Melty Blood/MBAACC/Ciel/Half Moon: Difference between revisions
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|note=Basic Combo #6, the most basic of the combos in this series, gives oki | |note=Basic Combo #6, the most basic of the combos in this series, gives oki | ||
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=== Advanced Combos === | |||
All of these routes depend heavily on hit count for the added gravity decay in order to work, they can be quite hard vs some slim characters even on high hit count, or really easy on wider characters. Those routes can also be extended with more reps, but the intent is to optimize damage without over extending combos in order to not gift meter to our opponent, however you might want to over extend the combos if you desperately need the meter to enter heat or force your opponent into heat too.<br> | |||
Video example: https://www.youtube.com/watch?v=0-jkAjxNc0E | |||
{{CollapsingComboTable-MB | |||
|data= | |||
{{CollapsingComboData-MB | |||
|condition=Standing, Anywhere | |||
|characters= | |||
|damage=XXXX | |||
|metergen=XX.X% | |||
|metero=XX.X% | |||
|link= | |||
|input=*2AA > 2B > 3B(1) > 5{C} > 5A6AA > 4[B] > 2C > 236B4 > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > 2Aw or 624B or 4B236B | |||
|simput= | |||
|note=Works on everyone but len, very hitcount dependent, requires to be next to the opponent or late normals in the string will whiff. For the midscreen combo to work after 236B4 you must plink A into B for Ciel to autocorrect to the correct side, the input would be 4A~4[B]. It is possible to add another rep of 236B4 4[B], this works for some characters that require as much hit count as possible, or if you are close to the corner and prefer to have corner oki. 236B4 4A~[B] extensions don't work midscreen on Miyako | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Crouching, Anywhere | |||
|characters=Everyone but Len and WLen | |||
|damage=XXXX | |||
|metergen=XX.X% | |||
|metero=XX.X% | |||
|link= | |||
|input=*2AA > 2B > 3B > 4C > dl.5C > 2C > 5Aw6AA > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > 2Aw or 624B or 4B236B | |||
|simput= | |||
|note=In some characters it is necessary to add delay in 5Aw, requires to be next to the opponent or late normals in the string will whiff. It is possible to add a 236B4 4A~[B] before the 2nd rep of 5A6AA in case you find it difficult vs some characters and require more hitcount. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Standing, Anywhere, 2A Max Range | |||
|characters= | |||
|damage=XXXX | |||
|metergen=XX.X% | |||
|metero=XX.X% | |||
|link= | |||
|input=*2A > 2B(1hit) > 3B(1hit) > 5A6AA > 4[B] > 2C > 236B4 > 4[B] > 2C > 236B4 > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > 2Aw or 4B236B | |||
|simput= | |||
|note=For the midscreen combo to work after 236B4 you must plink A into B for Ciel to autocorrect to the correct side, the input would be 4A~4[B] . Against some characters the hitcount is still going to be short and the combo becomes very hard to complete on the first 2C 2Aw 5A6AA, in those match-ups you can cut early the combo on 2C and take the oki with 2Aw or 4B236B. This does not work on Miyako, but can be adapted: after the first 5A6AA 4[B] 2C go straight into 2Aw 5A6AA 2C 2Aw loops. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Crouching, Anywhere, 2A Max Range | |||
|characters= | |||
|damage=XXXX | |||
|metergen=XX.X% | |||
|metero=XX.X% | |||
|link= | |||
|input=*2A > 2B(1hit) > 3B(1hit) > 4C > 5C > 2C > 5Aw6AA > 236B4 > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > 2Aw or 4B236B | |||
|simput= | |||
|note=For the midscreen combo to work after 236B4 you must plink A into B for Ciel to autocorrect to the correct side, the input would be 4A~4[B] . Against some characters the hitcount is still going to be short and the combo becomes very hard to complete on the first 2C 2Aw 5A6AA, in those match-ups you can cut early the combo on 2C and take the oki with 2Aw or 4B236B. This does not work on Miyako, but can be adapted: after the first 5A6AA 4[B] 2C go straight into 2Aw 5A6AA 2C 2Aw loops. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Anywhere, 5A Starter/lack of normals | |||
|characters= | |||
|damage=XXXX | |||
|metergen=XX.X% | |||
|metero=XX.X% | |||
|link= | |||
