Melty Blood/MBAACC/Ciel/Half Moon

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In Progress
  • Move Descriptions:
    • Add AD armor frames.


Overview

Playstyle
Hcielview.png H-Ciel trades key neutral tools of C-Ciel for a more open-ended pressure game that can lead into extended ground combos with decent okizeme options, if you manage to get in.
Pros Cons
  • Great screen control: Wether it's her very good projectiles, an almost instant full-screen metered punish with 236C, or a very low profile dash to maneuver around, H-Ciel has a lot of tools to control the pacing of neutral and not let the opponents feel comfortable at any range.
  • Versatile pressure: While her pressure isn't really scary, she has plenty of tools at her disposal for staggering her pressure that also move Ciel forward, making possible to extend it for a while. Plenty of tools to free-style pressure as you please.
  • Extended combo routes into okizeme: Grants her a lot of corner carry while still having good damage that leads into decent okizeme options in mid-screen or hard knock-downs on corner; or being able to generate a lot of meter for herself or force the opponent into MAX mode.
  • Heavy-commitment neutral: While having great neutral tools, H-Ciel has a hard time dealing with big hitboxes buttons as her normals can be subpar compared to others, with most of her ground normals also having long recovery times. Good Melty footsies fundamentals are a must for playing her.
  • Defense tied to meter: Her best defensive options are 22C, 236C and metered bunker, all wich uses 100% meter, making the decision of using your reversals to escape a heavy one when you consider the H-moon meter limitations.
  • Mediocre okizeme: While her okizeme on midscreen can be great, her options on corner can be easily blocked or disrespected, and fuzzy guard break options can be EX-Guarded to out right deny them.
  • Several useless command specials: All of her unique commands provide nothing at all or a single good use. While they can be used for pressuring, they will result in either impossible to combo on hit or having a very long start-up easy to react, making them very situational and gimmicky.
  • Knowledge check-y: Not only her command specials, but also her stagger options. An opponent that shows they can be patient and EX-Guard will prove very hard to open.
  • Extended combo routes are finicky: Distances, opponent state, hit count and character specific boxes all factor into the extended route combos. Getting extended combos consitently on neutral from random confirms is an enormous task that will take anyone some time to learn.


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
5A Damage Red Damage Proration Cancel Guard
350 172 75% (O) -SE-, -N-, -SP-, -CH-, -EX-, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
4 3 8 1 2.8% -

5A with very good range and can hit all crouchers despite the hitbox. Can still be low profiled, so be careful if your opponent is mashing 2Bs or 2Cs with fast low profile hurtboxes.
Very fast recovery makes this button better than 2A to reverse beat into for pressure and staggers, as well as being +1 on block.

5A~6A Damage Red Damage Proration Cancel Guard
600 384 80% (M) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 16 -5 4.2% -

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 Damage Red Damage Proration Cancel Guard
1000 768 60% (O) (N), SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 4 14 0 7.0% -

This move is special and normal cancellable on hit and special cancellable on block. Usually for combos.
Being +0 with a big and fast 5A means you can loop 5A6AA to generate meter. It's also very easy to bully characters with no fast 5A/2A normal using this. Because of the loop it is also good as a tick throw setup, as opponents will be scared to press button/jump out.

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

A standing low kick. Trips on hitting crouching opponents.

5C
5C
5[C]
Cciel 5c.png
Cciel 5c be.png
5C Damage Red Damage Proration Cancel Guard
800 480 90% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 4 20 -6 5.6% -

Trips on hitting crouching opponents.

5[C] Damage Red Damage Proration Cancel Guard
1600 1372 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
24 4 20 -6 9.8% -

Not very useful for combos or neutral, but essential for her pressure game, as it will make Ciel move forward even more and cannot be mashed while charging after cancelling from a B or C normal. Half charging it will also make Ciel move forward a good distance, useful if you don't want to move forward that much or you suspect the opponent will mash a reversal. Best reverse beated into 5A.

Crouching Normals

2A
Cciel 2a.png
Damage Red Damage Proration Cancel Guard
300 147 72% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
4 3 10 -1 2.8% -

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
2B Damage Red Damage Proration Cancel Guard
400, 700 (942) (527) 80% (O) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 3 (2) 5 19 -9 3.5%*2 (7.0%) -

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 Damage Red Damage Proration Cancel Guard
700 480 100% SP, EX, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
11 4 19 -11 4.2% -

A spin jump kick follow up for 2B. On block and hit can be cancelled into j214X/j236X. Has some gimmicky uses.

2C
2C
2C~2C
Cciel 2c.png
Cciel 2cc.png
2C Damage Red Damage Proration Cancel Guard
1000 480 60% (O) N, SP, -CH-, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
8 7 25 -14 7.0% -

A sweep using both her feet.

~2C Damage Red Damage Proration Cancel Guard
700 343 60% (O) SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
9 8 23 -13 3.5% -

Follow up that launches on hit and gives you super jump on neutral jump cancel. Can OTG re launch. Ciel is airborne trough most of it and can be cancelled into other air normals or j214X/j236X on hit or block.
The follow up won't normally connect after an opponent blocked a 2C, but since it can be cancelled on whiff it can be done on the opponent wake up so the follow up hits meaty.

