Melty Blood/MBAACC/Ciel/Half Moon

From Mizuumi Wiki
< Melty Blood‎ | MBAACC‎ | Ciel
Jump to navigation Jump to search

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 To-do
  • Combos:
    • Add damage, meter gain/given numbers and video links to the pre-existing combos
  • (Move Descriptions:)
    • Expand upon the move descriptions if needed.
    • Add AD armor frames.
  • Additional Ressources/Players to watch/ask
    • Add any external links to ressources such as video guides or articles.
    • If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.
  • Overview/General Gameplan:
    • Add a short summary of this character with a list of strengths and weaknesses
    • Do your best to describe how to play this character, change or add subsections based on what you would write as a guide.
  • Combos:
    • Add tech in the starters, enders, OTG pickup and normal/corner combo sections.
    • Add damage, meter gain/given numbers and video links to combos as you add them.


Additional Resources

H-Ciel Match Video Database


Players to watch/ask

JP:

  • Text goes here after asterisk
  • Text goes here after asterisk

NA:

  • Text goes here after asterisk
  • Text goes here after asterisk


Overview

Strengths / Weaknesses
Strengths
  • Text goes here after asterisk
  • Text goes here after asterisk
Weaknesses
  • Place text here be sure to use "*" for each point*

General Gameplan

Place text here*

Neutral

Place text here*

Pressure

Place text here

Okizeme

Place text here

Defense

place text here*


Combos

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

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.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
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:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
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.

(As this section is empty, refer to the Ciel MBAA page in the meanwhile. Do note some of the ressources there can be obsolete.)

Starters

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • text
text
Meter Gained: text Meter Given (vs C-Moon): text
text

Enders

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • text
text
Meter Gained: text Meter Given (vs C-Moon): text
text

OTG Pick ups

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • text after asterisk
text
Meter Gained: text Meter Given (vs C-Moon): text
text

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • text after asterisk
text
Meter Gained: text Meter Given (vs C-Moon): text
text

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • text after asterisk
text
Meter Gained: text Meter Given (vs C-Moon): text
text

Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

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.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

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.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

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.
±x~±y denotes a range of possible advantages.

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:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Standing Normals

5A
5A
5A~6A~6A
MBHCiel5A.png
MBHCiel5A6A.png
MBHCiel5A6AA.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5A 350 172 75% (O) 2.8% -SE-, -N-, -SP-, -CH-, -EX-, (J) LH 3 3 8 1 -

This 5A is a bit lower than the others, so that it can hit other characters and not just characters with huge crouch animations.

5A~6A 600 384 80% (M) 4.2% N, SP, -CH-, EX, (J) LH 7 4 16 -5 -

You can use this move even if 5A does not hit, and you can even use the next 6A as well on whiff.

5A~6A~6A 1000 768 60% (O) 7.0% (N), SP, EX, (J) LH 9 4 14 0 -

This move is special and normal cancellable on hit and special cancellable on block. Usually for combos.

5B
Cciel 5b.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500 288 90% (O) 3.5% N, SP, EX, (J) L 4 4 15 -4 -

A standing low kick. If you hit a crouching opponent with this, they will be swept.

5C
5C
5[C]
Cciel 5c.png
Cciel 5c be.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5C 800 480 90% (O) 5.6% N, SP, EX, (J) LH 9 4 20 -6 -

This is much like C-Moon's 5C, but you cannot use the follow up to it anymore (the key throw). Floats crouching opponent on hit.

5[C] 1600 1372 80% (O) 9.8% N, SP, EX, (J) LH 23 4 20 -6 -

Since MBAA, this move has a ton on blockstun on it now and adds quite a bit to damage. The charge time is also lower. Floats crouching opponent on hit.


Crouching Normals

2A
Cciel 2a.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 147 72% (O) 2.8% -SE-, -N-, -SP-, -EX-, (J) L 3 3 10 -1 -

A low kick that is much like C-Moon's. Range is average. You'll be using this a lot to start either a combo, ground blockstring, or tick throw attempt. You can also use it in whiff cancel strings.