|input=*5A > 2B(1hit) > 2A > 5A6AA > 4[B] > 2C > 236B4 > 4[B] > 2C > 236B4 > 4[B] > 2C > 2Aw > 5A6AA >4[B] > 2C > 2Aw or 4B236B | |||
|simput= | |||
|note= Different route, useful when finding a random hit with 5A or after staggering your pressure and you dont have normals available to cancel into. For the midscreen combo to work after 236B4 you must plink A into B for Ciel to autocorrect to the correct side, the input would be 4A~4[B] . Against some characters the hitcount is still going to be short and the combo becomes very hard to complete on the first 2C 2Aw 5A6AA, in those match-ups you can cut early the combo on 2C and take the oki with 2Aw or 4B236B. This does not work on Miyako, but can be adapted: after the first 5A6AA 4[B] 2C go straight into 2Aw 5A6AA 2C 2Aw loops. | |||
}} | |||
{{CollapsingComboData-MB | |||
|condition=Crouching, Anywhere, Character specific | |||
|characters=Len, WLen (others characters too) | |||
|damage=XXXX | |||
|metergen=XX.X% | |||
|metero=XX.X% | |||
|link= | |||
|input=*2AA > 2B > 3B > 4C > dl.5C > 2C > 236[A] > 2C > 5Aw6AA > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > 2Aw or 4B236B | |||
|simput= | |||
|note=Mostly useful route to use on Len, since the basic routes dont work on her, while the basic routes work on WLen. Between 236[A] and 2C you have to walk backwards for a couple of frames in order to create space and make 5A whiff. | |||
}} | }} | ||
}} | }} |
Revision as of 00:45, 10 September 2022
Character Page Progress
This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.
In Progress |
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Additional Resources
H-Ciel Canceris's spanish guide, on wich this page is based upon and trimmed down
Players to watch/ask
JP:
Overview
Strengths |
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Weaknesses |
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General Gameplan
H-Ciel is an often ignored character and categorized as “C-Ciel but worse”, granting her dark character status. They are fundamentally the same character, sharing almost all of the main normals and commands and how she deals in neutral. Where things start to change is how H-Ciel pressures and the opportunities to extend combos into corner carry and respectable Okizeme without losing damage. Any technical player who wants to spend time in the lab can find in H-Ciel a character, just be ready to do your homework.
Neutral
- Dash: Extremely useful for all Ciels as it can low profile a lot of air buttons and even several on the ground. But especially useful in H-Ciel due to its lack of air normals that hit from behind; It is important to learn to love the floor and abuse the dash as much as possible. Try to dash under very jumpy opponents and clap them with 5C/2C, and get in the habit of dash-stopping with 5A/2A for when you want to create space or are unsure of your approach.
- 214B~4A: Ciel 101. Use it mostly when the opponent is on the ground mid screen or full screen to force them to come up in the air, you're going to use this window to dash under them or preemptively interrupt them.
- 236[A]: Incredibly good command to zone and similar to 214B (just as punishable when jumping it, and same confirms), the difference being the little jump that Ciel does, making it possible for her to now win the projectile war without worrying about having 236C in hand. Reppukens, lasers, snakes, keys, etc are some examples. In fullscreen hit it can be confirmed into 236C.
- 236C: Another important tool for C and H-Ciel, the option to punish any mistake anywhere on the screen is very strong. But H-Ciel suffers from not being able to freely use 236C by having the Half moon bar.
The rest of H-Ciel's normals/commands are not very strong and are in-theme with her jack-of-all-trades:
Air-to-air use the jB disjointed box, and jA preemptively, if you find yourself stuck in the air use j2C, j214A and j236A to reposition yourself or bait anti-airs, after j214A remember to jump cancel, air dodge (to burn 50% of bar), or cancel in j236A/B. When you approach the opponent through the air and are almost close to the corner be especially reserved, if you spent all your air options and the opponent dashed under, then you are now locked in the corner with no buttons to hit from behind, try to save your air dash as a last ditch option to get extra air and space, we can easily reset a bad position to a neutral one with the air dash.
