Melty Blood/MBTL/Ciel: Difference between revisions
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*11 clash frames during startup (only during the initial rise) | *11 clash frames during startup (only during the initial rise) | ||
*It's an overhead. | *It's an overhead. | ||
Ciel's | 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. | |||
{{AttackDataCargo-MBTL/Query|ci_j6bc}} | {{AttackDataCargo-MBTL/Query|ci_j6bc}} | ||
* 11 clash frames during startup | * 11 clash frames during startup |
Revision as of 12:29, 12 October 2021
Story
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 her mortal enemy 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. 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.
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 neutral game can be a little awkward due to her B/C normals having average range for pokes that can be challenged. Instead, she either relies on traditional punishes, committal 623X stabbing pokes, baiting counter-hits with her tricky Halo (236X) jumping followups or zoning out opponents with her 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.
Strengths | Weaknesses |
---|---|
|
|
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]
Dash startup: 5
Dash actionable: 11
Backdash duration: 33 (1-10f invuln)
Backdash airborne: 7 (frames 16-22)
Jump startup: 4
Jump airtime: 36
Meterless 4.1k (corner) // FCj.C 5B 5[C] 623B 2C 214[A] 2B 6C 214A 2C 5C 3C j.BC AT
Meterless 3.5k no FC (corner) // j.C 2C 5[C] 623B 2C 214[A] 2B 6B 214A 2C 5C j.BC AT
Meterless Side Switch 3K // 2A 2B 2C 5[C] j.BC 6BC 2C 214[A] sj.jBC AT
Arc Drive Side Switch 4k // 2A 2B 2C 5[C] j.BC 6BC 5A 236BC
Round Start to Corner 3.1K // j.C 2C 5C~4C 2B jc j.B j.214A 2C 3C j.BC AT
Two Bar Round Start to Corner 4.1k // 5B 2C 5[C] j.B j.214A 5B 623C 3C j.B j.214BBB j.236C
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 | - |
- 5 frame startup.
- Short range, but good for rebeats because of it.
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | LH | N, SP, EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 4 | 17 | 27 | -6 | - |
- Ciel extends her leg for a shin kick.
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.
This is the farthest poke that Ciel has in her arsenal. Use this to contest opponents at max footsie range, and confirm it into 5C~4C for damage or a last-minute frame trap.
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 |
- Natural frame trap from 2C.
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 | - |
- 5-frame startup low.
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 | - |
- Two-hitting uppercut punch.
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
590 | L | N, SP, EX | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 | 23 | 34 | -10 | - |
- Long-range low and combo staple.
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 | - | - |
- Ciel's fastest rising air-to-air.
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
380 | H | N, SP, EX, J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 4 | - | - | - | - |
- Long range air poke.
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520 | H | N, SP, EX, J | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 5 | - | - | - | - |
- Excellent jump-in with high blockstun.
Command Normals
3C
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 |
- Enters a cinematic and automatically jump-cancels on hit.
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 |
- Hitgrab with special-cancelable recovery.
- Can extend combos if used early (usually cancelled into j.214A).
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 | - |
- Extra attack out of 5C, can force respect and be made safe with rebeats.
- Great range makes it a good hitconfirm.
Universal Mechanics
Rapid beat 2
- Universal auto combo filler, but with two hits.
- Rapid 3 can drop out on airborne opponents at some heights.
Rapid beat 3
- Universal auto combo ender.
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | 19 | 25 | +38 (KD) | - |
- Ciel performs a judo throw and slams you into the ground.
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.
Special Moves
Halo
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13~23 | 13 (14) X | 12L | - | N/A | - |
- Ciel jumps extremely quickly to the wall behind her from anywhere on the screen.
Ciel's unique command hop series. Steerable left and right to adjust the falling arc, but not when she jumps to the wall.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | 35 | 12L | 62 | N/A | - |
- Jumps forwards a short distance.
Steerable just like the A version. Much more useful in general than the A version as it lets Ciel use the B follow-up in combos.
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 |
- Fast, fullscreen, invincible whiff punish into a knockdown. Exactly as good as it sounds.
Amazing EX move, arguably one of the best in the game. Keep in mind that it is highly unsafe on block, teleports you to the opponent's location, and cannot be cancelled into Moon Drive. Make sure you know for sure the opponent is pressing something before using EX Halo.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | - | 15L | - | N/A | - |
- Dives at a 50 degree angle downwards.
- Does not have a hitbox.
Use this to quickly return to the ground and reposition yourself.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640*2 (1196) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | X, 4 | 26 | - | -7 | - |
- Dives at a 50 degree angle downwards.
- Ground bounces on hit.