Aerial Normals

j.A
MBHCieljA.png
Damage Red Damage Proration Cancel Guard
300 115 75% (O) SE, N, SP, EX, J LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 5 10 - 1.4% -

Knife punch. Good air-to-air, specially against opponents above you. But be careful, the knife part doesn't actually have a hitbox...

j.B
MBHCieljB.png
Damage Red Damage Proration Cancel Guard
700 480 90% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
7 6 - - 4.9% -

Ciel thrusts the knife out diagonally. It has a decently strong disjointed hitbox with long active frames, great for controlling forward air space and stopping careless approaches.
Works suprisingly well as an air-to-ground on some match-ups, as her feet hurtbox shrinks.

j.C
Cciel jc.png
Damage Red Damage Proration Cancel Guard
1000 480 90% (M) / 50% (O) N, SP, EX, J HA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 - - 7.0% -

A downward angled kick. Works well as an air-to-ground.

Command Normals

3B
Cciel 3b 1.png
Damage Red Damage Proration Cancel Guard
400*2 (709) (445) 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 2 (8) 8 12 -5 2.8%*2 (5.6%) -

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
4B Damage Red Damage Proration Cancel Guard
600 384 100% SP, (CH), EX LH
First Active Active Recovery Frame Adv Circuit Invuln
11 2 15 -2 (vs Stand.)
1 (vs Crouch.)
4.2% Clash 4
Low 6-10

An axe kick that can be followed up with 236B command throw if it hits the opponent. Special cancelable even if it is blocked.

4[B] Damage Red Damage Proration Cancel Guard
900 672 100% SP, (CH), EX H
First Active Active Recovery Frame Adv Circuit Invuln
26 2 15 -2 4.2% Clash 2-17
Low 8-25

This is H-Ciel's standing overhead, can follow up into 236B. Special cancellable on hit and block. Has low invul but no very reliable against big 2As.
Clash frames appear early, even when half charging and can be used situationally as an anti-air.

~236B Damage Red Damage Proration Cancel Guard
800 (1375/1675) (1872/2160) 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
0 1 14 - 0.0% -

The above will cancel into 236B for guaranteed hard knock down. The distance is always set, but being close to the corner will affect it, as well as gravity decay on large combos.

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

An upward slash with her knife. The end of the move has clash frames on it. Good button to catch opponents jumping away from your pressure. Not that great as a defensive anti air button, as the bigger hitbox is active later and moves you forward.

j.2C
j.2C
j.2[C]
Cciel j2c.png
Cciel j2c be.png
j.2C Damage Red Damage Proration Cancel Guard
1000 480 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 10 8 8 (TK) 7.0% -

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] Damage Red Damage Proration Cancel Guard
1300 960 50% (O) SP, EX HA
First Active Active Recovery Frame Adv Circuit Invuln
26 10 7 10 (TK) 10.5% -

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 Cancel Guard
1500 768 50% - U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 - 0.0% -

Standard ground throw. Untechable knockdown.

Air Throw
Air Throw
j.6/4A+D
MBCCielThrowAir.png
Damage Red Damage Proration Cancel Guard
1600 (Raw)/1300 511 30% (Any if Raw) U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 0.0% -

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
Standing Damage Red Damage Proration Cancel Guard
500 (345) 198 50% (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 3.5% -

Same animation as 4C.

Crouching Damage Red Damage Proration Cancel Guard
1500 (1117) 714 50% (SP), (EX) LA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 10.5% -

Same hitboxes as F-Moon's 2B.

Aerial Damage Red Damage Proration Cancel Guard
500 (345) 198 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 - - 3.5% -

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

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCCiel214D.png
MBHCiel214D.png
Neutral Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 2 21 -5 0.0% Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 2 21 -5 0.0% Strike 1-7

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

Blockstun Damage Red Damage Proration Cancel Guard
0 0 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
19 2 23 -7 -100.0% -

H-Moon specific reversal bunker.

Circuit Spark
Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
MBCCielCSpark.png
MBCCielCSparkAir.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
12 10 15 - removes all 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
A Damage Red Damage Proration Cancel Guard
500 336 70% -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
28 X 29 -1 3.5% -
[A] Damage Red Damage Proration Cancel Guard
600*3 (1459) (817) 80% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
33 X 28 -3 2.8%*3 (8.4%) -

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. Holding back will throw the key at a steeper angle closer to you, the frame advantage of this on block depends on how tall the other character is and if they blocked crouching or standing, but it will be plus on block always. Half charging the key also makes Ciel throw the key later, gaining even more frame advantage. Normally it's not possible to combo on hit, but half-charging it will allow it.

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 Damage Red Damage Proration Cancel Guard
400*3 (932) (672) 70% (N), SP, EX, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
40 3 16 1 2.1%*3 (6.3%) -

Jumps forward then does a dive down like j.236B. Holding 4 or 6 will change the angle of the dive to closer or farther away. This move can cancel to anything on hit and specials on block. For some reason can only be shielded crouching.

EX Damage Red Damage Proration Cancel Guard
380*20, 300 (2902) (2203) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
4+5/4+4 120 12 -20 -100.0% -

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.

Startup depends on whether Ciel has priority. If Ciel has priority, it's active on f9, and if the other character has priority, it's active on f8. Whenever a character blocks or gets hit, they lose priority. P1 begins the round with priority.

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

Ciel does a dashing key thrust. Hits 2 times but doesn't knockdown or launch opponent. However this move can be EX canceled.

B Damage Red Damage Proration Cancel Guard
500*2 (721) (547) 50% (O) -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
14 12 14 -7 ~ -1 (vs Stand.)
-5 ~ 3 (vs Crouch.)
3.5%*2 (7.0%) -

Hopping version. Safe on block if spaced and launches on hit. On hit it can be canceled into air normals, air commands and jump. On block it can only be canceled into EX air commands. The first hitbox whiffs on most crouchers, making the frame advantage -5 point blank, +1 at mid distance and +3 at maximum distances.