2B
2B
2B~2B
Cciel 2b 1.png
Cciel 2bb.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
2B 400, 700 (942) (527) 80% (O) 3.5%x2 (7.0%) N, SP, -CH-, EX, (J) LH 7 3 (2) 5 19 -9 -

A crouching uppercut. The hit box is pretty shallow so if you are not close enough to the opponent, you may not land both hits. The second hit has a pretty large clash box on it though.

~2B 700 480 100% 4.2% SP, EX, (J) LHA 10 4 19 -11 -

A spin jump kick follow up for 2B.

2C
2C
2C~2C
Cciel 2c.png
Cciel 2cc.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
2C 1000 480 60% (O) 7.0% N, SP, -CH-, EX, (J) L 7 7 25 -14 -

A sweep using both her feet and the second hit is a handstand kick.

~2C 700 343 60% (O) 3.5% SP, EX, (J) LH 8 8 23 -13 -

You are completely airborne after using this move this move now, so you can no longer do high low mixups off this on block.


Aerial Normals

j.A
MBHCieljA.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 115 75% (O) 1.4% SE, N, SP, EX, J LHA 5 5 10 - -

This move is like C-moon's j.A... plus a knife. The reach is decently long (a bit longer than C-Moon's) but be careful, the knife part doesn't actually have a hitbox...

j.B
MBHCieljB.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700 480 90% (O) 4.9% N, SP, EX, J HA 6 6 - - -

Ciel thrusts the knife out diagonally, the hit box is like C-Moon's but at a lower angle. It has a pretty strong horizontal hit box so this is what you want for air-to-air.

j.C
Cciel jc.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 480 90% (M) 7.0% N, SP, EX, J HA 7 4 - - -

A downward angled kick. Hits pretty hard and it's great as a jump in. It also works well when the opponent is below you in air-to-air situations.


Command Normals

3B
Cciel 3b 1.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
400*2 (709) (445) 80% (O) 2.8%*2 (5.6%) N, SP, EX, (J) LH 10 2 (8) 8 12 -5 -

This is a 2-hit handstand kick. It moves further than 2B and can be canceled into pretty much anything. This attack works very well in combos and staggers so use this move often.

4B
4B
4[B]
(On Hit) 4B/[B]~236B
Cciel 4b.png
MBCCiel4XB.png
MBCCiel4B236B.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
4B 600 384 100% 4.2% SP, (CH), EX LH 10 2 15 -2 (vs Stand.)
1 (vs Crouch.)
Clash 4
Low 6-10

The first hit is an axe kick that can be followed up with the 236B command throw if it hits the opponent. The 4B is now special cancelable even if it is blocked.

4[B] 900 672 100% 4.2% SP, (CH), EX H 25 2 15 -2 Clash 2-17
Low 8-25

This is H-Ciel's standing overhead. This is special cancellable.

~236B 800 (1375/1675) (1872/2160) 100% 0.0% - U 0 1 14 - -

The above will cancel into 236B for guaranteed knock down.

4C
Cciel 4c 1.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
400, 500 (738) (483) 70% (O) 4.2%*2 (8.4%) N, SP, EX, (J) LH 9 7 23 -10 Clash 12-16

An upward slash with her knife. Even though it is smaller than before, it still has a nice nice hitbox; 2 hits. The end of the move still has clash frames on it.

j.2C
j.2C
j.2[C]
Cciel j2c.png
Cciel j2c be.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
j.2C 1000 480 70% (O) 7.0% - LHA 14 10 8 8 (TK) -

A downward lunging stab from the air. If you hit with this very low to the ground, you can combo into 2A.

j.2[C] 1300 960 50% (O) 10.5% SP, EX HA 25 10 7 10 (TK) -

This is like the normal version, but slower and an overhead. The hit box will last all the way to the ground, but there is not much of a hitbox on the Black Key so it is not fit for air to air at all.


Universal Mechanics

Ground Throw
MBCCielThrow.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1500 768 50% 0.0% - U 2 1 20 - -

Standard ground throw. Untechable knockdown.

Air Throw
Air Throw
j.6/4A+D
MBCCielThrowAir.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1600 (Raw)/1300 511 30% 0.0% (Any if Raw) U 1 1 12 - -

Front-flip air throw. Ground bounces the opponent when done raw, causes an untechable knockdown and leaves you at a far distance as a combo ender.

