
|data=  
|data=  
{{AttackData-MB  
{{AttackData-MB  
|version=A
|damage=700*9, 2200 (3706)
|damage=
|reddamage=(4885)
|reddamage=
|proration=50%  
|proration=
|circuit=removes all
|circuit=
|cancel=
|cancel=-EX-
|guard=LH
|guard=
|startup=3+3
|startup=12
|active=26
|active=X
|recovery=40
|recovery={{Tooltip | text=10| hovertext=Landing recovery.}}
|frameAdv=-24
|frameAdv=
|invuln=Full 1-3, 31-32<br>Super Armor ?~?
|invuln=High<br>(Recovery 1-10)
|description=Ciel's Arc Drive. Opponent will be knockdown on hit.
|description=Ciel dives downward at a 30 degree angle. This move does not do damage at all. It is a fastfall.
}}
}}
{{AttackData-MB
|header=no
|version=B
|damage=400*3 (1162)
|reddamage=(747)
|proration=100%
|circuit=2.1%*3 (6.3%)
|cancel=(N), (SP), (EX), (J)
|guard=LHA
|startup={{Tooltip | text=10 ~ X| hovertext=Minimum startup time.&#010;Height dependent, active frames start on landing.}}
|active={{Tooltip | text=6| hovertext=2, 2, 2}}
|recovery=17
|frameAdv=-5 ~ -1
|invuln=
|description=Ciel dives downward at a 50 degree angle. It does 3 hits and can cancel any hit to anything on hit.
}}
{{AttackData-MB
|header=no
|version=EX
|damage=500*3 (1452)
|reddamage=(1024)
|proration=100% (2), 50% (O)
|circuit=-100.0%
|cancel=(SP), (EX), (J)
|guard=LHA
|startup={{Tooltip | text=3+4 ~ 3+X| hovertext=Minimum startup time.&#010;Height dependent, active frames start on landing.}}
|active={{Tooltip | text=6| hovertext=2, 2, 2}}
|recovery=17
|frameAdv=-4
|invuln=Full 1-6
|description=Looks exactly the same as the B version but will launch on the 3rd hit. It can be EX canceled on hit.
}}
}}
}}


===== <span class="invisible-header">j.214X</span> =====
{{MoveData
|image=MBHCielj214AB.png
|image2=MBCCielj214B4BB.png
|image3=MBCCielj214C.png
|name=Aerial Black Key Throw<br>(B: Black Key - Conviction First/Second/Third Sign)<br>(EX: Black Key - Burial)
|linkname=j.214X
|input=j.214A/B/C<br>(j.214B~4B~4B)
|caption=
|data=
{{AttackData-MB
|version=A
|damage=500
|reddamage=336
|proration=70%
|circuit=3.5%
|cancel=-EX-, (J)
|guard=LHA
|startup=11
|active=X
|recovery={{Tooltip | text=12| hovertext=Landing recovery.}}
|frameAdv=-7 (TK)
|invuln=
|description=* Ciel throws black keys down at a 45 degree angle. All versions stop momentum.


Can jump cancel the recovery. Very useful for certain blockstrings to stay on the opponent.
== General Gameplan ==
}}
H-Ciel shares a lot of simmilarities with her C moon counterpart, she is a character with great neutral tools that can '''force your opponents to approach you with her pestering projectiles''' and a full screen EX punisher with 236C, dictating the pace of neutral; '''then exploit those opportunities when the opponent air approaches with her low profile dash''' that will cause jumping normals to whiff and take your turn or to dash under and switch sides, potentially punishing or cornering them, or stopping them right on their tracks with an '''air-to-air preemptive j.B'''.<br>
{{AttackData-MB  
H-Ciel has also one of the most versatile pressure and staggers, with '''lots of options to stagger continuosly or tools that move her forward''', making it possible to extend pressure for a good while. However be wary that she doesn't have any strong overheads nor a way to really open your opponent, just her good old fashioned throw.
|header=no
 
|version=B
=== Neutral ===
|damage=500
*'''Dash''': Extremely useful for all Ciels as it can low profile a lot of air buttons and even several on the ground. But especially useful in H-Ciel due to its lack of air normals that hit from behind; It is important to learn to love the floor and abuse this dash as much as possible. Try to dash under jumpy opponents and clap them from behind with 5C/2C, and get in the habit of dash-stopping with 5A/2A for when you want to create space or are unsure of your approach.
|reddamage=336
*'''214B~4A''': Ciel 101 and your most important tool in your gameplan, despite that this is not a tool to abuse all day as a good jump in from your opponent will kill you; conditions your opponents in neutral to jump over your keys by only doing the first key or with 214A, and then disrupt them air-to-air or dash under.
|proration=100%
*'''236[A]''': Incredibly good command to zone and similar to 214B (just as punishable when jumping it), the key difference being the small jump that Ciel does before throwing her keys, making it possible for her to win projectile wars without worrying about having 236C in hand. Reppukens, lasers, snakes, other keys, etc. are some examples. In fullscreen hit it can be confirmed into 236C.
|circuit=3.5%
*'''236C''': Another important tool for H-Ciel that is inherited from her C counterpart, the option to punish any mistake anywhere on the screen is a very strong one. However H-Ciel suffers from not being able to freely use 236C by virtue of being Half moon and having less meter to work with.
|cancel=-CH-
*'''j.B''': By itself not really a strong air normal and can lose to better air-to-air normals, but a strong tool on her repertoire in conjuction with her projectiles and dash under, putting out a preemptive j.B to stop people from jumping your projectiles will net you a lot of air counter hits thanks to its active frames and disjointed hitbox. It's also a good habit to buffer air dash along with it in order to get an air dash cancel in case it lands.
|guard=LHA
 
|startup=15
 
|active=X
Most of H-Ciel's normals/commands are not very strong as neutral tools compared to other characters and should be used sparely:<br>
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}
'''Air-to-air use j.B and j.A preemptively''', if you find yourself stuck in the air use j.2C, j.214A and j.236A to reposition yourself or bait anti-airs (after j.214A remember to jump cancel, air dodge, or cancel into j.236A/B).<br>
|frameAdv=-8 (TK)
When you approach the opponent through the air and are almost close to the corner be conservative with your options, if you spent them all and the opponent managed to dashed under, then you are now locked on the other side looking backwards with no buttons to hit from behind, try to save your air dash as a last ditch option to get extra air and space, we can easily reset a bad position to a neutral one with '''H-Ciel's air dash with extra distance'''.<br>
|invuln=
Don't over extend by throwing too many normals on the ground, analyze your opponent's behaviour and '''situationally use 5B for footsies, or 5C for more range''', after 5B buffer 5C 623B for hit confirming. Rushing in with 5A works wonders too with its quick recovery and good range for an A normal, just don't over abuse it, low profile normals will beat it cleanly.<br>
|description=
Her best way to '''catch the opponent jumping away is with 5A, from there either buffer another 5A or 4C to hitconfirm'''. Be careful when doing 5A as an anti-air, there is plenty of green hurtbox above the hitbox and lots of jumping normals will beat it. Be also even more careful when deciding to do 5A into 4C, it's long recovery on whiff makes it very easy to punish, if you want to be safer go for 5A 5B instead.<br>
Don't be too defensive/passive on the ground with projectiles neither, occasionally rush with dash rising j.A if the opponent likes to hang around in the air and bait approaches. When the opponent starts throwing preemptive buttons in the air to catch you, try instead to punish/take your turn in their landing recovery or dash under it if you have the time. Be mindful of Ciel's dash limit distance and the slow tail end of it, break her dash with 5A and quickly do another one to avoid it.
 
=== Pressure ===
H-Ciel has a wide array of tools to apply a decently strong pressure, with options that make her move forward constantly and can be staggered into or allow us to reset our pressure with plus on block frames. Her '''5A6AA shines in particular compared to others''', not only moving her forward but also being 0± on block, with her '''5A also being really strong being +1 on block and +3 on whiff while rebeated from C normals''', making her 6AA also a good stagger option. She also can move more forward with her '''half-charged 5{C}''' or fully charged 5[C], wich when reverse beated into 5A will leave her very close to the opponent and plus on block. Her '''3B also moves her forward a lot and has a giant cancel window''' so remember to use this move early on your blockstrings to stagger into other buttons. Lastly her '''623B is +1 on block vs crouching opponents''', as long as it's not done at close range; though it is not plus on block vs tall characters (Tohno, Nanaya, Hime, Wara, Nero, WLen).<br>
 
All these tools are important to have in mind, they allow H-Ciel to keep moving forward into ambiguous pressure resets. However, while all these tools make it sound like she is scary to block this not the case. First she has '''no real way to open up the opponent''', you will have to '''condition your opponent with throws into strike/throw mix-ups''', but considering your weak throw you will have to read tech attempts hard. She also has low reward when catching people jumping away from her pressure. '''EX Guard will also consistently ruin or pressure game''' and her tools do not move her forward enough to offset the extra pushback, unlike other characters with tools that don't care about EX Guard. This means that despite all her pressure tools H-Ciel still needs to do dash resets in order to prolong her pressure, and nothing about her tools are automatic mode.<br>
 
Having her weaknesses in mind, learning to effectively pressure with H-Ciel involves to keep your opponent constantly guess your options, do not keep repeating your best tools, rotate between them and even learn to use your other weaker tools. It can be hard to keep track of all your options in real time while at the same time analyzing the player match-up, but if you can juggle all of that you will have a solid based pressure for real. After you condition your oppoent look for opportunities to sneak in strike/throw mix-ups and even fuzzy guard setups.
 
<u>'''Key pressure tools'''</u>
*'''5A''': '''It is very important that you do NOT start your blockstrings with 5A or waste 5A early in the string'''. As stated before this normal is +1 on block and +3 on whiff after you've rebeated from a C normal, both really strong to have as an H moon. Still, this normal is really strong in neutral so don't be shy about using it when moving around, you will mostly want to start your okizeme with a 2A so 5A gets reserved for when you need it.
*'''5A6AA''': 0± on block and moves her forward, best cancelled into 623B or 214A to force respect. Do not over abuse this move unless you have a good grasp of your opponent habits and want to RPS your way, if you do, have in mind at what distance your will end after being blocked.
*'''5{C}''': Another important reason to save your 5A so you can rebeat from this normal. Moves her forward a lot, specially when fully charged. Also it's her normal with the most reach, perfect for catching people pressing buttons or jumping, and it's her best tool to stagger along with dash resets, use this when your opponent keeps pushing you out with EX Guard. Remember to buffer 623B behind to hit confirm it.
*'''3B''': Another normal to move her forward and very easy to hit confirm that leads into her best combos, so use it early on your blockstings. Huge cancel window also makes 3B perfect for staggering into other normals. If you let this move rock the recovery has also extra forward movement, tho you will have to condition your opponent to not mash it at -5 on block.
*'''623B''': Your best tool to hit confirm from stray or staggered 5Bs/5Cs, on block this becomes +1 but only vs crouching opponents and at the right distance, from point blank it is very minus. It is NOT +1 vs tall characters crouching (Tohno, Nanaya, Hime, Wara, Nero, WLen). Despite all the jank of this move it is still pretty good as most of the time you can just buffer this move to hit confirm and still be your turn if it's blocked. It can not be blocked standing on reaction, even if they stand block the last 2 hits it will still be +1 on block. You can realize if they blocked the first hit because Ciel "floats" for longer. Because of all these weaknesses we cannot trust 623B as a pure reset pressure tool and it should be left as a last ditch option in your blockstrings.
*'''4C''': Your main way to catch your opponent jumping away from your pressure, use it in conjuction with 5A into 4C. The way you confirm it changes based on the heigth, if too high use j.A, if too low use j.C.
<br>
 
H-Ciel has also a lot of command specials unique to her, two of these (63214C, 236A4 and 236B) can be used to reset pressure with some of them being plus on block, however they all have the same weakness, they have long start up animations wich makes them very easy to react to with mashing or shielding or dashing under, and two of them can result in impossible to combo. Despite all of them  looking very cool they are nothing more than gimmicks and should be used as such, sparingly or never at all.
 