Don't kill yourself by throwing too many normals on the ground, situationally use 5B/3B for footsies and 5C for more range, after 5B/3B buffer 5C 623B for hit confirming. Only use 5A to interrupt IADs and for fuzzy 5A, H-Ciel's 5A doesn't hit as high as it looks.
Don't be too defensive/passive on the ground neither, occasionally rush with dash rising jA if the opponent likes to hang around in the air, and when the opponent starts throwing preemptive buttons in the air try instead to punish/take your turn in their landing recovery or dash under it if you have the time.
Pressure
H-Ciel's pressure isn't really super strong, but at what excels is the good amount of stagger options, reset pressure, and knowledge checks. H-Ciel gains new commands that leaves us positive on block but they all have the problem of being situational by distance and/or reactive. We're going to rely mostly on reverse beat strings positive on whiff or block to do the dirty work, similar to C-Ciel. And while our only major change is 5A, this is enough to open up new opportunities for us and it's important to exploit them in our gameplan.
It is very important that you do not start your string with 5A or waste 5A early, not only is it the best button by far to reverse beat that leaves us at +1 on block and +3 on whiff from a C normal, it can also be used to stagger into 6AA. Still, 5A is a common starter for its usefulness in neutral, so don't be shy about not using it, in okizeme you ideally always start with 2A. The best situation from 5A in block for us is close enough so that 2A connects on crouchers and frame traps thanks to the +1 on block. If the opponent pushed us away with EX guard or blocked well and we're out of normals, it's best to go for 5Aw from any C normal (5C, 5[C], 2C, 4C). +3 on whiff sounds very strong, but the problem is that at the distance that 5A whiffs our only normal that connects is 5C, so I strongly recommend that you only use 4C and 2C into 5Aw , then with the 5C reserved we can catch people mash or jumping and confirm with 623B or half-charge it to 5{C} against delayed mash/jump. When you have conditioned the opponent to block, don't do 5C and go for dash resets or air dash/jump-in.
Once the opponent learns to respect our pressure and stagger, you will obviously want to throw, but unfortunately H-Ciel's throwing game is very poor: low damage and mediocre oki. Still, it's important to give your opponent a reason not to block all day. Understanding how Melty's defensive option-selects work is going to be very essential if you want to open up the best defensive players. In Ciel's case, j2C is a good option to kill the most basic option-selects, the jump makes us avoid a variety of options and gives us more reward than just using 5B.
623B is +1 in block vs crouching, as long as it's not done at close range. It can be even +3 from greater distances. Still negative on block vs tall characters (Tohno, Nanaya, Hime, Wara, Nero). Our replacement for C-Ciel's 5CC, being our main tool for confirming 5C from afar and leaves us in a good position if it gets blocked. Although if the opponent blocks it standing you are negative but not punishable, its not possible to block it standing on reaction, so you can clip them with lows (2C, 5B) if they preemptively block standing. The opponent has to stand block only the first hit to make it negative on block, if they block the last 2 you are still positive on block, you can realize if they blocked the first one because Ciel "floats" for longer. EX Guard mash kills it entirely sadly. Because of all these weaknesses we cannot trust 623B as a pure reset pressure tool and it should be left as a last option in your blockstrings. Although on an ignorant opponent with no ex-guard, 623B can be abused.
624C is another popular pressure reset tool. Very easy to react to with dozens of ways to kill it (dash under, shield, upback, rising jA, etc) although unlike H-Ciel's other commands it doesn't require any specific distance to work, and leaves you next to the opponent. My recommendation is actually to not use it on our strings because of how slow it is, instead try to use it in Abare situations where the opponent may be mashing or looking into your other options like re dash or block standing 623B. Still, be very reserved with 624C.
