Melty Blood/MBAACC/Powered Ciel/Half Moon: Difference between revisions
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== Character Page Progress == | == Character Page Progress == | ||
{{#lst:Melty_Blood/MBAACC:Roadmap| | {{#lst:Melty_Blood/MBAACC:Roadmap|H-PCiel}} | ||
==Additional Resources== | ==Additional Resources== |
Revision as of 08:59, 16 September 2020
Character Page Progress
This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.
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Additional Resources
Players to watch/ask
JP:
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NA:
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Overview
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Weaknesses |
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General Gameplan
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Neutral
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Pressure
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Okizeme
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Defense
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Combos
Be sure to check this article about H-PCiel: https://drunkardshade.com/2015/08/06/melty-bits-h-powerd-ciel/
Normal Combos
- 5B 2B 5C 236B~C 2C 3C jc9 delay j.B 2C 5A (whiff) 6AA delay 6B 236[A](2nd hit) 2C (5C) 4C 3C 214A
- Confirm from 2AA, j.B/C or ground throw. Guaranteed to carry your opponent to the corner from anywhere. You have to tap C quickly after 236B in order to have it connect, but not too soon or you'll miss the timing. The first 3C may need to be delayed a bit after 2C in order for j.B to hit; j.B itself needs to be pressed a little after Ciel reaches maximum jump height and starts coming down. Make sure to hit the enemy as soon as you can with 6B while they're floating down, as the first hit of 236[A] has to whiff and will hit if they're too low to the ground. The combo ends in a hard knockdown and if you simply do 2C 4C 3C 214A at the end, it allows you to go for a 4/6 mixup close to the corner.
- 5B 2B 5C 6B 2C 3C jc9 delay j.B 2C 5C 6B 236[A](2nd hit) 2C (5C) 4C 3C 214A (Video)
- Stronger version of above combo, still coming with excellent corner carry. Do the first 2C as soon as possible after 6B or they will get knocked way out of range. As well, delay the second 5C a little after 2C so 6B can connect; otherwise all notes on the previous combo still apply.
Corner Combos
- 5B 2B 2C 5C 6B 236[A](2nd hit) 2C 5C 6B 236[A](2nd hit) 2C (5C) 4C 3C 214A (Video - omits second 5C)
- Powerful corner combo, confirm from 2AA, j.B/C or ground throw. Second 5C needs to be delayed a fraction for the second 6B to connect; if you can't get the timing down, try to just go straight to 6B from 2C, but it will whiff on some characters. KOUMA NOTE: Because Kouma's hitbox is a jerk, the first 6B very often whiffs him entirely even if you delay the 5C as much as you can. To remedy this, get in as many 2A/5As in as you can before beginning the combo so gravity pulls him down fast enough to be hit. The next 6B can also be rather problematic. If this is frustrating, just work on some 6B-less combos for him. The midscreen BnBs will still work fine.
- 5B 2B 2C 5C 6B 236[A](2nd hit) 2C 5C 6B 236[A](2nd hit) 2C 5C (4C) 3C sjc8 AT j.236AA 236BB/AT j214A/j.236B/j.236C
- Slight variation of the above combo, ending in another strong corner knockdown if you finish with j.236AA 236BB. Mixup possible off of air throwing toward midscreen -> j214A ender due to retaining air movement after j214a. Ending with 214A is generally a better idea, but if you really want to squeeze out the most damage and possibly end the round, press 8 to super jump cancel the last 3C and hit j.C j.236B/C.