=== Okizeme ===
H-Ciel okizeme options can be particularly strong while outside of the corner, enabling her some tricky L/R options, sadly her options while on the corner vanish as she has no way to steal the corner in oki, meaning once you get on the corner one will relly on honest safe jump options. Though it's not all lost on the corner if you learn her fuzzy guard mix-ups, these can also be very unreliant as mix-ups, not only they are hard to execute but also have a hard counter with ex guard.<br>
This section will only briefly cover combo enders, check the advanced combo section if you want to see the full combos into okizeme.
 
*<u>Midscreen only</u>: H-Ciel has a lot of options actually and not enough space here to cover them all, you can get very creative thanks to her ample hard knockdown time from her 5A6AA 4[B] 2C into the oki of your choice. Here are 3 very easy and strong options:
**5A6AA 4[B] 2C > jump 8/9 cancel: probably her strongest oki option, allowing a wide range of tricky options, you can either jump forward and then dj j.2C L/R or charge it for an Overhead, or go for a variety of L/R options with air back dash or just staying on the other side, perfect for keeping your opponent guessing all your choices.
**5A6AA 4[B] 2C > 624B: sets up a very strong L/R with iad j.2C with even enough time to meaty into 2B to beat wake up standing shield. Just be mindful of your combo routing, if you have used all your otg from doing 236B previously then you can't use this option.
**5A6AA 4[B] 2C > 4C 4B236B: H-Ciel has the particularity that her 4B236B has better frame advantage from her other moons, this makes it a very legit okizeme option anywhere on the screen with a very easy safe jump setup. And on midscreen if you high forward jump after it you can cross-up a lot of character into 2A meaty, or stay on same side with slightly delayed high forward jump. This never crosses up Aoko, Ciel, all Akihas, Satsuki, Warachia, Roa, and Wlen.
*<u>On the corner</u>: As previously stated, she loses access to all her L/R oki. Instead H-Ciel will have to focus on playing solid and safe with safe jumps and meaties, once you have conditioned your opponent to respect you on their wake up you can get cheecky and start going for late air dash/air back dash in your safe jump or seting up a fuzzy guard. Since our okizeme can be almost non-existent on corner and getting a safe jump on some match-ups is not necesary, deciding to go for max damage combos instead of okizeme routes can be a good choice.
 
 
'''Fuzzy guard setups''': Most of the time H-Ciel is a very honest character in her gameplan, implementing these Fuzzy Guard setups can really boost our offense both on pressure and okizeme. Unfortunately these can be killed with EX guard, though this is H-Ciel's only true corner mix as okizeme.
*''Deep j.C > land > 8 j.C fuzzy'' - Very tight window. You can set it from a safe jump or from iad j.B j.C. It's also possible to land the fuzzy j.C with 9 jump or on an air dash j.C before landing, try whatever you find easier.
*''Air Dash Fuzzy from j.C > j.66 j.B'' - The minimum height and cancel window to get the fuzzy right is strict (1f), but it has a higher reward than the regular fuzzy and can land on more characters. As a general tip you want to plink j.B into j.A, failing the 1f window doing it too early will result in a j.A with this plink, it's not an overhead but it will prevent you from getting punished if you miss the window and empty air dash.
 
Please note that fuzzy guards do not apply to all characters:
*''These characters can’t be fuzzied by Deep j.C > 8 j.C fuzzy'': Nanaya, Tohno, PCiel, Satsuki, Aoko, Len, WLen, Miyako, Necos
*''These characters can’t be fuzzied with Air Dash fuzzy from j.C > j.66 j.B'': Miyako and Necos
 
 
When you don't have a clean confirm and you have no choice but to go for BnB with AT ender, play it safe and solid with dash 2A/5A, the timing to make it meaty is strict so train it with the dummy doing recovery 2A. If you're in the middle of the screen just drop back to neutral, or build up some bar by doing j.214A > j.214B4BB if you need it.
 
=== Defense ===
H-Ciel defensive options are all the same from C-Ciel, but she is overall more fragile as it's more likely you can find yourself with less than 100% meter and not having her EX reversals at hand.
*'''22C''': This is a 3f reversal, due to the nature of landing recovery, C and H moon characters cannot safejump this move unless they make the first hit whiff. This move hits on the same frame as the superflash, so opponents cannot whiff cancel their A normal into shield upon seeing the superflash. Also being a 22 input makes this reversal very relevant against left/right mixups, this move can invalidate some mixups due to the nature of the 22 input alongside C/H characters not being able to safejump against it.
*'''22B''': This is Ciel’s meterless reversal, it is programmed to whiff crouchers even if the hitboxes line up making it relatively easy to bait. It can be useful against H-moon heat though as it will avoid the H-moon autoburst, and Ciel will be + in the resulting situation.
*'''214C''': This reversal is safe on block, but loses to the opponent jumping on reaction to the superflash.
*'''236C''': This move is a reversal, it basically beats everything but block or an A normal, however it a relatively slow startup compared to the other listed moves. A couple examples of uses for 236C are against F-Akiha/F-VAkiha’s 4C, Nero’s 4C, Satsuki’s 3C and FHime 236A/B, any of these moves can be punished on block by 236C, the opponent will need to cancel into a move which jails if they can, in which case the 236C won’t come out due to blockstun. Having these options available will require that the opponent must play around them to some degree, which will provide opportunities for challenges such as 2A or Jump, or just allow you to block longer to try and gain an understanding of your opponent’s pressure tendencies.
 
== Combos ==
{{ComboLegend-MB}}
 
=== Begginer Combos ===
Basic BnB's for starting with the character until you get more familiar with her. All of these routes work on every character and state. Unless stated all her combos work anywhere on the screen.
{{CollapsingComboTable-MB
|data=
{{CollapsingComboData-MB
|condition=Basic BnB
|characters=
|damage=4730
|metergen=77.7%
|metero=33.3%
|link=
|input=*2AA > 2B > 3B > 5C > 2C > 4C > j.BC > dj.BC > j.66 j.BA > j.22B > AT
|simput=
|note=[[File:H Ciel Bnb begginer.mp4|480px|thumb|right]]Very basic BnB that works on everywhere and will teach you her most common pick up. Skip a 2A or a hit of 3B if you're unsure if you're close enough to land all the hits.
}}
}}
{{AttackData-MB  
 
|header=no
{{CollapsingComboData-MB
|version=~4B
|condition=Basic 5A6AA BnB
|damage=500
|characters=
|reddamage=336
|damage=4843
|proration=100%
|metergen=93.1%
|circuit=3.5%
|metero=40.5%
|cancel=-CH-
|link=
|guard=LHA
|input=*2AA > 2B > 3B(1) > 5A6AA > 4[B] > 2C > 5{C} > 4C > j.BC > sdj.BC > j.66 j.BA > j.22B > AT
|startup=4
|simput=
|active=X
|note=[[File:H Ciel Basic 5a6aa bnb.mp4|480px|thumb|right]]Basic 5A6AA series combo that works on every character and any state, be wary of your starting position, if you think you're too far skip a 2A and a hit of 2B, otherwise 5A will whiff.<br>
|recovery={{Tooltip | text=15| hovertext=Landing recovery.}}
Great combo for introducing you into her 5A6AA series, the meat of her advanced BnBs. Because of the high hit count hitstun decay is high and the last j.BA becomes hard after j.66, you can do j.AA instead.
|frameAdv=
}}
|invuln=
 
|description=
 
}}
}}
{{AttackData-MB  
 
|header=no
=== Normal Combos ===
|version=~4B (2)
Unless stated all her combos work anywhere on the screen.
|damage=500*4
{{CollapsingComboTable-MB
|reddamage=376*4
|data=
|proration=100%  
{{CollapsingComboData-MB
|circuit=3.5%*4 (14.0%)
|condition=Standing, BnB
|cancel=
|characters=
|guard=LHA
|damage=5096
|startup=13
|metergen=98.7%
|active=X
|metero=44.3%
|recovery={{Tooltip | text=18| hovertext=Landing recovery.}}
|link=
|frameAdv=
|input=*2AA > 2B > 3B(1) > 5{C} > 5A6AA > 4[B] > 2C > 5{C} > 4C > j.BC > sdj.BC > j.66 jBA > j.22B > AT
|invuln=
|simput=
|description=Has a 4B follow-up to throw a 2nd key. Also has a 4BB follow-up part that throws 3 extra keys. You may delay any part of it. No movement until landing after this move.
|note=[[File:H Ciel Standing bnb.mp4|480px|thumb|right]]Damaging BnB that works on everyone and its very reliable. This combo works thanks to half charging the first 5C, getting us closer and enabling 5A6AA to hit.
}}
{{CollapsingComboData-MB
|condition=Crouching, BnB
|characters=
|damage=5021
|metergen=109.9%
|metero=53.1%
|link=
|input=*2AA > 2B > 3B > 4C > dl.5C > 2C > 5Aw6AA > 4[B] > 2C > 5{C} > 4C > j.BC > sdj.BC > j.66 j.BA > j.22B > AT
|simput=
|note=[[File:H Ciel Crouching bnb.mp4|480px|thumb|right]]Damaging BnB that works on everywhere and its very reliable. Because of the high hit count hitstun decay is high and the last j.BA becomes hard after j.66, you can do j.AA instead.
}}
}}
{{AttackData-MB  
{{CollapsingComboData-MB
|header=no
|condition=Air CH pick up
|version=EX
|characters=
|damage=300*18 (~4200)
|damage=5135
|reddamage=(~3400)
|metergen=51.1%
|proration=100%
|metero=21.9%
|circuit=-100.0%
|link=
|cancel=
|input=* j.B (CH) > 5B > 5C > j.BC > dj.BC > j.66 j.B > j.22B > AT
|guard=LHA
|simput=
|startup=1+16
|note=[[File:H Ciel Jb air ch.mp4|480px|thumb|right]]High damage air CH pick up. 5B has to hit as low to the ground as possible, if you miss the timing skip the first jC to correct the combo.
|active=X
}}
|recovery=119
{{CollapsingComboData-MB
|frameAdv=
|condition=Gold Air Throw combo
|invuln=
|characters=
|description=She throws 6 keys seperately in succession then 12 keys altogether for the last throw. Any movement can be used after this move.
|damage=3164
|metergen=51.8%
|metero=22.2%
|link=
|input=*Gold AT > dl j.236B > 4C > j.BC > dj.BC > j.66 j.B > j.22B > AT
|simput=
|note=[[File:H Ciel Gold at.mp4|480px|thumb|right]]Basic Gold Air Throw combo that works everywhere on the screen. The delay on the j.236B is greater if you're very high on the air.
}}
}}
{{CollapsingComboData-MB
|condition=Shield Counter combo
|characters=Ground hit
|damage=2848
|metergen=71.6%
|metero=28.8%
|link=
|input=*Shield Counter > 236[A] > 2C > 5{C} > 4C > j.CB > sdj.BC > j.66 j.B > j.22B > AT
|simput=
|note=[[File:H Ciel Shield counter standing.mp4|480px|thumb|right]]Shield counter combo that works on grounded hits. Not stable when hitting someone out of the air.
}}
}}
 
