Melty Blood/MBAACC/Powered Ciel/Half Moon: Difference between revisions
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(gameplan & overview update) |
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== Players to watch/ask == | == Players to watch/ask == | ||
'''JP:''' | '''JP:''' | ||
* | *[http://melty.games/?p1n=sunohara%20(%E3%81%99%E3%81%AE%E3%81%AF%E3%82%89)&netplay=0&page=1 sunohara (すのはら)] | ||
* | *[http://melty.games/?p1n=ki-%20(%E3%82%AD%E3%83%BC)&netplay=0&page=1 ki- (キー)] | ||
*[http://melty.games/?p1n=tatsuya%20(%E3%81%9F%E3%81%A4%E3%82%84)&netplay=0&page=1 tatsuya (たつや)] | |||
'''NA:''' | |||
== Overview == | == Overview == | ||
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|Strengths | |Strengths | ||
| | | | ||
* | *Extremely high meterless damage | ||
* | *Easy meter management; gameplan rarely requires meter. | ||
*Stable, looping okizeme | |||
*Lightning (214X / j.214X) locks down neutral against a majority of the cast | |||
*Has H-Moon shield bunker for defense, which the other two lack | |||
*Nearly all (read: not j.A or 2A) normals are disjointed, allowing her to win trades at most spacings. | |||
*Command dash allows her to get in in *some* matchups. | |||
|- | |- | ||
|Weaknesses | |Weaknesses | ||
| | | | ||
* | *Can only special/EX cancel air normals, making her air game far more limited than most of the cast, and requiring far more intentional thought. | ||
*Lacks a true reversal (outside Arc Drive), and often struggles if cornered. | |||
*Jump startup is 2f slower than the rest of the cast | |||
*If your lightning *doesn't* work, neutral easily becomes hell. | |||
*Slow dash and airdash means you have to be careful with your air movement. | |||
|} | |} | ||
== General Gameplan == | == General Gameplan == | ||
H-Powerd Ciel is an incredibly polarizing character. | |||
On offense, she boasts some of the highest meterless damage in the game, looping directly into a left/right. She can easily steal games off a single touch. Her pressure can easily keep people locked down, and her forward advancing normals make her a permanent threat. In neutral, her lightning and zoning tools can make certain characters' lives hell. | |||
However, on defense, she's one of the weakest characters in the game. As a half moon character, she lacks EX guard, and her DPs are fake. Getting out of the corner without meter can be incredibly difficult, depending on the matchup. | |||
However, if you're willing to deal with her downsides, she's a strong zoner/rushdown hybrid that hits like two trucks. | |||
Note: While H-PCiel is powerful, she has some abysmal matchups. Learning F-PCiel (and perhaps C) to cover these matchups may become necessary. | |||
=== Neutral === | === Neutral === | ||
In neutral, leverage your 5B, 5C, and j.214X series to keep opponents out. 5B is disjointed, and can be confirmed on hit relatively easily. 5C is an anti-IAD button. It whiffs crouchers, but has massive range, and is also disjointed. | |||
j.214A/B can be jump/airdash cancelled on block, hit, or whiff. Note that j.214[A/B] cannot be cancelled, and throwing those buttons out is far more of a committment. j.214A jc8~[4] j.C protects your space and keeps opponents out. However, beware, because lightning has high startup, and getting predictable with it means either getting CH out of startup or a dash under punish. Against most characters, lightning will be your best friend in neutral, and you can use it to claim and gain space in neutral. | |||
Against certain characters (Nero, C-Roa, Hime), zoning will not be an option. In these cases, you need to get in at roundstart and run your mix. You *can* try to dashblock 2C against Hime, but those matchups will require far more patience and quick reactions than your other matchups. | |||
=== Pressure === | === Pressure === | ||
H-PCiel's pressure is strong, but has a few notable weaknesses. While she has many forward advancing normals, she only has 3 lows: 5A, 2A, and 2C. Save her 2A for rebeats, as 5A6AA stagger pressure will be one of your main tools in opening people up. | |||
214[A] is plus. 214[B] is overwhelmingly plus. 5A6AA, 6B, and 5C are all forward advancing. Careful use of these buttons, along with careful rebeat management, can lock your opponent in the corner while ensuring any hit still reaps massive damage. | |||
214A is -2, so be careful about spacing when you use it! Opponents *can* mash after, but (slight delay) 1C will both block any hits if you happen to be close enough for an actual punish while allowing you to combo off on hit. | |||
