Melty Blood/MBAACC/Ciel/Half Moon: Difference between revisions
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=== Neutral === | === 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 | *'''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. | *'''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. | *'''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. | ||
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=== Pressure === | === Pressure === | ||
H-Ciel | 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> | <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> | <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 === | === Okizeme === | ||
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|input=*2AA > 2B > 3B > 5C > 2C > 4C > j.BC > dj.BC > j.66 j.BA > j.22B > AT | |input=*2AA > 2B > 3B > 5C > 2C > 4C > j.BC > dj.BC > j.66 j.BA > j.22B > AT | ||
|simput= | |simput= | ||
|note=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. | |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. | ||
}} | }} | ||
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|input=*2AA > 2B > 3B(1) > 5A6AA > 4[B] > 2C > 5{C} > 4C > j.BC > sdj.BC > j.66 j.BA > j.22B > AT | |input=*2AA > 2B > 3B(1) > 5A6AA > 4[B] > 2C > 5{C} > 4C > j.BC > sdj.BC > j.66 j.BA > j.22B > AT | ||
|simput= | |simput= | ||
|note=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> | |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> | ||
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. | 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. | ||
}} | }} | ||
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|input=*2AA > 2B > 3B(1) > 5{C} > 5A6AA > 4[B] > 2C > 5{C} > 4C > j.BC > sdj.BC > j.66 jBA > j.22B > AT | |input=*2AA > 2B > 3B(1) > 5{C} > 5A6AA > 4[B] > 2C > 5{C} > 4C > j.BC > sdj.BC > j.66 jBA > j.22B > AT | ||
|simput= | |simput= | ||
|note=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. | |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 | {{CollapsingComboData-MB | ||
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|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 | |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= | |simput= | ||
|note=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. | |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. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
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|input=* j.B (CH) > 5B > 5C > j.BC > dj.BC > j.66 j.B > j.22B > AT | |input=* j.B (CH) > 5B > 5C > j.BC > dj.BC > j.66 j.B > j.22B > AT | ||
|simput= | |simput= | ||
|note=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. | |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. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
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|input=*Gold AT > dl j.236B > 4C > j.BC > dj.BC > j.66 j.B > j.22B > AT | |input=*Gold AT > dl j.236B > 4C > j.BC > dj.BC > j.66 j.B > j.22B > AT | ||
|simput= | |simput= | ||
|note=Basic Gold Air Throw combo that works | |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 | {{CollapsingComboData-MB | ||
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|input=*Shield Counter > 236[A] > 2C > 5{C} > 4C > j.CB > sdj.BC > j.66 j.B > j.22B > AT | |input=*Shield Counter > 236[A] > 2C > 5{C} > 4C > j.CB > sdj.BC > j.66 j.B > j.22B > AT | ||
|simput= | |simput= | ||
|note=Shield counter combo that works on grounded hits. Not stable when hitting someone out of the air. | |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 | {{CollapsingComboData-MB | ||
|condition=Shield Counter combo | |condition=Shield Counter combo | ||
|characters=Air hit | |characters=Air hit | ||
|damage= | |damage=2908 | ||
|metergen=69.3% | |metergen=69.3% | ||
|metero=28.2% | |metero=28.2% | ||
Line 1,573: | Line 1,556: | ||
|input=*Shield Counter > 4[B] > 2C > 5{C} > 4C > j.CB > sdj.BC > j.66 j.B > j.22B > AT | |input=*Shield Counter > 4[B] > 2C > 5{C} > 4C > j.CB > sdj.BC > j.66 j.B > j.22B > AT | ||
|simput= | |simput= | ||
|note=Shield counter combo that works when hitting someone out of the air. Doesn't work vs grounded hits. | |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. | ||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Low Shield Counter combo | |||
|characters= | |||
|damage=3684 | |||
|metergen=66.7% | |||
|metero=26.7% | |||
|link= | |||
|input=*Low Shield Counter > 623B > j.B > land > j.BC > sdj.BC > j.66 j.BA > j.22B > AT | |||
|simput= | |||
|note=[[File:H Ciel Low shield counter.mp4|480px|thumb|right]]Low Shield counter combo, works on both normal hit and counter hit. | |||
}} | }} | ||
}} | }} | ||
=== 5B hit confirms === | === 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. | 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. | ||
Line 1,589: | Line 1,584: | ||
|input=*5B > 5C > 623B > j.B > land > j.BC > dj.BC > j.66 j.B > j.22B > AT | |input=*5B > 5C > 623B > j.B > land > j.BC > dj.BC > j.66 j.B > j.22B > AT | ||
|simput= | |simput= | ||
|note= Doesn't work when hitting at max distances while on midscreen. | |note= [[File:H Ciel 5b simple.mp4|480px|thumb|right]]Doesn't work when hitting at max distances while on midscreen. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
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|input=*5B > 5C > 623B > j.B > land > j.B > j.66 j.AA > sdj.jBCA > j.22B > AT | |input=*5B > 5C > 623B > j.B > land > j.B > j.66 j.AA > sdj.jBCA > j.22B > AT | ||
|simput= | |simput= | ||
|note= More stable version with less damage while on midscreen and hitting with the tip of 5B. | |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 | {{CollapsingComboData-MB | ||
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|input=*5B > 5C > 623B > dj iad j.BA > land > j.AB > sdj.BC > j.66 j.BA > j.22B > AT | |input=*5B > 5C > 623B > dj iad j.BA > land > j.AB > sdj.BC > j.66 j.BA > j.22B > AT | ||
|simput= | |simput= | ||
|note= Harder version that is very stable regardless if you're close or far when hitting with 5B. | |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. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Everywhere, | |condition=Everywhere, Meter burn | ||
|characters= | |characters= | ||
|damage=3864 | |damage=3864 | ||
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|input=*5B > 5C > 623B > j.B > 4C(1) > 236C | |input=*5B > 5C > 623B > j.B > 4C(1) > 236C | ||
|simput= | |simput= | ||
|note= Meter burn into 236C oki. | |note= [[File:H Ciel 5b meter burn.mp4|480px|thumb|right]]Meter burn into 236C oki. | ||
}} | }} | ||
}} | }} | ||
Line 1,633: | Line 1,628: | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
|condition=Standing | |condition=Standing | ||
|characters= | |characters=Everyone but Len | ||
|damage=4317 | |damage=4317 | ||
|metergen=63.5% | |metergen=63.5% | ||
Line 1,640: | Line 1,635: | ||
|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 | |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= | |simput= | ||
|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], 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 | |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 | {{CollapsingComboData-MB | ||
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|input=*2AA > 2B > 3B > 4C > dl.5C > 2C > 5Aw6AA > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > jump cancel or 63214B or 4B236B | |input=*2AA > 2B > 3B > 4C > dl.5C > 2C > 5Aw6AA > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > jump cancel or 63214B or 4B236B | ||
