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Melty Blood/MBAACC/Powered Ciel/Full Moon

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MBAACC p ciel900 08.png F-PCiel is an oppressive space control monster with brutally punishing combos and offense.
Pros Cons
  • Space control: With large, disjointed tools such as Grand Zappa, Rapid Stake, Virgin Pain, and a wide variety of huge buttons, F-PCiel excels at controlling the pace of neutral.
  • Combo depth: F-PCiel heavily rewards time spent in the lab, with combo routes that convert any stray hit into fullscreen corner carry and okizeme, and advanced unburstable routes thanks to her unique airthrow.
  • Meter management: Very high meter gain from combos, and many tools with which to safely dump meter, allowing her to take full advantage of Full Moon's unique meter mechanics.
  • Antiairs: F-PCiel possesses multiple top class antiairs in a game where most characters struggle in ground-to-air situations.
  • Pressure: The plus frames of 624B and 236[A] combined with the forward movement of many of her normals allow her to loop her pressure infinitely against opponents who do not take risks or correctly utilize system mechanics to escape.
  • Projectile okizeme: High quality knockdowns give her enough time to pull 624B rocks after finishing combos, allowing her to attack her opponent's wakeup without fear of many reversals.
  • Comboable throw: In a game where throws are hard to defend against but typically yield low reward, F-PCiel's throw allows her to deal upwards of 3k damage and generate over 100 meter, making her strike/throw offense truly terrifying.
  • High execution floor: Unconventional cancel options, spacing-dependant knockdowns and a barrage of half-circle inputs mean that much of her rewarding offense is gatekept behind far higher than average execution by Melty Blood standards.
  • Lackluster defense: A mediocre defense modifier and lack of reversals outside of system mechanics make the punishment for losing neutral severe.
  • Heavy: Poor aerial mobility results in somewhat linear approach options and an uneven matchup spread as she struggles to get in on characters with superior zoning.
  • High commitment neutral tools: While she possesses an array of incredible grounded pokes, the vast majority of them have significant recovery and are susceptible to whiff punishing.
  • Cannot anti-shield OS: Due to her high jump startup, PCiel is the only character in the game who cannot jump cancel and block Full and Half moon shield counters.
  • Combos are easy to reduce: Rhythmic, repetitive loops result in her practical damage often being much lower than it appears on paper.

Notable Players

Name Color Region Common Venues Status Details


Japan Play Spot BIG ONE 2nd Inactive C-Arc legend with a surprisingly good pocket F-PCiel. The most technical F-PCiel player by a considerable margin, with excellent conversions and high consistency at the character's more advanced combo routes. Currently retired due to personal circumstances.
Hirohiro (ひろひろ)


Japan Play Spot BIG ONE 2nd Inactive The most prolific arcade F-PCiel main. Exemplifies the Japanese F-PCiel playstyle by being fairly aggressive and frequently approaching from the air with 623B. Tends to stick to more basic, practical routes, focusing more on consistency rather than maximization of reward. Retired to play DBFZ.


Europe Netplay Inactive The top F-PCiel outside of Japan. Defensive, grounded neutral game, practical combo selection with strong meter management, and a robust okizeme flowchart focused on restricting the opponent's defensive options.
Sunohara (すのはら)


Japan A-Cho Inactive A very old school PCiel player who has tri-mained all three PCiel moons since the release of Current Code. Has a less modern F-PCiel than the above players, relying more on strong fundamentals rather than fully exploiting the unique aspects of the character, but still very strong.


Japan A-Cho Inactive A rock minimalist who excels at using F-PCiel's more traditional tools to control space.


Japan Inactive A rather dated F-PCiel, but one who shows off the full depth of the character's high okizeme potential.

General Gameplan

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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 below combos are intended primarily as a starting resource for beginner F-PCiel players. I would encourage you to think of F-PCiel combos less as a strict series of inputs from start to finish and more like a series of individual chunks that you can fit together depending on the situation. F-PCiel's combo routes are very flexible, and the ability to adjust them depending on situation will come with experience and watching a lot of Hirohiro and Kouki match footage. Good luck!