- Unsafe on block.
Ciel travels at the same angle as the A follow-up, but this version has a hitbox. The ground bounce lets Ciel extend her grounded combos, as it will usually link into 5A (and potentially 5B depending on height).
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | U | (EX), (MD) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
3 | 2 | until landing + 12 | - | N/A | - |
- Short range grab that hits grounded and airborne opponents.
This version of her airgrab is Moon Drive and EX cancellable letting you confirm into some extra damage and better knockdown.
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 | - |
- Ciel throws her Black Keys.
Blade Thrust
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
630, 640 (1186) | LH | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 5 | 17 | 32 | -4 | - |
- Advances forwards about 1/4 of the screen.
Ciel does a stab with her black keys. Mainly used as corner combo fodder to get a wall bounce. Surprisingly safe on block so you can sometimes just throw it out if you think it will hit.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640, 640 (1196) | LH | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 5 | 20 | 38 | -7 | - |
- Advances forwards about 1/3 of the screen.
A bit more horizontal range than the A version but a bit slower and slightly more damage.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
820, 820, 820 (2123) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+8 | 5 | 17 | 33 | -3 | - |
- Advances forwards about 1/2 of the screen.
- Safe on block, combo-starting whiff punish.
Black Key Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1000 | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | X | 29 | 42 | -5 (min) | - |
- Basic projectile.
- Whiff-cancelable into EX moves.
Standard black key toss with no follow ups. Will soft knockdown on hit. If spaced at roughly 5C tip range, she will be slight advantageous on block. No results
- An enhanced version of 214A that will cause a firey explosion on hit.
Very important for combo routing and combos naturally from 2C from most ranges. Oddly, this is more unsafe on block than the regular version with double the startup.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | X | 32 | 41 | -8 (min) | - |
- Basic projectile, but it's a rekka!
The first part of the black key rekka toss. Visually identical to 214A with some slight differences in frame data. Your opponent won't tell the difference though.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
280*12 (2077) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+9 | X | 32 | 171 | -15 (min) | - |
- Good way to convert from other Black Keys and can be extended with a bar.
EX Black Key toss sequence. Does good damage and also hard knocksdown. If done from fullscreen you can also link into 236C if you're quick enough.
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.
Rekka extender, good to stop people from normal jumping out at you.
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.
Rekka extender, keeps grounded opponents pinned to the ground.
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.
An ender to rekka series where Ciel will hop in the air towards her opponent and throw some Keys diagonally downwards. The most safe on block ender for her rekka series. At certain ranges this can be made advantageous on block.1
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
850 | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | X | 33 | 43 | -9 (min) | - |
- More damaging but less safe rekka ender.
Ciel Somersault
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640*2 (1196) | LH | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 6 | 32 | 44 | -14 | - |
- A good ground to air anti-air which will sometimes even get you a combo if you hit opponents who are high enough. This version is NOT invincible like the B version. This does allow you to moon drive cancel it incase your opponent blocks it however.
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 |
- Meterless reversal. Unlike previous games, it is no longer programmed to whiff on crouchers, meaning a crouching move on knockdown can still be hit with wakeup 22B.
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 |
- Extremely fast EX Reversal with lots of invincibility. May beat opponents in situations where B flash kick would lose.
Halo (air)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | X | 15L | 24 (TK) | N/A | - |
- Empty fast fall dive. Has no hitbox and only used to return to the ground quickly.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | U | (EX), (MD) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
28 | until landing | 32L | 61 (TK) | - | - |
- A very SLOW dive attack that will throw your opponent if it connects against a grounded opponent. Use this to punish opponents who aren't paying attention or are trying to ground shield. You can also TK this move off the ground to surprise your opponent who are expecting 236BB.
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 | - |
- Aerial EX Dive attack. Use this to end air combos into hard knockdown for oki setups. While awakened, you can also cancel this directly into arc drive if you have enough meter.
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.
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 it jump cancellable into j.BC airthrow.
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.
Moon Skills
Halo
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.
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.
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.
Blade Thrust
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
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.
Excellent as a neutral tool as it covers everything from ground to normal jump height. It's her only move that is advantageous on block, however if your opponent crouches the last two keys then the move will become -5 instead.
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.
- 11 Clash frames during startup.
Ciel Somersault
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.
Amazing anti-air: immune to crossups, jump cancelable on whiff, and plenty of clash frames. It normally has no invincibility but will gain additional clash frames while in moon drive. Keep in mind that if your opponent shields this, you will lose all cancel options and be punishable. Don't be too predictable!
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) | - |
- Has less clash frames than the grounded version on account of being faster (6 instead of 7)
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 |