Melty Blood/MBTL/Ciel: Difference between revisions
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Ciel performs a two-hit assault with black keys in hand. | Ciel performs a two-hit assault with black keys in hand. | ||
* Rapid beat filler. | * Rapid beat filler. |
Revision as of 00:41, 4 August 2023
Gameplay
Ciel is a versatile rushdown/zoner character with screen-bouncing mobility.
An old Melty Blood mainstay. Ciel can comfortably choose the position to attack from at her own pace, using her high innate move speed, good close-range normal attacks, far backdash, special mobility options and Black Key projectiles.
While she has no trouble fighting at close-range, her mid-screen game can be a little awkward due to her B/C poking normals having average range that can be challenged. Instead she relies on making good reads in neutral using traditional punishes, committal Blade Thrust (623X) poke, baiting counter-hits with her tricky Halo (236X) jumping follow-ups or zoning out opponents with her Black Keys (214X) projectiles.
Her high/low mix-ups are pretty linear, but her wild ground/air movement options and the ability to easily convert off nearly every stray hit into a knockdown with her vast pool of EX Specials allow her to quickly run over unprepared opponents.
If you can get past the initial execution hurdle, Ciel holds a lot of potential.
Pick if you like | Avoid if you dislike |
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The "Arrow" of the church, hunting heretics in the name of the Lord
The Holy Church, a major religion in Europe, does not take kindly to heresy. Ciel works as an executor for its specialized force known as the Burial Agency. Her calling? Hunting and destroying heretics in the name of the Lord.
Like Arcueid, she wishes to destroy Roa and has come to Souya in search of him, deciding to blend in by posing as a regular student at the same high school as Shiki. Used to working alone, she seems rather displeased at the fact she has to work alongside Noel, who is currently posing as a teacher.
She currently attends school as a senior, one year above Shiki, and is quite popular with many of the students there. They see her as both warm and cheerful. Her go-to lunch from the school shop is curry bread, and her favorite restaurant serves the best curry in town.
Main Weapon/Skill
Black Keys, Seventh Holy Scripture
Basic Info
Height: 165cm
Weight: 52kg
Blood Type: O
Birthday: May 3rd
Voiced by: Kaede Hondo
Character Summary
- Moon Skills
- 6B+C - Halo (Air OK)
- 3B+C - Blade Thrust
- 4B+C - Black Key Throw (Air OK)
- 2B+C - Ciel Somersault (Air OK)
- Special Attacks
- 236A/B/C (EX OK) - Halo: Flip/wallcling air movement
- > A/B - Additional input: Diving attack
- > C - Angelic Halo: Air command throw
- > 214A/B/C - Black Key - Judgment (Verse Three): Projectiles
- 623A/B/C (EX OK) - Blade Thrust: Advancing attack
- 214A - Black Key Throw: Projectile
- 214B/C (EX OK) - Black Key Throw: Projectile
- > A/B/C - Verse Two: Projectiles
- > A/B/C - Verse Seven: PROJECTILES
- > A/B/C - Verse Two: Projectiles
- 22A/B/C (EX OK) - Ciel Somersault (Air OK): Anti-air/reversal (B/EX ver. only)
- j.236A/B/C (EX OK) - Halo: Diving attack
- j.214A - Aerial Black Key Throw: Projectile
- j.214B/C (EX OK)- Black Key - Judgment (Verse One): Projectile
- > A/B/C - Black Key - Judgment (Verse Two): Projectiles
- > A/B/C - Black Key - Judgment (Verse Three): PROJECTILES
- > A/B/C - Black Key - Judgment (Verse Two): Projectiles
- Arc Drive
- 236B+C - Seventh Holy Scripture - Final Judgment
- Last Arc
- A+B+C+D / Successful Shield in Blood Heat - Seventh Holy Scripture - Divine Judgment
- Unique Attacks
- 6C, 3C, 5C>4C
- Blowback Edge Moves
- 5[C], 214[A]
HP Value: 11,700 (Average)
Backdash:
- 1-10 Full Invul - 1-12 Strike Invul - 13-17 Projectile/Air Invul - 16-22 Airborne - 33 Total
Dash startup: 4
Dash actionable: 7
Jump startup: 4
Jump airtime: 36
To Be Updated...
Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
160 | LH | N, SP, EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
Quick, chest height jab.
