Melty Blood/MBTL/Powered Ciel: Difference between revisions
(→Universal Mechanics: RB 2/3 > RB 1/2) |
SaltProphet (talk | contribs) m (revamping intro) |
||
Line 4: | Line 4: | ||
|content1= | |content1= | ||
{{Content Box|content= | {{Content Box|content= | ||
'''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- | '''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 | 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 trifecta 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 or to combo out of air throw to go for big payouts in damage 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. | |||
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. | |||
{{CharacterPickReasons|width=100 | {{CharacterPickReasons|width=100 | ||
|pros= | |pros= | ||
* '''Huge 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. | * '''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. | * '''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. | ||
|cons= | |cons= | ||
* '''High Recovery:''' PCiel's grounded C buttons as well as some of her specials can leave her quite vulnerable on whiff, especially against longer-ranged characters. | * '''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. | * '''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. | ||
}} | }} | ||
}} | }} |
Revision as of 20:34, 28 August 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 trifecta 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, if held. Her airthrow is also distinct, allowing her the option either to keep the opponent or to combo out of air throw to go for big payouts in damage 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 |
---|---|
|
|
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
- 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)
- >X - Blaze Out
- >B - Blade II
- >X - Blade III
- >66C - Seventh Holy Scripture - Break (EX only)
- >X - Blade III
- >C - Seventh Holy Scripture - Break
- >4A - Blaze Out
- >66C - Seventh Holy Scripture - Break (EX only)
- >A - Blaze Turn
- 236B - Seventh Holy Scripture - Blade
- >A - Blaze Turn
- >X - Blaze Out
- >66C - Seventh Holy Scripture - Break (EX only)
- >X - Blaze Out
- >B - Blade II
- >X - Blade III
- >66C - Seventh Holy Scripture - Break (EX only)
- >X - Blade III
- >C - Seventh Holy Scripture - Break
- >A - Blaze Turn
- 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]
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
}}
Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
190 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 2 | 11 | 18 | -1 | - |
- Looks like an AA, but isn't a great one.
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 4 | 20 | 32 | -9 | - |
- Advances forwards.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750 | H | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
31 | 4 | 24 | 58 | -11 | Clash 15-30 |
- Hits overhead.
- Ground bounces on hit.
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
590*2 (1109) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 4 | 32 | 47 | -18 | - |
- Huge.
- Has a follow-up with 5C~4C.
5C ~ 4C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
350*3 (966) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3, 3, 4 | 28 | 47 | -15 | - |
- Follow-up exclusive normal.
- High hitstun.
- Wallslams in the corner.
- Can be done with 5C~C with rapid beat disabled
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
180 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
- Gatlings into itself 3 times.
- Hits low.
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 5 | 24 | 36 | -12 | - |
- Good low poke.
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
680 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 5 | 23 | 40 | -11 | - |
- Huge-er.
- Has a follow-up with 2C~2C and can be charged.
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.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1900 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
31 | 3 | 27 | 60 | n/a | Clash 23-30 |
- Unblockable, but can be low Shielded.
2C ~ 2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
740 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 2 | 36 | 46 | -21 | - |
- Follow-up exclusive normal.
- Vacuums opponents on hit and block.
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
370 | HA | -SP-, -TH- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 4 | 15 | 23 | - | - |
- Whiffs against crouching opponents.
- Does not chain into other air normals.
- Special (and airthrow) cancellable on whiff.
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
510 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 5 | - | - | - | - |
- Knocks down airborne opponents.
- Does not chain into other air normals.
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
330 *2 (636) | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 4 | - | - | - | - |
- Huge.
- 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.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
380*4 (1359) | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 4 (9) 7 | - | - | - | Clash 18-19 |
- Wallbounces on hit.
- Does not chain into other air normals.
Command Normals
3B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450 *2 (850) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 (4) 4 | 21 | 40 | -8 | - |
- Hits twice, both hits are considered airborne.
j.3B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
380*2 (725) | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 8, 6 | x | x | +10 (tk) | - |
- j.B, but with momentum. Looks the same, hitboxes slightly different.
Universal Mechanics
Rapid Beat 1
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-attack filler.
3C / Rapid Beat 2
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 |
- Universal launcher.
- Invulnerable to air attacks starting from frame 5.
- Safer than the data would suggest.
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
300*2, 900 (1500) | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | 19 | 25 | +50 | - |
- Hard knockdown on hit.
- Very plus on hit to the point that Ciel must manually delay her jump for a safejump or empty low.
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1 | 3 | 12L | - | - | - |
- Hard knockdown on hit.
- Allows for a brief extension due to how Ciel throws her opponent.
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)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*2 (768) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 6 (4) 6 | 25 | 49 | -4 | - |
- Rekka starter.
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 | - |
- Rekka extender.
- Usable even if the first hit of the rekka whiffs.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
950 | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 5 | 31 | 47 | -13 | - |
- Rekka ender.
- Usable even if the first hit of the rekka whiffs.
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.
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 | - |
- Combo extender with Special Bonus.
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)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
500*2 (945) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 3 | 29 | 45 | -8 | - |
- Rekka starter.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450*2 (850) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | 4 | 32 | 51 | -12 | - |
- Rekka extender.
- Usable even if the first hit of the rekka whiffs.
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 |
- Rekka ender.
- Usable even if the first hit of the rekka whiffs.
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.
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 | - |
- Hits overhead.
- Air blockable.
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.
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 |
- Armored.
- Rekka ender and standalone special.
- Comboable wallbounce with Special Bonus.
- Bumps opponents into the air on block.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | 40 | 40 | - | - |
- Rekka ender and standalone special.
Seventh Holy Scripture - Break (EX)
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
- The last hit of Seventh Holy Scripture - Blade (236[B])
- The grounded versions of 214A/B (charged or uncharged).
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 |
- Requires 1 bar to use, as it's EX only
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) |
- Advancing, safe combo starter.
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.
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.
- No invincibility.
- Links into 5A with special bonus.
Risky but rewarding anti-air. It's also jump cancelable on whiff.
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.
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.
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 |
- Invincible reversal.
- Grants a hard knockdown.
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.
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.
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 | - |
- PCiel pauses briefly and fires a multi-hitting shaft of vertical lightning from the top of the screen to the ground.
- All versions of this move shift PCiel backward slightly.
- Cancelable into 66C with 1 Magic Circuit.
- The normal A version hits a little bit in front of her; at round start position it strikes the middle of the screen.
- 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.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
172*10 (1411) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
22 | 10 | 28 | 59 | -6 | - |
- 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.
- Cancelable into 66C with 1 Magic Circuit.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
350*7 (2029) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+8 | 10 | 18 | 39 | +1 | - |
- Causes a hard knockdown.
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) |
- A faster, multihitting version of 214[A] with slightly fewer lightning strikes and shorter range. Very useful for oki with the right setup.
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 4BC, but used midair instead.
Shaft Lander (Air)
Air versions of +. 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.
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.
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.
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.
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 a variant on j.236C.
- Move ends with Ciel grounded.
Numerology Crest - Lightning Blast (Air)
Air versions of +. 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.
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
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 |
- 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.
Last Arc
Calvaria Galgalim: Guillotine
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.
Reverse Beats
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 |
Attack | Chain | Frame Gap |
---|---|---|