EX Damage Red Damage Proration Cancel Guard
800*2, 1200 (2700) (2130) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
1+11 9 26 -11 -100.0% Full 1
[EX] (2nd Flash) Damage Red Damage Proration Cancel Guard
1200*3 (3487) (2716) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
1+29 9 27 -11 -100.0% Full 1
[EX] (3rd Flash)
(Close)
Damage Red Damage Proration Cancel Guard
1000*3 (2675)
1200*2, 1000 (3299)
(2055)
(2500)
100% - U
First Active Active Recovery Frame Adv Circuit Invuln
1+50 1 (1) 9 26 - -100.0% Full 1

Ciel lunges forward at lightning speed. Can be charged 3 times to build damage.
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)
(B variation tree)
MBCCiel214AB.png
MBCCiel214B4X.png
MBCCiel214B4X4X.png
MBCCiel214B4X4A4BC.png
MBCCiel214C.png
A Damage Red Damage Proration Cancel Guard
600 480 80% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 X 31 -6 3.5% -
  • 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 Damage Red Damage Proration Cancel Guard
500 336 100% -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
12 X 33 -11 3.5% -
~4A Damage Red Damage Proration Cancel Guard
500*2 (984) (661) 100% -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
14 X 36 -12 3.5%*2 (7.0%) -
~4B/C Damage Red Damage Proration Cancel Guard
500*2 (984) (661) 100% -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
18 X 44 -22 3.5%*2 (7.0%) -
~4X~4A Damage Red Damage Proration Cancel Guard
500*4 (1905) (1280) 100% -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
38 X 38 -13 3.5%*4 (14.0%) -
~4X~4B/C Damage Red Damage Proration Cancel Guard
500*3 (802) (513) 100% N/A LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 X 40 -18 1.4%*3 (4.2%) -
~4X~4A~4B/C (Kick) Damage Red Damage Proration Cancel Guard
350 - 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
20 2 12 4 0.0% -
~4X~4A~4B/C (Projectile) Damage Red Damage Proration Cancel Guard
450 - 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
20 14 0 11 4.05% -

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 Damage Red Damage Proration Cancel Guard
230*22, 400 (3431) (2704) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+8 X 207 -12 -100.0% 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
A Damage Red Damage Proration Cancel Guard
1000/1200 384/480 70% (O) -EX- LH
First Active Active Recovery Frame Adv Circuit Invuln
4 2 (2) 3 35 -27/-23 7.0% 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 Damage Red Damage Proration Cancel Guard
1000, 800 (1682) (903) 70% (O) - H
(Whiffs vs Crouch.)
First Active Active Recovery Frame Adv Circuit Invuln
8 5 41 -30 5.6%, 4.2% (9.8%) Full 1-8

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

EX Damage Red Damage Proration Cancel Guard
800, 500*2, 500, 600*2 (3112) (2001) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
2+0 2 (2) 2 (12) 2 (2) 2 44 -30 -100.0% 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
A Damage Red Damage Proration Cancel Guard
1000 480 55% (N), (SP), (EX), (J) HA
First Active Active Recovery Frame Adv Circuit Invuln
31 3 14 -5 7.0% -
  • 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 Damage Red Damage Proration Cancel Guard
400*3 (932) (672) 70% - LH
First Active Active Recovery Frame Adv Circuit Invuln
21 6 16 0 2.1*3 (6.3%) -

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 Damage Red Damage Proration Cancel Guard
1500 960 80% - HA
First Active Active Recovery Frame Adv Circuit Invuln
31 8 4 4 10.5% -

Flips high forward and does j.2C. Advantageous on block, hits overhead, and on hit can link into 5A or 2A. Can only be confirmed into a combo if it hits crouchers or on counter hit.

Aerial Specials

j.236X
Halo (Air)
j.236A/B/C
MBCCielj236AB.png
MBCCielj236C.png
A Damage Red Damage Proration Cancel Guard
- - - -EX- -
First Active Active Recovery Frame Adv Circuit Invuln
12 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 Damage Red Damage Proration Cancel Guard
400*3 (1162) (747) 100% (N), (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 ~ X 6 17 -5 ~ -1 2.1%*3 (6.3%) -

Ciel dives downward at a 50 degree angle. It does 3 hits and can cancel any hit to anything on hit. Inputting 4 or 6 will change the angle of the dive to closer or farther away.

EX Damage Red Damage Proration Cancel Guard
500*3 (1452) (1024) 100% (2), 50% (O) (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+4 ~ 3+X 6 17 -4 -100.0% Full 1-6

Looks exactly the same as the B version but will launch on the 3rd hit. On hit it can be cancelled at any point into a command special or EX special, can only be jump cancelled in the 3rd hit.

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

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

B Damage Red Damage Proration Cancel Guard
500 336 100% -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 X 15 -8 (TK) 3.5% -
~4B Damage Red Damage Proration Cancel Guard
500 336 100% -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
4 X 15 - 3.5% -
~4B (2) Damage Red Damage Proration Cancel Guard
500*4 376*4 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
13 X 18 - 3.5%*4 (14.0%) -

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 Damage Red Damage Proration Cancel Guard
300*18 (~4200) (~3400) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+16 X 119 - -100.0% -

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
A Damage Red Damage Proration Cancel Guard
1000 192 100% (O) (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 2 10 -25 (TK) 7.0% -
  • Ciel does a somersault in the air.

Has a jump cancel on the recovery if it hits.

B Damage Red Damage Proration Cancel Guard
600*2 (1111) (355) 100% EX, (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 2 10 -30 (TK) 4.2%*2 (8.4%) -

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

EX Damage Red Damage Proration Cancel Guard
500*3, 400*3, 350*3 (3149) (1400) 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+0 39 10 -54 (TK) -100.0% 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 Cancel Guard
700*9, 2200 (3706) (4885) 50% - LH
First Active Active Recovery Frame Adv Circuit Invuln
3+3 26 40 -24 removes all Full 1-3, 31-32
Super Armor ?~?

