Melty Blood/MBTL/Powered Ciel: Difference between revisions

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(Updated all move descriptions and gameplay tips. Added 236A~4X as a separate move as it is in data.)
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'''Powered Ciel''' (PCiel) is a returning character to ''Melty Blood'', released as free DLC alongside Mario Gallo Bestino on April 14, 2022. PCiel is a grounded rushdown character that trades some of her normal form's movement tricks and other strategies for a power and oppression-based fighting style.
'''Powered Ciel''' (PCiel) is a returning character to ''Melty Blood'', released as free DLC alongside Mario Gallo Bestino on April 14, 2022. PCiel is a grounded rushdown character that trades some of her normal form's movement tricks and other strategies for a power and oppression-based fighting style.


PCiel boasts a versatile toolkit made to suit numerous situations both up close and at range. Most pressingly, she features gargantuan normal moves in the form of her C normals and a powerful triad of special moves: Blade, Blaze and Break. [[#Seventh Holy Scripture - Blade|Blade]] and [[#Seventh Holy Scripture - Blaze|Blaze]] let her brute-force her way into the opponent's comfort zone, while [[#Seventh Holy Scripture - Break|Break]] allows PCiel to convert her approach into massive damage or to close in the distance against zoners, if held. Her airthrow is also distinct, allowing her the option either to keep the opponent close or to combo out of air throw to go for big damage cashouts with some added magic circuit expenditure. Even when on defense, the invincible [[#Shaft Lander|Shaft Lander]] and trusty 5-frame 2A got her covered.
PCiel boasts a versatile toolkit made to suit numerous situations both up close and at range. Most pressingly, she features gargantuan normal moves in the form of her C normals and a powerful triad of special moves: Blade, Blaze and Break. [[#Seventh Holy Scripture - Blade|Blade]] and [[#Seventh Holy Scripture - Blaze|Blaze]] let her brute-force her way into the opponent's comfort zone, while [[#Seventh Holy Scripture - Break|Break]] allows PCiel to convert her approach into massive damage or to close in the distance against zoners. Her airthrow is also distinct, allowing her the option either to keep the opponent close or to combo out of air throw to go for big damage cashouts with some added magic circuit expenditure. Even when on defense, the invincible [[#Shaft Lander|Shaft Lander]] and trusty 5-frame 2A got her covered.


Such strength comes with some constraints, however: though her colossal bladed normals have great reach, whiffing them can be costly for PCiel as they tend to have long recovery time. Added to this, and in atypical fashion for a Melty Blood character, PCiel is unable to chain her air normals together, creating an awkward air game held together almost entirely by her jC and shifting her combo theory towards the ground. Such reliance on a grounded gameplan can often make PCiel's tactics predictable, which can be exploited by her opponents through calculated usage of Shield and Moon Drive.
Such strength comes with some constraints, however: though her colossal bladed normals have great reach, whiffing them can be costly for PCiel as they tend to have long recovery time. Added to this, and in atypical fashion for a Melty Blood character, PCiel is unable to chain her air normals together, creating an awkward air game held together almost entirely by her jC and shifting her combo theory towards the ground. Such reliance on a grounded gameplan can often make PCiel's tactics predictable, which can be exploited by her opponents through calculated usage of Shield and Moon Drive.
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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_5a}}
{{AttackDataCargo-MBTL/Query|pc_5a}}
* Looks like an AA, but isn't a great one.
Ciel does a high kick. Gatlings into itself 3 times like one would expect.
Ciel does a high kick. Gatlings into itself 3 times like one would expect and has surprisingly good reach. However, Ciel has better anti-air options as this one tends to clash or trade.
* Above average reach for a 5A, but also slower.
* Looks like an anti-air, but isn't a great one.
* Great pressure starter if you do decide to play up close.
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_5b}}
{{AttackDataCargo-MBTL/Query|pc_5b}}
{{AttackDataCargo-MBTL/Query|pc_5[b]}}
Ciel slams her elbow down with her weapon.
* Advances forwards.
* Advances forwards.
{{AttackDataCargo-MBTL/Query|pc_5[b]}}
* Disjointed and deceptive reach.
* Mostly combo and pressure filler; can anti-air but usually other options can cover airspace better.
* When not charged against crouch shield, opponent enters a special guard state in which they suffer significant chip damage instead of shielding the move.
 
Charging the move turns it into an overhead.
* Hits overhead.
* Hits overhead.
* Useful for discouraging low Shield in pressure.
** Reactable, but half charge into 2B can hit people expecting to block the overhead.
* Ground bounces on hit.
* Ground bounces on hit.
Powered Ciel's first overhead. Useful for discouraging low Shield in pressure as it's slow and somewhat reactable, limiting its use as a mixup tool.
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_5c}}
{{AttackDataCargo-MBTL/Query|pc_5c}}
Ciel swings the Seventh Holy Scripture in Blade form upwards.
* Huge.
* Huge.
* Hits 2 times.
* Has a follow-up with 5C~4C.
* Has a follow-up with 5C~4C.
All of PCiel's C buttons are massive, and this one is no exception. 5C excels at shutting down approaches in front of and above her, especially IADs.
* Great at covering space, especially the air, in front of her.
** Unfortunately if it whiffs, it has massive recovery, meaning PCiel will likely be punished.
* Core pressure tool especially in the corner; excellent at catching jumpouts.
* Against crouch shield, opponent enters a special guard state in which they suffer significant chip damage instead of shielding the move.
}}
}}
===== 5C ~ 4C =====
===== 5C ~ 4C =====
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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_5cc}}
{{AttackDataCargo-MBTL/Query|pc_5cc}}
Ciel follows up with a blast from her gun and another slash from Blade.
* Follow-up exclusive normal.
* Follow-up exclusive normal.
* High hitstun.  
* High hitstun.  
* Wallslams in the corner.
* Wallbounces in the corner.
* Can be done with 5C~C with rapid beat disabled
* Can be done with 5C~C with rapid beat disabled.
Extremely useful at both midscreen and near the corner for certain combo setups. Pretty much the only way to get a combo into 236C.
* Can gatling into other normals.
* Niche pressure tool; very tight window to stagger from 5C, doesn't beat low shield like 5C, and same rebeat data as 5C.
* However, it's an irreplacable combo piece as the wallsplat enables many of PCiel's moves to link.
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_2a}}
{{AttackDataCargo-MBTL/Query|pc_2a}}
Ciel crouches and slides her leg forward for a quick kick.
* Basic low 2A. Good for low mixups and abare.
* Gatlings into itself 3 times.
* Gatlings into itself 3 times.
* Hits low.
* Hits low.
Basic low 2A. Good for mixups and basic pressure.
* Prime rebeat button.
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_2b}}
{{AttackDataCargo-MBTL/Query|pc_2b}}
* Good low poke.
Ciel thrusts both her legs forward on a low handstand.
Good reach, speed, and active frames. Good option for punishing landing recovery. Acts like PCiel's sweep, as her 2C is much larger (and slower) than most 2Cs are.
* Acts like a standard sweep which most other characters have on 2C.
* Decent size for its speed but small disjoint when compared to her other buttons.
* Button for scrambles at its range, but do be warned it's not excellent compared to what other characters have.
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_2c}}
{{AttackDataCargo-MBTL/Query|pc_2c}}
Ciel thrusts the Seventh Holy Scripture in Blade form downward.
* Huge-er.
* Huge-er.
* Has a follow-up with 2C~2C and can be charged.
* Has a follow-up with 2C~2C.
Utterly massive button that comes with a follow-up for combo and pressure extensions at any range. 2C > XAw allows PCiel to run in and throw opponents trying to Shield any follow-up pressure. Exceptional poke and works wonders punishing things from half-screen into a combo.
* Massive stagger window.
* Amazing button to catch people walking back in neutral and for punishing far moves like Kohaku's 214C.
* Only comes with 23 recovery frames, making it hard to whiff punish without forward momentum such as IAD or forward jump.
* Very important in pressure to discourage high shield and for its vacuuming follow-up.
{{AttackDataCargo-MBTL/Query|pc_2[c]}}
{{AttackDataCargo-MBTL/Query|pc_2[c]}}
* Unblockable, but can be low Shielded.
Charging the move makes it a low unblockable.
This is more a tool to leverage the threat of instead of use often, as it cannot be cancelled into any other normals or specials. Any B normal chained into 2[C] is close enough that it can be mashed out of, but it will hit after 5C and most likely be spaced out too far for A buttons to hit PCiel.
* Can be low shielded.
* Very reactable; mainly used when the opponent is trying to watch for other pressure options.
* Does not give a hard knockdown.
}}
}}
===== 2C ~ 2C =====
===== 2C ~ 2C =====
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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_2cc}}
{{AttackDataCargo-MBTL/Query|pc_2cc}}
Ciel swings the Seventh Holy Scripture back to her.
* Follow-up exclusive normal.
* Follow-up exclusive normal.
* Vacuums opponents on hit and block.
* Vacuums opponents on hit and block.
Combos from 2C at any range and gatlings back into 5C to boot, giving PCiel consistent conversions from her longest-reaching poke.
* Can gatling into other normals.
* Indispensable as a pressure tool as PCiel's only vacuum and a follow-up low to 2C.
** PCiel has many pressure options after this is blocked like rebeats, 5C, 236A, or even 5B/2B if the range allows.
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_ja}}
{{AttackDataCargo-MBTL/Query|pc_ja}}
Ciel does a high kick in the air.
* Whiffs against crouching opponents.
* Whiffs against crouching opponents.
* Does not chain into other air normals.
* Does not chain into other air normals.
* Special (and airthrow) cancellable on whiff.
* On whiff can cancel into air specials, Moon Drive, and air throw.
* As PCiel is not fully actionable after a whiffed j.A unlike most the cast, her j.A is a rather committal antiair.
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_jB}}
{{AttackDataCargo-MBTL/Query|pc_jB}}
Ciel does an axe kick in the air.
* Knocks down airborne opponents.
* Knocks down airborne opponents.
* Does not chain into other air normals.
* Does not chain into other air normals.
PCiel's primary jump-in.  
* Puts opponent in state for an OTG combo once they land on the ground.
* Primary jump-in for close combat, but if hit too high will only give an OTG.
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_jc}}
{{AttackDataCargo-MBTL/Query|pc_jc}}
Ciel swings the Seventh Holy Scripture in Blade form.
* Huge.
* Huge.
* Hits 2 times.
* Does not chain into other air normals.
* Does not chain into other air normals.
Excellent air normal for shutting down jumps. Its huge range means that anyone jumping within a half-screen of PCiel will be unceremoniously dragged back to the ground. The only button PCiel has that's fast enough to AUB in this scenario is usually 5A, which is limited in range.
* Excellent air normal for shutting down jumps.  
** Usually doesn't combo without Fatal Counter. On Fatal, can usually combo to 2C on landing.
{{AttackDataCargo-MBTL/Query|pc_j[c]}}
{{AttackDataCargo-MBTL/Query|pc_j[c]}}
* Wallbounces on hit.
Charging the button adds another swing to the attack.
* Hits another 2 times, for a total of 4 hits.
** Unlike the uncharged version, the first swing juggles opponents even if they're grounded, making it link into more options in combos.
** Last hit wallbounces in the corner.
** Its extreme launch distance makes it wallbounce from a rather long distance from the corner, allowing combos.
* Does not chain into other air normals.
* Does not chain into other air normals.
j.[C] adds another swing of PCiel's weapon, adding more active frames and also a wallbounce for combos. Instant j.[C] covers a massive amount of air space, but keep in mind it hits above her first and is vulnerable to grounded approaches.
* Amazing neutral button in covering both airspace and ground space.
** When done rising the last hit will still hit crouching opponents.
** The massive size of the move makes it hard to challenge both in air-to-air and on landing.
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_3b}}
{{AttackDataCargo-MBTL/Query|pc_3b}}
* Hits twice, both hits are considered airborne.
Ciel kicks upward twice, jumping into the air.
PCiel's non-3C launcher which lets her access j.3B for Bounce bonus. Be careful with this on block as there are no safe cancel options unless Ciel is point-blank.
* Hits twice.
* Both hits are considered airborne.
** Can be Fatal Countered due to being airborne on startup
* Niche combo tool, but integral for sideswap corner routes.
* Niche throw bait in pressure.
* Only gapless cancel is j.236A/B
** 236A upon landing is a 5f gap. 623A has a 4f gap.
* Limited cancels mean this being blocked usually results in a neutral reset.
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_j3b}}
{{AttackDataCargo-MBTL/Query|pc_j3b}}
Ciel does an axe kick while diving down.
* j.B, but with momentum. Looks the same, hitboxes slightly different.
* j.B, but with momentum. Looks the same, hitboxes slightly different.
Shares most of its properties with j.B, except for that it changes PCiel's momentum. Using j.3B sends PCiel at a downward arc, which makes it very easy to combo after with 2A or 2B.
* Overwrites PCiel's air momentum to move down-forwards.
* Hits twice.
* Puts opponent in state for an OTG combo once they land on the ground.
* Integral for PCiel's combo structure.
** Combos into 2A, 5B, 2B, 5C, and 2C upon landing if used after 3C.
** Can even combo into heat.
* The momentum shift can let PCiel mix up air mobility.
** Can be used for delay overheads in pressure after a jump or airdash.
** Can be used to move around hazards like Akiha's ring.
* If it hits outside a combo don't always expect it to convert into a combo as it almost always gives only an OTG.
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_rapid1}}
{{AttackDataCargo-MBTL/Query|pc_rapid1}}
* Rushing gun attack. Auto-attack filler.
Rushing gun attack. Auto-combo filler.
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_3c}}
{{AttackDataCargo-MBTL/Query|pc_3c}}
Ciel rockets backward with a backflip kick boosted by the Seventh Holy Scripture's Break form.
* Universal launcher.
* Universal launcher.
* Invulnerable to air attacks starting from frame 5.
* Invulnerable to air attacks starting from frame 5.
* Safer than the data would suggest.
* Hits twice.
PCiel rockets backwards after kicking upwards, making this move surprisingly safe. It has some strange special cancel properties but is considered airborne.
** If the second hit fails to connect, it will not give the cinematic launch.
* Safer than the data would suggest, as if it doesn't get the cinematic, PCiel will instead tumble backward.
* Cancels only into air specials on block.
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_throw}}
{{AttackDataCargo-MBTL/Query|pc_throw}}
Ciel throws her opponent, lifts them with her foot, and slams them back down.
* Hard knockdown on hit.
* Hard knockdown on hit.
* Very plus on hit to the point that Ciel must manually delay her jump for a safejump or empty low.
* Frame advantage makes PCiel need to do a short delay before jumping to get a meaty 2A, or a longer delay for a safejump.
** Can left/right mixup by doing 4~9 j.Bw > 2A.
}}
}}