Normal Combos

Condition Notation Damage
vs V.Sion
Beginner, Midscreen
  • 5B>6B>2C>3C>j.B>2C>236A

Meter Gained: 36,9% Meter Given (vs C-Moon): 12,3%
Basic, easy midscreen confirm ending in 236A knockdown that works anywhere. 2C>3C>j.B forms the core of most of F-PCiel's grounded confirms, so learning the timing on the j.B delay will prepare you to learn the more advanced routes.
Corner Carry, Midscreen
  • 5B>6B>2C>3C>j.B>6B>2C>623A~X>2A>236A
Meter Gained: 57,6% Meter Given (vs C-Moon): 19,2% (Video)
Standard midscreen bnb. Mostly consistent across the entire cast, and will take you from corner to corner allowing for 624[B] oki. j.B must be delayed for the 6B to connect, and the 623A must be delayed for all of the hits of the followup to connect and allow you to combo it into 2A.
Midscreen transition into corner loop
  • 5B>6B>2C>3C>j.B>6B>2C>3C>624B>j.B>2A>3B>2C>624B>3B>2C>236A

Meter Gained: ??? Meter Given (vs C-Moon): ???
Advanced combo which transitions from the midscreen route to the corner rock loop if you are close enough to the corner. In general, the 3C before 624B will need to be delayed in order for the rock to connect. If you are not close enough for 2A to connect after 624B>j.B, you can end with 2C>236A instead.
Air CH, Midscreen
  • (Air CH) 2C>3C>j.B>rest of combo

Meter Gained: ??? Meter Given (vs C-Moon): ???
Easy air CH pickup. You can pick up air CHs with 2B>3B>2C if you are close enough, but it can be awkward to space and time so it is generally not worth it to go for it over simply picking up with 2C.

Corner Combos

Condition Notation Damage
vs V.Sion
Rock Loop, Corner
  • 5B>2C>3C>j.B>2B>(3B>2C>624B)x3>3B>624B>3B>2C>624B>3B>2C>236A
Meter Gained: 95.4% Meter Given (vs C-Moon): 33.4% (Video)
Essential corner combo. The damage, meter gain and knockdown granted by this combo are essential in making your hits threatening as F-PCiel. Against certain characters, or with too many hits in the opening ground string, getting 3 full loops in the first half becomes impossible and you must instead go for 2.
236[A] starter, Corner
  • 236[A]>66>5B>3C>superjump cancel>airthrow>j.236A~X>2A>5A>3B>2C>624B>(rock loop)

Meter Gained: ??? Meter Given (vs C-Moon): ???
Far 236[A} starter into rock loop. From closer ranges, you can pick up 236[A] with 66>3B>2C>3C>j.B instead, but be aware that the 236[A] will have used up one of your bounces.

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.


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

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

One of the unfortunate low kick style 5As, meaning it cannot be used as an emergency antiair. Fortunately, F-PCiel has a variety of extremely strong antiairs that make the lack of an antiair 5A relatively insignificant.

The slower startup and shorter range compared to 2A make it generally less desirable as a starter, but during pressure, 5A's faster recovery compared to 2A makes it preferable for setting up redashes for tick throws and such.

5B Damage Red Damage Proration Cancel Guard
700 505 70% (O) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 2 18 -2 4.5% -

A midrange poke with good startup, and extremely good range due to the way it physically slides her collision box forward to give it even greater range than the hitbox alone would suggest. This move is difficult to whiff punish on the ground, but the recovery makes it rather easy to punish if it whiffs vs an airborne opponent.

The high placement of the hitbox also leaves this button susceptible to being low profiled, and as such it loses a lot of its power in matchups against characters with strong low profile moves, such as Arcueid's 2B.

5B~B Damage Red Damage Proration Cancel Guard
500 353 60% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 3 24 -9 2.7% -

5B followup. The poor proration and extremely high pushback render this move practically useless in pressure or combos, and in neutral it suffers from high startup and recovery, making 5BB a move that you will almost never want to use.

Damage Red Damage Proration Cancel Guard
950 707 70% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
13 6 24 -12 5.85% Low 3-25

Named 'Idol Kick' in the game's files. This move slides you forward a decent amount, making it useful in pressure to counteract the pushback caused by EX Guard during standard 5B>6B>624B strings.

Has relatively fast lower body invincibility and good range on paper, but it completely halts your dash momentum upon use, has limited cancel options, and is very unsafe on whiff, which limit its usefulness in neutral.

Crouching Normals

Damage Red Damage Proration Cancel Guard
300 101 72% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
4 3 7 2 1.8% -

A very good 2A. It's fast, has good range, and hits low, making it your go-to option if you need a fast button on the ground.

2A (or 2AA) into 3[B] will become a gapless blockstring if done meaty during standard rock okizeme, which makes establishing meaty 2A an important part of your offense as it gives you a safe high/low mixup on block. As an A normal, however, it is susceptible to both high and low shield, so be sure to represent other options.