Basic strings for every day
- 2AA 2B(1) 5A
Our BNB string that we will use almost always in the opponent's wake up, easy to hitconfirm in full combo if they don't block, and thanks to the fact that it leaves us next to the opponent and +1, we can frame trap with 2A and reset the string. Very easy to make it be respected and take the opportunity to reset into whatever we want (dash, neutral jump, walk). If you do go for the 2A frame trap, then adjust the following string taking into account the greater distance, you can do the following >
- 2A 2B(1hit) 3B (1hit) 2C 5Aw >> 5C 623B
In block we can take advantage of the +3 from 2C 5Aw and reset with dash; to force them to respect us we cancel the whiff recovery from 5Aw to 5C to beat mash and jumps, and in case they respect us 5C 623B leaves us at +1 in block if they block crouching, although this weakness can be exploited by an opponent who knows match-up, since at this range we don't have lows to force them to crouch block.
One of the weaknesses of this 2A frame trap is that it can't hit characters in the air and the short range doesn't connect if they're standing still, this means people can easily jump off. To keep the opponent honest from time to time you're going to have to go for 5AA to clip them if they want to jump. Unfortunately we lose our best button by starting the string with 5A, we can still use 2Aw to apply the same uses, but being +1 instead of +3 is not as threatening. Instead you can go for this string too >
- 5AA 2B(1hit) 3B(1hit) 5{C} 623B/2C
Half-charging 5{C} brings us considerably closer to the opponent, to point that after they block 623B crouching it leaves us +1 and at distance of a 2A, BUT with the greater risk that if they do block standing then we will get punished for being very close and at -5 minimum. Lucky for us we have our low 2C available and ready to punish them if they try to block it standing, but if they keep block crouching we can indefinitely keep pressuring. Normally I wouldn't recommend going for such a high risk RPS in our own pressure, but in the case that they do block standing and we have meter at hand, we can cancel the last part of 623B into j236C to make it safe on block. Just don't use this string all the time or you will starve to death using your meter.
Specific MUs: against characters that have normals with low profile on frame 1 our 5A can be beaten clean (C-Arc’s 2B, F-Vaki’s 2B, etc), this only complicates our lives with an unnecessary RPS on our pressure. Another option that covers both mashing and jumping is 5B 5C instead of 5AA, done well you should clip people jumping, but leaves us limited on our choices if they do block.
- 5A 4C~7 2Aw 5{C} 623B/2C
Fairly safe option to apply in re dashes to reset pressure or offensive dash in neutral, covers well up-backing and shield/bunker attempts. Thanks to the fact that we cannot jump on the first hit of 4C on hit, we can input 7 for a brief moment in this time and on hit we are not going to jump, and in case they shield/bunker us, the extra hitstop makes us jump and block the follow up.
All these examples are basic, easy and effective. You can get very creative with all of H-Ciel's options and put together quite complicated strings, experiment a lot in the lab and find what you are most comfortable with based on these examples. You don't have to be super rigid with these strings, the more we vary our options, the more difficult it will be for our opponent to react and use the appropriate options to get out of our pressure.
Okizeme
H-Ciel has similar oki options to C-Ciel, but unlike C, H-Ciel doesn't need to sacrifice damage or meter to get this oki thanks to its 5A6AA combo routes. The ender you choose for your oki is of your preference, in the advanced combos section you can see examples that end in these enders:
- 4B236B ender (Midscreen only): Kamone decided to bless us and reduce 4B236B's recovery with 4f less, and while it sounds great on paper I actually recommend avoiding going for this oki, as the hard knockdown is greatly affected by the gravity scaling of the combo, basically losing any benefit it gives us. Still, in midscreen against 2/3 of the cast you can do a midscreen L/R with >hfj empty jump 2A for sideswitch and >small delay hfj jC for same side. hfj never crosses up Aoko, Ciel, all Akihas, Satsuki, Warachia, Roa, Wlen.
- 624B ender (Midscreen only): In OTG it causes ground bounce, it has better frame data than 4B236B but is still affected by gravity scaling. If you use all the OTGs previously in the combo you can't go for this oki, but in midscreen it gives an excellent L/R with IAD j2C - You choose the side by changing the timing of the j2C, and it gives you the time to make a meaty 2A. It even gives the time to do 2B anti standing shield, but the timing is tight.