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| input    = {{#invoke:InputsMBTL|toIcons|j4}}/{{#invoke:InputsMBTL|toIcons|6A+D}}
| input    = {{#invoke:InputsMBTL|toIcons|j4}}/{{#invoke:InputsMBTL|toIcons|6A+D}}
| images  =  
| images  =  
{{MoveDataCargoImage|pc_airthrow|caption=You can still combo after this}}
{{MoveDataCargoImage|pc_airthrow|caption=You can still combo after this!}}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|pc_airthrow|caption=|hitbox=yes}}
{{MoveDataCargoImage|pc_airthrow|caption=|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_airthrow}}
{{AttackDataCargo-MBTL/Query|pc_airthrow}}
Ciel throws her opponent upward.
* Hard knockdown on hit.
* Hard knockdown on hit.
* Allows for a brief extension due to how Ciel throws her opponent.
* Lowest raw air throw damage in the game.
A more useful airthrow than most. As per tradition, Powered Ciel throws her opponent upwards which allows her to extend with special moves or just let the the airthrow go through in order to get a hard knockdown for okizeme. It's plus enough on hit that PCiel needs to slightly delay her jump for a safejump or even an empty low.
* Uniquely cancellable into specials and Moon Drive.
** Can convert into a combo when done raw via MD, j.6BC > 214C, or j.4BC if close enough to the ground.
* Very easy to safejump; either 8 dl j.B or 7 dl j.C
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_236a}}
{{AttackDataCargo-MBTL/Query|pc_236a}}
* Rekka starter.
Ciel uses the Seventh Holy Scripture as a gun and fires two shots. A very notorious move due to its versatility; often referred to as just "gun".
PCiel uses the Seventh Holy Scripture as a gun and fires two shots. Very safe on block and opens up for decent corner carry off of certain stray hits, but not as useful in combos when compared to the charged version.
* Massive, especially considering it only takes 9 frames to start up.
* Barely any hurtbox extension. Extremely disjointed.
* Easily combos out of many of PCiel's buttons while also being a safe pressure autopilot.
* Converts into a combo via 236A~A.
* Whiff cancellable into other rekka buttons, Moon Drive, and EX moves making it risky to whiff punish despite the large recovery.
* Amazing tool to just throw out in neutral to cover space, especially against characters without projectiles.
* As it's only -4, looping it into itself in pressure is surprisingly viable with the threat of its rekka follow-ups and its range making it hard to challenge.
** If the opponent is conditioned enough to block this can even be a pressure reset point.
* Alongside other rekkas, can be a strong source of chip damage.
* Viable as abare when the range is needed.
* Practically active for 16 frames, making it catch people running or jumping into it quite easily.
** Can catch forward advancing moves like Shiki's 236X series and Akiha's 214X series.
** Hits high enough to catch IAD.
** Can catch backdash if done close enough.
* Gun.
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_236aa}}
{{AttackDataCargo-MBTL/Query|pc_236aa}}
* Rekka extender.
Ciel spins while firing the Seventh Holy Scripture.
* Usable even if the first hit of the rekka whiffs.
* Usable even if the first hit of the rekka whiffs.
PCiel spins while firing the Seventh Holy Scripture. Covers a fair bit of distance, making it useful as the second hit of a confirmed rekka in order to get in closer.
* Covers a fair bit of distance.
* Airborne for most of the active frames.
** Can be Fatal Countered.
* Converts into a combo at certain distances via 5A.
** If used as a follow up to a hit-confirmed 236A, can also combo into 5B.
}}
}}


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| subtitle =  
| subtitle =  
| input    = {{#invoke:InputsMBTL|toIcons|236A/B~A~X}}
| input    = {{#invoke:InputsMBTL|toIcons|236A/B~A~X}}
or
{{#invoke:InputsMBTL|toIcons|236A~4X}}
| images  =  
| images  =  
{{MoveDataCargoImage|pc_236aax|caption=A Rekka Ender}}
{{MoveDataCargoImage|pc_236aax|caption=A Rekka Ender}}
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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_236aax}}
{{AttackDataCargo-MBTL/Query|pc_236aax}}
* Rekka ender.
Ciel blasts the Seventh Holy Scripture to retreat.
* Usable even if the first hit of the rekka whiffs.
* Can only be EX and Moon Drive cancelled.
PCiel can end her 236A rekka early with this move, but without meter, it's relatively unrewarding, unless you have meter to cash out on EX moves.
** If MD cancelled, retains backward momentum.
}}
 
{{MoveDataCargo
| title    = Blaze Out
| subtitle =
| input    = {{#invoke:InputsMBTL|toIcons|236A~4X}}
| images  =
{{MoveDataCargoImage|pc_236a4x|caption=Ends rekka early}}
| hitboxes =
{{MoveDataCargoImage|pc_236a4x|caption=|hitbox=yes}}
| info    =
{{AttackDataCargo-MBTL/Query|pc_236a4x}}
Ciel blasts the Seventh Holy Scripture to retreat. Looks identical to the rekka 236A~A~X, but has slightly different frame data, and more importantly, a jump cancel.
* Jump cancellable; used in advanced combos.
* Good for regaining space after a whiffed 236A. Can also catch opponents running or jumping into it.
}}
}}