Be careful about using lightning resets! It can be shielded on reaction, and certain characters (F-Ries, H-Nanaya, C-Arc, Satsuki, for example) can punish predictable lightning resets with meter. While they're safe, they also prorate terribly on hit. Mixing up your options and getting your opponent to flinch is necessary if you want to *actually* open people up instead of just keeping them in the corner. | |||
The core of H-PCiel corner pressure is this: If an opponent whiffs a button, you can easily catch it with 2C and kill them. If an opponent doesn't try and escape, they become incredibly weak to throw. If an opponent *does* try and escape, vertical lightning can keep them confined to the corner. Any mistake on an opponent's part can and should either lead into 5k and a left/right or, off throw, high 3k and a left/right. | |||
<u>'''Okizeme'''</u> | <u>'''Okizeme'''</u> | ||
H-PCiel's okizeme is deadly, and revolves around a simple wallbounce left/right. | |||
Some notes on your ender: | |||
(2C) (5B) 4C 3C 214A is the *only* string that can lead to a left/right, and whether or not they're in or out depends on delay on 4C and backwalk after 236[A]. | |||
2C 3C 2A(w) 3C 214A will always leave them outside the corner. | |||
Anything with 5C will leave them in the corner. (2C 4C 5C 3C 214A is your damage ender). | |||
Either safejump j.C (which can beat DP and OS for heat) or 623A into a meaty A/B normal to run the actual left/right. Safejump j.C beats DP and can easily heat OS with either 2A 5B+D or 2A 4A+B, but loses to EX shield. 623A into meaty A/B is harder to see, but you have to choose between OSing for heat and being shield/DP safe. | |||
If you're struggling with making it invisible, go into training mode and do the left/right, and hold [9] after the 214A. If you can't tell what side you're on, good! Now work on controlling which side you land on while maintaining that invisible l/r. | |||
If you're struggling to open people up, you can pretty easily throw out of the l/r setup. If you can hit it consistently for high damage, people will stop looking for throw and start trying to block. | |||
=== Defense === | === Defense === | ||
Defense is one of the worst places for any PCiel player to be. However, you have a few options to help you not be entirely hosed. | |||
623A is fast and disjointed. You can jump cancel it afterwards to be safe, and it is your equivalent of rising j.A. | |||
623B is slow, but will beat your opponent jumping around going "please whiff 2C". | |||
623C is fast and disjointed. Use this to get out of pressure, but *do not do it on wakeup.* It is NOT a true reversal, and you WILL get meaty'd, lose the interaction, and be out 100 meter. PCiel's DPs are far better for calling gaps than as a wakeup option, and gambling on this and guessing wrong will likely leave you in the corner out 3-4k HP and without any meter to do anything else. | |||
Half Moon bunker is always a solid option. | |||
2C mash is strong, but dangerous. If your opponent IADs or simply backs off long enough for you to whiff? You die. Use this carefully. | |||
== Combos == | == Combos == | ||
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=== Normal Combos === | === Normal Combos === | ||
H-PCiel combos have a character specific delay between the 2C and 5C/4C (this is j.B 2C (delay) 5C 6B or 2C (delay) 4C/5C 6B). For most characters, the delay is intuitive; if you whiff the 6B, delay your 5C more. However, for certain characters, you'll need to make a few adjustments. On Kouma, you'll want extra gravity, which means you may want to do the "midscreen" combo even off a corner hit, as it is more stable. | |||
Ryougi, however, is particularly difficult. Her delay is neither intuitive nor similar to *any* other member of the cast. If you're struggling to combo her, this is what the combo looks like: https://www.youtube.com/watch?v=hCncaI9G-js | |||
Alternatively: Midscreen, substitute 2B or 2C 5A(w)6AA for 2C 5C. In the corner, run your midscreen combo, skipping the first 6B, or get as much gravity as you can. | |||
{{CollapsingComboTable-MB | {{CollapsingComboTable-MB | ||
|data= | |data= | ||
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|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link=https://www.youtube.com/watch?v=RguHSWh-Jbo | ||
|input= * 5B > 2B > 5C > | |input= * 5B > 2B > 5C > (6B) > 2C > 3C > jc9 delay j.B, land 2C delay 5C > 6B > 236[A](2nd hit), 2C (> 5C) > 4C > 3C > 214A | ||
|simput= | |simput= | ||
|note= | |note= Damaging version of below combo, still coming with excellent corner carry. Do the first 2C as soon as possible after 6B or they will get knocked way out of range. As well, delay the second 5C a little after 2C so 6B can connect; otherwise all notes on the previous combo still apply. If they would wallslam off the 6B, omit it. For an easier variant, substitute 2B for 2C 5C. | ||