- Fast.
- Much greater range than 2A, making it excellent for staggers.
- Can be performed up to 3 times in succession by inputting as 4A (or as 5A if you have rapid beat disabled.)
- Can easily catch most instant-air-dash (IAD) approaches.
- Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | LH | N, SP, EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 4 | 17 | 27 | -6 | - |
Close range shin kick.
- 7 frame attack, can punish shield A counter on block if close enough.
- Greater range than 2B(1), less range than 2C.
- Despite animation, doesn't hit low, but does cause low shield to fail.
- Present this button as a fast option that covers low shield.
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
610 | LH | N, SP, EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 4 | 24 | 37 | -11 | - |
Ciel slashes forward with a black key in hand.
- Ciel's only true normal poke.
- Indispensable tool for checking against low shield.
- Hits relatively high, can sometimes catch people jumping during gaps in pressure.
- Though 1 frame slower in startup than 214B, connects at its maximum range multiple frames faster.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
980 | LH | N, SP, EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 | 4 | 24 | 45 | -11 | Clash 13-17 |
Charged version of 5C.
- Results in a devastating fatal counter against low shield.
- Natural frame trap from Ciel's B and C normals.
- Ciel's longest ranged normal.
- Unlike many charged normals, at 18f is essentially unreactable.
- Can be used to threaten low shield from outside Ciel's standard normal range.
- Has some clash frames, though does not need to rely on them to beat mashing unlike many charged normals.
- Less range than many other charged pokes, so still requires correct spacing.
5C~4C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
740 | LH | N, SP, EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 2 | 19 | 32 | -4 | - |
Forward moving stab.
- Command normal followup to 5C.
- Can be performed with 5C~C when rapid beat is disabled.
- Can frametrap following 5C without special canceling.
- Rebeats are available on block or hit.
- Closes some distance in pressure, can be used to enter stagger pressure or set up for a throw.
- Strong combo tool.
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | L | N, SP, EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
Fast low kick.
- Mandatory pressure tool.
- Can be performed up to 3 times in succession.
- Great for empty jumps.
- Great for hit-confirming.
- Great for tickthrows.
- Great for mashing out of other people's pressure.
- Very small hitbox vertically and horizontally, be careful about spacing when pressing this move.
- Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
240*2 (468) | LH | N, SP, EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 3,3 | 22 | 35 | -10 | - |
Unusual two-hit uppercut.
- Some forward momentum, good for stagger pressure.
- Gapless double hit makes it extremely strong on clash, making it the preferred attack for in-range +0 or -1 situations.
- Low profile startup.
- Can be used as an early or late anti-air, though other options are more consistent in most situations.
- Long total duration and limited range makes it extremely dangerous to whiff.
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
590 | L | N, SP, EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 | 23 | 34 | -10 | - |
Stubby sweep.
- Ciel's largest low attack.
- Faster than average at 8 frames.
- As a sweep, a natural staple for combos.
- Low profile hurtbox allows it to evade some jump-ins and high hitting grounded attacks.
- Short range makes it prone to whiffing in neutral or due to pushback from blocking, press with caution.
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
130 | H | N, SP, EX, J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 4 | 11 | 19 | - | - |
High hitting aerial jab.
- Rising air-to-air.
- Low blockstun jump-in.
- Retains air options on whiff.
- Button of choice for fishing for fatal counterhits.
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
380 | H | N, SP, EX, J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 4 | - | - | - | - |
Horizontal aerial kick.
- Ciel's furthest reaching air normal.
- Has a hitbox on both sides.
- Versatile jump-in and air-to-air.
- Lack of vertical reach leaves it vulnerable to low-profiles and opponents above Ciel.
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520 | H | N, SP, EX, J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 5 | - | - | - | - |
Downward aerial kick.
- Highest blockstun jump-in.
- Ciel's only air normal that strikes beneath her.
Command Normals
6C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700, 680 (1380) | LH | SP, EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 4 | 22 | 38 | -9 | Airborne 4-26 |
Flipping kick hitgrab.
- Strong combo tool, but only combos in corner with j.214A.
- Air blockable, weak as an anti-jump.
- Very niche low-crush.
- Special cancelable while airborne and when it touches the ground.
- Unreliable but occasionally usable pressure tool.
- Can be made safe to reversals on-block with grounded 236A.
