Melty Blood/MBTL/Powered Ciel/Combos

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Revision as of 11:32, 16 April 2022 by Zero-Sennin (talk | contribs) (→‎Combo Theory: (adjusted some phrasing))
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Combos are ordered from least to most difficult within their individual sections. These are not all guaranteed to be optimal and are subject to change as more labbing gets done.

Starter Combos

Combo Damage Cost Meter Gain Location

Very simple auto combo from a 2A confirm that ends in an air throw, giving you a hard knockdown. You can fit in up to more 2As at the start if you need more confirm time but it'll lower your damage a lot. This combo, and others like it that end in air throw, can have some extra stuff tacked on: see the Advanced Combo section or the Combo Theory section for more on that.

2A combo confirm that doesn't use autocombo. Though you can substitute other rekkas aside from 236B~B~X combinations after 5C(2), most of them do less damage. In the corner, you'll want to substitute the 2B for a 5B or else you'll have to delay the second 2C (see Combo Theory section below as to why).

A variant of the previous combo that uses charged 236[A] instead of 236B to get more damage out, acting as a more advanced version of the first combo above. Getting the 5B to hit after 236[A] requires some careful timing, as most characters will be right on the edge of its range; to make this easier, don't immediately mash 5C after the second 2C, as the cancel window on the second 2C is wide enough to let the enemy get a little closer before you do 5C(2).

Max damage off of an air normal when you hit an opponent air-to-air. Your damage will vary depending on which normal you hit with, and you can press A, B, or C after your normal of choice to attempt the air throw. Note that the air throw can and will whiff if you're not close to the opponent. You can get slightly more damage if you hit with j.[C](2) but that's a big risk.

Advanced Combos

Combo Damage Cost Meter Gain Location

Cashout combo from a 2A confirm. Using j.236A/B > j.236C after an air throw is pretty much one of your most damaging ways of finishing an air throw combo as PCiel and one you should feel free to make liberal use of, as j.236C causes a hard knockdown and enables you to keep oki up and running once you've landed.

Combo Theory

Generally speaking, getting solid combos out of Powered Ciel is relatively straightforward, but requires a few considerations depending on where you're at in the screen and what you're doing. If you're looking to maximize damage, you'll want to set up situations where you can use 236[A] as much as possible, which means using at least 2C in your confirm chains so that you have the untech time to use it. If you have the Magic Circuit to spare and need a hard knockdown while on the ground, you can use 214C or 623C; 214C is more reliable at both close and mid-range at the cost of doing less damage, while 623C requires you to be up-close and personal with your opponent if you're expecting a hit. You can also use the 66C EX Edge extension to 236A/B~A/B~X if you so happen to be using the normal rekkas and not the charged versions, but it will leave you with a ton of distance between you and your opponent so it may not be super helpful to staying near them unless they're already in or near the corner.

Using 2C and 2C > 2C

PCiel's 2C is a generally strong button for her due to its reach and because of 2C > 2C's vacuum effect. Whenever possible, at least 2C, if not 2C > 2C, should be a part of any confirm you get on a grounded opponent. Up close, you can use 5C(2) from either 2C or 2C > 2C as a tool to help you confirm your hit before going into things like 5C(2) > 3B or 5C(2) > 236[A], and even if you hit with a faraway 2C or 2C > 2C that prevents most of those options, a max range 2C > 2C has enough hitstun to allow for 6B+C, which itself will allow for a 5A or 5B link into autocombo or other tricks.

You'll want to be careful when using 2B > 2C > 2C strings, though. At midscreen, it doesn't affect anything, but in the corner, 2B's properties as a sweep means that trying to land a successful 2C > 2C after a 2B will require a delay on the second 2C, as 2B will knock the opponent into the air and force the second 2C to whiff, unless it's delayed enough to catch the enemy falling. You can use 5B as a substitute instead if you would prefer to avoid the delay on the second 2C, but it will affect your damage slightly.

Comboing after Air Throw

PCiel's air throw, when it hits, is basically treated as if you hit with a normal attack insofar as cancel windows go, so you can cancel her airthrow almost immediately after it hits. However, since she can't chain or jump cancel her air normals, this basically leaves her with only special moves, Moon Skills, or EX Edges as cancel options after an air throw. The usual way to set this up after an air throw is AT > Special Move > EX Edge or AT > Moon Skill.

If you're looking for a hard knockdown & don't have the Magic Circuit to spare, or if you just don't want to spend resources yet, then it's best to not combo after air throw at all. If you're trying to conserve Magic Circuit overall but don't mind burning a little Moon Gauge, AT > Moon Skill is preferable, ideally j.6B+C. It won't give a hard knockdown, but it brings the opponent back to the ground, and for bonus points you can 236B+C at the moment PCiel lands from the j6.B+C if you have the 3 Magic Circuit for Arc Drive. j.4B+C will also hit after air throw, but will leave PCiel too high up for anything else even as the opponent recovers & will put some space between the both of you.

On the other hand, if you're fine with burning Magic Circuits, AT > j.236A/B or j.214A/B > j.236C is your next best bet for max damage. Unlike the j.6B+C ender, it will give a hard knockdown in addition to being fantastic for damage, and if you have Awakening & 4 Magic Circuits you can combo j.236C into 236B+C just like the j.6B+C ender.

Video Examples