Shield Counter
Shield Counter
Auto after a successful Shield (Air OK)
MBHCielSC.png
MBFCiel2B.png
MBHCielSCAir.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Standing 500 (345) 198 50% 3.5% (SP), (EX), (J) LHA 8 4 18 -4 -

Same animation as 4C.

Crouching 1500 (1117) 714 50% 10.5% (SP), (EX) LA 8 4 18 -4 -

Same hitboxes as F-Moon's 2B.

Aerial 500 (345) 198 50% 3.5% - HA 8 4 - - -

Same animation as F-Moon's j.C.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCCiel214D.png
MBHCiel214D.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Neutral 500 192 50% 0.0% - LHA 25 2 21 -5 Clash 1-10
(Clash) 500 192 50% 0.0% - LHA 7 2 21 -5 Strike 1-7

A Shield Bunker with some good reach, similar to F-Moon's 236X.

Blockstun 0 0 100% -100.0% - LHA 18 2 23 -7 -

H-Moon specific reversal bunker.

Circuit Spark
Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
MBCCielCSpark.png
MBCCielCSparkAir.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground 100 0 100% removes all - U 10 10 20 - Full 1-39
Air 100 0 100% removes all - U 11 10 15 - Strike 1-30

Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.


Special Moves

Grounded Specials

236X
MBHCiel236A.png
MBHCiel236XA.png
MBHCiel236B.png
MBCCiel236C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 500 336 70% 3.5% -EX- LHA 27 X 29 -1 -
[A] 600*3 (1459) (817) 80% 2.8%*3 (8.4%) - LHA 32 X 28 -3 -

Jumps forward and throws a single key. May whiff depending on distance and if the opponent is crouching. Has an EX cancel right when she starts the throw.

Charging this makes her jump up and throw 3 keys spread out to cover a 90 degree area. Loses the cancel but it is worth using to set things to neutral or to bait out most things.

B 400*3 (932) (672) 70% 2.1%*3 (6.3%) (N), SP, EX, (J) LHA 39 3 16 1 -

Jumps forward then does a dive down like j.236B. This move can cancel to anything on hit and specials on block. Quite slow but does well in blockstrings if respected.

EX 380*20, 300 (2902) (2203) 50% (O) -100.0% - LHA 4+4 120 12 -20 -

Known as EX hiero/halo. She does a jump to the back wall on superflash and slashes fill the whole screen, she will appear right behind the opponent on hit or block. Due to its fast startup, it can be used to punish slow moves or whiffed moves. This gets a knockdown if it hits but due to adding so many hits it is recommended to not be used in long combos as it will give the opponent a ridiculous amount of meter.

623X
Blade Sinker
623A/B/C/[C]
MBHCiel623A.png
MBHCiel623B.png
MBHCiel623C.png
MBHCiel623XC.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 500*2 (984) (756) 100% 3.5%*2 (7.0%) -EX- LH 14 10 15 -6 -
  • Ciel does a dashing key thrust.

Hits 2 times but doesn't knockdown or launch opponent. However this move can be EX canceled.

B 500*2 (721) (547) 50% (O) 3.5%*2 (7.0%) -EX- LH 13 12 14 -7 ~ -1 -

Hopping version. Safe on block if spaced and launches on hit.

EX 800*2, 1200 (2700) (2130) 100% -100.0% - LH 1+10 9 26 -11 Full 1
[EX] (2nd Flash) 1200*3 (3487) (2716) 100% -100.0% - LH 1+28 9 27 -11 Full 1
[EX] (3rd Flash)
(Close)
1000*3 (2675)
1200*2, 1000 (3299)
(2055)
(2500)
100% -100.0% - U 1+49 1 (1) 9 26 - Full 1

Unlike Crescent and Full, this is her old MBAC EX version. Not as fast as her other moons make this move not worth using.

Charging until after the 2nd flash does the most damage but it's still blockable. If charged until after the 3rd flash, it becomes unblockable and goes into more damage if the first hitbox connects.