Universal Mechanics
Rapid Beat 1
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
230*2 (414) | LH | SP, EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 3 (9) 3 | 23 | 46 | -10 | - |
Ciel performs a two-hit assault with black keys in hand.
- Rapid beat filler.
- Much greater reach than Ciel's other melee attacks.
- Can convert from grounded state in corner with 623A instead of the automatic launcher.
- Two hits, easy to hitconfirm.
- Only second hit is cancelable.
- Despite being a rapid beat, does have some application outside combos due to its great reach.
3C / Rapid Beat 2
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LH | SP, EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 25 | 37 | -11 | Air 5-12 |
A tall arching swipe performed with a black key.
- Somewhat reliable grounded anti-air.
- Becomes invulnerable to aerial strikes partway through.
- Universal launcher.
- Cannot cancel into other normals, only specials or supers.
- Not as large as the animation might suggest.
- Very negative on block.
- Generally only recommended in combos or as an anti-air.
- Rapid Beat version has significant forward movement.
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | 19 | 25 | +38 (KD) | - |
Ciel lifts you and slams you into the ground.
- Knockdown is perfect length to get an autotimed safejump simply by holding up or up-forward.
- Ciel's primary mixup in pressure.
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1 | - | - | - | KD | - |
Ciel snatches you out of the air and hurls you across the stage.
- Niche but powerful air-to-air.
- Meterless air-combo ender.
- If you have saved your double-jump, Ciel can secure a variety of okizeme options following this.
- Jump>IAD forward or j.236A to secure a meaty 2A.
- Superjump>IAD forward to cross over.
- Jump and fall with j.214A to meaty with a key. Experiment with jumping in different directions or drifting to change spacing.
- Jump and delay j.236B for a slow, but surprising command grab.
Special Moves
Halo
Halo is Ciel's special series of command jumps. The application of each version is very different, but the general gimmick is that 236A and 236B transition Ciel into a special airborne stance where Ciel is granted access to various followups based on her other special moves. This stance maintains fatal counterhit state until recovery and does not allow the standard usage of Ciel's other normals and specials.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13~23 | 13 (14) X | 12L | - | N/A | - |
Ciel quickly retreats to a high position on the wall behind her from anywhere on screen.
- Converts into a somersaulting state after touching the wall.
- Ciel's speed and rate of descent can be influenced by holding directions.
- Extremely useful movement option, as it allows Ciel to create space much more quickly than she could by backdashing.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | 35 | 12L | 62 | N/A | - |
Ciel launches herself into the air and begins to somersault.
- Steerable just like the A version.
- Lower starting velocity.
- Weaker alternative to jumping in neutral, and unthreatening in pressure.
- Mostly combo fodder, as it allows Ciel to quickly access the useful B followup.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
170, 102 x 19 (2108) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+8 | 80 | 35 | 126 | -20 | All 1-91 |
True fullscreen invincible reversal.
- Pretty much as good as it sounds.
- Ciel's (and Roa's!) character defining anti-zoning tool.
- Extremely useful for securing a punish in clash situations, such as against moon skills.
- Longer total active duration than all other reversals including arc drives, making it the ultimate non-MD whiff cancel option if someone has used a reversal against you.
- Most projectile attacks punishable by this move can be canceled into moon-drive, so pay attention to your opponent's resources when utilizing this devastating attack.
- Variable height on hit leaves its precise frame advantage on hit inconsistent, though its knockdown is lengthy.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | - | 15L | - | N/A | - |
Ciel quickly dives back to the ground.
- Unlike the B followup, this is not an attack.
- Very little recovery.
- Useful movement option from 236A.
- Identical to j.236A.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640*2 (1196) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | X, 4 | 26 | - | -7 | - |
Ciel dives back to the ground with an attack.
- Ground bounces on hit.
- Unsafe to 7f attacks on block.
- Useful combo tool from 236B.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | U | (EX), (MD) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
3 | 2 | until landing + 12 | - | N/A | - |
Fast but small air command-grab.
- Tiny range means you have to spend a long time traveling to connect this move.
- Comboable with moon drive or j.236C.
- Niche outside trolling.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
500*3 (1165~1285) | LHA | -EX-, -J- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
19 | X | until landing + 12 | - | -8 ~ -16 / +23 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
550*2 (946) | LHA | -EX-, -J- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | X | 16L | 26 | +13 (JC, minimum) | - |
Ciel throws a spread of keys.