- 2C 2Aw ender: The best frame advantage of all hard knockdowns and is not affected by gravity scaling, but at the cost of losing a bit of damage, and best of all, you can use it anywhere on the screen. The frame advantage is enough to do dash > neutral jump > stuff, winning the dash drift and giving us new options. It doesn't give us top tier oki, but what is strong about it is the number of options, and you can vary it according to your player match-up needs, or whatever mood you feeling like.
- In Midscreen we have 2 options, go for drift mix-up L/R, or walk backwards > forward jump L/R, I do not recommend abusing drift mix-up as a trained eye can recognize the tell of the side change and react to the back air dash overhead, the L/R from walk backwards > forward jump is almost impossible to see and the high option is not masheable but the timing of cross-up and meaties changes per character and it's easy to screw up. The important thing is that we use the variety of options so as not to leave the opponent comfortable.
- In the corner we have the best okizeme option compared to 4B236B and 624B, it is more reliable and easier to go for safe jumps or fuzzy guard/yuuhi fuzzy, because we always have the same knockdown time.
Fuzzy guard setups: Most of the time H-Ciel is a very honest character in her gameplan, implementing these fuzzy guard can really boost her offense, unfortunately they can be killed with EX guard, but this her only true corner mix.
- Deep jC > land > 8 jC fuzzy - You can set it from a safe jump or from iad jB jC
- Yuuhi Fuzzy from jC > adc > jB - The minimum height and cancel window to get the fuzzy right is strict, but it has a higher reward than the regular fuzzy and can land on more characters.
Please note that fuzzy guards do not apply to all characters:
- There characters can’t be fuzzied by Deep jC 8 jC fuzzy: Nanaya, Tohno, PCiel, Satsuki, Aoko, Len, WLen, Miyako, Necos
- There characters can’t be fuzzied by Yuuhi Fuzzy from jC adc jB: Miyako and Necos
When you don't have a clean confirm and you have no choice but to go for BnB with AT ender, play it safe and solid with dash 2A/5A, the timing to make it meaty is strict so train it with the dummy doing recovery 2A. If you're stuck in the middle of the screen just drop back to neutral, or build up some bar by doing j214A > j214B4BB if you need it.
Defense
H-Ciel defensive options are all the same from C-Ciel, but she is overall more fragile as it's more likely you can find yourself with less than 100% meter and not having her EX reversals at hand.
- 22C: This is a 3f reversal, due to the nature of landing recovery, C and H moon characters cannot safejump this move unless they make the first hit whiff. This move hits on the same frame as the superflash, so opponents cannot whiff cancel their A normal into shield upon seeing the superflash. Also being a 22 input makes this reversal very relevant against left/right mixups, this move can invalidate some mixups due to the nature of the 22 input alongside C/H characters not being able to safejump against it.
- 22B: This is Ciel’s meterless reversal, it is programmed to whiff crouchers even if the hitboxes line up making it relatively easy to bait. It can be useful against H-moon heat though as it will avoid the H-moon autoburst, and Ciel will be + in the resulting situation.
- 214C: This reversal is safe on block, but loses to the opponent jumping on reaction to the superflash.
- 236C: This move is a reversal, it basically beats everything but block or an A normal, however it a relatively slow startup compared to the other listed moves. A couple examples of uses for 236C are against F-Akiha/F-VAkiha’s 4C, Nero’s 4C, Satsuki’s 3C and FHime 236A/B, any of these moves can be punished on block by 236C, the opponent will need to cancel into a move which jails if they can, in which case the 236C won’t come out due to blockstun. Having these options available will require that the opponent must play around them to some degree, which will provide opportunities for challenges such as 2A or Jump, or just allow you to block longer to try and gain an understanding of your opponent’s pressure tendencies.
Combos
Combo Notation Help | |
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one. | |
X > Y | X input is cancelled into Y. |
X > delay Y | Must wait for a short period before cancelling X input into Y. |
X, Y | X input is linked into Y, meaning Y is done after X's recovery period. |
X+Y | Buttons X and Y must be input simultaneously. |
X/Y | Either the X or Y input can be used. |
X~Y | This notation has two meanings.