214X
Cciel blackkeys tree.png
(B variation tree)
MBCCiel214AB.png
MBCCiel214B4X.png
MBCCiel214B4X4X.png
MBCCiel214B4X4A4BC.png
MBCCiel214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 600 480 80% (O) 3.5% - LHA 11 X 31 -6 -
  • Ciel throws black keys horizontally across the screen.

On hit, the opponent will be launched but can not be capitalized in damage unless you used it at a relatively far range where you can do 236C right after. On block at close ranges you will be safe if you block.

B 500 336 100% 3.5% -CH- LHA 11 X 33 -11 -
~4A 500*2 (984) (661) 100% 3.5%*2 (7.0%) -CH- LHA 13 X 36 -12 -
~4B/C 500*2 (984) (661) 100% 3.5%*2 (7.0%) -CH- LHA 17 X 44 -22 -
~4X~4A 500*4 (1905) (1280) 100% 3.5%*4 (14.0%) -CH- LHA 37 X 38 -13 -
~4X~4B/C 500*3 (802) (513) 100% 1.4%*3 (4.2%) N/A LHA 14 X 40 -18 -
~4X~4A~4B/C (Kick) 350 - 100% 0.0% - LHA 19 2 12 4 -
~4X~4A~4B/C (Projectile) 450 - 100% 4.05% - LHA 19 14 0 11 -

After the initial throw she can go into a flow chart of different variations of key throwing. In part 2, 4A or 4B may be used. 4A will make her throw a key forward with another key a lot higher at the same time. 4B will throw 2 keys just straight forward. In part 3, 4A or 4B may be used again. This time 4A will be a lot slower but does the same thing as part with 2 more keys in between the gap. 4B will make her throw 3 keys straight forward really fast instead. And if you used 4A in part 3, there is a 4B followup after it where she does a jump spin kick key throw.

EX 230*22, 400 (3431) (2704) 100% -100.0% - LHA 1+7 X 207 -12 Full 1-10

Does a backdash before throwing keys which will leave her safe if the opponent is on the ground. Decent if used sometimes since it just puts both players in neutral game if blocked. Be careful when using this as if it is whiffed then the opponent is allowed to do their most damaging combos on you free.

22X
MBCCiel22A.png
MBCCiel22B.png
MBCCiel22C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000/1200 384/480 70% (O) 7.0% -EX- LH 3 2 (2) 3 35 -27/-23 High 1-3
  • Ciel does a somersault. These are all air unblockable.

Doesn't go very high but is fast and has an EX cancel at the end. Has upper body invincibility.

B 1000, 800 (1682) (903) 70% (O) 5.6%, 4.2% (9.8%) - H
(Whiffs vs Crouch.)
7 5 41 -30 Full 1-8

Does 2 hits and goes higher than A version but whiffs crouchers point blank. Has some invincibility startup.

EX 800, 500*2, 500, 600*2 (3112) (2001) 100% -100.0% - LH 2+0 2 (2) 2 (12) 2 (2) 2 44 -30 Full 1-7

Does 2 somersaults in succession. Her best reversal for being fast, having invincibility startup, input can not be crossed up, and hits crouchers.

63214X
Pinion Halo
63214A/B/C (No EX)
MBHCiel63214A.png
MBHCiel63214B.png
MBHCiel63214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 480 55% 7.0% (N), (SP), (EX), (J) HA 30 3 14 -5 -
  • Ciel does a flip forward or back depending on which version then does a move.

Flips low forward and does j.C. This move is an overhead. When using this move during blockstrings and it hits, make sure you keep track of what moves you have used since this move cancels into anything on hit as soon as you land, making it count as part of the string instead of resetting it causing her not to be able to use the ones before going into this. (ie. 2A 2B 3B 63214A hit, can not use 2A/2B/3B after)

B 400*3 (932) (672) 70% 2.1*3 (6.3%) - LH 20 6 16 0 -

Flips back and does j.236B. Unlike (j.)236B, it can not cancel into anything on hit. Though it does not cancel, if the 3rd hit hits then you can link 2C after it.

C 1500 960 80% 10.5% - HA 30 8 4 4 -

Flips high forward and does j.2C. Advantageous on block, hits overhead, and on hit can link into 5A or 2A.