{{CollapsingComboData-MB
===== <span class="invisible-header">j.22X</span> =====
|condition=Shield Counter combo
{{MoveData
|characters=Air hit
|image=MBCCielj22A.png
|damage=2908
|image2=MBCCielj22B.png
|metergen=69.3%
|image3=MBCCielj22C.png
|metero=28.2%
|name=Ciel Somersault (Air)
|link=
|linkname=j.22X
|input=*Shield Counter > 4[B] > 2C > 5{C} > 4C > j.CB > sdj.BC > j.66 j.B > j.22B > AT
|input=j.22A/B/C
|simput=
|caption=
|note=[[File:H Ciel Shield counter air.mp4|480px|thumb|right]]Shield counter combo that works when hitting someone out of the air. Doesn't work vs grounded hits.
|data=  
}}
{{AttackData-MB  
{{CollapsingComboData-MB
|version=A
|condition=Low Shield Counter combo
|damage=1000
|characters=
|reddamage=192
|damage=3684
|proration=100% (O)
|metergen=66.7%
|circuit=7.0%
|metero=26.7%
|cancel=(J)
|link=
|guard=LHA
|input=*Low Shield Counter > 623B > j.B > land > j.BC > sdj.BC > j.66 j.BA > j.22B > AT
|startup=6
|simput=
|active=2
|note=[[File:H Ciel Low shield counter.mp4|480px|thumb|right]]Low Shield counter combo, works on both normal hit and counter hit.
|recovery={{Tooltip | text=10| hovertext=Landing recovery.}}
|frameAdv=-25 (TK)
|invuln=
|description=* Ciel does a somersault in the air.
 
Has a jump cancel on the recovery. Not used often unless you want to stay in the air longer.
}}
}}
{{AttackData-MB
|header=no
|version=B
|damage=600*2 (1111)
|reddamage=(355)
|proration=100%
|circuit=4.2%*2 (8.4%)
|cancel=EX, (J)
|guard=LHA
|startup=6
|active={{Tooltip | text=2| hovertext=1,1}}
|recovery={{Tooltip | text=10| hovertext=Landing recovery.}}
|frameAdv=-30 (TK)
|invuln=
|description=2 hits and also has the jump cancel on recovery. Often used in combos.
}}
}}
{{AttackData-MB  
 
|header=no
=== 5B hit confirms ===
|version=EX
Combos from a 5B raw and different distances, either from a stray 5B in neutral or after staggering your pressure into 5B. All these combos are also ideal when starting with a 5C too.
|damage=500*3, 400*3, 350*3 (3149)
{{CollapsingComboTable-MB
|reddamage=(1400)
|data=
|proration=100%
{{CollapsingComboData-MB
|circuit=-100.0%
|condition=Close distance, or in the corner
|cancel=
|characters=
|guard=LHA
|damage=3893
|startup=1+0
|metergen=58.1%
|active={{Tooltip | text=39| hovertext=1 (1) 1,1 (9) 1 (1) 1,1 (9) 1 (1) 1,1}}
|metero=24.9%
|recovery={{Tooltip | text=10| hovertext=Landing recovery.}}
|link=
|frameAdv=-54 (TK)
|input=*5B > 5C > 623B > j.B > land > j.BC > dj.BC > j.66 j.B > j.22B > AT
|invuln=Full 1-2, 15, 28<br>(Full dur. Landing 9-10)
|simput=
|description= 3 somersaults are done. Not used for anything except killing the opponent if they are left with some health that airthrow will not kill them.
|note= [[File:H Ciel 5b simple.mp4|480px|thumb|right]]Doesn't work when hitting at max distances while on midscreen.
}}
}}
{{CollapsingComboData-MB
|condition=Long distances
|characters=
|damage=3755
|metergen=50.4%
|metero=21.6%
|link=
|input=*5B > 5C > 623B > j.B > land > j.B > j.66 j.AA > sdj.jBCA > j.22B > AT
|simput=
|note= [[File:H Ciel 5b far.mp4|480px|thumb|right]]More stable version with less damage while on midscreen and hitting with the tip of 5B.
}}
}}
 
{{CollapsingComboData-MB
 
|condition=Everywhere
=== Arc Drive ===
|characters=
{{MoveData
|damage=3882
|image=MBCCielAD.png‎
|metergen=55.3%
|caption=
|metero=23.7%
|name=Seventh Holy Scripture
|link=
|linkname=Arc Drive
|input=*5B > 5C > 623B > dj iad j.BA > land > j.AB > sdj.BC > j.66 j.BA > j.22B > AT
|input=41236C during Heat
|simput=
|data=  
|note= [[File:H Ciel 5b iad.mp4|480px|thumb|right]]Harder version that is very stable regardless if you're close or far when hitting with 5B.
{{AttackData-MB
}}
|damage=700x9, 2200 (3706)
{{CollapsingComboData-MB
|reddamage=(4885)
|condition=Everywhere, Meter burn
|proration=50%
|characters=
|circuit=removes all
|damage=3864
|cancel=
|metergen=-74.8%
|guard=LH
|metero=34.1%
|startup=3+3
|link=
|active=26
|input=*5B > 5C > 623B > j.B > 4C(1) > 236C
|recovery=40
|simput=
|frameAdv=-24
|note= [[File:H Ciel 5b meter burn.mp4|480px|thumb|right]]Meter burn into 236C oki.
|invuln=Full 1-3, 31-32<br>Super Armor ?~?
|description=Ciel's Arc Drive. Opponent will be knockdown on hit.
}}
}}
}}
}}


=== Advanced Combos into Okizeme===
All of these routes depend heavily on hit count for the added gravity decay in order to work, they can be quite hard vs some slim characters even on high hit count, or really easy on wider characters. These routes can also be extended with more reps, but the intent is to optimize damage without over extending combos and not give a lot of meter to our opponent, however, sometimes you might want to over extend the combos if you desperately need the meter to enter heat or force your opponent into max mode too.<br>
Video example: https://www.youtube.com/watch?v=0-jkAjxNc0E
{{CollapsingComboTable-MB
|data=
{{CollapsingComboData-MB
|condition=Standing
|characters=Everyone but Len
|damage=4317
|metergen=63.5%
|metero=36.3%
|link=
|input=*2AA > 2B > 3B(1) > 5{C} > 5A6AA > 4[B] > 2C > 236B4 > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > 2Aw or 63214B or 4B236B
|simput=
|note=[[File:H Ciel Advanced standing.mp4|480px|thumb|right]]Works on everyone but len, very hitcount dependent, requires to be next to the opponent or late normals in the string will whiff. For the midscreen combo to work after 236B4 you must plink A into B for Ciel to autocorrect to the correct side, the input would be 4A~4[B]. It is possible to add another rep of 236B4 4[B], mostly useful to add more hitcount and make the final 5A6AA easier, otherwise dont do it as it will give less damage and more meter to the opponent, or to side switch twice and keep the corner . 236B4 4A~[B] extensions don't work midscreen on Miyako
}}
{{CollapsingComboData-MB
|condition=Crouching
|characters=Everyone but Len and WLen
|damage=4510
|metergen=82.6%
|metero=35.4%
|link=
|input=*2AA > 2B > 3B > 4C > dl.5C > 2C > 5Aw6AA > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > jump cancel or 63214B or 4B236B
|simput=
|note=[[File:H Ciel Advanced crouching.mp4|480px|thumb|right]]In some characters it is necessary to add delay in 5Aw, requires to be next to the opponent or late normals in the string will whiff. It is possible to add a 236B4 4A~[B] before the 2nd rep of 5A6AA in case you find it difficult vs some characters and require more hitcount. Very incosistent on Nero and doesnt work on Len/WLen, use instead the previous Standing combo but doing 3B and not 3B(1), skipping 5{C} and doing 2 reps of 236B4.
}}
{{CollapsingComboData-MB
|condition=2A Max Range
|characters=
|damage=3605
|metergen=57.6%
|metero=36.9%
|link=
|input=*2A > 2B(1) > 3B(1) > 5A6AA > 4[B] > 2C > 236B4 > 4[B] > 2C > 236B4 > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > jump cancel or 4B236B
|simput=
|note=[[File:H Ciel Advanced 2a max r.mp4|480px|thumb|right]]For the midscreen combo to work after 236B4 you must plink A into B for Ciel to autocorrect to the correct side, the input would be 4A~4[B] . Against some characters the hitcount is still going to be short and the combo becomes very hard to complete on the final 5A6AA and 4[B], generally you want to do 5A6AA as low to the ground as possible and delay 4[C], or alternatively cut early the combo on 2C before the final 5A6AA rep. 236B doesn't OTG Miyako midscreen, but the route can be adapted: after the first 5A6AA 4[B] 2C go straight into 2Aw 5A6AA 2C 2Aw loops. <br>
The damage lost for not having a clean hit is considerably higher on this route comparing with a normal BNB of 4.6k damage, it's up to you if youd prefer going for this route with oki or a BnB with good damage.
}}
{{CollapsingComboData-MB
|condition=Crouching, 2A Max Range
|characters=Everyone but Len and WLen
|damage=3994
|metergen=65.6%
|metero=37.2%
|link=
|input=*2A > 2B(1) > 3B(1) > 4C(1) > 5C > 2C > 5Aw6AA > dl 4[B] > 2C > 236B4 > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > jump cancel or 4B236B
|simput=
|note=[[File:H Ciel Advanced 2a max r crouch.mp4|480px|thumb|right]]For the midscreen combo to work after 236B4 you must plink A into B for Ciel to autocorrect to the correct side, the input would be 4A~4[B]. Against some characters the hitcount is still going to be short and the combo becomes very hard to complete on the final 5A6AA and 4[B], in those match-ups you can add another rep of 236B4 2C in the middle at the cost of losing some damage. 236B doesn't OTG Miyako midscreen, but the route can be adapted: after the first 5A6AA 4[B] 2C go straight into 2Aw 5A6AA 2C 2Aw loops.
}}
{{CollapsingComboData-MB
|condition=5A Starter / lack of normals
|characters=
|damage=3607
|metergen=57.6%
|metero=36.9%
|link=
|input=*5A > 2B(1) > 2A > 5A6AA > 4[B] > 2C > 236B4 > 4[B] > 2C > 236B4 > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > jump cancel or 4B236B
|simput=
|note= [[File:H Ciel Advanced 5a lack.mp4|480px|thumb|right]]Different route, useful when finding a random hit with 5A or after staggering your pressure and you dont have normals available to cancel into. For the midscreen combo to work after 236B4 you must plink A into B for Ciel to autocorrect to the correct side, the input would be 4A~4[B] . Against some characters the hitcount is still going to be short and the combo becomes very hard to complete on the final 5A6AA and 4[B], generally you want to do 5A6AA as low to the ground as possible and delay 4[C], or alternatively cut early the combo on 2C before the final 5A6AA rep. 236B doesn't OTG Miyako midscreen, but the route can be adapted: after the first 5A6AA 4[B] 2C go straight into 2Aw 5A6AA 2C 2Aw loops.<br>
The damage lost for not having a clean hit is considerably higher on this route comparing with a normal BnB, it's up to you if youd prefer going for this route with oki or a BnB with good damage.
}}
{{CollapsingComboData-MB
|condition=Crouching, Character specific
|characters=Len, WLen (others characters too)
|damage=4613 (vs Len)
|metergen=67.4%
|metero=48.8%
|link=
|input=*2AA > 2B > 3B > 4C > dl.5C > 2C > 236[A] > 2C > 5Aw6AA > 4[B] > 2C > 236B4 > 4[B] > 2C > 5A6AA > 4[B] > 2C > jump cancel or 4B236B
|simput=
|note=[[File:H Ciel Advanced len.mp4|480px|thumb|right]]Easy crouching combo vs Len as she has a weird hurtbox after getting tripped by 2C. You don't need to go for this route vs Wlen though, as she is easy to juggle with unscaled gravity 5A6AA. Between 236[A] and 2C you have to walk backwards for a couple of frames in order to create space to make 5A whiff.
}}
{{CollapsingComboData-MB
|condition=Crouching, Anywhere
|characters=
|damage=4256
|metergen=66.7%
|metero=41.9%
|link=
|input=*2AA > 2B > 3B > 5A6AA > 4[B] > 2C > 236B4 > 4[B] > 2C > 236B4 > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > jump cancel or 4B236B
|simput=
|note=[[File:H Ciel Advanced crouching universal.mp4|480px|thumb|right]]Consistent and easy crouching combo vs Nero, Len and Wlen at the cost of damage. It's a lot like the first advanced combo, so it will work on almost everyone.
}}
{{CollapsingComboData-MB
|condition=Standing, Reverse Beat penalty management
|characters=
|damage=4221
|metergen=66.3%
|metero=39.0%
|link=
|input=*2AA > 2B > 3B(1) > 5{C} > 5A6AA > 4[B] > 2C > 236B4 > 4[B] > 2C > 236B4 > 4[B] > 5A6AA > 4[B] > 2C > jump cancel or 4B236B
|simput=
|note=[[File:H Ciel Advanced standing rebeat management.mp4|480px|thumb|right]]Works on everyone, very hitcount dependent, requires to be next to the opponent or late normals in the string will whiff. For the midscreen combo to work after 236B4 you must plink A into B for Ciel to autocorrect to the correct side, the input would be 4A~4[B].<br>
While less damaging than the Standing advanced combo, this version does a different routing to prevent having any reverse beat penalty damage at the time of meatying, potentially optimizing our damage for the next combo, OR to lessen the harsh penalty after staggering pressure with multiple reverse beats. Useful mostly when starting rounds but can be used as your main advanced BnB, though this combo is a little harder input wise.
}}
{{CollapsingComboData-MB
|condition=Crouching, Reverse Beat penalty management
|characters=
|damage=4394
|metergen=71.5%
|metero=38.1%
|link=
|input=*2AA > 2B > 3B > 4C > dl.5C > 2C > 5Aw6AA > 4[B] > 2C > 236B4 > 4[B] > 5A6AA > 4[B] > 2C > jump cancel or 63214B or 4B236B
|simput=
|note=[[File:H Ciel Advanced crouching rebeat management.mp4|480px|thumb|right]]Works on everyone, very hitcount dependent, requires to be next to the opponent or late normals in the string will whiff. For the midscreen combo to work after 236B4 you must plink A into B for Ciel to autocorrect to the correct side, the input would be 4A~4[B].You can add another 236B4 rep to add more hit count and make the final 5A6AA easier.<br>
While less damaging than the Crouching advanced combo, this version does a different routing to prevent having any reverse beat penalty damage at the time of meatying, potentially optimizing our damage for the next combo, OR to lessen the harsh penalty after staggering pressure with multiple reverse beats. Useful mostly when starting rounds but can be used as your main advanced BnB, though this combo is a little harder input wise.
}}
}}


