Melty Blood/MBAACC/Powerd Ciel/Full Moon

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In Progress To-do
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    • Add missing frame data.
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  • Overview/General Gameplan:
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  • Move Descriptions:
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Additional Resources

F-P.Ciel Match Video Database

Players to watch/ask

JP:

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NA:

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Overview

Strengths / Weaknesses
Strengths
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Weaknesses
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General Gameplan

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Neutral

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Pressure

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Okizeme

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Defense

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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.

The following combos are good to learn the character with, and can serve as fallback confirms in awkward situations.

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Normal, Midscreen
  • 2A > 5B~B > 6B > 2C > 3C > j.C > j.236A~A
3485
Meter Gained: 39.6% Meter Given (vs C-Moon): ??? (Video)
Stable midscreen combo with guaranteed knock down. Cancel the 6B as fast as possible, or else they will fly away before the sweep. Delay the follow up after air DP so that the knockdown doesn't whiff. If for whatever reason you're close to the corner and don't want to go for the rock loop, in order to add a little bit more damage, use j.6C instead of j.C. This will put Ciel above the enemy, giving more hits to the j.236A continuation.
  • Note: The knockdown at the end of the combo depends on how you hit the enemy with the j.236A continuation. If Ciel is a bit too low in the air compared to the enemy, the continuation will stop hitting the foe in the middle of the air, leading to the possibility of them recovering in the ground; obviously, this should be used as a chance for another combo. For oki, make sure Ciel ends the first part of j.236A high enough so it hits the enemy enough times before leading them to the ground.
Normal, Anywhere
  • 2A > 5B > 6B > 2C > 63214A~A > 5B > 3C > j8, j.236A~A
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Another standard combo that works just about anywhere.
Corner Carry, Midscreen
  • 2A > 5B~B > 6B > 2C > 3C > (delay) j.B, (5B > 3B) > 2C > 236A
3252
(3504)
Meter Gained: 41.4% (49.5%) Meter Given (vs C-Moon): ??? (Video)
This will send your opponents into the corner and give you a ton of time to run almost any type of okizeme.
Corner Carry, Midscreen
  • 2A > 5B~B > 6B > 2C > 3C > j.623A~A, 63214A~A, 5B > j.623A~A
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
This combo will take your opponent from one corner to the other. You can use 214C at the end of the comber instead of the DP follow up. You may have to change the first [jc] DP into JB depending on your distance to the corner.
Metered, Midscreen
  • 2A > 5B~B > 6B > 2C > 3C > j.C > j.236A, 214C
4035
Meter Gained: 30.6% Meter Given (vs C-Moon): ??? (Video)
More damaging version of the basic combo.
Air CH, Midscreen
  • (Air CH) 2B > 3B > 2C > 3C > (appropriate combo^)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Air CH pick up. You may omit 3B for more damage.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Rock Loop, Corner
  • 2A > 5B~B > 6B > 2C > 3C > (delay) j.B, 2B > 3B > 2C > (63214B, 3B > 2C)×N > 236A~A
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
The rock loop. After the j.B you don't have to delay any inputs. Depending on what character your fighting against, you can get 3-4 repetitions.
Corner Carry, Corner
  • 236[A] , 66 > 5C > j.C > j.236~A
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
Works from about the middle of the screen onwards, thanks to the huge hitbox 236[A] has. Highly situational; use it carefully.
Metered, Corner Carry, Corner
  • 236[A] , 66 > 5C > j.C > j.236A > j.214C
5019
Meter Gained: ??? Meter Given (vs C-Moon): ???
Metered version of the corner combo above.
Air CH, Corner
  • (Air CH) 66 > 3B > 2C (delay) 3C > (appropriate combo^)
???
Meter Gained: ??? Meter Given (vs C-Moon): ???
This is a air CH pick up when near the corner. You can go straight into the rock loop for around 6K in this situations.


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
HPCiel-5A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
350 151 72% (O) 3.15% -SE-, -N-, -SP-, -EX-, (J) L 4 4 5 3 -

Ciel steps on J's when Power'd. 5A is a small kick outwards while standing, much like Tohno's 5A. This move is very fast and cancels into itself. A bit of reach, but not to the degree of a reliable poke.

5B
5B
5B~B
Fpciel-5B.png
Less-lethal.
Fpciel-5B~B.png
Lethal.
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
5B 700 505 70% (O) 4.5% N, SP, -CH-, EX, (J) LH 7 2 18 -2 -

Ciel steps in and fiercely swings the pile bunker outward. Decent start up, but it doesn't reach as far as one might like. Be very careful when spacing with this move. It has a tremendous amount of recovery and is very unsafe on whiff. On the plus side it has a very wide cancel window, making it great for frame traps and punishing mashing.

5B~B 500 353 60% (O) 2.7% N, SP, EX, (J) LH 9 3 24 -9 -

This move also has a follow up: 5B~B, where she steps in and strikes the opponent with the stake end of the pile bunker. She doesn't step in as much as 5B, but the extra range makes it a great move to punish mashing and chicken blocks.