|simput= | |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. 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. | |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 | {{CollapsingComboData-MB | ||
Line 1,662: | Line 1,657: | ||
|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 | |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= | |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 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> | |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. | 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. | ||
}} | }} | ||
Line 1,672: | Line 1,667: | ||
|metero=37.2% | |metero=37.2% | ||
|link= | |link= | ||
|input=*2A > 2B(1) > 3B(1) > 4C(1) > 5C > 2C > 5Aw6AA > 4[B] > 2C > 236B4 > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > jump cancel or 4B236B | |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= | |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 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. | |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 | {{CollapsingComboData-MB | ||
Line 1,685: | Line 1,680: | ||
|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 | |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= | |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 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> | |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. | 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. | ||
}} | }} | ||
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|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 | |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= | |simput= | ||
|note=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. | |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 | {{CollapsingComboData-MB | ||
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|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 | |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= | |simput= | ||
|note=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. | |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 | {{CollapsingComboData-MB | ||
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|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 | |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= | |simput= | ||
|note=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> | |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. | 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. | ||
}} | }} | ||
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|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 | |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= | |simput= | ||
|note=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> | |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. | 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. | ||
}} | }} | ||
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<br> ''Opinions may differ between players and not all may agree on the same topic.'' | <br> ''Opinions may differ between players and not all may agree on the same topic.'' | ||
{| class="wikitable" | {| class="wikitable" | ||
!width="95"|Name !! Discord username !! Languages | !width="95"|Name !! Discord username !! Languages | ||
|- | |- | ||
| Canceris || | | Canceris || cancerisr || Spanish, English | ||
|} | |} | ||
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 |
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Overview
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Pros | Cons |
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Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
Damage | Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion. |
Red Damage | Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage. |
Proration | The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
Startup | Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup". |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move. |
Invul | Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move. Invicibility:
Hurtbox-Based Properties:
Miscellaneous Properties
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Normal Moves
Standing Normals
5A
5A
5A~6A~6A |
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5B
5C
5C
5[C] |
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Crouching Normals
2A
2B
2B
2B~2B |
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2C
2C
2C~2C |
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Aerial Normals
j.A
j.B
j.C
Command Normals
3B
4B
4C
j.2C
j.2C
j.2[C] |
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Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
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Air Throw
Air Throw
j.6/4A+D |
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Shield Counter
Shield Counter
Auto after a successful Shield (Air OK) |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Circuit Spark
Special Moves
Grounded Specials
236X
Halo Acolyte
(EX: Seventh Heaven) 236A/[A]/B/C |
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623X
Blade Sinker
623A/B/C/[C] |
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214X
(B variation tree) (B variation tree)
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22X
Ciel Somersault
22A/B/C |
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63214X
Pinion Halo
63214A/B/C (No EX) |
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Aerial Specials
j.236X
Halo (Air)
j.236A/B/C |
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j.214X
j.22X
Ciel Somersault (Air)
j.22A/B/C |
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Arc Drive
Seventh Holy Scripture
41236C during Heat |
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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 | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > delay Y | Must wait for a short period before cancelling X input into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons X and Y must be input simultaneously. |
X/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
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X(w) | X input must not hit the opponent (Whiff). |
j.X | X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Applies to all air chain sections:
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sj.X | X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | X input is done after a double jump. |
sdj.X | X input is done after a double super jump. |
tk.X | Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. |
{X} | Button X should only be held down briefly to get a partially charged version instead of the fully charged one. |
X(N) | Attack "X" should only hit N times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this notation are usually referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Hit on an airborne opponent. |
66 | Performs a ground forward dash. |
j.66 | Performs an aerial forward dash, used as a cancel for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
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.
Normal Combos
Unless stated all her combos work anywhere on the screen.
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.
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
Additional Resources
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) |
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 |