== Additional Resources ==
[http://mbaacc.melty.games/?p1moon=h&p1char=ciel H-Ciel Match Video Database]<br>
[https://www.evernote.com/shard/s420/client/snv?noteGuid=f0d2bcb4-36cd-f674-ffe8-a7f6f0ed4f5f&noteKey=c58029eb25c05b16fef9d4ec7dfde92f&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs420%2Fsh%2Ff0d2bcb4-36cd-f674-ffe8-a7f6f0ed4f5f%2Fc58029eb25c05b16fef9d4ec7dfde92f&title=H-Ciel%2Bgu%25C3%25ADa%2Ben%2Bespa%25C3%25B1ol%2Bpara%2Bjugadores%2Bde%2BC-Ciel%2Bo%2Bgente%2Bque%2Bquiere%2Bboludear H-Ciel Canceris's spanish guide, on which this page is based upon and trimmed down]
== Notable Players / Players to ask ==
{| class="wikitable"
!width="95"|Name!! width="62"|Color
!width="125"|Region !! Common Venues !! Status !! Details
|-
| [http://mbaacc.melty.games/?p1moon=h&p1char=ciel&p1name=utamaru%20(%E3%81%86%E3%81%9F%E3%81%BE%E3%82%8B) utamaru<br>(うたまる)]|| style="text-align:center;"|
[[File:Ciel Color01.png]]
| Japan || A-cho, KorewaMelty, Play Spot BIG ONE 2nd || Inactive || The real and only H-Ciel player. Creative and relentless. Changes moon based on the match-up.
|}
=== Players to ask in the community ===
Last updated: 18/11/22
<br> ''Opinions may differ between players and not all may agree on the same topic.''
{| class="wikitable"
!width="95"|Name !! Discord username !! Languages
|-
| Canceris || cancerisr || Spanish, English
|}


{{Navbox-MBAACC}}
{{Navbox-MBAACC}}

Latest revision as of 09:13, 26 January 2024

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
  • Move Descriptions:
    • Add AD armor frames.


Overview

Playstyle
Hcielview.png H-Ciel trades key neutral tools of C-Ciel for a more open-ended pressure game that can lead into extended ground combos with decent okizeme options, if you manage to get in.
Pros Cons
  • Great screen control: Wether it's her very good projectiles, an almost instant full-screen metered punish with 236C, or a very low profile dash to maneuver around, H-Ciel has a lot of tools to control the pacing of neutral and not let the opponents feel comfortable at any range.
  • Versatile pressure: While her pressure isn't really scary, she has plenty of tools at her disposal for staggering her pressure that also move Ciel forward, making possible to extend it for a while. Plenty of tools to free-style pressure as you please.
  • Extended combo routes into okizeme: Grants her a lot of corner carry while still having good damage that leads into decent okizeme options in mid-screen or hard knock-downs on corner; or being able to generate a lot of meter for herself or force the opponent into MAX mode.
  • Heavy-commitment neutral: While having great neutral tools, H-Ciel has a hard time dealing with big hitboxes buttons as her normals can be subpar compared to others, with most of her ground normals also having long recovery times. Good Melty footsies fundamentals are a must for playing her.
  • Defense tied to meter: Her best defensive options are 22C, 236C and metered bunker, all wich uses 100% meter, making the decision of using your reversals to escape a heavy one when you consider the H-moon meter limitations.
  • Mediocre okizeme: While her okizeme on midscreen can be great, her options on corner can be easily blocked or disrespected, and fuzzy guard break options can be EX-Guarded to out right deny them.
  • Several useless command specials: All of her unique commands provide nothing at all or a single good use. While they can be used for pressuring, they will result in either impossible to combo on hit or having a very long start-up easy to react, making them very situational and gimmicky.
  • Knowledge check-y: Not only her command specials, but also her stagger options. An opponent that shows they can be patient and EX-Guard will prove very hard to open.
  • Extended combo routes are finicky: Distances, opponent state, hit count and character specific boxes all factor into the extended route combos. Getting extended combos consitently on neutral from random confirms is an enormous task that will take anyone some time to learn.


Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

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.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

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.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

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.
±x~±y denotes a range of possible advantages.

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:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Standing Normals

5A
5A
5A~6A~6A
MBHCiel5A.png
MBHCiel5A6A.png
MBHCiel5A6AA.png
5A Damage Red Damage Proration Cancel Guard
350 172 75% (O) -SE-, -N-, -SP-, -CH-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 3 8 1 2.8% -

5A with very good range and can hit all crouchers despite the hitbox. Can still be low profiled, so be careful if your opponent is mashing 2Bs or 2Cs with fast low profile hurtboxes.
Very fast recovery makes this button better than 2A to reverse beat into for pressure and staggers, as well as being +1 on block.

5A~6A Damage Red Damage Proration Cancel Guard
600 384 80% (M) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 16 -5 4.2% -

You can use this move even if 5A does not hit, and you can even use the next 6A as well on whiff.

5A~6A~6A Damage Red Damage Proration Cancel Guard
1000 768 60% (O) (N), SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 4 14 0 7.0% -

This move is special and normal cancellable on hit and special cancellable on block. Usually for combos.
Being +0 with a big and fast 5A means you can loop 5A6AA to generate meter. It's also very easy to bully characters with no fast 5A/2A normal using this. Because of the loop it is also good as a tick throw setup, as opponents will be scared to press button/jump out.

5B
Cciel 5b.png
Damage Red Damage Proration Cancel Guard
500 288 90% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
5 4 15 -4 3.5% -

A standing low kick. Trips on hitting crouching opponents.

5C
5C
5[C]
Cciel 5c.png
Cciel 5c be.png
5C Damage Red Damage Proration Cancel Guard
800 480 90% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 4 20 -6 5.6% -

Trips on hitting crouching opponents.

5[C] Damage Red Damage Proration Cancel Guard
1600 1372 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
24 4 20 -6 9.8% -

Not very useful for combos or neutral, but essential for her pressure game, as it will make Ciel move forward even more and cannot be mashed while charging after cancelling from a B or C normal. Half charging it will also make Ciel move forward a good distance, useful if you don't want to move forward that much or you suspect the opponent will mash a reversal. Best reverse beated into 5A.

Crouching Normals

2A
Cciel 2a.png
Damage Red Damage Proration Cancel Guard
300 147 72% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
4 3 10 -1 2.8% -

A low kick that is much like C-Moon's. Range is average. You'll be using this a lot to start either a combo, ground blockstring, or tick throw attempt. You can also use it in whiff cancel strings.

2B
2B
2B~2B
Cciel 2b 1.png
Cciel 2bb.png
2B Damage Red Damage Proration Cancel Guard
400, 700 (942) (527) 80% (O) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 3 (2) 5 19 -9 3.5%*2 (7.0%) -

A crouching uppercut. The hit box is pretty shallow so if you are not close enough to the opponent, you may not land both hits. The second hit has a pretty large clash box on it though.

~2B Damage Red Damage Proration Cancel Guard
700 480 100% SP, EX, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
11 4 19 -11 4.2% -

A spin jump kick follow up for 2B. On block and hit can be cancelled into j214X/j236X. Has some gimmicky uses.

2C
2C
2C~2C
Cciel 2c.png
Cciel 2cc.png
2C Damage Red Damage Proration Cancel Guard
1000 480 60% (O) N, SP, -CH-, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
8 7 25 -14 7.0% -

A sweep using both her feet.