===== Seventh Holy Scripture - Blaze (BE) =====
===== Seventh Holy Scripture - Blaze (BE) =====
The charged version of 236A; it loses its rekka properties but in exchange acts as a great corner carry tool and overall combo flex.
The charged version of 236A; loses rekka properties.
{{MoveDataCargo
{{MoveDataCargo
| title    = Seventh Holy Scripture - Blaze
| title    = Seventh Holy Scripture - Blaze
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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_236[a]}}
{{AttackDataCargo-MBTL/Query|pc_236[a]}}
* Combo extender with Special Bonus.
A combination of Blaze and Blaze Turn.
A combination of Blaze and Blaze Turn. Sees use early in combos as it covers a lot of ground; with the proper spacing 5B and 5C are easy pick-up links after it.
* Easy combo filler, especially for beginners.
** Still the only consistent resourceless link after max range 2C~C.
* Can be used to hard callout backdashes.
* Very safe on block but PCiel is left point blank.
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_236b}}
{{AttackDataCargo-MBTL/Query|pc_236b}}
* Rekka starter.
PCiel uses the Seventh Holy Scripture in Blade form and slashes downwards.
PCiel uses the Seventh Holy Scripture as a whip and slashes downwards. Covers a large amount of space and catches airborne opponents at mid to far range, but is air blockable.
* Hits twice
* Covers a massive range on both the air and ground, but has a notable blindspot in the air in front of it.
* Air blockable, limiting its use as an anti-air.
* Combo conversion tool for high and far opponents, like after anti-air 5C and sj j.[C]
** Cancel into 236B~A for a combo.
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_236bb}}
{{AttackDataCargo-MBTL/Query|pc_236bb}}
* Rekka extender.
PCiel whips the blades of the Seventh Holy Scripture again, hitting around the floor.
* Usable even if the first hit of the rekka whiffs.
* Hits twice
PCiel whips the blades of the Seventh Holy Scripture again, this time hitting around the floor.
* Usable even if the previous rekka whiffs.
* Advances forward.
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_236bbx}}
{{AttackDataCargo-MBTL/Query|pc_236bbx}}
* Rekka ender.
PCiel whips the Seventh Holy Scripture around one last time.
* Usable even if the first hit of the rekka whiffs.
* Hits twice
PCiel whips the Seventh Holy Scripture around one last time. Only knocks down with Special Bonus, otherwise the opponent can air tech.
* Usable even if the previous rekka whiffs.
* Armored, but rarely seen actually armoring anything.
* Advances forward.
}}
}}


===== Seventh Holy Scripture - Blade (BE) =====
===== Seventh Holy Scripture - Blade (BE) =====
The charged version of 236[B]. The first two hits are overheads, making this a powerful low shield crush when used properly due to retaining the range of the normal Blade series.
The charged version of 236[B]. The first four hits are overheads, making this a powerful low shield crush when used properly due to retaining the range of the normal Blade series.
{{MoveDataCargo
{{MoveDataCargo
| title    = Seventh Holy Scripture - Blade
| title    = Seventh Holy Scripture - Blade
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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_236[b]}}
{{AttackDataCargo-MBTL/Query|pc_236[b]}}
Chains together all 3 Blade rekkas.
* Hits overhead.
* Hits overhead.
* Air blockable.
* Air blockable.
Chains together all 3 Blade rekkas with a slight forward advance. Has big range for an overhead, but does not allow for a combo without resources.
* Can combo by cancelling into 214C or Moon Drive.
** When doing combos, it is optimal to cancel after the 4th hit.
* Slow speed makes it reactable, but can discourage low shield in pressure.
** Useful in some cases 5[B] won't reach, like after 2C against someone looking to low shield 2C~C.
}}
}}


===== Seventh Holy Scripture - Break =====
===== Seventh Holy Scripture - Break =====
A move that can be used either on its own or as an immediate followup to 236A or 236B, boasting an armored forward charge for blasting through most attacks and potentially acting as a powerful counter-zoning tool. It can also be charged up to change its properties and fake out an opponent expecting it to come.
A move that can be used either on its own or as an immediate followup to 236A or 236B, boasting an armored forward charge for blasting through most attacks and potentially acting as a powerful counter-zoning tool. It can also be charged to change its properties and fake out an opponent expecting it to come.
{{MoveDataCargo
{{MoveDataCargo
| title    = Seventh Holy Scripture - Break
| title    = Seventh Holy Scripture - Break
Line 584: Line 696:
{{#invoke:InputsMBTL|toIcons|236A/B~C}}
{{#invoke:InputsMBTL|toIcons|236A/B~C}}
| images  =  
| images  =  
{{MoveDataCargoImage|pc_236c|caption=PCiel hops back before charging forward with her pilebunker, too slow to combo of the rekkas}}
{{MoveDataCargoImage|pc_236c|caption=}}
| hitboxes =  
| hitboxes =  
{{MoveDataCargoImage|pc_236c|caption=|hitbox=yes}}
{{MoveDataCargoImage|pc_236c|caption=Third hit goes fullscreen for whatever reason|hitbox=yes}}
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_236c}}
{{AttackDataCargo-MBTL/Query|pc_236c}}
* Armored.
PCiel hops backwards, then rushes forwards with the Seventh Holy Scripture in Break form.
* Armored during the charge.
* Rekka ender and standalone special.
* Rekka ender and standalone special.
* Comboable wallbounce with Special Bonus.
* Air unblockable.
* Wallbounces even when midscreen and allows for a combo.
* Can be used as combo filler via 236A~C and is optimal for a few routes.
** Used for a left/right setup in the corner.
* Bumps opponents into the air on block.
* Bumps opponents into the air on block.
PCiel hops backwards, then rushes forwards with the Seventh Holy Scripture. The rush part of the move has armor and leads to a decently damaging combo on hit with Special Bonus. Its main downside is that it is quite slow.
* Counter-zoning tool, but if the opponent reacts to the hitlag from armor, they can cancel into an EX move to break it.
* Sometimes interacts janky when hitting hurtbox extensions; the second hit may whiff and the third hit won't even come out.
* If PCiel gets hit during the backflip it gives a Fatal Counter.
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_236[c]}}
{{AttackDataCargo-MBTL/Query|pc_236[c]}}
PCiel hops backward, but doesn't doesn't move.
* Rekka ender and standalone special.
* Rekka ender and standalone special.
PCiel hops backward, but doesn't doesn't move. Acts as a feint for 236C and is a great way to bait reactions out of people looking for it to come out during rekkas.
* Good for regaining space or disengaging while threatening an attack.
}}
}}


===== Seventh Holy Scripture - Break (EX) =====
===== Seventh Holy Scripture - Break (EX) =====
A unique combo ender available for use after the following moves:
A unique combo ender available for use after the following moves:
* The last hit of the non-charged Blaze (236A) or Blade (236B) rekka series
* Blaze Out (236A~A~X / 236A~4X)
* The last hit of Seventh Holy Scripture - Blade (236[B])
* Blade III (236A/B~B~B)
* The grounded versions of 214A/B (charged or uncharged).
* Seventh Holy Scripture - Blade (BE) (236[B])
* Numerology Crest - Lightning Blast (214A/[A]/B)
{{MoveDataCargo
{{MoveDataCargo
| title    = Seventh Holy Scripture - Break
| title    = Seventh Holy Scripture - Break
Line 627: Line 747:
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_236aax66c}}
{{AttackDataCargo-MBTL/Query|pc_236aax66c}}
* Requires 1 bar to use, as it's EX only
Ciel charges forward with the Seventh Holy Scripture to slam the enemy with the break form.
Exists to let PCiel tack on more damage after certain rekka enders, 214A/B, or 236[B], and get a hard knockdown. Good at what it does, particularly for corner carry, but only useful after Special Bonus has been used, as a meterless combo is generally preferred when possible.
* Standalone EX move.
* Armored, but rarely sees use.
* Great corner carry.
* Can combo into 236A in the corner after some combos.
* Air unblockable.
* Metered pressure reset.
** Bumps opponent into the air on block.
** Can be beaten by guard cancel heat in reaction to the superflash.
* PCiel's highest damage EX ender.
* PCiel's primary metered combo ender due to all mentioned properties.
** Midscreen BnB safejump: 5Bw sj dl j.[C]
** Corner BnB safejump: 2Bw 8 dl j.[C]
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_6bc}}
{{AttackDataCargo-MBTL/Query|pc_6bc}}
* Advancing, safe combo starter.
PCiel skips straight to the Blaze Spin followup of her rekkas.
PCiel skips straight to the Blaze Spin followup of her rekkas with faster recovery. Very easy move to simply throw out and see what happens, especially with Moon Drive clash frames; much like 236[A] you can link many A and B buttons on hit.
* Airborne for most of the active frames.
** Can be Fatal Countered, even during Moon Drive.
* Gains a big amount of clash frames in Moon Drive.
* Always links into 5B when used raw unless only the last hit connected, where it will still link into 5A.
* High meter gain in combos, but subpar proration make it situational for high damage Moon Drive combos.
}}
}}