Aerial Specials

j.236X
Halo (Air)
j.236A/B/C
MBCCielj236AB.png
MBCCielj236C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A - - - - -EX- - 11 X 10 - High
(Recovery 1-10)

Ciel dives downward at a 30 degree angle. This move does not do damage at all. It is a fastfall.

B 400*3 (1162) (747) 100% 2.1%*3 (6.3%) (N), (SP), (EX), (J) LHA 10 ~ X 6 17 -5 ~ -1 -

Ciel dives downward at a 50 degree angle. It does 3 hits and can cancel any hit to anything on hit.

EX 500*3 (1452) (1024) 100% (2), 50% (O) -100.0% (SP), (EX), (J) LHA 3+4 ~ 3+X 6 17 -4 Full 1-6

Looks exactly the same as the B version but will launch on the 3rd hit. It can be EX canceled on hit.

j.214X
MBHCielj214AB.png
MBCCielj214B4BB.png
MBCCielj214C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 500 336 70% 3.5% -EX-, (J) LHA 10 X 12 -7 (TK) -
  • Ciel throws black keys down at a 45 degree angle. All versions stop momentum.

Can jump cancel the recovery. Very useful for certain blockstrings to stay on the opponent.

B 500 336 100% 3.5% -CH- LHA 14 X 15 -8 (TK) -
~4B 500 336 100% 3.5% -CH- LHA 3 X 15 - -
~4B (2) 500*4 376*4 100% 3.5%*4 (14.0%) - LHA 12 X 18 - -

Has a 4B follow-up to throw a 2nd key. Also has a 4BB follow-up part that throws 3 extra keys. You may delay any part of it. No movement until landing after this move.

EX 300*18 (~4200) (~3400) 100% -100.0% - LHA 1+15 X 119 - -

She throws 6 keys seperately in succession then 12 keys altogether for the last throw. Any movement can be used after this move.

j.22X
MBCCielj22A.png
MBCCielj22B.png
MBCCielj22C.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A 1000 192 100% (O) 7.0% (J) LHA 5 2 10 -25 (TK) -
  • Ciel does a somersault in the air.

Has a jump cancel on the recovery. Not used often unless you want to stay in the air longer.

B 600*2 (1111) (355) 100% 4.2%*2 (8.4%) EX, (J) LHA 5 2 10 -30 (TK) -

2 hits and also has the jump cancel on recovery. Often used in combos.

EX 500*3, 400*3, 350*3 (3149) (1400) 100% -100.0% - LHA 1+0 39 10 -54 (TK) Full 1-2, 15, 28
(Full dur. Landing 9-10)

3 somersaults are done. Not used for anything except killing the opponent if they are left with some health that airthrow will not kill them.


Arc Drive

Seventh Holy Scripture
41236C during Heat
MBCCielAD.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
700x9, 2200 (3706) (4885) 50% removes all - LH 3+2 26 40 -24 Full 1-3, 31-32
Super Armor ?~?

Ciel's Arc Drive. Opponent will be knockdown on hit.



General
FAQ
Advanced
Characters
AokoCrescentHalfFull
TohnoCrescentHalfFull
HimeCrescentHalfFull
NanayaCrescentHalfFull
KoumaCrescentHalfFull
MiyakoCrescentHalfFull
CielCrescentHalfFull
SionCrescentHalfFull
RiesbyfeCrescentHalfFull
V.SionCrescentHalfFull
WarachiaCrescentHalfFull
RoaCrescentHalfFull
MaidsCrescentHalfFull
AkihaCrescentHalfFull
ArcueidCrescentHalfFull
Powerd CielCrescentHalfFull
Red ArcueidCrescentHalfFull
V.AkihaCrescentHalfFull
Mech-HisuiCrescentHalfFull
SeifukuCrescentHalfFull
SatsukiCrescentHalfFull
LenCrescentHalfFull
RyougiCrescentHalfFull
White LenCrescentHalfFull
NeroCrescentHalfFull
NACCrescentHalfFull
Koha-MechCrescentHalfFull
HisuiCrescentHalfFull
Neco-ArcCrescentHalfFull
KohakuCrescentHalfFull
Neco-MechCrescentHalfFull