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 triad 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 close or to combo out of air throw to go for big damage cashouts 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
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.
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. Predictability and sloppy Shield counterplay can thus be the downfall of a PCiel player.
Story & Profile
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
Ciel does a high kick. Gatlings into itself 3 times like one would expect and has surprisingly good reach. However, Ciel has better anti-air options as this one tends to clash or trade.
Good reach, speed, and active frames. Good option for punishing landing recovery. Acts like PCiel's sweep, as her 2C is much larger (and slower) than most 2Cs are.
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.
This is more a tool to leverage the threat of instead of use often, as it cannot be cancelled into any other normals or specials. Any B normal chained into 2[C] is close enough that it can be mashed out of, but it will hit after 5C and most likely be spaced out too far for A buttons to hit PCiel.
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.
j.[C] adds another swing of PCiel's weapon, adding more active frames and also a wallbounce for combos. Instant j.[C] covers a massive amount of air space, but keep in mind it hits above her first and is vulnerable to grounded approaches.
PCiel's non-3C launcher which lets her access j.3B for Bounce bonus. Be careful with this on block as there are no safe cancel options unless Ciel is point-blank.
j.B, but with momentum. Looks the same, hitboxes slightly different.
Shares most of its properties with j.B, except for that it changes PCiel's momentum. Using j.3B sends PCiel at a downward arc, which makes it very easy to combo after with 2A or 2B.
Invulnerable to air attacks starting from frame 5.
Safer than the data would suggest.
PCiel rockets backwards after kicking upwards, making this move surprisingly safe. It has some strange special cancel properties but is considered airborne.
Allows for a brief extension due to how Ciel throws her opponent.
A more useful airthrow than most. As per tradition, Powered Ciel throws her opponent upwards which allows her to extend with special moves or just let the the airthrow go through in order to get a hard knockdown for okizeme. It's plus enough on hit that PCiel needs to slightly delay her jump for a safejump or even an empty low.
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:
PCiel uses the Seventh Holy Scripture as a gun and fires two shots. Very safe on block and opens up for decent corner carry off of certain stray hits, but not as useful in combos when compared to the charged version.
PCiel spins while firing the Seventh Holy Scripture. Covers a fair bit of distance, making it useful as the second hit of a confirmed rekka in order to get in closer.
A combination of Blaze and Blaze Turn. Sees use early in combos as it covers a lot of ground; with the proper spacing 5B and 5C are easy pick-up links after it.
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:
PCiel uses the Seventh Holy Scripture as a whip and slashes downwards. Covers a large amount of space and catches airborne opponents at mid to far range, but is air blockable.
PCiel whips the Seventh Holy Scripture around one last time. Only knocks down with Special Bonus, otherwise the opponent can air tech.
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.
Chains together all 3 Blade rekkas with a slight forward advance. Has big range for an overhead, but does not allow for a combo without resources.
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.
Seventh Holy Scripture - Break
+
or
+/ > Add
PCiel hops back before charging forward with her pilebunker, too slow to combo of the rekkas
PCiel hops backwards, then rushes forwards with the Seventh Holy Scripture. The rush part of the move has armor and leads to a decently damaging combo on hit with Special Bonus. Its main downside is that it is quite slow.
PCiel hops backward, but doesn't doesn't move. Acts as a feint for 236C and is a great way to bait reactions out of people looking for it to come out during rekkas.
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).
Seventh Holy Scripture - Break
After Blaze Out, Blade III, Seventh Holy Scripture - Blade, or Numerology Crest - Lightning Blast (non-EX, ground only), +
Exists to let PCiel tack on more damage after certain rekka enders, 214A/B, or 236[B], and get a hard knockdown. Good at what it does, particularly for corner carry, but only useful after Special Bonus has been used, as a meterless combo is generally preferred when possible.
PCiel skips straight to the Blaze Spin followup of her rekkas with faster recovery. Very easy move to simply throw out and see what happens, especially with Moon Drive clash frames; much like 236[A] you can link many A and B buttons on hit.
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.
Shaft Lander
+
PCiel's DP series, only B and C version have Invul
Fast move which can offer an additional defensive option during Moon Drive.
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.
Numerology Crest - Lightning Blast
Air OK
+
214[A] summons the lightning in the same position, but it moves forward.
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.
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.
Places a stronger version of 214A at a little bit shorter than 214B range. Has some tracking properties if the opponent is within about half a screen's range, making it a good way to end combos if you hit with far-off normals and need a knockdown.
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.
Brings the opponent down to the ground with a high damage cashout. This move can be used to set up Arc Drive combos if you have the meter to spare afterward.
The slightly less committed way to get a combo setup into 236BC from an air throw or just to bring the opponent to ground, as it behaves similarly to j.236C.
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.
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.
The first shots have a somewhat limited horizontal range, so this move is difficult to use if the enemy is far away. It lands most easily from special moves that put PCiel really close to the opponent or bring them close to her, or in situations where they're not going to be moving much (e.g., getting hit in the corner). However, it does great damage and is extremely good at closing out rounds or matches when used well.
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.