===== Shaft Lander =====
===== Shaft Lander =====
PCiel's DP. While the B and C versions are the only ones that are actually invincible, the A version has a jump cancel point if it whiffs, allowing for some tricky feints if used cautiously.
PCiel's DP. Only B and C versions have invulnerability.
{{MoveDataCargo
{{MoveDataCargo
| title    = Shaft Lander
| title    = Shaft Lander
Line 652: Line 787:
| input    = {{#invoke:InputsMBTL|toIcons|623X}}
| input    = {{#invoke:InputsMBTL|toIcons|623X}}
| images  =  
| images  =  
{{MoveDataCargoImage|pc_623a|caption=}}
{{MoveDataCargoImage|pc_623a|caption=No-fly zone}}
{{MoveDataCargoImage|pc_623b|caption=}}
{{MoveDataCargoImage|pc_623b|caption=}}
{{MoveDataCargoImage|pc_623c|caption=PCiel's DP series, only B and C version have Invul}}
{{MoveDataCargoImage|pc_623c|caption=PCiel's DP series, only B and C version have Invul}}
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{{AttackDataCargo-MBTL/Query|pc_623a}}
{{AttackDataCargo-MBTL/Query|pc_623a}}
* 1st hit is air unblockable.
* 1st hit is air unblockable.
** Has 2 hitboxes; second appears 2f into active frames.
** Second hitbox doesn't reach as high but has better horizontal reach; enough to situationally catch backdashes.
* Second hit is a hitgrab that leads into the third hit.
* No invincibility.
* No invincibility.
* Links into 5A with special bonus.
* Jump cancellable on whiff.
Risky but rewarding anti-air. It's also jump cancelable on whiff.
* Links into 5B on hit even if the first hit whiffed.
* Optimal damage punish when in range, and only 8f to start up. Can be used after shielding a Heat if in range.
{{AttackDataCargo-MBTL/Query|pc_623b}}
{{AttackDataCargo-MBTL/Query|pc_623b}}
* Invincible reversal.
* Invincible reversal, albeit slower than average at 8f.
Though it lacks the jump cancel point, you can use Moon Drive to convert a raw callout into j.C and do more combo stuff afterward.
** Cleanly beaten by anti-heat OS.
* Leaves opponents in the air to tech after hit - a very advantageous position for PCiel.
** A popular reset is to dash then use 623A to catch neutral and back tech.
{{AttackDataCargo-MBTL/Query|pc_623c}}
{{AttackDataCargo-MBTL/Query|pc_623c}}
* Invincible reversal.
* 5f invincible reversal.
* Grants a hard knockdown.
* Grants a hard knockdown.
Brings the opponent down right in front of you, excellent for either Moon Driving or going into 236BC.
** Lets PCiel do left/right mixups, but usually not as preferred as 66C's corner carry.
* Combos into Arc Drive.
}}
}}


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* Air blockable.
* Air blockable.
* Jump cancelable on whiff.
* Jump cancelable on whiff.
Fast move which can offer an additional defensive option during Moon Drive.
* PCiel's fastest Moon Skill, often used as a reversal in MD. Unfortunately doesn't combo without meter into 214C.
* Combos into Arc Drive or Last Arc with a MD cancel.
}}
}}


===== Numerology Crest - Lightning Blast =====
===== Numerology Crest - Lightning Blast =====
PCiel's other counter-zoning special and a situationally useful okizeme tool. It has something of a slow startup, but can cover a great deal of vertical space and no small amount of horizontal space if used correctly, allowing PCiel to stuff a lot of mid-range attacks.
PCiel's projectiles. Generally very niche moves as their functions are rather redundant of other moves.
{{MoveDataCargo
{{MoveDataCargo
| title    = Numerology Crest - Lightning Blast
| title    = Numerology Crest - Lightning Blast
Line 708: Line 851:
{{AttackDataCargo-MBTL/Query|pc_214a}}
{{AttackDataCargo-MBTL/Query|pc_214a}}
{{AttackDataCargo-MBTL/Query|pc_214[a]}}
{{AttackDataCargo-MBTL/Query|pc_214[a]}}
* PCiel pauses briefly and fires a multi-hitting shaft of vertical lightning from the top of the screen to the ground.
Ciel pauses briefly and fires a multi-hitting shaft of vertical lightning from the top of the screen to the ground.
* Close lightning.
** Charged version moves the lightning forward with each hit.
* All versions of this move shift PCiel backward slightly.
* All versions of this move shift PCiel backward slightly.
* Cancelable into 66C with 1 Magic Circuit.
* Cancelable into 66C with 1 Magic Circuit on the ground.
* The normal A version hits a little bit in front of her; at round start position it strikes the middle of the screen.
** Whiffing 214A into 66C can punish Kouma doing 22C at near fullscreen.
* The charged version hits fewer times but spreads the lightning strikes further forward; from round start, it will hit the middle of the screen and then go to the tip of where the opponent starts.
This move and its variants are another set of space coverage options for PCiel. The startup is a little slow so it's best used preemptively for space control, but it also sees use to tack on extra damage or act as an oki tool with good timing.
{{AttackDataCargo-MBTL/Query|pc_214b}}
{{AttackDataCargo-MBTL/Query|pc_214b}}
* Basically 214A, but with more hits than either the normal or charged versions; it drops a little farther forward than 214[A]. For enemies that are at about midscreen or approaching it, this is a good shutdown tool.
* Far lightning. Hits around roundstart distance.
* Cancelable into 66C with 1 Magic Circuit.
* Cancelable into 66C with 1 Magic Circuit on the ground.
{{AttackDataCargo-MBTL/Query|pc_214c}}
{{AttackDataCargo-MBTL/Query|pc_214c}}
* Causes a hard knockdown.
* Tracks opponents to around 236A distance.
Places a stronger version of 214A at a little bit shorter than 214B range. Has some tracking properties if the opponent is within about half a screen's range, making it a good way to end combos if you hit with far-off normals and need a knockdown.
* Plus on block but not usually enough to enforce pressure.
* Allows combos from some specials that would normally not combo, like 3BC, j.6BC, and 236[B].
* Grants a hard knockdown unless used in a heavily prorated combo.
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_4bc}}
{{AttackDataCargo-MBTL/Query|pc_4bc}}
* A faster, multihitting version of 214[A] with slightly fewer lightning strikes and shorter range. Very useful for oki with the right setup.
{{AttackDataCargo-MBTL/Query|pc_j4bc}}
{{AttackDataCargo-MBTL/Query|pc_j4bc}}
* Similar to 4BC, but used midair instead.
* Similar to 214[A], but faster. Great combo filler for Moon Drive routes.
* Plus on block but punishable if shielded.
}}
}}


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* No invincibility.
* No invincibility.
* Jump-cancelable on whiff, as are the B and C versions.
* Jump-cancelable on whiff, as are the B and C versions.
Most often used after air throw to cash out with j.236C.
* Most often used after air throw to cash out with j.236C or in Moon Drive routes.
{{AttackDataCargo-MBTL/Query|pc_j236b}}
{{AttackDataCargo-MBTL/Query|pc_j236b}}
* An aerial version of B DP.
* An aerial version of B DP.
* No invincibility.
* No invincibility.
* For all functional purposes, does the exact same thing as j.236A.
{{AttackDataCargo-MBTL/Query|pc_j236c}}
{{AttackDataCargo-MBTL/Query|pc_j236c}}
* An aerial version of C DP.
* An aerial version of C DP.
* No invincibility.
* No invincibility.
Brings the opponent down to the ground with a high damage cashout. This move can be used to set up Arc Drive combos if you have the meter to spare afterward.
* Brings the opponent down to the ground with a high damage cashout.
* Combos into Arc Drive.
}}
}}


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| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_j6bc}}
{{AttackDataCargo-MBTL/Query|pc_j6bc}}
* Basically a variant on j.236C.
* Basically 3BC but in the air.
* Move ends with Ciel grounded.
* Combos into Arc Drive and Last Arc with a MD cancel.
The slightly less committed way to get a combo setup into 236BC from an air throw or just to bring the opponent to ground, as it behaves similarly to j.236C.  
}}
}}


===== Numerology Crest - Lightning Blast (Air) =====
===== Numerology Crest - Lightning Blast (Air) =====
Air versions of {{#invoke:InputsMBTL|toIcons|214X}}. They functionally serve similar purposes as their grounded version, but with some more recovery time due to falling from the execution area. The air stall they cause does, however, make certain types of counterattack from the opponent more likely to whiff in exchange.
Air versions of {{#invoke:InputsMBTL|toIcons|214X}}. They functionally serve similar purposes as their grounded version, but with some more recovery time due to falling from the execution area.
{{MoveDataCargo
{{MoveDataCargo
| title    = Numerology Crest - Lightning Blast (Air)
| title    = Numerology Crest - Lightning Blast (Air)
Line 822: Line 968:
| info    =  
| info    =  
{{AttackDataCargo-MBTL/Query|pc_236bc}}
{{AttackDataCargo-MBTL/Query|pc_236bc}}
* PCiel fires off a few shots from the Blaze form of the Seventh Holy Scripture, followed by a huge, backward-jumping blast. If the blast hits, she goes into a combo of falling Blade strikes from the air, and finishes the enemy off with a powerful Break blast.
Ciel fires off a few shots from the Blaze form of the Seventh Holy Scripture, followed by a huge, backward-jumping blast. If the blast hits, she goes into a combo of falling Blade strikes from the air, and finishes the enemy off with a powerful Break blast.
The first shots have a somewhat limited horizontal range, so this move is difficult to use if the enemy is far away. It lands most easily from special moves that put PCiel really close to the opponent or bring them close to her, or in situations where they're not going to be moving much (e.g., getting hit in the corner). However, it does great damage and is extremely good at closing out rounds or matches when used well.
* The first shots have a limited horizontal range, especially for PCiel standards.
** Only combos after 236B~B~B if not very spaced; in the corner always links.
** Always combos after 3BC, j.6BC, 623C, or j.236C.
}}
}}


Line 841: Line 989:
* Outside of Blood Heat, you can only use this move with 4 Magic Circuits. In Blood Heat, it can be used at any time, and will automatically engage if you successfully shield a move in Blood Heat.
* Outside of Blood Heat, you can only use this move with 4 Magic Circuits. In Blood Heat, it can be used at any time, and will automatically engage if you successfully shield a move in Blood Heat.
* Damage in Blood Heat scales with amount of Heat Gauge remaining on activate--more Heat Gauge increases the damage dealt.
* Damage in Blood Heat scales with amount of Heat Gauge remaining on activate--more Heat Gauge increases the damage dealt.
* Always resets both players to midscreen no matter where the move was used.
* Uses 5B's animation when done raw.
* Often not worth the resource cost unless it will KO the opponent.
* Cool and very long animation.
}}
}}



Revision as of 02:01, 3 September 2023

Gameplay

Powered Ciel (PCiel) is a returning character to Melty Blood, released as free DLC alongside Mario Gallo Bestino on April 14, 2022. PCiel is a grounded rushdown character that trades some of her normal form's movement tricks and other strategies for a power and oppression-based fighting style.