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X(w) | X input must not hit the opponent (Whiff). |
j.X | X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground. Applies to all air chain sections:
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sj.X | X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively. |
dj.X | X input is done after a double jump. |
sdj.X | X input is done after a double super jump. |
tk.X | Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A) |
(X) | X is optional. Typically the combo will be easier if omitted. |
[X] | Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge. |
{X} | Button X should only be held down briefly to get a partially charged version instead of the fully charged one. |
X(N) | Attack "X" should only hit N times. |
(XYZ)xN | XYZ string must be performed N times. Combos using this notation are usually referred to as loops. |
(XYZ^) | A pre-existing combo labelled XYZ is inserted here for shortening purposes. |
CH | The first attack must be a Counter Hit. |
Air CH | The first attack must be a Counter Hit on an airborne opponent. |
66 | Performs a ground forward dash. |
j.66 | Performs an aerial forward dash, used as a cancel for certain characters' air strings. |
IAD/IABD | Performs an Instant AirDash. |
AT | Performs an Air Throw. (j.6/4A+D) |
IH | Performs an Initiative Heat. |
AD | Performs an Arc Drive. |
AAD | Performs an Another Arc Drive. |
Because H-Ciel's 5B and 5C cause crouching characters to knock down on hit, her optimal combos involve confirming whether enemy state is crouching or not.
Normal Combos
Basic Combo Series!
Family friendly combos for all to enjoy, they have their uses, some being more practical than others, but they will add that extra bit of flare to your gameplay. https://youtube.com/playlist?list=PLPOsEjaPOBYOzUzkuQfveQLGBpsy4stK_
Advanced Combos
All of these routes depend heavily on hit count for the added gravity decay in order to work, they can be quite hard vs some slim characters even on high hit count, or really easy on wider characters. Those routes can also be extended with more reps, but the intent is to optimize damage without over extending combos in order to not gift meter to our opponent, however you might want to over extend the combos if you desperately need the meter to enter heat or force your opponent into heat too.
Video example: https://www.youtube.com/watch?v=0-jkAjxNc0E
Move Descriptions
Frame Data Help | |
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Header | Tooltip |
Move Box Colors |
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box). |
Damage | Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion. |
Red Damage | Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage. |
Proration | The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage. |
Circuit | Meter gained by this attack on hit.
(X%) denotes combined meter gain. |
Cancel | Actions this move can be cancelled into.
SE = Self cancelable. |
Guard | The way this move must be blocked.
L = Can block crouching |
Startup | Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup". |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move. |
Invul | Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move. Invicibility:
Hurtbox-Based Properties:
Miscellaneous Properties
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Normal Moves
Standing Normals
5A
5A
5A~6A~6A |
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5B
5C
5C
5[C] |
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Crouching Normals
2A
2B
2B
2B~2B |
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2C
2C
2C~2C |
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Aerial Normals
j.A
j.B
j.C
Command Normals
3B
4B
4C
j.2C
j.2C
j.2[C] |
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Universal Mechanics
Ground Throw
Ground Throw
6/4A+D |
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Air Throw
Air Throw
j.6/4A+D |
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Shield Counter
Shield Counter
Auto after a successful Shield (Air OK) |
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Shield Bunker
Shield Bunker
214D in neutral or blockstun |
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Circuit Spark
Special Moves
Grounded Specials
236X
Halo Acolyte
(EX: Seventh Heaven) 236A/[A]/B/C |
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623X
Blade Sinker
623A/B/C/[C] |
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214X
(B variation tree) (B variation tree)
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22X
Ciel Somersault
22A/B/C |
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63214X
Pinion Halo
63214A/B/C (No EX) |
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Aerial Specials
j.236X
Halo (Air)
j.236A/B/C |
---|
j.214X
j.22X
Ciel Somersault (Air)
j.22A/B/C |
---|
Arc Drive
Seventh Holy Scripture
41236C during Heat |
---|