~2C Damage Red Damage Proration Cancel Guard
700 343 60% (O) SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
9 8 23 -13 3.5% -

Follow up that launches on hit and gives you super jump on neutral jump cancel. Can OTG re launch. Ciel is airborne trough most of it and can be cancelled into other air normals or j214X/j236X on hit or block.
The follow up won't normally connect after an opponent blocked a 2C, but since it can be cancelled on whiff it can be done on the opponent wake up so the follow up hits meaty.

Aerial Normals

j.A
MBHCieljA.png
Damage Red Damage Proration Cancel Guard
300 115 75% (O) SE, N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 5 10 - 1.4% -

Knife punch. Good air-to-air, specially against opponents above you. But be careful, the knife part doesn't actually have a hitbox...

j.B
MBHCieljB.png
Damage Red Damage Proration Cancel Guard
700 480 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
7 6 - - 4.9% -

Ciel thrusts the knife out diagonally. It has a decently strong disjointed hitbox with long active frames, great for controlling forward air space and stopping careless approaches.
Works suprisingly well as an air-to-ground on some match-ups, as her feet hurtbox shrinks.

j.C
Cciel jc.png
Damage Red Damage Proration Cancel Guard
1000 480 90% (M) / 50% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 - - 7.0% -

A downward angled kick. Works well as an air-to-ground.

Command Normals

3B
Cciel 3b 1.png
Damage Red Damage Proration Cancel Guard
400*2 (709) (445) 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 2 (8) 8 12 -5 2.8%*2 (5.6%) -

This is a 2-hit handstand kick. It moves further than 2B and can be canceled into pretty much anything. This attack works very well in combos and staggers so use this move often.

4B
4B
4[B]
(On Hit) 4B/[B]~236B
Cciel 4b.png
MBCCiel4XB.png
MBCCiel4B236B.png
4B Damage Red Damage Proration Cancel Guard
600 384 100% SP, (CH), EX LH
First Active Active Recovery Frame Adv Circuit Invuln
11 2 15 -2 (vs Stand.)
1 (vs Crouch.)
4.2% Clash 4
Low 6-10

An axe kick that can be followed up with 236B command throw if it hits the opponent. Special cancelable even if it is blocked.

4[B] Damage Red Damage Proration Cancel Guard
900 672 100% SP, (CH), EX H
First Active Active Recovery Frame Adv Circuit Invuln
26 2 15 -2 4.2% Clash 2-17
Low 8-25

This is H-Ciel's standing overhead, can follow up into 236B. Special cancellable on hit and block. Has low invul but no very reliable against big 2As.
Clash frames appear early, even when half charging and can be used situationally as an anti-air.

~236B Damage Red Damage Proration Cancel Guard
800 (1375/1675) (1872/2160) 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
0 1 14 - 0.0% -

The above will cancel into 236B for guaranteed hard knock down. The distance is always set, but being close to the corner will affect it, as well as gravity decay on large combos.

4C
Cciel 4c 1.png
Damage Red Damage Proration Cancel Guard
400, 500 (738) (483) 70% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 7 23 -10 4.2%*2 (8.4%) Clash 12-16

An upward slash with her knife. The end of the move has clash frames on it. Good button to catch opponents jumping away from your pressure. Not that great as a defensive anti air button, as the bigger hitbox is active later and moves you forward.

j.2C
j.2C
j.2[C]
Cciel j2c.png
Cciel j2c be.png
j.2C Damage Red Damage Proration Cancel Guard
1000 480 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 10 8 8 (TK) 7.0% -

A downward lunging stab from the air. If you hit with this very low to the ground, you can combo into 2A.

j.2[C] Damage Red Damage Proration Cancel Guard
1300 960 50% (O) SP, EX HA
First Active Active Recovery Frame Adv Circuit Invuln
26 10 7 10 (TK) 10.5% -

This is like the normal version, but slower and an overhead. The hit box will last all the way to the ground, but there is not much of a hitbox on the Black Key so it is not fit for air to air at all.


Universal Mechanics

Ground Throw
MBCCielThrow.png
Damage Red Damage Proration Cancel Guard
1500 768 50% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 - 0.0% -

Standard ground throw. Untechable knockdown.

Air Throw
Air Throw
j.6/4A+D
MBCCielThrowAir.png
Damage Red Damage Proration Cancel Guard
1600 (Raw)/1300 511 30% (Any if Raw) U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 0.0% -

Front-flip air throw. Ground bounces the opponent when done raw, causes an untechable knockdown and leaves you at a far distance as a combo ender.

Shield Counter
Shield Counter
Auto after a successful Shield (Air OK)
MBHCielSC.png
MBFCiel2B.png
MBHCielSCAir.png
Standing Damage Red Damage Proration Cancel Guard
500 (345) 198 50% (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 3.5% -

Same animation as 4C.

Crouching Damage Red Damage Proration Cancel Guard
1500 (1117) 714 50% (SP), (EX) LA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 10.5% -

Same hitboxes as F-Moon's 2B.

Aerial Damage Red Damage Proration Cancel Guard
500 (345) 198 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 - - 3.5% -

Same animation as F-Moon's j.C.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCCiel214D.png
MBHCiel214D.png
Neutral Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 2 21 -5 0.0% Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 2 21 -5 0.0% Strike 1-7

A Shield Bunker with some good reach, similar to F-Moon's 236X.

Blockstun Damage Red Damage Proration Cancel Guard
0 0 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
19 2 23 -7 -100.0% -

H-Moon specific reversal bunker.

Circuit Spark
Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
MBCCielCSpark.png
MBCCielCSparkAir.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
12 10 15 - removes all Strike 1-30

Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.


Special Moves

Grounded Specials

236X
MBHCiel236A.png
MBHCiel236XA.png
MBHCiel236B.png
MBCCiel236C.png
A Damage Red Damage Proration Cancel Guard
500 336 70% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
28 X 29 -1 3.5% -
[A] Damage Red Damage Proration Cancel Guard
600*3 (1459) (817) 80% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
33 X 28 -3 2.8%*3 (8.4%) -

Jumps forward and throws a single key. May whiff depending on distance and if the opponent is crouching. Has an EX cancel right when she starts the throw. Holding back will throw the key at a steeper angle closer to you, the frame advantage of this on block depends on how tall the other character is and if they blocked crouching or standing, but it will be plus on block always. Half charging the key also makes Ciel throw the key later, gaining even more frame advantage. Normally it's not possible to combo on hit, but half-charging it will allow it.

Charging this makes her jump up and throw 3 keys spread out to cover a 90 degree area. Loses the cancel but it is worth using to set things to neutral or to bait out most things.

B Damage Red Damage Proration Cancel Guard
400*3 (932) (672) 70% (N), SP, EX, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
40 3 16 1 2.1%*3 (6.3%) -

Jumps forward then does a dive down like j.236B. Holding 4 or 6 will change the angle of the dive to closer or farther away. This move can cancel to anything on hit and specials on block. For some reason can only be shielded crouching.

EX Damage Red Damage Proration Cancel Guard
380*20, 300 (2902) (2203) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
4+5/4+4 120 12 -20 -100.0% -

Known as EX hiero/halo. She does a jump to the back wall on superflash and slashes fill the whole screen, she will appear right behind the opponent on hit or block. Due to its fast startup, it can be used to punish slow moves or whiffed moves. This gets a knockdown if it hits, but due to adding so many hits it is recommended to not be used in long combos as it will give the opponent a ridiculous amount of meter.

Startup depends on whether Ciel has priority. If Ciel has priority, it's active on f9, and if the other character has priority, it's active on f8. Whenever a character blocks or gets hit, they lose priority. P1 begins the round with priority.

623X
Blade Sinker
623A/B/C/[C]
MBHCiel623A.png
MBHCiel623B.png
MBHCiel623C.png
MBHCiel623XC.png
A Damage Red Damage Proration Cancel Guard
500*2 (984) (756) 100% -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
15 10 15 -6 3.5%*2 (7.0%) -

Ciel does a dashing key thrust. Hits 2 times but doesn't knockdown or launch opponent. However this move can be EX canceled.

B Damage Red Damage Proration Cancel Guard
500*2 (721) (547) 50% (O) -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
14 12 14 -7 ~ -1 (vs Stand.)
-5 ~ 3 (vs Crouch.)
3.5%*2 (7.0%) -

Hopping version. Safe on block if spaced and launches on hit. On hit it can be canceled into air normals, air commands and jump. On block it can only be canceled into EX air commands. The first hitbox whiffs on most crouchers, making the frame advantage -5 point blank, +1 at mid distance and +3 at maximum distances.

EX Damage Red Damage Proration Cancel Guard
800*2, 1200 (2700) (2130) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
1+11 9 26 -11 -100.0% Full 1
[EX] (2nd Flash) Damage Red Damage Proration Cancel Guard
1200*3 (3487) (2716) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
1+29 9 27 -11 -100.0% Full 1
[EX] (3rd Flash)
(Close)
Damage Red Damage Proration Cancel Guard
1000*3 (2675)
1200*2, 1000 (3299)
(2055)
(2500)
100% - U
First Active Active Recovery Frame Adv Circuit Invuln
1+50 1 (1) 9 26 - -100.0% Full 1

Ciel lunges forward at lightning speed. Can be charged 3 times to build damage.
Charging until after the 2nd flash does the most damage but it's still blockable. If charged until after the 3rd flash, it becomes unblockable and goes into more damage if the first hitbox connects.

214X
Cciel blackkeys tree.png
(B variation tree)
(B variation tree)
MBCCiel214AB.png
MBCCiel214B4X.png
MBCCiel214B4X4X.png
MBCCiel214B4X4A4BC.png
MBCCiel214C.png
A Damage Red Damage Proration Cancel Guard
600 480 80% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 X 31 -6 3.5% -
  • Ciel throws black keys horizontally across the screen.

On hit, the opponent will be launched but can not be capitalized in damage unless you used it at a relatively far range where you can do 236C right after. On block at close ranges you will be safe if you block.

B Damage Red Damage Proration Cancel Guard
500 336 100% -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 X 33 -11 3.5% -
~4A Damage Red Damage Proration Cancel Guard
500*2 (984) (661) 100% -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
14 X 36 -12 3.5%*2 (7.0%) -
~4B/C Damage Red Damage Proration Cancel Guard
500*2 (984) (661) 100% -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
18 X 44 -22 3.5%*2 (7.0%) -
~4X~4A Damage Red Damage Proration Cancel Guard
500*4 (1905) (1280) 100% -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
38 X 38 -13 3.5%*4 (14.0%) -
~4X~4B/C Damage Red Damage Proration Cancel Guard
500*3 (802) (513) 100% N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 X 40 -18 1.4%*3 (4.2%) -
~4X~4A~4B/C (Kick) Damage Red Damage Proration Cancel Guard
350 - 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
20 2 12 4 0.0% -
~4X~4A~4B/C (Projectile) Damage Red Damage Proration Cancel Guard
450 - 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
20 14 0 11 4.05% -

After the initial throw she can go into a flow chart of different variations of key throwing. In part 2, 4A or 4B may be used. 4A will make her throw a key forward with another key a lot higher at the same time. 4B will throw 2 keys just straight forward. In part 3, 4A or 4B may be used again. This time 4A will be a lot slower but does the same thing as part with 2 more keys in between the gap. 4B will make her throw 3 keys straight forward really fast instead. And if you used 4A in part 3, there is a 4B followup after it where she does a jump spin kick key throw.