5C
Fpciel-5C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
950 707 70% (O) 5.85% N, SP, EX, (J) LH 12 6 24 -12 Low 3-25

Ciel channels her inner demon, jamming the pile bunker into the floor for a savage pivoting kick (ala Dante's Crazy Dance) that flings her forward. While the same action as Crescent Moon's 6C, it's a bit slower. Has lower body invincibility and is perfect for confirming hits, but has knockback that makes its use in spacing and strings questionable.

Crouching Normals

2A
Fpciel-2A.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300 101 72% (O) 1.8% -SE-, -N-, -SP-, -EX-, (J) L 3 3 7 2 -

While crouching, Ciel does a little sweep with her foot. Faster than 5A.

2B
Fpciel-2B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
900 505 80% (O) 4.5% N, SP, EX, (J) LH 6 5 13 0 -

A horizontal strike with the pile bunker from a crouch. This hitbox on this is interestingly... short. However, it's strange hitbox is great as an anti air versus a fair amount of jump moves. The move also has very good recovery much like Kouma's 2B.

2C
HPCiel-2C.png
6 frames.
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
800 303 65% (O) 4.5% N, SP, EX, (J) L 5 4 29 -15 -

2C has Ciel get very low for a sweep. It floats but if you can confirm it will generate a ton of damage. It's not bad to mix this move in while at point black every once in a while.

Jumping Normals

Notes:

  • P.Ciel's air normals cannot be canceled into other air normals, double jump, air dashes or air throw. They can still be Special/EX canceled on block, however.
  • j.A does not recover in midair, P.Ciel must land before recovering if j.A isn't canceled.
j.A
Fpciel-J.A1.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
300, 500 (725) (596) 100% 2.7%, 4.5% (7.2%) SP, EX HA 5 5 - - -

Ciel performs a 2-hit upward kick that slightly floats the opponent. It's completely unsuitable as a jump in, but stacks tons block and hit stun (it probably counts as a C level move). Nero and Warachia are vulnerable to the first hit of j.A if its performed immediately after a jump, leading to a combo. Easily followed up if it Counter Hits.

j.B
HPCiel-j.B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500 353 100% 3.6% SP, EX HA 7 6 - - -

A pointed kick towards the ground in front of Ciel, and the only air move strong at this angle. While a good jump in move, it tends to trade with moves like Kouma's 2B thus should be used with caution. On hit, j.B will slam and ground bounce, which can be picked up for a combo.

j.C
Cpcieljc.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 707 90% (O) 6.3% SP, EX HA 9 5 - - -

Ciel performs a powerful horizontal kick in the air, with an excellent outward hit box and cross up properties nearly in line with Unpowerd Ciel's j.B. This is your go to move for air to air spacing.

Command Normals

3B
3B
3[B]
Cpciel6b.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
3B 600 303 50% (O) 3.6% N, SP, EX, (J) LH 10 2 34 -18 -

Ciel slams the butt of the pile bunker from above into the opponent, just like the other two moon styles. While it has the hit stun level of a strong attack, it has huge knockback and Ciel doesn't move forward at all: horrible for strings. If you hit an airborne opponent with it, it will ground bounce and can be followed up for combos.

3[B] 700 303 50% (O) 4.5% N, SP, EX, (J) H 24 2 34 -18 -

This move is chargeable into an overhead version. You can use it much like W/Arc's 5[B]/5{B} for strings and mixups. If you hit an airborne opponent with 3[B], this move will put them into a higher-launching untechable ground bounce.

6B
HPCiel-6B.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
500 303 75% (O) 3.6% N, SP, EX, (J) LH 11 4 22 -8 -

A kick that blasts the opponents all the way to the corner. She moves forward a great deal and can be confirmed into 2C, making this great for strings and spacing. This will definitely cause a wall slam if you are in the corner so be prepared to pick up it up into a combo if it hits.

3C
Fpciel-3C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 672 65% (O) 3.5% SP, EX, (J) LH 10 2 35 -19 Low 11-24

With the pile bunker as a fulcrum, Ciel does a somersault. Can be super-jump canceled by holding 8 and is used in combos.

j.6C
Fpciel-J6C.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1000 707 80% (O) 9.0% SP, EX HA 8 5 - - -

Ciel strongly mashes the butt of the pilebunker into her unfortunate opponent's face. Has shorter than visually indicated horizontal reach and no vertical reach whatsoever.

Universal Mechanics

Ground Throw
MBCPCielThrow.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
600 404 30% 5.4% (Any) U 2 1 20 - -

A ground throw that gives no knockdown but acts as a combo starter, much like Miyako's.

Air Throw
Air Throw
j.6/4A+D
MBCPCielThrowAir.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
1600 (1408, Raw)
1200
1066 30% 14.4% (Raw)
10.8%
(Any if Raw)
(SP, EX)
U 1 1 12 - -

P.Ciel launches the opponent upwards. Hard knockdown if done raw, Air techable but special/EX cancelable if done in a combo.

