Melty Blood/MBTL/Powered Ciel

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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 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

Character Summary

Move list

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)
>B - Blade II
>X - Blade III
>66C - Seventh Holy Scripture - Break (EX only)
>C - Seventh Holy Scripture - Break
>4A - Blaze Out
>66C - Seventh Holy Scripture - Break (EX only)
236B - Seventh Holy Scripture - Blade
>A - Blaze Turn
>X - Blaze Out
>66C - Seventh Holy Scripture - Break (EX only)
>B - Blade II
>X - Blade III
>66C - Seventh Holy Scripture - Break (EX only)
>C - Seventh Holy Scripture - Break
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]
Stats & vitals

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

MBTL PCiel Art.png

}}

Move Analysis

Normal Moves

Standing Normals

5A
5A
5A
MBTL PCiel 5A.png
MBTL PCiel 5A hb.png
Hitboxes Off
Hitboxes On
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.
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.
5B
5B
5B
MBTL PCiel 5b.png
MBTL PCiel 5B hb.png
MBTL PCiel 5b be hb.png
Hitboxes Off
Hitboxes On
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.
Powered Ciel's first overhead. Useful for discouraging low Shield in pressure as it's slow and somewhat reactable, limiting its use as a mixup tool.
5C
5C
5C
MBTL PCiel 5c.png
MBTL PCiel 5c 1 hb.png
MBTL PCiel 5c 2 hb.png
Hitboxes Off
Hitboxes On
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.
All of PCiel's C buttons are massive, and this one is no exception. 5C excels at shutting down approaches in front of and above her, especially IADs.
5C ~ 4C
5C ~ 4C
5C > AddC
MBTL PCiel 5C4C.png
MBTL PCiel 5C4C 2.png
MBTL PCiel 5C4C 1 hb.png
MBTL PCiel 5C4C 2 hb.png
MBTL PCiel 5C4C 3 hb.png
Hitboxes Off
Hitboxes On
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
Extremely useful at both midscreen and near the corner for certain combo setups. Pretty much the only way to get a combo into 236C.

Crouching Normals

2A
2A
2+A
MBTL PCiel 2A.png
MBTL PCiel 2A hb.png
Hitboxes Off
Hitboxes On
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.
Basic low 2A. Good for mixups and basic pressure.
2B
2B
2+B
MBTL PCiel 2B.png
MBTL PCiel 2B hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
420 L - - - -
First Active Active Recovery Overall Advantage Invul
8 5 24 36 -12 -
  • Good low poke.
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.
2C
2C
2+C
MBTL PCiel 2C.png
MBTL PCiel 2C hb.png
MBTL PCiel 2C be hb.png
Hitboxes Off
Hitboxes On
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.
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.
2C ~ 2C
2C ~ 2C
2+C > Add2+C
MBTL PCiel 2C2C.png
MBTL PCiel 2C2C hb.png
Hitboxes Off
Hitboxes On
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.
Combos from 2C at any range and gatlings back into 5C to boot, giving PCiel consistent conversions from her longest-reaching poke.

Jumping Normals

j.A
j.A
Aerial A
MBTL PCiel jA.png
MBTL PCiel jA hb.png
Hitboxes Off
Hitboxes On
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
j.B
Aerial B
MBTL PCiel jB 1.png
MBTL PCiel jB 2.png
MBTL PCiel jB 1 hb.png
MBTL PCiel jB 2 hb.png
MBTL PCiel jB 3 hb.png
Hitboxes Off
Hitboxes On
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.
PCiel's primary jump-in.
j.C
j.C
Aerial C
MBTL PCiel jC.png
MBTL PCiel jC be.png
j.[C]
MBTL PCiel jC 1 hb.png
MBTL PCiel jC be hb.png
Hitboxes Off
Hitboxes On
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.
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.

Command Normals

3B
3B
3+B
MBTL PCiel 3B 1.png
Takes you off the ground.
MBTL PCiel 3B 2.png
Hits twice.
MBTL PCiel 3B 1 hb.png
MBTL PCiel 3B 2 hb.png
Hitboxes Off
Hitboxes On
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.
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.3B
j.3B
Aerial 3+B
MBTL PCiel j3B.png
Drastically changes air momentum
MBTL PCiel j3B 1 hb.png
MBTL PCiel j3B 2 hb.png
MBTL PCiel j3B 3 hb.png
Hitboxes Off
Hitboxes On
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.
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.

Universal Mechanics

Rapid Beat 1
Rapid Beat 1
X>X
MBTL PCiel rapid1.png
Covers a lot of distance
MBTL PCiel rapid1 hb.png
Hitboxes Off
Hitboxes On
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
3C / Rapid Beat 2
3+C

or

X>X>X
MBTL PCiel 3C 1.png
2 hits.
MBTL PCiel 3C 2.png
Second hit launches.
MBTL PCiel 3C 1 hb.png
MBTL PCiel 3C 2 hb.png
Hitboxes Off
Hitboxes On
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.
PCiel rockets backwards after kicking upwards, making this move surprisingly safe. It has some strange special cancel properties but is considered airborne.
Ground Throw
Ground Throw
4/6+A+D
MBTL PCiel throw.png
MBTL PCiel throw hb.png
Hitboxes Off
Hitboxes On
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
Air Throw
Aerial 4/6+A+D
MBTL PCiel airthrow.png
You can still combo after this
MBTL PCiel airthrow hb.png
Hitboxes Off
Hitboxes On
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.
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:

  • Blaze Turn (available as a followup to 236B)
  • Blaze Out (usable immediately after 236A or 236B)
Seventh Holy Scripture - Blaze
236+A
MBTL PCiel 236A.png
A Rekka Starter
MBTL PCiel 236A hb.png
Hitboxes Off
Hitboxes On
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.
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.
Blaze Turn
236+A > AddA

or

236+B > AddA
MBTL PCiel 236AA.png
A Middle Rekka
MBTL PCiel 236AA hb.png
Hitboxes Off
Hitboxes On
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.
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.
Blaze Out
236+A/B > AddA > AddX

or

236+A > Add4+X
MBTL PCiel 236AAX.png
A Rekka Ender
MBTL PCiel 236AAX hb.png
Hitboxes Off
Hitboxes On
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.
PCiel can end her 236A rekka early with this move, but without meter, it's relatively unrewarding, unless you have meter to cash out on EX moves.
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.