PCiel boasts a versatile toolkit made to suit numerous situations both up close and at range. Most pressingly, she features gargantuan normal moves in the form of her C normals and a powerful triad of special moves: Blade, Blaze and Break. Blade and Blaze let her brute-force her way into the opponent's comfort zone, while Break allows PCiel to convert her approach into massive damage or to close in the distance against zoners. Her airthrow is also distinct, allowing her the option either to keep the opponent close or to combo out of air throw to go for big damage cashouts with some added magic circuit expenditure. Even when on defense, the invincible Shaft Lander and trusty 5-frame 2A got her covered.

Such strength comes with some constraints, however: though her colossal bladed normals have great reach, whiffing them can be costly for PCiel as they tend to have long recovery time. Added to this, and in atypical fashion for a Melty Blood character, PCiel is unable to chain her air normals together, creating an awkward air game held together almost entirely by her jC and shifting her combo theory towards the ground. Such reliance on a grounded gameplan can often make PCiel's tactics predictable, which can be exploited by her opponents through calculated usage of Shield and Moon Drive.

All in all and in the right hands, Powered Ciel is a character capable of molding her aggressive gameplan to meet any challenge and able to terminate any target.


Pick if you like Avoid if you dislike
  • Huge, Oppressive Reach: The combination of range and speed on PCiel's C buttons as well as many of her special moves easily outcompetes almost every non-projectile move in the game. This coupled with a safe rekka, and EX plus frames push it over the edge to make her pressure suffocatingly difficult to overcome.
  • Space Control: 5C and j.C both cover an unparalleled amount of airspace, heavily restricting opponents' ability to move. 236B and 623A compound this at longer and closer ranges, and her airthrow has uniquely high reward to boot. On the ground, her rekkas, vacuuming 2C~2C, and Lightning Blast deter grounded approaches with ease.
  • High Reward: PCiel tends to do more damage than most other characters off of most of her hits, further skewing risk/reward in her favour regardless of matchup. She also boasts absolutely absurd corner carry, often going nearly corner to corner off stray hits.
  • Strong Movement: Perhaps surprisingly, PCiel is among the fastest characters in the game, and j.3B offers a valuable tool for mixing up air approaches.
  • High Recovery: PCiel's grounded C buttons as well as some of her specials (especially Lighting Blast) can leave her quite vulnerable on whiff, especially against longer-ranged characters.
  • Strike-Strike Mixup: Although her pressure is very strong, it is best performed at a safe distance, meaning she has more difficulty finding opportunities to grab than other characters. Predictability and sloppy Shield counterplay can thus be the downfall of a PCiel player.

Story & Profile

The embodiment of the true nature of the Burial Agency; a demon-killing executioner

Ciel, outfitted to face Dead Apostles of the Twenty-Seven Ancestors class, using the conceptual weapon "Seventh Holy Scripture" broken down into individual causes of death.

She makes constant use of the "Seventh Holy Scripture," a millennium-class holy relic. While it drains an enormous amount of magical energy, it is a viable battle style for Ciel, who has the magical power of a hundred magi.

Her main attacks often use weaponry, in the style of "Blaze," "Blade," and "Break," and her heavy armament features both brute force and magical enhancements.

Perhaps due to her specialization in destroying heretics,
she is even more cold and unforgiving than usual.
With the incredible firepower of the Seventh Holy Scripture and Idea Blood, Ciel is unrelenting, destroying her enemies down to their very souls.

Main Weapon/Skill
Seventh Holy Scripture, Idea Blood

Basic Info
Height: 165cm
Weight: 52kg
Blood Type: O
Birthday: May 3rd
Voiced by: Kaede Hondo

Character Summary

Move list

Moon Skills
6B+C - Seventh Holy Scripture - Blaze
3B+C - Shaft Lander
4B+C (air OK) - Numerology Crest - Lightning Blast
j.6B+C - Shaft Lander (air)
Special Attacks
236A - Seventh Holy Scripture - Blaze
>A - Blaze Turn
>X - Blaze Out
>66C - Seventh Holy Scripture - Break (EX only)
>B - Blade II
>X - Blade III
>66C - Seventh Holy Scripture - Break (EX only)
>C - Seventh Holy Scripture - Break
>4A - Blaze Out
>66C - Seventh Holy Scripture - Break (EX only)
236B - Seventh Holy Scripture - Blade
>A - Blaze Turn
>X - Blaze Out
>66C - Seventh Holy Scripture - Break (EX only)
>B - Blade II
>X - Blade III
>66C - Seventh Holy Scripture - Break (EX only)
>C - Seventh Holy Scripture - Break
236C - Seventh Holy Scripture - Break
623X - Shaft Lander
214X (air OK) - Numerology Crest - Lightning Blast
>66C - Seventh Holy Scripture - Break (EX only, ground only)
j.236A/B/C - Shaft Lander (air)
Arc Drives
236B+C - Seventh Holy Scripture - Four Causes Pilgrimage
Last Arc
A+B+C+D - Calvaria Galgalim: Guillotine
Unique Attacks
3B
5C > 4C
3C
2C > 2C
j.3B
Blowback Edge Moves
5[B], 2[C], j.[C], 236[A], 236A>[C], 236[B], 236B>[C], 236[C], 214[A], j.214[A]
Stats & vitals

HP Value: 12,000 (High)

Backdash:

  - 1-10 Full Invul
  - 1-12 Strike Invul
  - 13-17 Projectile/Air Invul
  - 6-22 Airborne
  - 37 Total

Dash startup: 5

Dash actionable: 5

Jump startup: 4

Jump airtime: 37

MBTL PCiel Art.png

}}

Move Analysis

Normal Moves

Standing Normals

5A
5A
5A
MBTL PCiel 5A.png
MBTL PCiel 5A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
190 LH - - - -
First Active Active Recovery Overall Advantage Invul
6 2 11 18 -1 -

Ciel does a high kick. Gatlings into itself 3 times like one would expect.

  • Above average reach for a 5A, but also slower.
  • Looks like an anti-air, but isn't a great one.
  • Great pressure starter if you do decide to play up close.
5B
5B
5B
MBTL PCiel 5b.png
MBTL PCiel 5B hb.png
MBTL PCiel 5b be hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
420 LH - - - -
First Active Active Recovery Overall Advantage Invul
9 4 20 32 -9 -
Damage Guard Cancel Property Cost Attribute
750 H - - - -
First Active Active Recovery Overall Advantage Invul
31 4 24 58 -11 Clash 15-30

Ciel slams her elbow down with her weapon.

  • Advances forwards.
  • Disjointed and deceptive reach.
  • Mostly combo and pressure filler; can anti-air but usually other options can cover airspace better.
  • When not charged against crouch shield, opponent enters a special guard state in which they suffer significant chip damage instead of shielding the move.

Charging the move turns it into an overhead.

  • Hits overhead.
  • Useful for discouraging low Shield in pressure.
    • Reactable, but half charge into 2B can hit people expecting to block the overhead.
  • Ground bounces on hit.
5C
5C
5C
MBTL PCiel 5c.png
MBTL PCiel 5c 1 hb.png
MBTL PCiel 5c 2 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
590*2 (1109) LH - - - -
First Active Active Recovery Overall Advantage Invul
12 4 32 47 -18 -

Ciel swings the Seventh Holy Scripture in Blade form upwards.

  • Huge.
  • Hits 2 times.
  • Has a follow-up with 5C~4C.
  • Great at covering space, especially the air, in front of her.
    • Unfortunately if it whiffs, it has massive recovery, meaning PCiel will likely be punished.
  • Core pressure tool especially in the corner; excellent at catching jumpouts.
  • Against crouch shield, opponent enters a special guard state in which they suffer significant chip damage instead of shielding the move.
5C ~ 4C
5C ~ 4C
5C > AddC
MBTL PCiel 5C4C.png
MBTL PCiel 5C4C 2.png
MBTL PCiel 5C4C 1 hb.png
MBTL PCiel 5C4C 2 hb.png
MBTL PCiel 5C4C 3 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
350*3 (966) LH - - - -
First Active Active Recovery Overall Advantage Invul
10 3, 3, 4 28 47 -15 -

Ciel follows up with a blast from her gun and another slash from Blade.

  • Follow-up exclusive normal.
  • High hitstun.
  • Wallbounces in the corner.
  • Can be done with 5C~C with rapid beat disabled.
  • Can gatling into other normals.
  • Niche pressure tool; very tight window to stagger from 5C, doesn't beat low shield like 5C, and same rebeat data as 5C.
  • However, it's an irreplacable combo piece as the wallsplat enables many of PCiel's moves to link.

Crouching Normals

2A
2A
2+A
MBTL PCiel 2A.png
MBTL PCiel 2A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
180 L - - - -
First Active Active Recovery Overall Advantage Invul
5 2 11 17 -1 -

Ciel crouches and slides her leg forward for a quick kick.

  • Basic low 2A. Good for low mixups and abare.
  • Gatlings into itself 3 times.
  • Hits low.
  • Prime rebeat button.
2B
2B
2+B
MBTL PCiel 2B.png
MBTL PCiel 2B hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
420 L - - - -
First Active Active Recovery Overall Advantage Invul
8 5 24 36 -12 -

Ciel thrusts both her legs forward on a low handstand.