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


General Gameplan

H-Ciel shares a lot of simmilarities with her C moon counterpart, she is a character with great neutral tools that can force your opponents to approach you with her pestering projectiles and a full screen EX punisher with 236C, dictating the pace of neutral; then exploit those opportunities when the opponent air approaches with her low profile dash that will cause jumping normals to whiff and take your turn or to dash under and switch sides, potentially punishing or cornering them, or stopping them right on their tracks with an air-to-air preemptive j.B.
H-Ciel has also one of the most versatile pressure and staggers, with lots of options to stagger continuosly or tools that move her forward, making it possible to extend pressure for a good while. However be wary that she doesn't have any strong overheads nor a way to really open your opponent, just her good old fashioned throw.

Neutral

  • Dash: Extremely useful for all Ciels as it can low profile a lot of air buttons and even several on the ground. But especially useful in H-Ciel due to its lack of air normals that hit from behind; It is important to learn to love the floor and abuse this dash as much as possible. Try to dash under jumpy opponents and clap them from behind with 5C/2C, and get in the habit of dash-stopping with 5A/2A for when you want to create space or are unsure of your approach.
  • 214B~4A: Ciel 101 and your most important tool in your gameplan, despite that this is not a tool to abuse all day as a good jump in from your opponent will kill you; conditions your opponents in neutral to jump over your keys by only doing the first key or with 214A, and then disrupt them air-to-air or dash under.
  • 236[A]: Incredibly good command to zone and similar to 214B (just as punishable when jumping it), the key difference being the small jump that Ciel does before throwing her keys, making it possible for her to win projectile wars without worrying about having 236C in hand. Reppukens, lasers, snakes, other keys, etc. are some examples. In fullscreen hit it can be confirmed into 236C.
  • 236C: Another important tool for H-Ciel that is inherited from her C counterpart, the option to punish any mistake anywhere on the screen is a very strong one. However H-Ciel suffers from not being able to freely use 236C by virtue of being Half moon and having less meter to work with.
  • j.B: By itself not really a strong air normal and can lose to better air-to-air normals, but a strong tool on her repertoire in conjuction with her projectiles and dash under, putting out a preemptive j.B to stop people from jumping your projectiles will net you a lot of air counter hits thanks to its active frames and disjointed hitbox. It's also a good habit to buffer air dash along with it in order to get an air dash cancel in case it lands.


Most of H-Ciel's normals/commands are not very strong as neutral tools compared to other characters and should be used sparely:
Air-to-air use j.B and j.A preemptively, if you find yourself stuck in the air use j.2C, j.214A and j.236A to reposition yourself or bait anti-airs (after j.214A remember to jump cancel, air dodge, or cancel into j.236A/B).
When you approach the opponent through the air and are almost close to the corner be conservative with your options, if you spent them all and the opponent managed to dashed under, then you are now locked on the other side looking backwards with no buttons to hit from behind, try to save your air dash as a last ditch option to get extra air and space, we can easily reset a bad position to a neutral one with H-Ciel's air dash with extra distance.
Don't over extend by throwing too many normals on the ground, analyze your opponent's behaviour and situationally use 5B for footsies, or 5C for more range, after 5B buffer 5C 623B for hit confirming. Rushing in with 5A works wonders too with its quick recovery and good range for an A normal, just don't over abuse it, low profile normals will beat it cleanly.
Her best way to catch the opponent jumping away is with 5A, from there either buffer another 5A or 4C to hitconfirm. Be careful when doing 5A as an anti-air, there is plenty of green hurtbox above the hitbox and lots of jumping normals will beat it. Be also even more careful when deciding to do 5A into 4C, it's long recovery on whiff makes it very easy to punish, if you want to be safer go for 5A 5B instead.
Don't be too defensive/passive on the ground with projectiles neither, occasionally rush with dash rising j.A if the opponent likes to hang around in the air and bait approaches. When the opponent starts throwing preemptive buttons in the air to catch you, try instead to punish/take your turn in their landing recovery or dash under it if you have the time. Be mindful of Ciel's dash limit distance and the slow tail end of it, break her dash with 5A and quickly do another one to avoid it.

Pressure

H-Ciel has a wide array of tools to apply a decently strong pressure, with options that make her move forward constantly and can be staggered into or allow us to reset our pressure with plus on block frames. Her 5A6AA shines in particular compared to others, not only moving her forward but also being 0± on block, with her 5A also being really strong being +1 on block and +3 on whiff while rebeated from C normals, making her 6AA also a good stagger option. She also can move more forward with her half-charged 5{C} or fully charged 5[C], wich when reverse beated into 5A will leave her very close to the opponent and plus on block. Her 3B also moves her forward a lot and has a giant cancel window so remember to use this move early on your blockstrings to stagger into other buttons. Lastly her 623B is +1 on block vs crouching opponents, as long as it's not done at close range; though it is not plus on block vs tall characters (Tohno, Nanaya, Hime, Wara, Nero, WLen).

All these tools are important to have in mind, they allow H-Ciel to keep moving forward into ambiguous pressure resets. However, while all these tools make it sound like she is scary to block this not the case. First she has no real way to open up the opponent, you will have to condition your opponent with throws into strike/throw mix-ups, but considering your weak throw you will have to read tech attempts hard. She also has low reward when catching people jumping away from her pressure. EX Guard will also consistently ruin or pressure game and her tools do not move her forward enough to offset the extra pushback, unlike other characters with tools that don't care about EX Guard. This means that despite all her pressure tools H-Ciel still needs to do dash resets in order to prolong her pressure, and nothing about her tools are automatic mode.