}} | }} | ||
{{CollapsingComboData-MB | {{CollapsingComboData-MB | ||
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|metergen= | |metergen= | ||
|metero= | |metero= | ||
|link= | |link= | ||
|input= * 5B > 2B > 5C > | |input= * 5B > 2B > 5C > 236B~C, 2C > 3C > jc9 delay j.B, land 2C > 5A(w)6AA > delay 6B > 236[A](2nd hit), 2C (> 5C) > 4C > 3C > 214A | ||
|simput= | |simput= | ||
|note= | |note= Confirm from 2AA, j.B/C or ground throw. Provides more meter gain than above combo. Guaranteed to carry your opponent to the corner from anywhere. You have to tap C quickly after 236B in order to have it connect, but not too soon or you'll miss the timing. The first 3C may need to be delayed a bit after 2C in order for j.B to hit; j.B itself needs to be pressed a little after Ciel reaches maximum jump height and starts coming down. Make sure to hit the enemy as soon as you can with 6B while they're floating down, as the first hit of 236[A] has to whiff and will hit if they're too low to the ground. The combo ends in a hard knockdown and if you simply do '''2C > 4C > 3C > 214A''' at the end, it allows you to go for a 4/6 mixup close to the corner. | ||
}} | }} | ||
}} | }} | ||
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|metero= | |metero= | ||
|link=https://www.youtube.com/watch?v=Mi_a9-z1qAE | |link=https://www.youtube.com/watch?v=Mi_a9-z1qAE | ||
|input= * 5B > 2B > 2C | |input= * 5B > 2B > 2C delay 5C > 6B > 236[A](2nd hit), 2C delay 5C > 6B > 236[A](2nd hit), 2C (> 5C) > 4C > 3C > 214A | ||
|simput= | |simput= | ||
|note= (Video omits second 5C)<br> | |note= (Video omits second 5C)<br> | ||
Powerful corner combo, confirm from 2AA, j.B/C or ground throw. Second 5C needs to be delayed a fraction for the second 6B to connect; if you can't get the timing down, try to just go straight to 6B from 2C, but it will whiff on some characters. | Powerful corner combo, confirm from 2AA, j.B/C or ground throw. Second 5C needs to be delayed a fraction for the second 6B to connect; if you can't get the timing down, try to just go straight to 6B from 2C, but it will whiff on some characters. On a 2AA confirm, 2B may whiff if your 2AA was hit further away or if it was staggered slightly. | ||
'''KOUMA NOTE:''' Because Kouma's hitbox is a jerk, the first 6B very often whiffs him entirely even if you delay the 5C as much as you can. To remedy this, get in as many 2A/5As in as you can before beginning the combo so gravity pulls him down fast enough to be hit. The next 6B can also be rather problematic. If this is frustrating, just work on some 6B-less combos for him. The midscreen BnBs will still work fine. | '''KOUMA NOTE:''' Because Kouma's hitbox is a jerk, the first 6B very often whiffs him entirely even if you delay the 5C as much as you can. To remedy this, get in as many 2A/5As in as you can before beginning the combo so gravity pulls him down fast enough to be hit. The next 6B can also be rather problematic. If this is frustrating, just work on some 6B-less combos for him. The midscreen BnBs will still work fine. | ||
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|metero= | |metero= | ||
|link= | |link= | ||
|input= * 5B > 2B > 2C > 5C > 6B > 236[A](2nd hit), 2C > 5C > 6B > 236[A](2nd hit), 2C > 5C (> 4C) > 3C > jc8 AT > j.236AA, 236BB | |input= * 5B > 2B > 5C > 2C delay 4C > 6B > 236[A](2nd hit), 2C > 5C > 6B > 236[A](2nd hit), 2C (> 5C) > 4C > 3C > 214A | ||
|simput= | |||
|note= | |||
Optimized variant of above combo. All notes from above combo apply. Provides slightly more gravity due to extra hit, so doing this off 2AA is better on problem characters (Kouma, Ryougi) | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Normal starter, grounded opponent | |||
|character= | |||
|damage= | |||
|metergen= | |||
|metero= | |||
|link= | |||
|input= * 5B > 2B > 2C delay 5C > 6B > 236[A](2nd hit), 2C > 5C > 6B > 236[A](2nd hit), 2C > 5C (> 4C) > 3C > jc8 AT > j.236AA, 236BB | |||
* (Alternative Ender) ...AT > j.214A/j.236B/j.236C | * (Alternative Ender) ...AT > j.214A/j.236B/j.236C | ||
|simput= | |simput= | ||
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|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description= Ciel kicks downwards at an angle. Causes a ground bounce if it hits airborne targets. This move is good as a jump-in, and is a crucial part of your midscreen corner carry combos. Get the timing on those delayed j.Bs down ASAP - you're going to need them. | |description= Ciel kicks downwards at an angle. Causes a ground bounce if it hits airborne targets. This move is extremely good as a jump-in, and is a crucial part of your midscreen corner carry combos. Get the timing on those delayed j.Bs down ASAP - you're going to need them. This move will beat any 5A, including C/F-Satsuki's. | ||