- Spread is identical to j.4BC and j.214BB~B.
- Different properties when used from 236A.
- Can be used quickly from the wall for a different spread of keys that leaves her close to the wall.
- Jump cancelable.
- Useful for leaving the somersault state and moving safely and noncommittally.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640*2 (1196) | HA | EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
29 | 3,3 | 17 | 51 | -3 | Clash 1-11 (MD) |
- 11 clash frames during startup (only during the initial rise)
- It's an overhead.
- Can be steered slightly. Hold backwards to reduce the likelihood of going over your opponent.
Ciel's only grounded overhead option. Its slow startup makes it not much of a mixup, but a way to call out low shield at any point during your pressure. It is safe on block at -3 and starts meterless combos.
The main problem with using this move, is the fact it's a slow Moon Skill, which makes it highly vulnerable to reactionary standing shield for a guaranteed punish.
Blade Thrust
Blade thrust is Ciel's special series of forward moving stabs with black keys. All of its variants are functionally very similar and are mostly used for combos, as they do not have many advantages compared to keys or 5C when used as mid-range pokes. Their impressive damage output, corner carry, and wallbounce property make them a natural staple of corner combos.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
630, 640 (1186) | LH | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 5 | 17 | 32 | -4 | - |
Advancing stab with black keys.
- Very damaging.
- Wallbounces, mainly combo fodder.
- Safe on block.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640, 640 (1196) | LH | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 5 | 20 | 38 | -7 | - |
Slower and lengthier advancing stab with black keys.
- Very damaging.
- Mostly the same as 623A but connects at a greater distance and is slower.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
820, 820, 820 (2123) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+8 | 5 | 17 | 33 | -3 | - |
EX Blade Thrust
- Fast and Damaging.
- Travels very far. Great for converting off of keys.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900, 950, 950 (2438) | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+50 | 5 | 25 | 83 | +63 (KD) | - |
Charged version of 623C
- Unblockable.
- 54 frames after superflash, so over a full second of frames of total startup for your opponent to react to.
- If you land this attack, seek medical attention for your opponent.
- Partially charging this can help you land 623C on airborne opponents.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640, 850 (1379) | LH | EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 5 | 21 | 39 | -4 | Clash 1-11 (MD) |
- 623X but with 12 clash frames during startup.
Black Key Throw
Ciel's most important special series by far and the tool that defines most of Ciel's matchups. Black keys almost singlehandedly make Ciel as threatening as she is in neutral and are a core feature of her offense and defense.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | X | 29 | 42 | -5 (min) | - |
Ciel throws a single key.
- Slower startup than 214B and slower flight speed as well.
- Great frame data on block outside point blank.
- Can be made somewhat plus on block from just past 5C range, though Ciel is limited in the ways she can follow up on this.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640, 467 (1107) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
22 | X | 27 | 49 | -1 (min) | - |
An enhanced version of 214A that will cause a firey explosion on hit.
- Important tool for many combo routes.
- Not a natural frametrap against fast buttons, but can be followed up on meterlessly.
- Similar frame data on block at various ranges to 214A.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | X | 32 | 41 | -8 (min) | - |
Ciel throws a single key, but this time as the beginning of a rekka.
- Ciel's most defining tool.
- Faster startup than her other keys and all other projectiles in the game at 9 frames.
- Unreactable for about half a screen.
- Very long cancel window.
- Unsafe on block, but access to followups makes mashing on this dangerous.
- Ciel's most generally applicable poke.
- Indispensable abare (mashing) tool against many characters with projectiles or large normals that Ciel cannot contest with her own.
- Still slower than all her other normals at their respective tip ranges.
- Vulnerable to some airdash trajectories.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
280*12 (2077) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+9 | X | 32 | 171 | -15 (min) | - |
Ciel barrages the opponent with a long sequence of key throws.
- Very damaging combo ender.
- Can combo from other keys at any range.
- Strong whiff-cancel option in some scenarios.
- Knockdown length (or whether it HKDs at all) depends on the sequence in which the keys hit, so can be finnicky.
- Can be safe on block at some ranges, but is made significantly less safe if blocked crouching, as many of the final keys will whiff entirely.