Having her weaknesses in mind, learning to effectively pressure with H-Ciel involves to keep your opponent constantly guess your options, do not keep repeating your best tools, rotate between them and even learn to use your other weaker tools. It can be hard to keep track of all your options in real time while at the same time analyzing the player match-up, but if you can juggle all of that you will have a solid based pressure for real. After you condition your oppoent look for opportunities to sneak in strike/throw mix-ups and even fuzzy guard setups.

Key pressure tools

  • 5A: It is very important that you do NOT start your blockstrings with 5A or waste 5A early in the string. As stated before this normal is +1 on block and +3 on whiff after you've rebeated from a C normal, both really strong to have as an H moon. Still, this normal is really strong in neutral so don't be shy about using it when moving around, you will mostly want to start your okizeme with a 2A so 5A gets reserved for when you need it.
  • 5A6AA: 0± on block and moves her forward, best cancelled into 623B or 214A to force respect. Do not over abuse this move unless you have a good grasp of your opponent habits and want to RPS your way, if you do, have in mind at what distance your will end after being blocked.
  • 5{C}: Another important reason to save your 5A so you can rebeat from this normal. Moves her forward a lot, specially when fully charged. Also it's her normal with the most reach, perfect for catching people pressing buttons or jumping, and it's her best tool to stagger along with dash resets, use this when your opponent keeps pushing you out with EX Guard. Remember to buffer 623B behind to hit confirm it.
  • 3B: Another normal to move her forward and very easy to hit confirm that leads into her best combos, so use it early on your blockstings. Huge cancel window also makes 3B perfect for staggering into other normals. If you let this move rock the recovery has also extra forward movement, tho you will have to condition your opponent to not mash it at -5 on block.
  • 623B: Your best tool to hit confirm from stray or staggered 5Bs/5Cs, on block this becomes +1 but only vs crouching opponents and at the right distance, from point blank it is very minus. It is NOT +1 vs tall characters crouching (Tohno, Nanaya, Hime, Wara, Nero, WLen). Despite all the jank of this move it is still pretty good as most of the time you can just buffer this move to hit confirm and still be your turn if it's blocked. It can not be blocked standing on reaction, even if they stand block the last 2 hits it will still be +1 on block. You can realize if they blocked the first hit because Ciel "floats" for longer. Because of all these weaknesses we cannot trust 623B as a pure reset pressure tool and it should be left as a last ditch option in your blockstrings.
  • 4C: Your main way to catch your opponent jumping away from your pressure, use it in conjuction with 5A into 4C. The way you confirm it changes based on the heigth, if too high use j.A, if too low use j.C.


H-Ciel has also a lot of command specials unique to her, two of these (63214C, 236A4 and 236B) can be used to reset pressure with some of them being plus on block, however they all have the same weakness, they have long start up animations wich makes them very easy to react to with mashing or shielding or dashing under, and two of them can result in impossible to combo. Despite all of them looking very cool they are nothing more than gimmicks and should be used as such, sparingly or never at all.

Okizeme

H-Ciel okizeme options can be particularly strong while outside of the corner, enabling her some tricky L/R options, sadly her options while on the corner vanish as she has no way to steal the corner in oki, meaning once you get on the corner one will relly on honest safe jump options. Though it's not all lost on the corner if you learn her fuzzy guard mix-ups, these can also be very unreliant as mix-ups, not only they are hard to execute but also have a hard counter with ex guard.
This section will only briefly cover combo enders, check the advanced combo section if you want to see the full combos into okizeme.

  • Midscreen only: H-Ciel has a lot of options actually and not enough space here to cover them all, you can get very creative thanks to her ample hard knockdown time from her 5A6AA 4[B] 2C into the oki of your choice. Here are 3 very easy and strong options:
    • 5A6AA 4[B] 2C > jump 8/9 cancel: probably her strongest oki option, allowing a wide range of tricky options, you can either jump forward and then dj j.2C L/R or charge it for an Overhead, or go for a variety of L/R options with air back dash or just staying on the other side, perfect for keeping your opponent guessing all your choices.
    • 5A6AA 4[B] 2C > 624B: sets up a very strong L/R with iad j.2C with even enough time to meaty into 2B to beat wake up standing shield. Just be mindful of your combo routing, if you have used all your otg from doing 236B previously then you can't use this option.
    • 5A6AA 4[B] 2C > 4C 4B236B: H-Ciel has the particularity that her 4B236B has better frame advantage from her other moons, this makes it a very legit okizeme option anywhere on the screen with a very easy safe jump setup. And on midscreen if you high forward jump after it you can cross-up a lot of character into 2A meaty, or stay on same side with slightly delayed high forward jump. This never crosses up Aoko, Ciel, all Akihas, Satsuki, Warachia, Roa, and Wlen.
  • On the corner: As previously stated, she loses access to all her L/R oki. Instead H-Ciel will have to focus on playing solid and safe with safe jumps and meaties, once you have conditioned your opponent to respect you on their wake up you can get cheecky and start going for late air dash/air back dash in your safe jump or seting up a fuzzy guard. Since our okizeme can be almost non-existent on corner and getting a safe jump on some match-ups is not necesary, deciding to go for max damage combos instead of okizeme routes can be a good choice.


Fuzzy guard setups: Most of the time H-Ciel is a very honest character in her gameplan, implementing these Fuzzy Guard setups can really boost our offense both on pressure and okizeme. Unfortunately these can be killed with EX guard, though this is H-Ciel's only true corner mix as okizeme.