Shield Counter
Shield Counter
236D after a successful Shield (Air OK)
MBHPCielSC.png
MBHPCielSCAir.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Ground 500 (345) 202 50% 4.5% (SP), (EX), (J) LHA 8 4 18 -4 -

Same animation as 5B.

Air 500 (345) 202 50% 4.5% - HA 8 4 - - -

Same animation as j.6C.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCPCiel214D.png
Version Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
Bunker 500 202 50% 0.0%
(-50.0% in blockstun)
- LHA 25 4 19 -5 Clash 1-10
(Clash) 500 202 50% 0.0%/-50.0% - LHA 7 4 19 -5 Strike 1-7

Big Bunker.

Blood Heat
Blood Heat
A+B+C during MAX
MBCPCielHeat.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
100 0 100% uses all - U 14 5 26 - Full 1-19

Second fastest heat startup in the game along with Hime's.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBCPCielCSpark.png
MBCPCielCSparkAir.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

Rapid Stake 「ラピッドステイク」 - 236X
Fpciel-236A.png
236A
Fpciel-236(A).png
236[A]
Fpciel-236X.png
236(B/C)
Fpciel-236(X).png
236[(B/C)]
Fpciel-236C-1.png
Fpciel-236C-2.png
236C(ex)
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A: [A]: (B/C): [(B/C)]: C(ex): A: [A]: (B/C): [(B/C)]: C(ex): A: [A]: (B/C): [(B/C)]: C(ex): A: [A]: (B/C): [(B/C)]: C(ex): - - A: [A]: (B/C): [(B/C)]: C(ex): A: [A]: (B/C): [(B/C)]: C(ex): - A: [A]: (B/C): [(B/C)]: C(ex): -
  • (Description) - Simply describe the move here and what it can be used for
  • (A version) -
  • (B/C version) -
  • (C:EX version) -


Shaft Drive「シャフトドライブ」 - (623X/j.236X)
Fpciel-623A-1.png
Fpciel-623A-2.png
623A
Fpciel-623X-1.png
Fpciel-623X-2.png
623(B/C)
Fpciel-J236A.png
j.236A
Fpciel-J236X.png
j.236(B/C)
Fpciel-623X-chain.png
(chain)
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A: (B/C): C(ex): (chain): A: (B/C): C(ex): (chain): A: (B/C): C(ex): (chain): A: (B/C): C(ex): (chain): - - A: (B/C): C(ex): (chain): - A: (B/C): C(ex): (chain): A: (B/C): C(ex): (chain): -


Virgin Pain 「ヴァージンペイン」 - (j.)214(A/B)
Fpciel-214A.png
Fpciel-214X.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A: B: A: B: A: B: A: B: - - A: B: A: B: A: B: -1 -


Oriflame Concert 「オリフラム・コンサート」 - (j.)214C
Fpciel-214X.png
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - - - - - - - -1 -


Grand Zapper 「グランドザッパー」 - 63214X
Fpciel-63214A.png
Fpciel-63214A-chain.png
Soil Baptism
Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
A: A(burst): B: B(burst): C: Rock: A: A(burst): B: B(burst): C: Rock: - A: A(burst): B: B(burst): C: Rock: - - A:20 A(burst): B:18 B(burst): C:6+0 Rock: A: A(burst): B: B(burst): C: Rock: A: A(burst): B: B(burst): C: Rock: A:-2 A(burst): B:4 B(burst): C:9 Rock: -

The Rock Says "Know Your Damn Role". Ciel literally pulls out part of the ground to attack her foe. Can do nice tricks with it.

  • (A version) - Fast version of the attack. Press a button after releasing it to break it with a kick, resulting in more damage, or, in the case your enemy is blocking, more guard depletion. Can be canceled into the C version of the same attack for even more guard breaking. For both this and B version, pay attention to Counter Hit, you can follow it up with 2C 3C etc. or others.
  • (B/C version) - Tosses the rock upward. Charge the move to toss the rock higher. No special follow-up like the A version, but the rock can be hit with regular attacks. You have many options after pulling the rock out:
    • No charge
      • Immediately after release, use 3C to make the rock trace an arc towards the enemy. Reaches quite far.
      • Jump and hit it with j.B or j.(6)C to propel it diagonally or horizontally, respectively. What's really interesting about this is that you can cancel the hit into nearly anything, including jumps, buttons and an air dash, granting a good pressure tool.
      • You can also wait and use 2B, 5B, 6B, or 5C to propel it forward.
      • Hit it with any other attack to explode it. 2C, any A, or any special move will break it.
    • Charged
      • You can basically do the same, but the rock reaches higher heights. Same properties.
  • (EX Version) - Ciel instantly extracts a rock from the ground and smashes it in your face with a kick. Gives good advantage frames on block. Can be used right after the continuation of the A version of this move.


Arc Drive

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - - - - - - - - -

Another Arc Drive

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - - - - - - - - -

Last Arc

Damage Red Damage Proration Circuit Cancel Guard Startup Active Recovery Frame Adv Invuln
- - - - - - - - - - -



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