  • Acts like a standard sweep which most other characters have on 2C.
  • Decent size for its speed but small disjoint when compared to her other buttons.
  • Button for scrambles at its range, but do be warned it's not excellent compared to what other characters have.
2C
2C
2+C
MBTL PCiel 2C.png
MBTL PCiel 2C hb.png
MBTL PCiel 2C be hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
680 L - - - -
First Active Active Recovery Overall Advantage Invul
13 5 23 40 -11 -

Ciel thrusts the Seventh Holy Scripture in Blade form downward.

  • Huge-er.
  • Has a follow-up with 2C~2C.
  • Massive stagger window.
  • Amazing button to catch people walking back in neutral and for punishing far moves like Kohaku's 214C.
  • Only comes with 23 recovery frames, making it hard to whiff punish without forward momentum such as IAD or forward jump.
  • Very important in pressure to discourage high shield and for its vacuuming follow-up.
Damage Guard Cancel Property Cost Attribute
1900 U - - - -
First Active Active Recovery Overall Advantage Invul
31 3 27 60 n/a Clash 23-30

Charging the move makes it a low unblockable.

  • Can be low shielded.
  • Very reactable; mainly used when the opponent is trying to watch for other pressure options.
  • Does not give a hard knockdown.
2C ~ 2C
2C ~ 2C
2+C > Add2+C
MBTL PCiel 2C2C.png
MBTL PCiel 2C2C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
740 L - - - -
First Active Active Recovery Overall Advantage Invul
9 2 36 46 -21 -

Ciel swings the Seventh Holy Scripture back to her.

  • Follow-up exclusive normal.
  • Vacuums opponents on hit and block.
  • Can gatling into other normals.
  • Indispensable as a pressure tool as PCiel's only vacuum and a follow-up low to 2C.
    • PCiel has many pressure options after this is blocked like rebeats, 5C, 236A, or even 5B/2B if the range allows.

Jumping Normals

j.A
j.A
Aerial A
MBTL PCiel jA.png
MBTL PCiel jA hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
370 HA -SP-, -TH- - - -
First Active Active Recovery Overall Advantage Invul
5 4 15 23 - -

Ciel does a high kick in the air.

  • Whiffs against crouching opponents.
  • Does not chain into other air normals.
  • On whiff can cancel into air specials, Moon Drive, and air throw.
  • As PCiel is not fully actionable after a whiffed j.A unlike most the cast, her j.A is a rather committal antiair.
j.B
j.B
Aerial B
MBTL PCiel jB 1.png
MBTL PCiel jB 2.png
MBTL PCiel jB 1 hb.png
MBTL PCiel jB 2 hb.png
MBTL PCiel jB 3 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
510 HA - - - -
First Active Active Recovery Overall Advantage Invul
8 5 - - - -

Ciel does an axe kick in the air.

  • Knocks down airborne opponents.
  • Does not chain into other air normals.
  • Puts opponent in state for an OTG combo once they land on the ground.
  • Primary jump-in for close combat, but if hit too high will only give an OTG.
j.C
j.C
Aerial C
MBTL PCiel jC.png
MBTL PCiel jC be.png
j.[C]
MBTL PCiel jC 1 hb.png
MBTL PCiel jC be hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
330 *2 (636) HA - - - -
First Active Active Recovery Overall Advantage Invul
14 4 - - - -

Ciel swings the Seventh Holy Scripture in Blade form.

  • Huge.
  • Hits 2 times.
  • Does not chain into other air normals.
  • Excellent air normal for shutting down jumps.
    • Usually doesn't combo without Fatal Counter. On Fatal, can usually combo to 2C on landing.
Damage Guard Cancel Property Cost Attribute
380*4 (1359) HA - - - -
First Active Active Recovery Overall Advantage Invul
20 4 (9) 7 - - - Clash 18-19

Charging the button adds another swing to the attack.

  • Hits another 2 times, for a total of 4 hits.
    • Unlike the uncharged version, the first swing juggles opponents even if they're grounded, making it link into more options in combos.
    • Last hit wallbounces in the corner.
    • Its extreme launch distance makes it wallbounce from a rather long distance from the corner, allowing combos.
  • Does not chain into other air normals.
  • Amazing neutral button in covering both airspace and ground space.
    • When done rising the last hit will still hit crouching opponents.
    • The massive size of the move makes it hard to challenge both in air-to-air and on landing.

Command Normals

3B
3B
3+B
MBTL PCiel 3B 1.png
Takes you off the ground.
MBTL PCiel 3B 2.png
Hits twice.
MBTL PCiel 3B 1 hb.png
MBTL PCiel 3B 2 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
450 *2 (850) LHA - - - -
First Active Active Recovery Overall Advantage Invul
8 4 (4) 4 21 40 -8 -

Ciel kicks upward twice, jumping into the air.

  • Hits twice.
  • Both hits are considered airborne.
    • Can be Fatal Countered due to being airborne on startup
  • Niche combo tool, but integral for sideswap corner routes.
  • Niche throw bait in pressure.
  • Only gapless cancel is j.236A/B
    • 236A upon landing is a 5f gap. 623A has a 4f gap.
  • Limited cancels mean this being blocked usually results in a neutral reset.
j.3B
j.3B
Aerial 3+B
MBTL PCiel j3B.png
Drastically changes air momentum
MBTL PCiel j3B 1 hb.png
MBTL PCiel j3B 2 hb.png
MBTL PCiel j3B 3 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
380*2 (725) HA - - - -
First Active Active Recovery Overall Advantage Invul
12 8, 6 x x +10 (tk) -

Ciel does an axe kick while diving down.

  • j.B, but with momentum. Looks the same, hitboxes slightly different.
  • Overwrites PCiel's air momentum to move down-forwards.
  • Hits twice.
  • Puts opponent in state for an OTG combo once they land on the ground.
  • Integral for PCiel's combo structure.
    • Combos into 2A, 5B, 2B, 5C, and 2C upon landing if used after 3C.
    • Can even combo into heat.
  • The momentum shift can let PCiel mix up air mobility.
    • Can be used for delay overheads in pressure after a jump or airdash.
    • Can be used to move around hazards like Akiha's ring.
  • If it hits outside a combo don't always expect it to convert into a combo as it almost always gives only an OTG.

Universal Mechanics

Rapid Beat 1
Rapid Beat 1
X>X
MBTL PCiel rapid1.png
Covers a lot of distance
MBTL PCiel rapid1 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
400 LH - - - -
First Active Active Recovery Overall Advantage Invul
11 9 17 36 -10 (always, active frames end on contact) -
Rushing gun attack. Auto-combo filler.
3C / Rapid Beat 2
3C / Rapid Beat 2
3+C

or

X>X>X
MBTL PCiel 3C 1.png
2 hits.
MBTL PCiel 3C 2.png
Second hit launches.
MBTL PCiel 3C 1 hb.png
MBTL PCiel 3C 2 hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
370*2 (310) LH - - - -
First Active Active Recovery Overall Advantage Invul
10 4 (2) 2 30 47 -11 Air 5-17

Ciel rockets backward with a backflip kick boosted by the Seventh Holy Scripture's Break form.

  • Universal launcher.
  • Invulnerable to air attacks starting from frame 5.
  • Hits twice.
    • If the second hit fails to connect, it will not give the cinematic launch.
  • Safer than the data would suggest, as if it doesn't get the cinematic, PCiel will instead tumble backward.
  • Cancels only into air specials on block.
Ground Throw
Ground Throw
4/6+A+D
MBTL PCiel throw.png
MBTL PCiel throw hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
300*2, 900 (1500) U - - - -
First Active Active Recovery Overall Advantage Invul
4 3 19 25 +50 -

Ciel throws her opponent, lifts them with her foot, and slams them back down.

  • Hard knockdown on hit.
  • Frame advantage makes PCiel need to do a short delay before jumping to get a meaty 2A, or a longer delay for a safejump.
    • Can left/right mixup by doing 4~9 j.Bw > 2A.
Air Throw
Air Throw
Aerial 4/6+A+D
MBTL PCiel airthrow.png
You can still combo after this!
MBTL PCiel airthrow hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
800 U - - - -
First Active Active Recovery Overall Advantage Invul
1 3 12L - - -

Ciel throws her opponent upward.

  • Hard knockdown on hit.
  • Lowest raw air throw damage in the game.
  • Uniquely cancellable into specials and Moon Drive.
    • Can convert into a combo when done raw via MD, j.6BC > 214C, or j.4BC if close enough to the ground.
  • Very easy to safejump; either 8 dl j.B or 7 dl j.C

Special Moves

Seventh Holy Scripture - Blaze

Powered Ciel's gun-based rekka series. Fast on startup, its first and second hits are somewhat safe on block; the starter in particular can be used for slight pressure or to transition into the Blade II and III followups from her 236B series when 236B itself would whiff due to startup times. The following moves from this series are also available during other rekkas:

  • Blaze Turn (available as a followup to 236B)
  • Blaze Out (usable immediately after 236A or 236B)
Seventh Holy Scripture - Blaze
236+A
MBTL PCiel 236A.png
A Rekka Starter
MBTL PCiel 236A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
400*2 (768) LHA - - - -
First Active Active Recovery Overall Advantage Invul
9 6 (4) 6 25 49 -4 -

Ciel uses the Seventh Holy Scripture as a gun and fires two shots. A very notorious move due to its versatility; often referred to as just "gun".