  • Deep j.C > land > 8 j.C fuzzy - Very tight window. You can set it from a safe jump or from iad j.B j.C. It's also possible to land the fuzzy j.C with 9 jump or on an air dash j.C before landing, try whatever you find easier.
  • Air Dash Fuzzy from j.C > j.66 j.B - The minimum height and cancel window to get the fuzzy right is strict (1f), but it has a higher reward than the regular fuzzy and can land on more characters. As a general tip you want to plink j.B into j.A, failing the 1f window doing it too early will result in a j.A with this plink, it's not an overhead but it will prevent you from getting punished if you miss the window and empty air dash.

Please note that fuzzy guards do not apply to all characters:

  • These characters can’t be fuzzied by Deep j.C > 8 j.C fuzzy: Nanaya, Tohno, PCiel, Satsuki, Aoko, Len, WLen, Miyako, Necos
  • These characters can’t be fuzzied with Air Dash fuzzy from j.C > j.66 j.B: Miyako and Necos


When you don't have a clean confirm and you have no choice but to go for BnB with AT ender, play it safe and solid with dash 2A/5A, the timing to make it meaty is strict so train it with the dummy doing recovery 2A. If you're in the middle of the screen just drop back to neutral, or build up some bar by doing j.214A > j.214B4BB if you need it.

Defense

H-Ciel defensive options are all the same from C-Ciel, but she is overall more fragile as it's more likely you can find yourself with less than 100% meter and not having her EX reversals at hand.

  • 22C: This is a 3f reversal, due to the nature of landing recovery, C and H moon characters cannot safejump this move unless they make the first hit whiff. This move hits on the same frame as the superflash, so opponents cannot whiff cancel their A normal into shield upon seeing the superflash. Also being a 22 input makes this reversal very relevant against left/right mixups, this move can invalidate some mixups due to the nature of the 22 input alongside C/H characters not being able to safejump against it.
  • 22B: This is Ciel’s meterless reversal, it is programmed to whiff crouchers even if the hitboxes line up making it relatively easy to bait. It can be useful against H-moon heat though as it will avoid the H-moon autoburst, and Ciel will be + in the resulting situation.
  • 214C: This reversal is safe on block, but loses to the opponent jumping on reaction to the superflash.
  • 236C: This move is a reversal, it basically beats everything but block or an A normal, however it a relatively slow startup compared to the other listed moves. A couple examples of uses for 236C are against F-Akiha/F-VAkiha’s 4C, Nero’s 4C, Satsuki’s 3C and FHime 236A/B, any of these moves can be punished on block by 236C, the opponent will need to cancel into a move which jails if they can, in which case the 236C won’t come out due to blockstun. Having these options available will require that the opponent must play around them to some degree, which will provide opportunities for challenges such as 2A or Jump, or just allow you to block longer to try and gain an understanding of your opponent’s pressure tendencies.

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.

Begginer Combos

Basic BnB's for starting with the character until you get more familiar with her. All of these routes work on every character and state. Unless stated all her combos work anywhere on the screen.

Condition Notation Damage
vs V.Sion
Notes
Basic BnB
  • 2AA > 2B > 3B > 5C > 2C > 4C > j.BC > dj.BC > j.66 j.BA > j.22B > AT
4730


Meter Gained: 77.7% Meter Given (vs C-Moon): 33.3%
Very basic BnB that works on everywhere and will teach you her most common pick up. Skip a 2A or a hit of 3B if you're unsure if you're close enough to land all the hits.
Basic 5A6AA BnB
  • 2AA > 2B > 3B(1) > 5A6AA > 4[B] > 2C > 5{C} > 4C > j.BC > sdj.BC > j.66 j.BA > j.22B > AT
4843


Meter Gained: 93.1% Meter Given (vs C-Moon): 40.5%
Basic 5A6AA series combo that works on every character and any state, be wary of your starting position, if you think you're too far skip a 2A and a hit of 2B, otherwise 5A will whiff.
Great combo for introducing you into her 5A6AA series, the meat of her advanced BnBs. Because of the high hit count hitstun decay is high and the last j.BA becomes hard after j.66, you can do j.AA instead.

Normal Combos

Unless stated all her combos work anywhere on the screen.

Condition Notation Damage
vs V.Sion
Notes
Standing, BnB
  • 2AA > 2B > 3B(1) > 5{C} > 5A6AA > 4[B] > 2C > 5{C} > 4C > j.BC > sdj.BC > j.66 jBA > j.22B > AT
5096


Meter Gained: 98.7% Meter Given (vs C-Moon): 44.3%
Damaging BnB that works on everyone and its very reliable. This combo works thanks to half charging the first 5C, getting us closer and enabling 5A6AA to hit.
Crouching, BnB
  • 2AA > 2B > 3B > 4C > dl.5C > 2C > 5Aw6AA > 4[B] > 2C > 5{C} > 4C > j.BC > sdj.BC > j.66 j.BA > j.22B > AT
5021


Meter Gained: 109.9% Meter Given (vs C-Moon): 53.1%
Damaging BnB that works on everywhere and its very reliable. Because of the high hit count hitstun decay is high and the last j.BA becomes hard after j.66, you can do j.AA instead.
Air CH pick up
  • j.B (CH) > 5B > 5C > j.BC > dj.BC > j.66 j.B > j.22B > AT
5135


Meter Gained: 51.1% Meter Given (vs C-Moon): 21.9%
High damage air CH pick up. 5B has to hit as low to the ground as possible, if you miss the timing skip the first jC to correct the combo.
Gold Air Throw combo
  • Gold AT > dl j.236B > 4C > j.BC > dj.BC > j.66 j.B > j.22B > AT
3164