- Can be moon-drive canceled at any time.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
850 | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
17 | X | 31 | 48 | -7 (min) | - |
Ciel throws keys at head level.
- Slower followup.
- Hits higher than other rekka followups, making it marginally better at catching jumps or airdashes.
- Good for niche combo routes.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
850 | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | X | 29 | 39 | -5 (min) | - |
Ciel throws keys at hip level.
- Fastest rekka followup.
- At -5, safe on block at all but point-blank range.
- Strikes low to the ground, so vulnerable to jumping.
- Excellent point for resetting pressure.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LHA | -EX-, -J- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
22 | X | 28 | 50 | -4 (min) / +12 (min) | - |
Ciel jumps and throws keys diagonally downwards.
- Jump cancellable on whiff or block, making this a very powerful pressure tool.
- Relatively safe on block when no-cancelled as well, only being punishable by grab at point blank.
- Advances significantly.
- Can be made + on block at a range, even without jump cancelling.
- Use this rekka ender to move forward and gain + frames against your opponent, allowing you to transition into close-range pressure.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
850 | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | X | 33 | 43 | -9 (min) | - |
Ciel ends her rekka with a swift column of keys.
- Ciel's most general rekka ender.
- Generally marks the end of your pressure unless MD canceled.
- Poor frame data on block.
- Can be EX canceled into 623C to convert into a corner combo or remain safe.
- Can be EX canceled into 236C on hit to HKD and advance from any range.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450*4 (1327) | LHA | EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | X | 31 | 45 | -1 (min) | Clash 1-11 (MD) |
- Ciel throws Black Keys in a spread in front of her.
- 12 clash frames during startup.
Ciel Somersault
Ciel's special DP or flash kick series. A 22 input is an undeniable advantage that allows Ciel to press this regardless of the opponent's side, but this series has just as many strange downsides as upsides.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640*2 (1196) | LH | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 6 | 32 | 44 | -14 | - |
Ciel performs a flash kick with no invincibility.
- Has no invulnerability, even versus aerial attacks.
- Highly rewarding anti-air when performed on an opponent stalling above you.
- Air unblockable, and hits very high.
- Generous untech-frames on hit, making this often simple to convert.
- Difficult to punish on whiff for most airborne opponents.
- Avoid using this late against jump-ins as you would a standard anti-air, as you are liable to be counterhit or clash unfavorably.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640*2 (1196) | LH | (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 6 | 40 | 52 | -22 | All 1-12 |
Ciel performs a flash kick with frame 1 invincibility.
- Hits extremely high.
- At 7f is a frame slower than many meterless reversals.
- Limited horizontal range on the ground makes this weak as a means of escaping pressure.
- Despite no longer being hard-coded to whiff on crouchers as it was in previous Melty Blood games, this is still almost guaranteed to whiff on even mildly spaced low pokes.
- Situation on regular hit is not particularly favorable.
- Can be converted from meterlessly on extremely high fatal counterhit.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
310*7 (1795) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+1 | 4 (11) 6 (12) 14 | 41 | 92 | -34 | All 1-14 |
Fast EX flashkick.
- At 5f can require much more demanding setups to option-select against.
- Significantly improved horizontal range over its meterless counterpart makes this less vulnerable to disjointed low pokes.
- Superflash renders this version much easier to respond to in the event that your opponent hasn't committed to anything, or has EX or MD cancel options.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640*2 (1196) | LH | EX, -J- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 6 | 44 | 58 | -1 if jump cancelled (crouch) | Clash 1-7 (MD) |
- 7 clash frames on startup and jump-cancelable on whiff.
Halo (air)
Ciel's unique dive series of air specials. Like its grounded counterpart, each of these are used for very different applications, but are all similar in that they involve Ciel diving quickly to the ground.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | X | 15L | 24 (TK) | N/A | - |
Ciel dives to the ground and quickly recovers.
- This dive is not an attack.
- Recovers much faster than the other dives.
- Excellent movement tool for evading your opponent.
- Can also be used following an airthrow to secure a meaty.
- Can be EX canceled when it touches the ground, which can allow you to turn the tables on an opponent who has chased this movement option.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | U | (EX), (MD) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
28 | until landing | 32L | 61 (TK) | - | - |
Slow dive command grab.
- Very reactable command grab.