  • Massive, especially considering it only takes 9 frames to start up.
  • Barely any hurtbox extension. Extremely disjointed.
  • Easily combos out of many of PCiel's buttons while also being a safe pressure autopilot.
  • Converts into a combo via 236A~A.
  • Whiff cancellable into other rekka buttons, Moon Drive, and EX moves making it risky to whiff punish despite the large recovery.
  • Amazing tool to just throw out in neutral to cover space, especially against characters without projectiles.
  • As it's only -4, looping it into itself in pressure is surprisingly viable with the threat of its rekka follow-ups and its range making it hard to challenge.
    • If the opponent is conditioned enough to block this can even be a pressure reset point.
  • Alongside other rekkas, can be a strong source of chip damage.
  • Viable as abare when the range is needed.
  • Practically active for 16 frames, making it catch people running or jumping into it quite easily.
    • Can catch forward advancing moves like Shiki's 236X series and Akiha's 214X series.
    • Hits high enough to catch IAD.
    • Can catch backdash if done close enough.
  • Gun.
Blaze Turn
236+A > AddA

or

236+B > AddA
MBTL PCiel 236AA.png
A Middle Rekka
MBTL PCiel 236AA hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
340*3 (948) LHA - - - -
First Active Active Recovery Overall Advantage Invul
15 3, (3), 3, 3 22 48 -6 -

Ciel spins while firing the Seventh Holy Scripture.

  • Usable even if the first hit of the rekka whiffs.
  • Covers a fair bit of distance.
  • Airborne for most of the active frames.
    • Can be Fatal Countered.
  • Converts into a combo at certain distances via 5A.
    • If used as a follow up to a hit-confirmed 236A, can also combo into 5B.
Blaze Out
236+A/B > AddA > AddX
MBTL PCiel 236AAX.png
A Rekka Ender
MBTL PCiel 236AAX hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
950 LHA - - - -
First Active Active Recovery Overall Advantage Invul
12 5 31 47 -13 -

Ciel blasts the Seventh Holy Scripture to retreat.

  • Can only be EX and Moon Drive cancelled.
    • If MD cancelled, retains backward momentum.
Blaze Out
236+A > Add4+X
Placeholder.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
950 LHA -J- - - -
First Active Active Recovery Overall Advantage Invul
12 5 33 49 -15 (land), +7 (JC) -

Ciel blasts the Seventh Holy Scripture to retreat. Looks identical to the rekka 236A~A~X, but has slightly different frame data, and more importantly, a jump cancel.

  • Jump cancellable; used in advanced combos.
  • Good for regaining space after a whiffed 236A. Can also catch opponents running or jumping into it.
Seventh Holy Scripture - Blaze (BE)

The charged version of 236A; loses rekka properties.

Seventh Holy Scripture - Blaze
236+UNI Input Hold.png[A]
MBTL PCiel 236A be.png
Does the first and second A version rekka
MBTL PCiel 236A be hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
320, 420*4 (1860) LHA - - - -
First Active Active Recovery Overall Advantage Invul
19 4 (10) 2 (4) 3 (4) 4 (4) 4 21 78 -2 -

A combination of Blaze and Blaze Turn.

  • Easy combo filler, especially for beginners.
    • Still the only consistent resourceless link after max range 2C~C.
  • Can be used to hard callout backdashes.
  • Very safe on block but PCiel is left point blank.
Seventh Holy Scripture - Blade

Powered Ciel's slash-based rekka series. It trades the Blaze series' quick startup for a longer reach, more damage, and more space coverage, making it good for reaching enemies in the mid-range, but is much less safe overall. The following moves from this series are also available during other rekkas:

  • Blade II (available as a followup to 236A)
Seventh Holy Scripture - Blade
236+B
MBTL PCiel 236B.png
B Rekka Starter
MBTL PCiel 236B hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
500*2 (945) LHA - - - -
First Active Active Recovery Overall Advantage Invul
14 3 29 45 -8 -

PCiel uses the Seventh Holy Scripture in Blade form and slashes downwards.

  • Hits twice
  • Covers a massive range on both the air and ground, but has a notable blindspot in the air in front of it.
  • Air blockable, limiting its use as an anti-air.
  • Combo conversion tool for high and far opponents, like after anti-air 5C and sj j.[C]
    • Cancel into 236B~A for a combo.
Blade II
236+B > AddB

or

236+A > AddB
MBTL PCiel 236BB.png
Middle B Rekka
MBTL PCiel 236BB hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
450*2 (850) LHA - - - -
First Active Active Recovery Overall Advantage Invul
16 4 32 51 -12 -

PCiel whips the blades of the Seventh Holy Scripture again, hitting around the floor.

  • Hits twice
  • Usable even if the previous rekka whiffs.
  • Advances forward.
Blade III
236+B > AddB > AddX

or

236+A > AddB > AddX
MBTL PCiel 236BBX.png
B Rekka Ender
MBTL PCiel 236BBX hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
550*2 (1039) LHA - - - -
First Active Active Recovery Overall Advantage Invul
20 5 32 56 -13 Armour 13-25

PCiel whips the Seventh Holy Scripture around one last time.

  • Hits twice
  • Usable even if the previous rekka whiffs.
  • Armored, but rarely seen actually armoring anything.
  • Advances forward.
Seventh Holy Scripture - Blade (BE)

The charged version of 236[B]. The first four hits are overheads, making this a powerful low shield crush when used properly due to retaining the range of the normal Blade series.

Seventh Holy Scripture - Blade
236+UNI Input Hold.png[B]
MBTL PCiel 236B be.png
Performs the entire B rekka
MBTL PCiel 236B be hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
420*6 (2043) HA, LHA - - - -
First Active Active Recovery Overall Advantage Invul
28 3 (20) 4 (17) 5 32 108 -13 -

Chains together all 3 Blade rekkas.

  • Hits overhead.
  • Air blockable.
  • Can combo by cancelling into 214C or Moon Drive.
    • When doing combos, it is optimal to cancel after the 4th hit.
  • Slow speed makes it reactable, but can discourage low shield in pressure.
    • Useful in some cases 5[B] won't reach, like after 2C against someone looking to low shield 2C~C.
Seventh Holy Scripture - Break

A move that can be used either on its own or as an immediate followup to 236A or 236B, boasting an armored forward charge for blasting through most attacks and potentially acting as a powerful counter-zoning tool. It can also be charged to change its properties and fake out an opponent expecting it to come.

Seventh Holy Scripture - Break
236+C

or

236+A/B > AddC
MBTL PCiel 236C.png
MBTL PCiel 236C hb.png
Third hit goes fullscreen for whatever reason
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
400*2 1100 (1625) LH - - - -
First Active Active Recovery Overall Advantage Invul
31 15 23 68 +7 (air), +11 (ground) Armour 27-46

PCiel hops backwards, then rushes forwards with the Seventh Holy Scripture in Break form.

  • Armored during the charge.
  • Rekka ender and standalone special.
  • Air unblockable.
  • Wallbounces even when midscreen and allows for a combo.
  • Can be used as combo filler via 236A~C and is optimal for a few routes.
    • Used for a left/right setup in the corner.
  • Bumps opponents into the air on block.
  • Counter-zoning tool, but if the opponent reacts to the hitlag from armor, they can cancel into an EX move to break it.
  • Sometimes interacts janky when hitting hurtbox extensions; the second hit may whiff and the third hit won't even come out.
  • If PCiel gets hit during the backflip it gives a Fatal Counter.
Seventh Holy Scripture - Break
236+UNI Input Hold.png[C]

or

236+A/B > AddUNI Input Hold.png[C]
MBTL PCiel 236C be.png
Feint
MBTL PCiel 236C be hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
- - - - - -
First Active Active Recovery Overall Advantage Invul
- - 40 40 - -

PCiel hops backward, but doesn't doesn't move.

  • Rekka ender and standalone special.
  • Good for regaining space or disengaging while threatening an attack.
Seventh Holy Scripture - Break (EX)

A unique combo ender available for use after the following moves:

  • Blaze Out (236A~A~X / 236A~4X)
  • Blade III (236A/B~B~B)
  • Seventh Holy Scripture - Blade (BE) (236[B])
  • Numerology Crest - Lightning Blast (214A/[A]/B)
Seventh Holy Scripture - Break
After Blaze Out, Blade III, Seventh Holy Scripture - Blade, or Numerology Crest - Lightning Blast (non-EX, ground only), 66+C
MBTL PCiel 236AAX66C.png
Damage cash out and corner carry.
MBTL PCiel 236AAX66C hb.png
Hitboxes Off
Hitboxes On
236X~X~X~66C
Damage Guard Cancel Property Cost Attribute
800*2, 1150 (2344) LH - - - -
First Active Active Recovery Overall Advantage Invul
4+0 15 20 38 +6 (air), +10 (ground) Armour 5-19

Ciel charges forward with the Seventh Holy Scripture to slam the enemy with the break form.

  • Standalone EX move.
  • Armored, but rarely sees use.
  • Great corner carry.
  • Can combo into 236A in the corner after some combos.
  • Air unblockable.
  • Metered pressure reset.
    • Bumps opponent into the air on block.
    • Can be beaten by guard cancel heat in reaction to the superflash.
  • PCiel's highest damage EX ender.
  • PCiel's primary metered combo ender due to all mentioned properties.
    • Midscreen BnB safejump: 5Bw sj dl j.[C]
    • Corner BnB safejump: 2Bw 8 dl j.[C]
Seventh Holy Scripture - Blaze
6+B+C
MBTL PCiel 6BC.png
Speen
MBTL PCiel 6BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
400*3 (1048) LHA - - - -
First Active Active Recovery Overall Advantage Invul
13 6, 3, 3 20 44 -2 Clash 1-11 (MD)

PCiel skips straight to the Blaze Spin followup of her rekkas.

  • Airborne for most of the active frames.
    • Can be Fatal Countered, even during Moon Drive.
  • Gains a big amount of clash frames in Moon Drive.
  • Always links into 5B when used raw unless only the last hit connected, where it will still link into 5A.
  • High meter gain in combos, but subpar proration make it situational for high damage Moon Drive combos.
Shaft Lander

PCiel's DP. Only B and C versions have invulnerability.