Move Descriptions
Normal Moves
2A
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5A
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5A6A
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5A6AA
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2B
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5B
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6B
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2C
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3C
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4C
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5C
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j.A
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j.B
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j.C
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Special Moves
Rapid Stake 「ラピッドステイク」 - 236ABC | ||
236A | ||
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Ciel lunges forward with her pile bunker, ramming it into the opponent; then, she performs a somersault kick akin to 3C. Both hits hit mid. Second hit can be charged (see 236[A]). Second hit launches on hit. Second hit causes a much longer untech time when it hits grounded opponents (they can only airtech at Ciel's head level if they're hit on the ground, otherwise they can airtech at the apex of the ascent). On its own accord, this move isn't that spectacular. However, keep in mind that you can combo into this off of 5C, regardless of distance. If you're not sure about what combo you should do, simply default to this. It's not spectacular by any means, but at least it's something. | |
236[A] | ||
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Ciel does the same somersault kick, but more fiercely. Hits overhead. Causes an untechable launch on hit. The key move to the 236[A] loop (hence why it's named as such). The untechable launch caused by this move happens regardless of the opponent's current state, and since it has amazing scaling to it, you don't need to be afraid of using this move repeatedly in your combos. This move by itself will raise your combos' damage outputs from ~3.5k to close to 6k. | |
236B | ||
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Ciel lunges forward with her pile bunker. Has a clash box during its "active" frames. Pressing A, B or C at any point during the lunge performs a follow-up attack. Does NOT have a hitbox of its own at any point in time. You will be using this a lot in a few match-ups, and not as much in others. The clash frames help to close the gap against characters that H-PCiel has a hard time getting in on (Nero's MANTIS LEG comes up as an example), however keep in mind that the opponent can hit Ciel around the clash box. This is a really strong tool, but be careful not to use it wrongly - it may cost you the round, if not the entire match. | |
>A | ||
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Ciel stops dead in her tracks, readies her pile bunker then extends the spike on it whilst aiming straight forward. Hits mid. Causes a wallslam on hit. This move deals an absolutely insane amount of guard damage (12.5% at blue, 35% at red) and, whilst it may not seem like it, it is surprisingly safe on block. As such, it's not a bad idea to throw this out randomly during pressure every now and then. | |
>B | ||
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Ciel stops dead in her tracks, readies her pile bunker then extends the spike on it at a 45º angle. Hits mid. Blows the opponent away on hit. Forces an untechable knockdown on hit. This move, just like 236B~A, deals a large amount of guard damage; however, unlike 236B~A, it is horribly unsafe on block; as such, it can't be used as a gimmick like 236B~A can. | |
>C | ||
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Ciel pivots herself on her pile bunker mid-dash and performs a somersault kick on the spot. Hitbox is identical to 236A's. Causes an untechable launch on hit against grounded opponents (against airborne opponents, functions exactly like 236A). This is your fullscreen punish. You can easily react to an opponent's slow start-up moves (even if airborne) and do this to punish them, netting a large chunk of damage (especially if it lands a counterhit). Like 236A, if you input 236B~C fast enough, you can combo into it off of any 5C hit - use this to your advantage to convert those max range 5C pokes into a full combo, possibly even a 236[A] loop. | |
236C | ||
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Ciel charges forward with her pile bunker, hitting the opponent repeatedly. If the final hit of the charge connects, she then extends the spike on the pile bunker, ramming the opponent into the wall. Last hit causes a wallslam. This is Ciel's most damaging super, Arc Drive non-withstanding. However, it's still a pretty bad super. It's 236A without the damage and 236B without the follow-ups, all in one move. Save your meter for something else. | |
Shaft Drive 「シャフトドライブ」 - 623ABC | ||
623A | ||
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>A/B/C | ||
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623B | ||
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623C | ||
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Shaft Drive 「シャフトドライブ」 - j.236ABC | ||
j.236A | ||
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>A/B/C | ||
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j.236B | ||
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j.236C | ||
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Numeral Secret Crest - Lightning Fury/Blue Storm 「数秘紋・雷霆/青嵐」 - 214ABC (air OK) | ||
214A | ||
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214B | ||
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214C | ||
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Arc Drive
Seventh Holy Scripture - Impeachment of Original Sin 「第七聖典・原罪弾劾」 | |
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