}} | }} | ||
}} | }} | ||
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|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description= Ciel does a split-kick in the air. This move can cross up. There, that's out of the way. You are going to love this move to death - it's an amazing air-to-air, with a pretty good hitbox and decent start-up and active frames. Crossing up with this move is relatively easy | |description= Ciel does a split-kick in the air. This move can cross up. There, that's out of the way. You are going to love this move to death - it's an amazing air-to-air, with a pretty good hitbox and decent start-up and active frames. Crossing up with this move is relatively easy. Do not use this move as a jump-in unless you're trying to hit with the cross up hitbox, as it doesn't cover between your legs, and any character with a decent 5A will just antiair 5A you for free. | ||
}} | }} | ||
}} | }} | ||
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|frameAdv=-4 | |frameAdv=-4 | ||
|invuln= | |invuln= | ||
|description=A DP. Cancellable into a divekick. | |description=A DP. Cancellable into a divekick. PCiel's equivalent of rising j.A, as she can't whiff cancel j.A. Usable to escape pressure, as an *okay* antiair, and as a movement tool in neutral. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv= | |frameAdv= | ||
|invuln= | |invuln= | ||
|description=An uppercut that goes way, way higher than the A version. | |description=An uppercut that goes way, way higher than the A version. Slow, but far larger than 623A. If grounded approaches are impossible, try doing this into a jump cancel. | ||
}} | }} | ||
{{AttackData-MB | {{AttackData-MB | ||
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|frameAdv= | |frameAdv= | ||
|invuln=Full 1 | |invuln=Full 1 | ||
|description=EX version is fully air unblockable. | |description=EX version is fully air unblockable. This can be jump cancelled *anywhere*, and doing late jump cancels off this is one of the first options you should do when you use this button. Do not use this button on wakeup. It is not real, and you *will* get meaty'd and lose. | ||
}} | }} | ||
}} | }} |
Revision as of 17:24, 27 March 2021
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 | To-do |
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Additional Resource
H-P.Ciel Match Video Database
Melty Bits: H-Powerd Ciel
Players to watch/ask
JP:
NA:
Overview
Strengths |
|
Weaknesses |
|
General Gameplan
H-Powerd Ciel is an incredibly polarizing character.
On offense, she boasts some of the highest meterless damage in the game, looping directly into a left/right. She can easily steal games off a single touch. Her pressure can easily keep people locked down, and her forward advancing normals make her a permanent threat. In neutral, her lightning and zoning tools can make certain characters' lives hell.
However, on defense, she's one of the weakest characters in the game. As a half moon character, she lacks EX guard, and her DPs are fake. Getting out of the corner without meter can be incredibly difficult, depending on the matchup.
However, if you're willing to deal with her downsides, she's a strong zoner/rushdown hybrid that hits like two trucks.
Note: While H-PCiel is powerful, she has some abysmal matchups. Learning F-PCiel (and perhaps C) to cover these matchups may become necessary.
Neutral
In neutral, leverage your 5B, 5C, and j.214X series to keep opponents out. 5B is disjointed, and can be confirmed on hit relatively easily. 5C is an anti-IAD button. It whiffs crouchers, but has massive range, and is also disjointed.
j.214A/B can be jump/airdash cancelled on block, hit, or whiff. Note that j.214[A/B] cannot be cancelled, and throwing those buttons out is far more of a committment. j.214A jc8~[4] j.C protects your space and keeps opponents out. However, beware, because lightning has high startup, and getting predictable with it means either getting CH out of startup or a dash under punish. Against most characters, lightning will be your best friend in neutral, and you can use it to claim and gain space in neutral.
Against certain characters (Nero, C-Roa, Hime), zoning will not be an option. In these cases, you need to get in at roundstart and run your mix. You *can* try to dashblock 2C against Hime, but those matchups will require far more patience and quick reactions than your other matchups.
Pressure
H-PCiel's pressure is strong, but has a few notable weaknesses. While she has many forward advancing normals, she only has 3 lows: 5A, 2A, and 2C. Save her 2A for rebeats, as 5A6AA stagger pressure will be one of your main tools in opening people up.