Meter Gained: 51.8% Meter Given (vs C-Moon): 22.2%
Basic Gold Air Throw combo that works everywhere on the screen. The delay on the j.236B is greater if you're very high on the air.
Shield Counter combo
Works On: Ground hit
  • Shield Counter > 236[A] > 2C > 5{C} > 4C > j.CB > sdj.BC > j.66 j.B > j.22B > AT
2848


Meter Gained: 71.6% Meter Given (vs C-Moon): 28.8%
Shield counter combo that works on grounded hits. Not stable when hitting someone out of the air.
Shield Counter combo
Works On: Air hit
  • Shield Counter > 4[B] > 2C > 5{C} > 4C > j.CB > sdj.BC > j.66 j.B > j.22B > AT
2908


Meter Gained: 69.3% Meter Given (vs C-Moon): 28.2%
Shield counter combo that works when hitting someone out of the air. Doesn't work vs grounded hits.
Low Shield Counter combo
  • Low Shield Counter > 623B > j.B > land > j.BC > sdj.BC > j.66 j.BA > j.22B > AT
3684


Meter Gained: 66.7% Meter Given (vs C-Moon): 26.7%
Low Shield counter combo, works on both normal hit and counter hit.

5B hit confirms

Combos from a 5B raw and different distances, either from a stray 5B in neutral or after staggering your pressure into 5B. All these combos are also ideal when starting with a 5C too.

Condition Notation Damage
vs V.Sion
Notes
Close distance, or in the corner
  • 5B > 5C > 623B > j.B > land > j.BC > dj.BC > j.66 j.B > j.22B > AT
3893


Meter Gained: 58.1% Meter Given (vs C-Moon): 24.9%
Doesn't work when hitting at max distances while on midscreen.
Long distances
  • 5B > 5C > 623B > j.B > land > j.B > j.66 j.AA > sdj.jBCA > j.22B > AT
3755


Meter Gained: 50.4% Meter Given (vs C-Moon): 21.6%
More stable version with less damage while on midscreen and hitting with the tip of 5B.
Everywhere
  • 5B > 5C > 623B > dj iad j.BA > land > j.AB > sdj.BC > j.66 j.BA > j.22B > AT
3882


Meter Gained: 55.3% Meter Given (vs C-Moon): 23.7%
Harder version that is very stable regardless if you're close or far when hitting with 5B.
Everywhere, Meter burn
  • 5B > 5C > 623B > j.B > 4C(1) > 236C
3864


Meter Gained: -74.8% Meter Given (vs C-Moon): 34.1%
Meter burn into 236C oki.

Advanced Combos into Okizeme

All of these routes depend heavily on hit count for the added gravity decay in order to work, they can be quite hard vs some slim characters even on high hit count, or really easy on wider characters. These routes can also be extended with more reps, but the intent is to optimize damage without over extending combos and not give a lot of meter to our opponent, however, sometimes you might want to over extend the combos if you desperately need the meter to enter heat or force your opponent into max mode too.
Video example: https://www.youtube.com/watch?v=0-jkAjxNc0E

Condition Notation Damage
vs V.Sion
Notes
Standing
Works On: Everyone but Len
  • 2AA > 2B > 3B(1) > 5{C} > 5A6AA > 4[B] > 2C > 236B4 > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > 2Aw or 63214B or 4B236B
4317


Meter Gained: 63.5% Meter Given (vs C-Moon): 36.3%
Works on everyone but len, very hitcount dependent, requires to be next to the opponent or late normals in the string will whiff. For the midscreen combo to work after 236B4 you must plink A into B for Ciel to autocorrect to the correct side, the input would be 4A~4[B]. It is possible to add another rep of 236B4 4[B], mostly useful to add more hitcount and make the final 5A6AA easier, otherwise dont do it as it will give less damage and more meter to the opponent, or to side switch twice and keep the corner . 236B4 4A~[B] extensions don't work midscreen on Miyako
Crouching
Works On: Everyone but Len and WLen
  • 2AA > 2B > 3B > 4C > dl.5C > 2C > 5Aw6AA > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > jump cancel or 63214B or 4B236B
4510


Meter Gained: 82.6% Meter Given (vs C-Moon): 35.4%
In some characters it is necessary to add delay in 5Aw, requires to be next to the opponent or late normals in the string will whiff. It is possible to add a 236B4 4A~[B] before the 2nd rep of 5A6AA in case you find it difficult vs some characters and require more hitcount. Very incosistent on Nero and doesnt work on Len/WLen, use instead the previous Standing combo but doing 3B and not 3B(1), skipping 5{C} and doing 2 reps of 236B4.
2A Max Range
  • 2A > 2B(1) > 3B(1) > 5A6AA > 4[B] > 2C > 236B4 > 4[B] > 2C > 236B4 > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > jump cancel or 4B236B
3605


Meter Gained: 57.6% Meter Given (vs C-Moon): 36.9%
For the midscreen combo to work after 236B4 you must plink A into B for Ciel to autocorrect to the correct side, the input would be 4A~4[B] . Against some characters the hitcount is still going to be short and the combo becomes very hard to complete on the final 5A6AA and 4[B], generally you want to do 5A6AA as low to the ground as possible and delay 4[C], or alternatively cut early the combo on 2C before the final 5A6AA rep. 236B doesn't OTG Miyako midscreen, but the route can be adapted: after the first 5A6AA 4[B] 2C go straight into 2Aw 5A6AA 2C 2Aw loops.
The damage lost for not having a clean hit is considerably higher on this route comparing with a normal BNB of 4.6k damage, it's up to you if youd prefer going for this route with oki or a BnB with good damage.
Crouching, 2A Max Range
Works On: Everyone but Len and WLen
  • 2A > 2B(1) > 3B(1) > 4C(1) > 5C > 2C > 5Aw6AA > dl 4[B] > 2C > 236B4 > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > jump cancel or 4B236B
3994