Seventh Holy Scripture - Blaze
236+UNI Input Hold.png[A]
MBTL PCiel 236A be.png
Does the first and second A version rekka
MBTL PCiel 236A be hb.png
Hitboxes Off
Hitboxes On
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.
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:

  • Blade II (available as a followup to 236A)
Seventh Holy Scripture - Blade
236+B
MBTL PCiel 236B.png
B Rekka Starter
MBTL PCiel 236B hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
500*2 (945) LHA - - - -
First Active Active Recovery Overall Advantage Invul
14 3 29 45 -8 -
  • Rekka starter.
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.
Blade II
236+B > AddB

or

236+A > AddB
MBTL PCiel 236BB.png
Middle B Rekka
MBTL PCiel 236BB hb.png
Hitboxes Off
Hitboxes On
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.
PCiel whips the blades of the Seventh Holy Scripture again, this time hitting around the floor.
Blade III
236+B > AddB > AddX

or

236+A > AddB > AddX
MBTL PCiel 236BBX.png
B Rekka Ender
MBTL PCiel 236BBX hb.png
Hitboxes Off
Hitboxes On
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.
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.

Seventh Holy Scripture - Blade
236+UNI Input Hold.png[B]
MBTL PCiel 236B be.png
Performs the entire B rekka
MBTL PCiel 236B be hb.png
Hitboxes Off
Hitboxes On
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.
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
236+C

or

236+A/B > AddC
MBTL PCiel 236C.png
PCiel hops back before charging forward with her pilebunker, too slow to combo of the rekkas
MBTL PCiel 236C hb.png
Hitboxes Off
Hitboxes On
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.
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.
Seventh Holy Scripture - Break
236+UNI Input Hold.png[C]

or

236+A/B > AddUNI Input Hold.png[C]
MBTL PCiel 236C be.png
Feint
MBTL PCiel 236C be hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
- - - - - -
First Active Active Recovery Overall Advantage Invul
- - 40 40 - -
  • Rekka ender and standalone special.
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), 66+C
MBTL PCiel 236AAX66C.png
Damage cash out and corner carry.
MBTL PCiel 236AAX66C hb.png
Hitboxes Off
Hitboxes On
236X~X~X~66C
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
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.
Seventh Holy Scripture - Blaze
6+B+C
MBTL PCiel 6BC.png
Speen
MBTL PCiel 6BC hb.png
Hitboxes Off
Hitboxes On
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.
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
623+X
MBTL PCiel 623A.png
MBTL PCiel 623B.png
MBTL PCiel 623C.png
PCiel's DP series, only B and C version have Invul
MBTL PCiel 623A hb.png
MBTL PCiel 623B hb.png
MBTL PCiel 623C hb.png
Hitboxes Off
Hitboxes On
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.
Brings the opponent down right in front of you, excellent for either Moon Driving or going into 236BC.
Shaft Lander
3+B+C
MBTL PCiel 3BC.png
MBTL PCiel 3BC hb.png
Hitboxes Off
Hitboxes On
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.
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+X
MBTL PCiel 214A.png
214[A] summons the lightning in the same position, but it moves forward.
MBTL PCiel 214B.png
MBTL PCiel 214C.png
MBTL PCiel 214A hb.png
MBTL PCiel 214B hb.png
MBTL PCiel 214C hb.png
Hitboxes Off
Hitboxes On
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.
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.
Numerology Crest - Lightning Blast
Air OK
4+B+C
MBTL PCiel 4BC.png
MBTL PCiel j4BC.png
MBTL PCiel 4BC hb.png
Hitboxes Off
Hitboxes On
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 623+X. 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.

Shaft Lander (Air)
Aerial 236+X
MBTL PCiel j236A.png
MBTL PCiel j236B.png
MBTL PCiel j236C.png
MBTL PCiel j236A hb.png
MBTL PCiel j236B hb.png
MBTL PCiel j236C hb.png
Hitboxes Off
Hitboxes On
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.
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.
Shaft Lander (Air)
Aerial 6+B+C
MBTL PCiel j6BC.png
MBTL PCiel j6BC hb.png
Hitboxes Off
Hitboxes On
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.
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 214+X. 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.

Numerology Crest - Lightning Blast (Air)
Aerial 214+X
MBTL PCiel j214A.png
MBTL PCiel j214B.png
MBTL PCiel j214C.png
MBTL PCiel j214A hb.png
MBTL PCiel j214B hb.png
MBTL PCiel j214C hb.png
Hitboxes Off
Hitboxes On
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
Seventh Holy Scripture - Four Causes Pilgrimage
236+B+C
MBTL PCiel 236BC.png
Really wide hitbox but doesn't have a ton of range
MBTL PCiel 236BC hb.png
Hitboxes Off
Hitboxes On
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.
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.

Last Arc

Calvaria Galgalim: Guillotine
Calvaria Galgalim: Guillotine
A+B+C+D
MBTL PCiel ABCD.png
MBTL PCiel ABCD hb.png
Hitboxes Off
Hitboxes On
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

Rebeat Table
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
Gap Table
Attack Chain Frame Gap

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