Shaft Lander
623+X
MBTL PCiel 623A.png
No-fly zone
MBTL PCiel 623B.png
MBTL PCiel 623C.png
PCiel's DP series, only B and C version have Invul
MBTL PCiel 623A hb.png
MBTL PCiel 623B hb.png
MBTL PCiel 623C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
450*3 (1228) LH, LHA -J- - - -
First Active Active Recovery Overall Advantage Invul
8 4 (4) 4 44 63 JC: -17 / -9 -
  • 1st hit is air unblockable.
    • Has 2 hitboxes; second appears 2f into active frames.
    • Second hitbox doesn't reach as high but has better horizontal reach; enough to situationally catch backdashes.
  • Second hit is a hitgrab that leads into the third hit.
  • No invincibility.
  • Jump cancellable on whiff.
  • Links into 5B on hit even if the first hit whiffed.
  • Optimal damage punish when in range, and only 8f to start up. Can be used after shielding a Heat if in range.
Damage Guard Cancel Property Cost Attribute
450*3 (1228) LH (EX) - - -
First Active Active Recovery Overall Advantage Invul
9 4 (4) 4 54 74 -49 / -41 All 1-12
  • Invincible reversal, albeit slower than average at 8f.
    • Cleanly beaten by anti-heat OS.
  • Leaves opponents in the air to tech after hit - a very advantageous position for PCiel.
    • A popular reset is to dash then use 623A to catch neutral and back tech.
Damage Guard Cancel Property Cost Attribute
660*4 (2203) LH - - - -
First Active Active Recovery Overall Advantage Invul
4+1 4 (4) 3 55 70 -49 / -41 All 1-15
  • 5f invincible reversal.
  • Grants a hard knockdown.
    • Lets PCiel do left/right mixups, but usually not as preferred as 66C's corner carry.
  • Combos into Arc Drive.
Shaft Lander
3+B+C
MBTL PCiel 3BC.png
MBTL PCiel 3BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
450*4 (1610) LHA -J- - - -
First Active Active Recovery Overall Advantage Invul
8 4 (4) 4 - 31 JC: -7 / +1 Clash 1-6 (MD)
  • Behaves similarly to 623C on hit.
  • Not invincible, but has clash during Moon Drive.
  • Air blockable.
  • Jump cancelable on whiff.
  • PCiel's fastest Moon Skill, often used as a reversal in MD. Unfortunately doesn't combo without meter into 214C.
  • Combos into Arc Drive or Last Arc with a MD cancel.
Numerology Crest - Lightning Blast

PCiel's projectiles. Generally very niche moves as their functions are rather redundant of other moves.

Numerology Crest - Lightning Blast
Air OK
214+X
MBTL PCiel 214A.png
214[A] summons the lightning in the same position, but it moves forward.
MBTL PCiel 214B.png
MBTL PCiel 214C.png
MBTL PCiel 214A hb.png
MBTL PCiel 214B hb.png
MBTL PCiel 214C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
195*7 (1199) LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
20 10 24 53 -5 -
Damage Guard Cancel Property Cost Attribute
300*5 (1158) LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
28 2(2)*4, 2 10 55 -3 ~ +13 -

Ciel pauses briefly and fires a multi-hitting shaft of vertical lightning from the top of the screen to the ground.

  • Close lightning.
    • Charged version moves the lightning forward with each hit.
  • All versions of this move shift PCiel backward slightly.
  • Cancelable into 66C with 1 Magic Circuit on the ground.
    • Whiffing 214A into 66C can punish Kouma doing 22C at near fullscreen.
Damage Guard Cancel Property Cost Attribute
172*10 (1411) LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
22 10 28 59 -6 -
  • Far lightning. Hits around roundstart distance.
  • Cancelable into 66C with 1 Magic Circuit on the ground.
Damage Guard Cancel Property Cost Attribute
350*7 (2029) LHA - - - -
First Active Active Recovery Overall Advantage Invul
4+8 10 18 39 +1 -
  • Tracks opponents to around 236A distance.
  • Plus on block but not usually enough to enforce pressure.
  • Allows combos from some specials that would normally not combo, like 3BC, j.6BC, and 236[B].
  • Grants a hard knockdown unless used in a heavily prorated combo.
Numerology Crest - Lightning Blast
Air OK
4+B+C
MBTL PCiel 4BC.png
MBTL PCiel j4BC.png
MBTL PCiel 4BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
280*5 (1080) LHA - - - -
First Active Active Recovery Overall Advantage Invul
17 2(5)*4, 2 8 54 +6 ~ +13 Clash 1-11 (MD)
Damage Guard Cancel Property Cost Attribute
280*5 (1080) LHA - - - -
First Active Active Recovery Overall Advantage Invul
16 2(5)*4, 2 12L - TK: -3 ~ +4 -
  • Similar to 214[A], but faster. Great combo filler for Moon Drive routes.
  • Plus on block but punishable if shielded.
Shaft Lander (Air)

Air versions of 623+X. They all lack invincibility, but the tradeoff is that they're all jump cancelable on whiff, and act as bridges out of air throw into PCiel's highest damaging air combos.

Shaft Lander (Air)
Aerial 236+X
MBTL PCiel j236A.png
MBTL PCiel j236B.png
MBTL PCiel j236C.png
MBTL PCiel j236A hb.png
MBTL PCiel j236B hb.png
MBTL PCiel j236C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
450*3 (1228) LHA -J- - - -
First Active Active Recovery Overall Advantage Invul
8 6 (2) 4 12L 41 (JC) JC : -17 / -9 -
  • An aerial version of A DP.
  • No invincibility.
  • Jump-cancelable on whiff, as are the B and C versions.
  • Most often used after air throw to cash out with j.236C or in Moon Drive routes.
Damage Guard Cancel Property Cost Attribute
450*3 (1228) LHA -J- - - -
First Active Active Recovery Overall Advantage Invul
6 6 (2) 4 12L 39 JC : -17 / -9 -
  • An aerial version of B DP.
  • No invincibility.
  • For all functional purposes, does the exact same thing as j.236A.
Damage Guard Cancel Property Cost Attribute
660*4 (2263) LHA - - - -
First Active Active Recovery Overall Advantage Invul
4+3 6 (6) 4 12L 44 JC : -21 / -9 -
  • An aerial version of C DP.
  • No invincibility.
  • Brings the opponent down to the ground with a high damage cashout.
  • Combos into Arc Drive.
Shaft Lander (Air)
Aerial 6+B+C
MBTL PCiel j6BC.png
MBTL PCiel j6BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
450*4 (1610) LHA -J- - - -
First Active Active Recovery Overall Advantage Invul
8 6 (2) 4 12L 31 JC: -7 / +1 -
  • Basically 3BC but in the air.
  • Combos into Arc Drive and Last Arc with a MD cancel.
Numerology Crest - Lightning Blast (Air)

Air versions of 214+X. They functionally serve similar purposes as their grounded version, but with some more recovery time due to falling from the execution area.

Numerology Crest - Lightning Blast (Air)
Aerial 214+X
MBTL PCiel j214A.png
MBTL PCiel j214B.png
MBTL PCiel j214C.png
MBTL PCiel j214A hb.png
MBTL PCiel j214B hb.png
MBTL PCiel j214C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
195*7 (1199) LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
20 10 12L - TK: -10 -
Damage Guard Cancel Property Cost Attribute
300*5 (1158) LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
28 2(2)*4, 2 12L - TK: -12 ~ +4 -
  • Similar to the grounded versions in usage, purpose, and range.
  • PCiel's downward velocity is stalled during startup and active frames on all versions.
Damage Guard Cancel Property Cost Attribute
172*10 (1411) LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
22 10 12L - TK: -11 -
  • Similar to the grounded version.
Damage Guard Cancel Property Cost Attribute
350*7 (2029) LHA - - - -
First Active Active Recovery Overall Advantage Invul
4+8 10 12L - TK: -8 -
  • Similar to the grounded version.

Super Moves

Arc Drives

Seventh Holy Scripture - Four Causes Pilgrimage
Seventh Holy Scripture - Four Causes Pilgrimage
236+B+C
MBTL PCiel 236BC.png
Really wide hitbox but doesn't have a ton of range
MBTL PCiel 236BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
100*3, 900, 100*10, 200, 1100 (3500) LH - - - -
First Active Active Recovery Overall Advantage Invul
1+11 4,4,4 (11) 3 43 80 -29 All 1-37

Ciel fires off a few shots from the Blaze form of the Seventh Holy Scripture, followed by a huge, backward-jumping blast. If the blast hits, she goes into a combo of falling Blade strikes from the air, and finishes the enemy off with a powerful Break blast.

  • The first shots have a limited horizontal range, especially for PCiel standards.
    • Only combos after 236B~B~B if not very spaced; in the corner always links.
    • Always combos after 3BC, j.6BC, 623C, or j.236C.

Last Arc

Calvaria Galgalim: Guillotine
Calvaria Galgalim: Guillotine
A+B+C+D
MBTL PCiel ABCD.png
MBTL PCiel ABCD hb.png
Hitboxes Off
Hitboxes On
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
  • Outside of Blood Heat, you can only use this move with 4 Magic Circuits. In Blood Heat, it can be used at any time, and will automatically engage if you successfully shield a move in Blood Heat.
  • Damage in Blood Heat scales with amount of Heat Gauge remaining on activate--more Heat Gauge increases the damage dealt.
  • Always resets both players to midscreen no matter where the move was used.
  • Uses 5B's animation when done raw.
  • Often not worth the resource cost unless it will KO the opponent.
  • Cool and very long animation.

Reverse Beats

Rebeat Table
Attack Chain Advantage
5B 5A whiff -4
5B 2A whiff -3
5[B], 2B, 5C, 2C, 2CC, 5C4C 5A whiff -2
5[B], 2B, 5C, 2C, 2CC, 5C4C 2A whiff -1
Gap Table
Attack Chain Frame Gap

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