Meter Gained: 65.6% Meter Given (vs C-Moon): 37.2%
For the midscreen combo to work after 236B4 you must plink A into B for Ciel to autocorrect to the correct side, the input would be 4A~4[B]. Against some characters the hitcount is still going to be short and the combo becomes very hard to complete on the final 5A6AA and 4[B], in those match-ups you can add another rep of 236B4 2C in the middle at the cost of losing some damage. 236B doesn't OTG Miyako midscreen, but the route can be adapted: after the first 5A6AA 4[B] 2C go straight into 2Aw 5A6AA 2C 2Aw loops.
5A Starter / lack of normals
  • 5A > 2B(1) > 2A > 5A6AA > 4[B] > 2C > 236B4 > 4[B] > 2C > 236B4 > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > jump cancel or 4B236B
3607


Meter Gained: 57.6% Meter Given (vs C-Moon): 36.9%
Different route, useful when finding a random hit with 5A or after staggering your pressure and you dont have normals available to cancel into. For the midscreen combo to work after 236B4 you must plink A into B for Ciel to autocorrect to the correct side, the input would be 4A~4[B] . Against some characters the hitcount is still going to be short and the combo becomes very hard to complete on the final 5A6AA and 4[B], generally you want to do 5A6AA as low to the ground as possible and delay 4[C], or alternatively cut early the combo on 2C before the final 5A6AA rep. 236B doesn't OTG Miyako midscreen, but the route can be adapted: after the first 5A6AA 4[B] 2C go straight into 2Aw 5A6AA 2C 2Aw loops.
The damage lost for not having a clean hit is considerably higher on this route comparing with a normal BnB, it's up to you if youd prefer going for this route with oki or a BnB with good damage.
Crouching, Character specific
Works On: Len, WLen (others characters too)
  • 2AA > 2B > 3B > 4C > dl.5C > 2C > 236[A] > 2C > 5Aw6AA > 4[B] > 2C > 236B4 > 4[B] > 2C > 5A6AA > 4[B] > 2C > jump cancel or 4B236B
4613 (vs Len)


Meter Gained: 67.4% Meter Given (vs C-Moon): 48.8%
Easy crouching combo vs Len as she has a weird hurtbox after getting tripped by 2C. You don't need to go for this route vs Wlen though, as she is easy to juggle with unscaled gravity 5A6AA. Between 236[A] and 2C you have to walk backwards for a couple of frames in order to create space to make 5A whiff.
Crouching, Anywhere
  • 2AA > 2B > 3B > 5A6AA > 4[B] > 2C > 236B4 > 4[B] > 2C > 236B4 > 4[B] > 2C > 2Aw > 5A6AA > 4[B] > 2C > jump cancel or 4B236B
4256


Meter Gained: 66.7% Meter Given (vs C-Moon): 41.9%
Consistent and easy crouching combo vs Nero, Len and Wlen at the cost of damage. It's a lot like the first advanced combo, so it will work on almost everyone.
Standing, Reverse Beat penalty management
  • 2AA > 2B > 3B(1) > 5{C} > 5A6AA > 4[B] > 2C > 236B4 > 4[B] > 2C > 236B4 > 4[B] > 5A6AA > 4[B] > 2C > jump cancel or 4B236B
4221


Meter Gained: 66.3% Meter Given (vs C-Moon): 39.0%
Works on everyone, very hitcount dependent, requires to be next to the opponent or late normals in the string will whiff. For the midscreen combo to work after 236B4 you must plink A into B for Ciel to autocorrect to the correct side, the input would be 4A~4[B].
While less damaging than the Standing advanced combo, this version does a different routing to prevent having any reverse beat penalty damage at the time of meatying, potentially optimizing our damage for the next combo, OR to lessen the harsh penalty after staggering pressure with multiple reverse beats. Useful mostly when starting rounds but can be used as your main advanced BnB, though this combo is a little harder input wise.
Crouching, Reverse Beat penalty management
  • 2AA > 2B > 3B > 4C > dl.5C > 2C > 5Aw6AA > 4[B] > 2C > 236B4 > 4[B] > 5A6AA > 4[B] > 2C > jump cancel or 63214B or 4B236B
4394


Meter Gained: 71.5% Meter Given (vs C-Moon): 38.1%
Works on everyone, very hitcount dependent, requires to be next to the opponent or late normals in the string will whiff. For the midscreen combo to work after 236B4 you must plink A into B for Ciel to autocorrect to the correct side, the input would be 4A~4[B].You can add another 236B4 rep to add more hit count and make the final 5A6AA easier.
While less damaging than the Crouching advanced combo, this version does a different routing to prevent having any reverse beat penalty damage at the time of meatying, potentially optimizing our damage for the next combo, OR to lessen the harsh penalty after staggering pressure with multiple reverse beats. Useful mostly when starting rounds but can be used as your main advanced BnB, though this combo is a little harder input wise.

Additional Resources

H-Ciel Match Video Database

H-Ciel Canceris's spanish guide, on which this page is based upon and trimmed down

Notable Players / Players to ask

Name Color Region Common Venues Status Details
utamaru
(うたまる)

Ciel Color01.png

Japan A-cho, KorewaMelty, Play Spot BIG ONE 2nd Inactive The real and only H-Ciel player. Creative and relentless. Changes moon based on the match-up.

Players to ask in the community

Last updated: 18/11/22
Opinions may differ between players and not all may agree on the same topic.

Name Discord username Languages
Canceris cancerisr Spanish, English

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