- Must use this at unexpected locations and times to catch your opponent off-guard.
- Can be converted into a combo with MD or a hard knockdown with j.236C.
- Extremely lengthy recovery on whiff.
- Your opponent can jump or backdash to become invulnerable to this attack on reaction.
- Often whiffs against attacks with forward momentum.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620*4 (2126) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+4 | X, 4 | 24L | 35 (TK) | -3 | - |
Ciel dives to the ground with an EX attack.
- Strong air combo ender.
- Provides access to much of Ciel's best okizeme.
- Safe on block.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640*2 (1196) | LHA | EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | X, 4 | 26 | - | -5 | - |
- 11 clash frames during startup
- Useful as a way to extend combos back to the ground.
Aerial Black Key Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | X | 12L | - | variable | - |
- One of Ciel's best black keys that is very advantageous on block and also allows for some combo extensions on hit. Ciel will maintain her jump momentum while throwing this key. You can use this to cover your own descent from a jump or perform it while IADing backwards to cover your escape. Can also be used as an okizeme option after air throw enders that have not used a double jump.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | X | 14L | - | minus | - |
- Start of her air black key rekka sequence. Ciel will stall her momentum in the air before performing the key toss. You can use this to bait out anti-air attempts. Generally also just a good option for zoning opponents from a safe portion of the screen.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
300*9 (1854) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+2 | X | 12L | - | minus | - |
- Air EX key sequence. You can use this to get some extra damage from a j.214B confirm but the shallow angle can make it hard to position. Going for the j236C ender is typically just better since it offers a hard knockdown.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
500*2 (946~1045) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | X | 14L | - | minus | - |
- Second part of her air key sequence. She tosses another set of keys at a similar angle as the first part. Scaling is different between which key hits first, if the bottom key hits first you deal more damage compared to if the top key hits first.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450*3 (1219) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | X | 14L | - | minus | - |
- Final part of her air key sequence. She tosses a set of keys that spread out and cover a wider range. Unless your opponent is directly beneath you, this spread will often clip opponents who are trying to move out of it's range.
- Use MD or 236C on the last key throw or before to avoid free punishes if you can. (236C doesn't prevent all punishes but is usually much safer)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
(500*3) 1395 | LHA | EX, -J- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | X | 12L | 32 | +5 (min) | - |
- Ciel throws a wide arc of Black Keys towards the ground diagonally.
- Does not clash during startup, even in Moon Drive.
Ciel Somersault (air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640*2 (1084) | LHA | -EX-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 4 | 12L | - | -17 (TK) | - |
- Air version of grounded flash kick that also has no invincibility. On hit can be jump cancelled.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
600*2 (1122) | LHA | -EX-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 4 | 12L | - | -24 (TK) | - |
- Just like the A version this flash kick does not have any invincibility. You will use this as a combo extender in the air to squeeze out some extra damage since it is jump cancellable into j.BC airthrow. Depending on the hitstun you may have to use 2BC to extend instead.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
370*7 (2142) | LHA | MD | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+7 | 6 (9) 9 (9) 14 | 12L | - | -37 (TK) | - |
- No invincibility. An aerial damage ender if you're not in a good position to land j.236C.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640*2 (1196) | EX, -J- | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 | 12L | 23 | +6 (jump cancel) | - |
- No clash frames on account of being an aerial moon skill.
Super Moves
Seventh Holy Scripture - Final Judgment
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3500 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+8 | 18 | 31 | 57 | -10 | All 1-36 |
- Ciel pulls out her Seventh Holy Scripture in the classic Pile Bunker form and rams her opponent with it before firing off a big blast.
Seventh Holy Scripture - Divine Judgment
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
4800 [4800 ~ 6960 in BH] | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+21 | 4 | 27 | 52 | -14 | All 1-25 |
- Usable with 4 full Magic Circuit gauges, at any time while in Blood Heat, or with a successful Shield while in Blood Heat.
- Damage in Blood Heat scales with amount of Heat Gauge remaining on activate.
Reverse Beats
Attack | Chain | Advantage |
---|---|---|
5B/2B | 5A/2A | -3 |
5C/2C/5C~4C | 5A/2A | -1 |
Attack | Chain | Frame Gap |
---|---|---|
2C | 5[C] | 2 |
5B/2B | 5[C] | 4 |