214[A] is plus. 214[B] is overwhelmingly plus. 5A6AA, 6B, and 5C are all forward advancing. Careful use of these buttons, along with careful rebeat management, can lock your opponent in the corner while ensuring any hit still reaps massive damage.
214A is -2, so be careful about spacing when you use it! Opponents *can* mash after, but (slight delay) 1C will both block any hits if you happen to be close enough for an actual punish while allowing you to combo off on hit.
Be careful about using lightning resets! It can be shielded on reaction, and certain characters (F-Ries, H-Nanaya, C-Arc, Satsuki, for example) can punish predictable lightning resets with meter. While they're safe, they also prorate terribly on hit. Mixing up your options and getting your opponent to flinch is necessary if you want to *actually* open people up instead of just keeping them in the corner.
The core of H-PCiel corner pressure is this: If an opponent whiffs a button, you can easily catch it with 2C and kill them. If an opponent doesn't try and escape, they become incredibly weak to throw. If an opponent *does* try and escape, vertical lightning can keep them confined to the corner. Any mistake on an opponent's part can and should either lead into 5k and a left/right or, off throw, high 3k and a left/right.
Okizeme
H-PCiel's okizeme is deadly, and revolves around a simple wallbounce left/right.
Some notes on your ender:
(2C) (5B) 4C 3C 214A is the *only* string that can lead to a left/right, and whether or not they're in or out depends on delay on 4C and backwalk after 236[A].
2C 3C 2A(w) 3C 214A will always leave them outside the corner.
Anything with 5C will leave them in the corner. (2C 4C 5C 3C 214A is your damage ender).
Either safejump j.C (which can beat DP and OS for heat) or 623A into a meaty A/B normal to run the actual left/right. Safejump j.C beats DP and can easily heat OS with either 2A 5B+D or 2A 4A+B, but loses to EX shield. 623A into meaty A/B is harder to see, but you have to choose between OSing for heat and being shield/DP safe.
If you're struggling with making it invisible, go into training mode and do the left/right, and hold [9] after the 214A. If you can't tell what side you're on, good! Now work on controlling which side you land on while maintaining that invisible l/r.
If you're struggling to open people up, you can pretty easily throw out of the l/r setup. If you can hit it consistently for high damage, people will stop looking for throw and start trying to block.
Defense
Defense is one of the worst places for any PCiel player to be. However, you have a few options to help you not be entirely hosed.
623A is fast and disjointed. You can jump cancel it afterwards to be safe, and it is your equivalent of rising j.A.
623B is slow, but will beat your opponent jumping around going "please whiff 2C".
623C is fast and disjointed. Use this to get out of pressure, but *do not do it on wakeup.* It is NOT a true reversal, and you WILL get meaty'd, lose the interaction, and be out 100 meter. PCiel's DPs are far better for calling gaps than as a wakeup option, and gambling on this and guessing wrong will likely leave you in the corner out 3-4k HP and without any meter to do anything else.
Half Moon bunker is always a solid option.
2C mash is strong, but dangerous. If your opponent IADs or simply backs off long enough for you to whiff? You die. Use this carefully.
Combos
Combo Notation Help | |
---|---|
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.
|
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:
|
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. |
Normal Combos
H-PCiel combos have a character specific delay between the 2C and 5C/4C (this is j.B 2C (delay) 5C 6B or 2C (delay) 4C/5C 6B). For most characters, the delay is intuitive; if you whiff the 6B, delay your 5C more. However, for certain characters, you'll need to make a few adjustments. On Kouma, you'll want extra gravity, which means you may want to do the "midscreen" combo even off a corner hit, as it is more stable.
Ryougi, however, is particularly difficult. Her delay is neither intuitive nor similar to *any* other member of the cast. If you're struggling to combo her, this is what the combo looks like: https://www.youtube.com/watch?v=hCncaI9G-js Alternatively: Midscreen, substitute 2B or 2C 5A(w)6AA for 2C 5C. In the corner, run your midscreen combo, skipping the first 6B, or get as much gravity as you can.
Corner Combos
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). |
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
|
Normal Moves
Standing Normals
5A
5A
5A~6A~6A |
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5B
5C
Crouching Normals
2A
2B
2C
Jumping Normals
Notes:
- P.Ciel's air normals cannot be canceled into other air normals, double jump, air dashes or air throw. They can still be Special/EX canceled on block, however.
- j.A does not recover in midair, P.Ciel must land before recovering if j.A isn't canceled.
j.A
j.B
j.C
Command Normals
6B
3C
4C
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
623X
214X
Aerial Specials
j.236X
j.214X
Arc Drive
Seventh Holy Scripture - Impeachment of Original Sin
41236C during Heat |
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