EX Damage Red Damage Proration Cancel Guard
230*22, 400 (3431) (2704) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+8 X 207 -12 -100.0% Full 1-10

Does a backdash before throwing keys which will leave her safe if the opponent is on the ground. Decent if used sometimes since it just puts both players in neutral game if blocked. Be careful when using this as if it is whiffed then the opponent is allowed to do their most damaging combos on you free.

22X
MBCCiel22A.png
MBCCiel22B.png
MBCCiel22C.png
A Damage Red Damage Proration Cancel Guard
1000/1200 384/480 70% (O) -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
4 2 (2) 3 35 -27/-23 7.0% High 1-3
  • Ciel does a somersault. These are all air unblockable.

Doesn't go very high but is fast and has an EX cancel at the end. Has upper body invincibility.

B Damage Red Damage Proration Cancel Guard
1000, 800 (1682) (903) 70% (O) - H
(Whiffs vs Crouch.)
First Active Active Recovery Frame Adv Circuit Invuln
8 5 41 -30 5.6%, 4.2% (9.8%) Full 1-8

Does 2 hits and goes higher than A version but whiffs crouchers point blank. Has some invincibility startup.

EX Damage Red Damage Proration Cancel Guard
800, 500*2, 500, 600*2 (3112) (2001) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
2+0 2 (2) 2 (12) 2 (2) 2 44 -30 -100.0% Full 1-7

Does 2 somersaults in succession. Her best reversal for being fast, having invincibility startup, input can not be crossed up, and hits crouchers.

63214X
Pinion Halo
63214A/B/C (No EX)
MBHCiel63214A.png
MBHCiel63214B.png
MBHCiel63214C.png
A Damage Red Damage Proration Cancel Guard
1000 480 55% (N), (SP), (EX), (J) HA
First Active Active Recovery Frame Adv Circuit Invuln
31 3 14 -5 7.0% -
  • Ciel does a flip forward or back depending on which version then does a move.

Flips low forward and does j.C. This move is an overhead. When using this move during blockstrings and it hits, make sure you keep track of what moves you have used since this move cancels into anything on hit as soon as you land, making it count as part of the string instead of resetting it causing her not to be able to use the ones before going into this. (ie. 2A 2B 3B 63214A hit, can not use 2A/2B/3B after)

B Damage Red Damage Proration Cancel Guard
400*3 (932) (672) 70% - LH
First Active Active Recovery Frame Adv Circuit Invuln
21 6 16 0 2.1*3 (6.3%) -

Flips back and does j.236B. Unlike (j.)236B, it can not cancel into anything on hit. Though it does not cancel, if the 3rd hit hits then you can link 2C after it.

C Damage Red Damage Proration Cancel Guard
1500 960 80% - HA
First Active Active Recovery Frame Adv Circuit Invuln
31 8 4 4 10.5% -

Flips high forward and does j.2C. Advantageous on block, hits overhead, and on hit can link into 5A or 2A. Can only be confirmed into a combo if it hits crouchers or on counter hit.

Aerial Specials

j.236X
Halo (Air)
j.236A/B/C
MBCCielj236AB.png
MBCCielj236C.png
A Damage Red Damage Proration Cancel Guard
- - - -EX- -
First Active Active Recovery Frame Adv Circuit Invuln
12 X 10 - - High
(Recovery 1-10)

Ciel dives downward at a 30 degree angle. This move does not do damage at all. It is a fastfall.

B Damage Red Damage Proration Cancel Guard
400*3 (1162) (747) 100% (N), (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 ~ X 6 17 -5 ~ -1 2.1%*3 (6.3%) -

Ciel dives downward at a 50 degree angle. It does 3 hits and can cancel any hit to anything on hit. Inputting 4 or 6 will change the angle of the dive to closer or farther away.

EX Damage Red Damage Proration Cancel Guard
500*3 (1452) (1024) 100% (2), 50% (O) (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+4 ~ 3+X 6 17 -4 -100.0% Full 1-6

Looks exactly the same as the B version but will launch on the 3rd hit. On hit it can be cancelled at any point into a command special or EX special, can only be jump cancelled in the 3rd hit.

j.214X
MBHCielj214AB.png
MBCCielj214B4BB.png
MBCCielj214C.png
A Damage Red Damage Proration Cancel Guard
500 336 70% -EX-, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
11 X 12 -7 (TK) 3.5% -
  • Ciel throws black keys down at a 45 degree angle. All versions stop momentum.

Can jump or special cancel the recovery. Very useful for certain blockstrings to stay on the opponent.

B Damage Red Damage Proration Cancel Guard
500 336 100% -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 X 15 -8 (TK) 3.5% -
~4B Damage Red Damage Proration Cancel Guard
500 336 100% -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
4 X 15 - 3.5% -
~4B (2) Damage Red Damage Proration Cancel Guard
500*4 376*4 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
13 X 18 - 3.5%*4 (14.0%) -

Has a 4B follow-up to throw a 2nd key. Also has a 4BB follow-up part that throws 3 extra keys. You may delay any part of it. No movement until landing after this move.

EX Damage Red Damage Proration Cancel Guard
300*18 (~4200) (~3400) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+16 X 119 - -100.0% -

She throws 6 keys seperately in succession then 12 keys altogether for the last throw. Any movement can be used after this move.

j.22X
MBCCielj22A.png
MBCCielj22B.png
MBCCielj22C.png
A Damage Red Damage Proration Cancel Guard
1000 192 100% (O) (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 2 10 -25 (TK) 7.0% -
  • Ciel does a somersault in the air.

Has a jump cancel on the recovery if it hits.

B Damage Red Damage Proration Cancel Guard
600*2 (1111) (355) 100% EX, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 2 10 -30 (TK) 4.2%*2 (8.4%) -

2 hits and also has the jump cancel on recovery if it hits. Often used in combos.

EX Damage Red Damage Proration Cancel Guard
500*3, 400*3, 350*3 (3149) (1400) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+0 39 10 -54 (TK) -100.0% Full 1-2, 15, 28
(Full dur. Landing 9-10)

3 somersaults are done. Not used for anything except killing the opponent if they are left with some health that airthrow will not kill them.

Arc Drive

Seventh Holy Scripture
41236C during Heat
MBCCielAD.png
Damage Red Damage Proration Cancel Guard
700*9, 2200 (3706) (4885) 50% - LH
First Active Active Recovery Frame Adv Circuit Invuln
3+3 26 40 -24 removes all Full 1-3, 31-32
Super Armor ?~?

Ciel's Arc Drive. Opponent will be knockdown on hit.


General Gameplan

H-Ciel shares a lot of simmilarities with her C moon counterpart, she is a character with great neutral tools that can force your opponents to approach you with her pestering projectiles and a full screen EX punisher with 236C, dictating the pace of neutral; then exploit those opportunities when the opponent air approaches with her low profile dash that will cause jumping normals to whiff and take your turn or to dash under and switch sides, potentially punishing or cornering them, or stopping them right on their tracks with an air-to-air preemptive j.B.
H-Ciel has also one of the most versatile pressure and staggers, with lots of options to stagger continuosly or tools that move her forward, making it possible to extend pressure for a good while. However be wary that she doesn't have any strong overheads nor a way to really open your opponent, just her good old fashioned throw.

Neutral

  • Dash: Extremely useful for all Ciels as it can low profile a lot of air buttons and even several on the ground. But especially useful in H-Ciel due to its lack of air normals that hit from behind; It is important to learn to love the floor and abuse this dash as much as possible. Try to dash under jumpy opponents and clap them from behind with 5C/2C, and get in the habit of dash-stopping with 5A/2A for when you want to create space or are unsure of your approach.
  • 214B~4A: Ciel 101 and your most important tool in your gameplan, despite that this is not a tool to abuse all day as a good jump in from your opponent will kill you; conditions your opponents in neutral to jump over your keys by only doing the first key or with 214A, and then disrupt them air-to-air or dash under.
  • 236[A]: Incredibly good command to zone and similar to 214B (just as punishable when jumping it), the key difference being the small jump that Ciel does before throwing her keys, making it possible for her to win projectile wars without worrying about having 236C in hand. Reppukens, lasers, snakes, other keys, etc. are some examples. In fullscreen hit it can be confirmed into 236C.
  • 236C: Another important tool for H-Ciel that is inherited from her C counterpart, the option to punish any mistake anywhere on the screen is a very strong one. However H-Ciel suffers from not being able to freely use 236C by virtue of being Half moon and having less meter to work with.
  • j.B: By itself not really a strong air normal and can lose to better air-to-air normals, but a strong tool on her repertoire in conjuction with her projectiles and dash under, putting out a preemptive j.B to stop people from jumping your projectiles will net you a lot of air counter hits thanks to its active frames and disjointed hitbox. It's also a good habit to buffer air dash along with it in order to get an air dash cancel in case it lands.


Most of H-Ciel's normals/commands are not very strong as neutral tools compared to other characters and should be used sparely:
Air-to-air use j.B and j.A preemptively, if you find yourself stuck in the air use j.2C, j.214A and j.236A to reposition yourself or bait anti-airs (after j.214A remember to jump cancel, air dodge, or cancel into j.236A/B).
When you approach the opponent through the air and are almost close to the corner be conservative with your options, if you spent them all and the opponent managed to dashed under, then you are now locked on the other side looking backwards with no buttons to hit from behind, try to save your air dash as a last ditch option to get extra air and space, we can easily reset a bad position to a neutral one with H-Ciel's air dash with extra distance.
Don't over extend by throwing too many normals on the ground, analyze your opponent's behaviour and situationally use 5B for footsies, or 5C for more range, after 5B buffer 5C 623B for hit confirming. Rushing in with 5A works wonders too with its quick recovery and good range for an A normal, just don't over abuse it, low profile normals will beat it cleanly.
Her best way to catch the opponent jumping away is with 5A, from there either buffer another 5A or 4C to hitconfirm. Be careful when doing 5A as an anti-air, there is plenty of green hurtbox above the hitbox and lots of jumping normals will beat it. Be also even more careful when deciding to do 5A into 4C, it's long recovery on whiff makes it very easy to punish, if you want to be safer go for 5A 5B instead.
Don't be too defensive/passive on the ground with projectiles neither, occasionally rush with dash rising j.A if the opponent likes to hang around in the air and bait approaches. When the opponent starts throwing preemptive buttons in the air to catch you, try instead to punish/take your turn in their landing recovery or dash under it if you have the time. Be mindful of Ciel's dash limit distance and the slow tail end of it, break her dash with 5A and quickly do another one to avoid it.

Pressure

H-Ciel has a wide array of tools to apply a decently strong pressure, with options that make her move forward constantly and can be staggered into or allow us to reset our pressure with plus on block frames. Her 5A6AA shines in particular compared to others, not only moving her forward but also being 0± on block, with her 5A also being really strong being +1 on block and +3 on whiff while rebeated from C normals, making her 6AA also a good stagger option. She also can move more forward with her half-charged 5{C} or fully charged 5[C], wich when reverse beated into 5A will leave her very close to the opponent and plus on block. Her 3B also moves her forward a lot and has a giant cancel window so remember to use this move early on your blockstrings to stagger into other buttons. Lastly her 623B is +1 on block vs crouching opponents, as long as it's not done at close range; though it is not plus on block vs tall characters (Tohno, Nanaya, Hime, Wara, Nero, WLen).