Damage Red Damage Proration Cancel Guard
900 505 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 5 13 0 4.5% -

While this move is rather small, its long active frames and disjointed hitbox make it extremely powerful in the right situations. As an antiair, 2B's hitbox will either cleanly beat or trade with most air buttons that aren't sufficiently disjointed. As a grounded footsies tool, 2B's long active frames make it a situational, but strong counterpoke that is relatively safe to put out thanks to its low recovery compared to F-PCiel's other grounded tools.

Damage Red Damage Proration Cancel Guard
800 303 65% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
6 4 42 -15 4.5% -

One of F-PCiel's most notorious moves, and for good reason. This sweep has only 5 frames of startup, making it an obnoxiously powerful defensive abare tool. The fast startup comes at a cost, however, as the 42 frames of recovery make it extremely easy to punish if it whiffs for any reason.

2C is a very good poke when used aggressively as it does not extend any green before becoming active, meaning that when spaced correctly it cannot be stuffed by your opponent's counterpokes and will at worst trade in your favour. In matchups where your opponent cannot low profile 5B, however, it is generally safer and more rewarding to use 5B instead.

Jumping Normals


  • 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.
Damage Red Damage Proration Cancel Guard
300, 500 (725) (596) 100% SP, EX HA
First Active Active Recovery Frame Adv Circuit Invuln
6 5 - - 2.7%, 4.5% (7.2%) -

A niche, but strong air-to-air button thanks to its startup, active frames, and upwards angle. j.A hits overhead twice, making it an important part of F-PCiel's high/low okizeme in the corner when combined with empty jump 2A.

On ground hit, j.A can be confirmed with 3C superjump, and on air hit with j.236A~X into 2A for a full conversion even if both hits connect.

Damage Red Damage Proration Cancel Guard
500 353 100% SP, EX HA
First Active Active Recovery Frame Adv Circuit Invuln
8 6 - - 3.6% -

A very deep and disjointed jump-in, and an essential combo tool. On air hit, j.B will slam and ground bounce, which can be picked up into a full combo if you are at a low enough height.

While j.B is a strong jump-in on paper, it has a few nuances which make it risky to rely on excessively. PCiel's inability to cancel her air buttons into movement makes her jump-in attempts particularly susceptible to antiair shield, and j.B has rather low hit/blockstun, meaning that it can be difficult to fully abuse its deep hitbox without making followups on grounded hits very tight or impossible depending on spacing. Its hitbox is also rather small and covers a highly specific angle, making it easy to outspace or dash under.

Damage Red Damage Proration Cancel Guard
1000 707 90% (O) SP, EX HA
First Active Active Recovery Frame Adv Circuit Invuln
10 5 - - 6.3% -

An extremely powerful air-to-air spacing tool, with an excellent disjointed hitbox and a crossup hitbox behind PCiel. While the disjoint and active frames are strong, j.C's high angle and slow startup limit its applications somewhat. Best used with backwards momentum while below your opponent to defend yourself from high aerial approaches.

Command Normals

3B Damage Red Damage Proration Cancel Guard
600 303 50% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 2 34 -18 3.6% -

A short attack with poor proration and high pushback on block. Mostly sees use as a staple move in the corner rock loops, and as part of F-PCiel's high/low mixup with the fully-charged variant of this move.

3[B] Damage Red Damage Proration Cancel Guard
700 303 50% (O) N, SP, EX, (J) H
First Active Active Recovery Frame Adv Circuit Invuln
25 2 34 -18 4.5% -

A rather fast grounded overhead by Melty Blood standards. Canceling 3B into 2C after only partially charging it leads to a fake overhead into low mixup. Confirming this can be rather difficult, as you only have 2C to confirm whether or not you will need to follow up into a combo with 3C, or cancel into something safe on block.

If you hit an airborne opponent with 3[B], this move will put them into a higher-launching untechable ground bounce. Mostly not practical, but has some application in certain extended routes.

Damage Red Damage Proration Cancel Guard
500 303 75% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
12 4 22 -8 3.6% -

A very useful blockstring and combo filler move. PCiel moves forward a great deal during 6B, making it an essential part of her rock pressure as looping 5B>6B>624B will allow her to stay in indefinitely without being pushed out if the opponent does not EX Guard.

This move wallslams in the corner, meaning that any confirm using 6B in the corner will have one fewer bounce to work with than usual unless you reset the bounce limit with an airthrow.