All these tools are important to have in mind, they allow H-Ciel to keep moving forward into ambiguous pressure resets. However, while all these tools make it sound like she is scary to block this not the case. First she has no real way to open up the opponent, you will have to condition your opponent with throws into strike/throw mix-ups, but considering your weak throw you will have to read tech attempts hard. She also has low reward when catching people jumping away from her pressure. EX Guard will also consistently ruin or pressure game and her tools do not move her forward enough to offset the extra pushback, unlike other characters with tools that don't care about EX Guard. This means that despite all her pressure tools H-Ciel still needs to do dash resets in order to prolong her pressure, and nothing about her tools are automatic mode.

Having her weaknesses in mind, learning to effectively pressure with H-Ciel involves to keep your opponent constantly guess your options, do not keep repeating your best tools, rotate between them and even learn to use your other weaker tools. It can be hard to keep track of all your options in real time while at the same time analyzing the player match-up, but if you can juggle all of that you will have a solid based pressure for real. After you condition your oppoent look for opportunities to sneak in strike/throw mix-ups and even fuzzy guard setups.

Key pressure tools

  • 5A: It is very important that you do NOT start your blockstrings with 5A or waste 5A early in the string. As stated before this normal is +1 on block and +3 on whiff after you've rebeated from a C normal, both really strong to have as an H moon. Still, this normal is really strong in neutral so don't be shy about using it when moving around, you will mostly want to start your okizeme with a 2A so 5A gets reserved for when you need it.
  • 5A6AA: 0± on block and moves her forward, best cancelled into 623B or 214A to force respect. Do not over abuse this move unless you have a good grasp of your opponent habits and want to RPS your way, if you do, have in mind at what distance your will end after being blocked.
  • 5{C}: Another important reason to save your 5A so you can rebeat from this normal. Moves her forward a lot, specially when fully charged. Also it's her normal with the most reach, perfect for catching people pressing buttons or jumping, and it's her best tool to stagger along with dash resets, use this when your opponent keeps pushing you out with EX Guard. Remember to buffer 623B behind to hit confirm it.
  • 3B: Another normal to move her forward and very easy to hit confirm that leads into her best combos, so use it early on your blockstings. Huge cancel window also makes 3B perfect for staggering into other normals. If you let this move rock the recovery has also extra forward movement, tho you will have to condition your opponent to not mash it at -5 on block.
  • 623B: Your best tool to hit confirm from stray or staggered 5Bs/5Cs, on block this becomes +1 but only vs crouching opponents and at the right distance, from point blank it is very minus. It is NOT +1 vs tall characters crouching (Tohno, Nanaya, Hime, Wara, Nero, WLen). Despite all the jank of this move it is still pretty good as most of the time you can just buffer this move to hit confirm and still be your turn if it's blocked. It can not be blocked standing on reaction, even if they stand block the last 2 hits it will still be +1 on block. You can realize if they blocked the first hit because Ciel "floats" for longer. Because of all these weaknesses we cannot trust 623B as a pure reset pressure tool and it should be left as a last ditch option in your blockstrings.
  • 4C: Your main way to catch your opponent jumping away from your pressure, use it in conjuction with 5A into 4C. The way you confirm it changes based on the heigth, if too high use j.A, if too low use j.C.


H-Ciel has also a lot of command specials unique to her, two of these (63214C, 236A4 and 236B) can be used to reset pressure with some of them being plus on block, however they all have the same weakness, they have long start up animations wich makes them very easy to react to with mashing or shielding or dashing under, and two of them can result in impossible to combo. Despite all of them looking very cool they are nothing more than gimmicks and should be used as such, sparingly or never at all.

Okizeme

H-Ciel okizeme options can be particularly strong while outside of the corner, enabling her some tricky L/R options, sadly her options while on the corner vanish as she has no way to steal the corner in oki, meaning once you get on the corner one will relly on honest safe jump options. Though it's not all lost on the corner if you learn her fuzzy guard mix-ups, these can also be very unreliant as mix-ups, not only they are hard to execute but also have a hard counter with ex guard.
This section will only briefly cover combo enders, check the advanced combo section if you want to see the full combos into okizeme.

  • Midscreen only: H-Ciel has a lot of options actually and not enough space here to cover them all, you can get very creative thanks to her ample hard knockdown time from her 5A6AA 4[B] 2C into the oki of your choice. Here are 3 very easy and strong options:
    • 5A6AA 4[B] 2C > jump 8/9 cancel: probably her strongest oki option, allowing a wide range of tricky options, you can either jump forward and then dj j.2C L/R or charge it for an Overhead, or go for a variety of L/R options with air back dash or just staying on the other side, perfect for keeping your opponent guessing all your choices.
    • 5A6AA 4[B] 2C > 624B: sets up a very strong L/R with iad j.2C with even enough time to meaty into 2B to beat wake up standing shield. Just be mindful of your combo routing, if you have used all your otg from doing 236B previously then you can't use this option.
    • 5A6AA 4[B] 2C > 4C 4B236B: H-Ciel has the particularity that her 4B236B has better frame advantage from her other moons, this makes it a very legit okizeme option anywhere on the screen with a very easy safe jump setup. And on midscreen if you high forward jump after it you can cross-up a lot of character into 2A meaty, or stay on same side with slightly delayed high forward jump. This never crosses up Aoko, Ciel, all Akihas, Satsuki, Warachia, Roa, and Wlen.
  • On the corner: As previously stated, she loses access to all her L/R oki. Instead H-Ciel will have to focus on playing solid and safe with safe jumps and meaties, once you have conditioned your opponent to respect you on their wake up you can get cheecky and start going for late air dash/air back dash in your safe jump or seting up a fuzzy guard. Since our okizeme can be almost non-existent on corner and getting a safe jump on some match-ups is not necesary, deciding to go for max damage combos instead of okizeme routes can be a good choice.


Fuzzy guard setups: Most of the time H-Ciel is a very honest character in her gameplan, implementing these Fuzzy Guard setups can really boost our offense both on pressure and okizeme. Unfortunately these can be killed with EX guard, though this is H-Ciel's only true corner mix as okizeme.

  • Deep j.C > land > 8 j.C fuzzy - Very tight window. You can set it from a safe jump or from iad j.B j.C. It's also possible to land the fuzzy j.C with 9 jump or on an air dash j.C before landing, try whatever you find easier.
  • Air Dash Fuzzy from j.C > j.66 j.B - The minimum height and cancel window to get the fuzzy right is strict (1f), but it has a higher reward than the regular fuzzy and can land on more characters. As a general tip you want to plink j.B into j.A, failing the 1f window doing it too early will result in a j.A with this plink, it's not an overhead but it will prevent you from getting punished if you miss the window and empty air dash.

Please note that fuzzy guards do not apply to all characters:

  • These characters can’t be fuzzied by Deep j.C > 8 j.C fuzzy: Nanaya, Tohno, PCiel, Satsuki, Aoko, Len, WLen, Miyako, Necos
  • These characters can’t be fuzzied with Air Dash fuzzy from j.C > j.66 j.B: Miyako and Necos


When you don't have a clean confirm and you have no choice but to go for BnB with AT ender, play it safe and solid with dash 2A/5A, the timing to make it meaty is strict so train it with the dummy doing recovery 2A. If you're in the middle of the screen just drop back to neutral, or build up some bar by doing j.214A > j.214B4BB if you need it.

Defense

H-Ciel defensive options are all the same from C-Ciel, but she is overall more fragile as it's more likely you can find yourself with less than 100% meter and not having her EX reversals at hand.

  • 22C: This is a 3f reversal, due to the nature of landing recovery, C and H moon characters cannot safejump this move unless they make the first hit whiff. This move hits on the same frame as the superflash, so opponents cannot whiff cancel their A normal into shield upon seeing the superflash. Also being a 22 input makes this reversal very relevant against left/right mixups, this move can invalidate some mixups due to the nature of the 22 input alongside C/H characters not being able to safejump against it.
  • 22B: This is Ciel’s meterless reversal, it is programmed to whiff crouchers even if the hitboxes line up making it relatively easy to bait. It can be useful against H-moon heat though as it will avoid the H-moon autoburst, and Ciel will be + in the resulting situation.
  • 214C: This reversal is safe on block, but loses to the opponent jumping on reaction to the superflash.
  • 236C: This move is a reversal, it basically beats everything but block or an A normal, however it a relatively slow startup compared to the other listed moves. A couple examples of uses for 236C are against F-Akiha/F-VAkiha’s 4C, Nero’s 4C, Satsuki’s 3C and FHime 236A/B, any of these moves can be punished on block by 236C, the opponent will need to cancel into a move which jails if they can, in which case the 236C won’t come out due to blockstun. Having these options available will require that the opponent must play around them to some degree, which will provide opportunities for challenges such as 2A or Jump, or just allow you to block longer to try and gain an understanding of your opponent’s pressure tendencies.

Combos

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

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.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
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:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
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.

Begginer Combos

Basic BnB's for starting with the character until you get more familiar with her. All of these routes work on every character and state. Unless stated all her combos work anywhere on the screen.

Condition Notation Damage
vs V.Sion
Notes
Basic BnB
  • 2AA > 2B > 3B > 5C > 2C > 4C > j.BC > dj.BC > j.66 j.BA > j.22B > AT
4730


Meter Gained: 77.7% Meter Given (vs C-Moon): 33.3%
Very basic BnB that works on everywhere and will teach you her most common pick up. Skip a 2A or a hit of 3B if you're unsure if you're close enough to land all the hits.
Basic 5A6AA BnB
  • 2AA > 2B > 3B(1) > 5A6AA > 4[B] > 2C > 5{C} > 4C > j.BC > sdj.BC > j.66 j.BA > j.22B > AT
4843


Meter Gained: 93.1% Meter Given (vs C-Moon): 40.5%
Basic 5A6AA series combo that works on every character and any state, be wary of your starting position, if you think you're too far skip a 2A and a hit of 2B, otherwise 5A will whiff.
Great combo for introducing you into her 5A6AA series, the meat of her advanced BnBs. Because of the high hit count hitstun decay is high and the last j.BA becomes hard after j.66, you can do j.AA instead.

Normal Combos

Unless stated all her combos work anywhere on the screen.