Damage Red Damage Proration Cancel Guard
1000 672 65% (O) SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 2 35 -19 3.5% Low 11-24

Mostly combo filler, but has some niche anti-jump applications in corner pressure.

Despite its appearance, 3C extends a massive hurtbox upwards before becoming active, making it rather unreliable as a defensive antiair. Can be super-jump canceled by holding 8 for certain conversions.

Damage Red Damage Proration Cancel Guard
1000 707 80% (O) SP, EX HA
First Active Active Recovery Frame Adv Circuit Invuln
9 5 - - 9.0% -

j.6C has shorter range than j.C and blows back on hit, making it impossible to convert into a combo in most situations. Generally only seen as a misinput j.C.

Universal Mechanics

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

A ground throw that gives no knockdown but acts as a combo starter, leading to dramatically higher reward than most throws in the game. As it is a throw, the resulting combo is also burst safe for the entire duration, making it even more rewarding if your opponent is nearing full meter as you can force them into MAX and then combo them for the entire duration, denying them access to one of their most potent defensive options.

PCiel's throw is an absolutely essential part of her offense due to the extremely high reward and difficult nature of defending against throws in Melty Blood, and the proper abuse of throw will make this character truly terrifying to defend against when combined with the proper punishes for common anti-throw options.

Air Throw
Air Throw
Damage Red Damage Proration Cancel Guard
1600 (1408, Raw)
1066 30% (Any if Raw)
(SP, EX)
First Active Active Recovery Frame Adv Circuit Invuln
1 1 12 - 14.4% (Raw)

A somewhat odd airthrow that allows PCiel to maintain all of her air movement options when done raw, and can be special/super canceled if done mid-combo. The latter property makes airthrow a staple combo tool for 3C superjump conversions and burst safe routes via canceling it into j.236A~X.

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

Standard Full Moon Shield Counter. Can be followed up with 2C>3C for an easy combo.

While a perfectly servicable option out of shield, F-PCiel's access to a 5 frame special cancel in 623A makes Shield Counter generally obsolete due to its susceptibility to jump cancel block, unlike 623A which is fast enough to trap your opponent and become practically guaranteed to connect.

Air Damage Red Damage Proration Cancel Guard
500 (345) 202 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 - - 4.5% -

Same animation as j.6C.

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

Big Bunker. Can be low profiled by certain attacks.

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

Second fastest heat startup in the game along with Hime's. Initiative Heat is virtually always a superior use of MAX, so you likely won't be using this very much.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
10 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
11 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

Rapid Stake
A Damage Red Damage Proration Cancel Guard
1400 808 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
13 4 30 -1 12.6% -

A disgustingly disjointed midrange poke with surprisingly fast startup and good frame data on block for its size. On hit, 236A knocks your opponent fullscreen into an incredibly long untechable knockdown, allowing you to follow up with dash>5A whiff>dash into a meaty for okizeme from any screen position, or pull a charged 624[B] rock in the corner.

236A is one of F-PCiel's most important grounded pokes as the disjoint is powerful enough to cleanly beat almost anything your opponent could attempt to contest your grounded space with when spaced correctly. It is disjointed enough to cleanly beat tools that are usually virtually uncontestable such as F-Hime 2C or C-Nero 5[C], and trade favourably with anything that it cannot outright beat.

While it may be tempting to rely on this move excessively in neutral, the very long recovery and low to the ground hitbox makes it a prime target for aggressive superjump or IAD approaches, so it is often smarter to play around your opponent's response to the threat of this move than to expect them to engage with it on your terms once established.

[A] Damage Red Damage Proration Cancel Guard
1700 1212 85% (M) - LH
First Active Active Recovery Frame Adv Circuit Invuln
25 4 30 13 10.8% -

The charged version of 236A maintains its ludicrous disjoint while becoming almost twice the size, unshieldable, and +13 on block. The slower startup limits its application in neutral to a few niche scenarios in certain matchups, but it is universally an incredibly potent pressure tool which leads to massive reward on hit and a practically guaranteed pressure reset if it is blocked.

On hit, 236[A] blasts the opponent fullscreen and wallbounces them, which can be picked up in the corner with either 3B>2C>3C at close range, or 5B>3C>superjump at slightly farther ranges.

B Damage Red Damage Proration Cancel Guard
1500 1010 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
16 6 37 -10 10.8% -

A slower, upward angled version of 236A which is sadly air techable on normal hit and ground techable on counterhit. While the angle and disjoint would suggest this move has good potential as an antiair, the poor startup and even worse recovery make it largely impractical, especially when compared to amazing antiairs such as 623A and 2B.