Condition Notation Damage
vs V.Sion
Notes
Standing, BnB
  • 2AA > 2B > 3B(1) > 5{C} > 5A6AA > 4[B] > 2C > 5{C} > 4C > j.BC > sdj.BC > j.66 jBA > j.22B > AT
5096


Meter Gained: 98.7% Meter Given (vs C-Moon): 44.3%
Damaging BnB that works on everyone and its very reliable. This combo works thanks to half charging the first 5C, getting us closer and enabling 5A6AA to hit.
Crouching, BnB
  • 2AA > 2B > 3B > 4C > dl.5C > 2C > 5Aw6AA > 4[B] > 2C > 5{C} > 4C > j.BC > sdj.BC > j.66 j.BA > j.22B > AT
5021


Meter Gained: 109.9% Meter Given (vs C-Moon): 53.1%
Damaging BnB that works on everywhere and its very reliable. Because of the high hit count hitstun decay is high and the last j.BA becomes hard after j.66, you can do j.AA instead.
Air CH pick up
  • j.B (CH) > 5B > 5C > j.BC > dj.BC > j.66 j.B > j.22B > AT
5135


Meter Gained: 51.1% Meter Given (vs C-Moon): 21.9%
High damage air CH pick up. 5B has to hit as low to the ground as possible, if you miss the timing skip the first jC to correct the combo.
Gold Air Throw combo
  • Gold AT > dl j.236B > 4C > j.BC > dj.BC > j.66 j.B > j.22B > AT
3164


Meter Gained: 51.8% Meter Given (vs C-Moon): 22.2%
Basic Gold Air Throw combo that works everywhere on the screen. The delay on the j.236B is greater if you're very high on the air.
Shield Counter combo
Works On: Ground hit
  • Shield Counter > 236[A] > 2C > 5{C} > 4C > j.CB > sdj.BC > j.66 j.B > j.22B > AT
2848


Meter Gained: 71.6% Meter Given (vs C-Moon): 28.8%
Shield counter combo that works on grounded hits. Not stable when hitting someone out of the air.
Shield Counter combo
Works On: Air hit
  • Shield Counter > 4[B] > 2C > 5{C} > 4C > j.CB > sdj.BC > j.66 j.B > j.22B > AT
2908


Meter Gained: 69.3% Meter Given (vs C-Moon): 28.2%
Shield counter combo that works when hitting someone out of the air. Doesn't work vs grounded hits.
Low Shield Counter combo
  • Low Shield Counter > 623B > j.B > land > j.BC > sdj.BC > j.66 j.BA > j.22B > AT
3684


Meter Gained: 66.7% Meter Given (vs C-Moon): 26.7%
Low Shield counter combo, works on both normal hit and counter hit.

5B hit confirms

Combos from a 5B raw and different distances, either from a stray 5B in neutral or after staggering your pressure into 5B. All these combos are also ideal when starting with a 5C too.

Condition Notation Damage
vs V.Sion
Notes
Close distance, or in the corner
  • 5B > 5C > 623B > j.B > land > j.BC > dj.BC > j.66 j.B > j.22B > AT
3893


Meter Gained: 58.1% Meter Given (vs C-Moon): 24.9%
Doesn't work when hitting at max distances while on midscreen.
Long distances
  • 5B > 5C > 623B > j.B > land > j.B > j.66 j.AA > sdj.jBCA > j.22B > AT
3755


Meter Gained: 50.4% Meter Given (vs C-Moon): 21.6%
More stable version with less damage while on midscreen and hitting with the tip of 5B.
Everywhere
  • 5B > 5C > 623B > dj iad j.BA > land > j.AB > sdj.BC > j.66 j.BA > j.22B > AT
3882


Meter Gained: 55.3% Meter Given (vs C-Moon): 23.7%
Harder version that is very stable regardless if you're close or far when hitting with 5B.
Everywhere, Meter burn
  • 5B > 5C > 623B > j.B > 4C(1) > 236C
3864


Meter Gained: -74.8% Meter Given (vs C-Moon): 34.1%
Meter burn into 236C oki.

Advanced Combos into Okizeme

All of these routes depend heavily on hit count for the added gravity decay in order to work, they can be quite hard vs some slim characters even on high hit count, or really easy on wider characters. These routes can also be extended with more reps, but the intent is to optimize damage without over extending combos and not give a lot of meter to our opponent, however, sometimes you might want to over extend the combos if you desperately need the meter to enter heat or force your opponent into max mode too.
Video example: https://www.youtube.com/watch?v=0-jkAjxNc0E

Condition Notation Damage
vs V.Sion
Notes
Standing
Works On: Everyone but Len
  • 2AA > 2B > 3B(1) > 5{C} > 5A6AA > 4[B] > 2C > 236B4 > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > 2Aw or 63214B or 4B236B
4317


Meter Gained: 63.5% Meter Given (vs C-Moon): 36.3%
Works on everyone but len, very hitcount dependent, requires to be next to the opponent or late normals in the string will whiff. For the midscreen combo to work after 236B4 you must plink A into B for Ciel to autocorrect to the correct side, the input would be 4A~4[B]. It is possible to add another rep of 236B4 4[B], mostly useful to add more hitcount and make the final 5A6AA easier, otherwise dont do it as it will give less damage and more meter to the opponent, or to side switch twice and keep the corner . 236B4 4A~[B] extensions don't work midscreen on Miyako
Crouching
Works On: Everyone but Len and WLen
  • 2AA > 2B > 3B > 4C > dl.5C > 2C > 5Aw6AA > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > jump cancel or 63214B or 4B236B
4510


Meter Gained: 82.6% Meter Given (vs C-Moon): 35.4%
In some characters it is necessary to add delay in 5Aw, requires to be next to the opponent or late normals in the string will whiff. It is possible to add a 236B4 4A~[B] before the 2nd rep of 5A6AA in case you find it difficult vs some characters and require more hitcount. Very incosistent on Nero and doesnt work on Len/WLen, use instead the previous Standing combo but doing 3B and not 3B(1), skipping 5{C} and doing 2 reps of 236B4.
2A Max Range
  • 2A > 2B(1) > 3B(1) > 5A6AA > 4[B] > 2C > 236B4 > 4[B] > 2C > 236B4 > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > jump cancel or 4B236B
3605


Meter Gained: 57.6% Meter Given (vs C-Moon): 36.9%
For the midscreen combo to work after 236B4 you must plink A into B for Ciel to autocorrect to the correct side, the input would be 4A~4[B] . Against some characters the hitcount is still going to be short and the combo becomes very hard to complete on the final 5A6AA and 4[B], generally you want to do 5A6AA as low to the ground as possible and delay 4[C], or alternatively cut early the combo on 2C before the final 5A6AA rep. 236B doesn't OTG Miyako midscreen, but the route can be adapted: after the first 5A6AA 4[B] 2C go straight into 2Aw 5A6AA 2C 2Aw loops.
The damage lost for not having a clean hit is considerably higher on this route comparing with a normal BNB of 4.6k damage, it's up to you if youd prefer going for this route with oki or a BnB with good damage.
Crouching, 2A Max Range
Works On: Everyone but Len and WLen
  • 2A > 2B(1) > 3B(1) > 4C(1) > 5C > 2C > 5Aw6AA > dl 4[B] > 2C > 236B4 > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > jump cancel or 4B236B
3994


Meter Gained: 65.6% Meter Given (vs C-Moon): 37.2%
For the midscreen combo to work after 236B4 you must plink A into B for Ciel to autocorrect to the correct side, the input would be 4A~4[B]. Against some characters the hitcount is still going to be short and the combo becomes very hard to complete on the final 5A6AA and 4[B], in those match-ups you can add another rep of 236B4 2C in the middle at the cost of losing some damage. 236B doesn't OTG Miyako midscreen, but the route can be adapted: after the first 5A6AA 4[B] 2C go straight into 2Aw 5A6AA 2C 2Aw loops.
5A Starter / lack of normals
  • 5A > 2B(1) > 2A > 5A6AA > 4[B] > 2C > 236B4 > 4[B] > 2C > 236B4 > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > jump cancel or 4B236B
3607


Meter Gained: 57.6% Meter Given (vs C-Moon): 36.9%
Different route, useful when finding a random hit with 5A or after staggering your pressure and you dont have normals available to cancel into. For the midscreen combo to work after 236B4 you must plink A into B for Ciel to autocorrect to the correct side, the input would be 4A~4[B] . Against some characters the hitcount is still going to be short and the combo becomes very hard to complete on the final 5A6AA and 4[B], generally you want to do 5A6AA as low to the ground as possible and delay 4[C], or alternatively cut early the combo on 2C before the final 5A6AA rep. 236B doesn't OTG Miyako midscreen, but the route can be adapted: after the first 5A6AA 4[B] 2C go straight into 2Aw 5A6AA 2C 2Aw loops.
The damage lost for not having a clean hit is considerably higher on this route comparing with a normal BnB, it's up to you if youd prefer going for this route with oki or a BnB with good damage.
Crouching, Character specific
Works On: Len, WLen (others characters too)
  • 2AA > 2B > 3B > 4C > dl.5C > 2C > 236[A] > 2C > 5Aw6AA > 4[B] > 2C > 236B4 > 4[B] > 2C > 5A6AA > 4[B] > 2C > jump cancel or 4B236B
4613 (vs Len)


Meter Gained: 67.4% Meter Given (vs C-Moon): 48.8%
Easy crouching combo vs Len as she has a weird hurtbox after getting tripped by 2C. You don't need to go for this route vs Wlen though, as she is easy to juggle with unscaled gravity 5A6AA. Between 236[A] and 2C you have to walk backwards for a couple of frames in order to create space to make 5A whiff.
Crouching, Anywhere
  • 2AA > 2B > 3B > 5A6AA > 4[B] > 2C > 236B4 > 4[B] > 2C > 236B4 > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > jump cancel or 4B236B
4256


Meter Gained: 66.7% Meter Given (vs C-Moon): 41.9%
Consistent and easy crouching combo vs Nero, Len and Wlen at the cost of damage. It's a lot like the first advanced combo, so it will work on almost everyone.
Standing, Reverse Beat penalty management
  • 2AA > 2B > 3B(1) > 5{C} > 5A6AA > 4[B] > 2C > 236B4 > 4[B] > 2C > 236B4 > 4[B] > 5A6AA > 4[B] > 2C > jump cancel or 4B236B
4221


Meter Gained: 66.3% Meter Given (vs C-Moon): 39.0%
Works on everyone, very hitcount dependent, requires to be next to the opponent or late normals in the string will whiff. For the midscreen combo to work after 236B4 you must plink A into B for Ciel to autocorrect to the correct side, the input would be 4A~4[B].
While less damaging than the Standing advanced combo, this version does a different routing to prevent having any reverse beat penalty damage at the time of meatying, potentially optimizing our damage for the next combo, OR to lessen the harsh penalty after staggering pressure with multiple reverse beats. Useful mostly when starting rounds but can be used as your main advanced BnB, though this combo is a little harder input wise.
Crouching, Reverse Beat penalty management
  • 2AA > 2B > 3B > 4C > dl.5C > 2C > 5Aw6AA > 4[B] > 2C > 236B4 > 4[B] > 5A6AA > 4[B] > 2C > jump cancel or 63214B or 4B236B
4394


Meter Gained: 71.5% Meter Given (vs C-Moon): 38.1%
Works on everyone, very hitcount dependent, requires to be next to the opponent or late normals in the string will whiff. For the midscreen combo to work after 236B4 you must plink A into B for Ciel to autocorrect to the correct side, the input would be 4A~4[B].You can add another 236B4 rep to add more hit count and make the final 5A6AA easier.
While less damaging than the Crouching advanced combo, this version does a different routing to prevent having any reverse beat penalty damage at the time of meatying, potentially optimizing our damage for the next combo, OR to lessen the harsh penalty after staggering pressure with multiple reverse beats. Useful mostly when starting rounds but can be used as your main advanced BnB, though this combo is a little harder input wise.

Additional Resources

H-Ciel Match Video Database

H-Ciel Canceris's spanish guide, on which this page is based upon and trimmed down

Notable Players / Players to ask

Name Color Region Common Venues Status Details
utamaru
(うたまる)

Ciel Color01.png

Japan A-cho, KorewaMelty, Play Spot BIG ONE 2nd Inactive The real and only H-Ciel player. Creative and relentless. Changes moon based on the match-up.

Players to ask in the community

Last updated: 18/11/22
Opinions may differ between players and not all may agree on the same topic.

Name Discord username Languages
Canceris cancerisr Spanish, English

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