[B] Damage Red Damage Proration Cancel Guard
1700 1212 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
24 6 37 -25 10.8% -

236[B], much like 236B, is also fairly underwhelming, as it maintains all of the flaws of its uncharged version while also not being comboable on normal or counter hit, due to being hard-coded to cause an uncomboable launch into ground tech on hit. One of F-PCiel's very few moves that can be described as truly useless.

EX Damage Red Damage Proration Cancel Guard
500, 2500 (2630) (1973) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
1+9 6 34 -28 -100.0% -

A highly damaging hitgrab that gives hard knockdown on hit. While the knockdown is weaker than 236A, it is still strong enough to pull an uncharged 624B rock and get okizeme, so it sees a lot of use as a combo ender if you need to vent meter at the end of a combo or aren't at a far enough spacing for 624[B] to connect with your opponent.

Has some invuln in the middle, making it an occasionally decent way to disrespect projectile pressure, but the high cost and high risk mean you really shouldn't rely on this.

Shaft Drive
623A~X followup
623A~X followup
A Damage Red Damage Proration Cancel Guard
500*3 (1336) (910) 100% -CH-, -J- LH (1), LHA (2-3)
First Active Active Recovery Frame Adv Circuit Invuln
5 11 19 - 4.5%, 1.8%*2 (8.1%) -

A very strong, but somewhat high risk anti-air. Has an air unblockable grounded hitbox with upper body invuln that comes out on frame 5, then launches into the air for two further air blockable hitboxes.

623A's grounded hitbox is extremely disjointed, making it able to cleanly beat or trade with many aerial buttons most characters are unable to challenge. The air hitboxes are much weaker, however, making this move somewhat dangerous to whiff vs aerial opponents.

The later portion of the recovery of the aerial hitboxes is jump cancelable on whiff or block, allowing you to bail yourself out to some extent if you miss with this move, but it is still possible to be punished for doing this, making 623A an unwise move to rely excessively on.

~X Damage Red Damage Proration Cancel Guard
350*N 202*N 90% (M), 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 X 15 -4 1.8%*N -

623A followup. The majority of this move's hits will knock opponents downwards into a ground-techable knockdown, but there is a final unique hitbox that activates when landing which launches opponents into a comboable groundbounce if they are low enough for it to connect, allowing for full conversions and combo extensions. Used to ground airborne opponents after raw antiair 623A hits, or as a scramble option to punish your opponent for trying to move after blocking 623A on the ground.

If your opponent chooses to tech after getting hit by the middle hits, you can punish neutral tech with 5A and forward/back tech with 5B.

This move is safe on block to anything with more than 2 frames of startup, meaning that most characters can only punish it with throw.

B Damage Red Damage Proration Cancel Guard
500, 1500, 110*4, 1000 (2318) (1643) 100%, 40% (O) - LH (1), LHA
First Active Active Recovery Frame Adv Circuit Invuln
11 14 27 - 4.5%, 13.5%, 9.0% (27.0%) -

The B version of Shaft Drive shares many of its strengths with 623A such as the great disjoint and air unblockable first hit, but has even more generous upper body invuln on startup and launches you far higher into the air, sending you practically beyond the top of the screen. On hit, it functions like a hitgrab, locking your opponent into all of the remaining hits and being unburstable. Due to the slower startup it is better used pre-emptively to cut off certain movement angles rather than as a reaction antiair.

623B is by far F-PCiel's best tool in terms of covering large amounts of distance, but it does so rather slowly and can often leave you in an awkward position depending on where on the screen you used it, so overusing it can lead to patient opponents simply taking screen control from you, or even catching your landing and forcing you into pressure.

EX Damage Red Damage Proration Cancel Guard
1500, 250*6, 1000 (2489) (1697) 100%, 40% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
1+1 10 (~40) - -100.0% Full 1

Fully air unblockable for the entire duration, unlike the non-EX versions. Functions like a hitgrab, similar to 623B, but without the initial grounded hitbox.

This version has a ludicrous 1 frame of startup, which may appear game breaking at first glance, but upon closer inspection the move has several flaws which limit its application on defense. While it is technically invuln, its properties as a hitgrab make it unable to be used as a true reversal against meaty attacks due to hitgrabs losing to strike attacks if they connect on the same frame in Melty Blood.

It can be used as a relatively safe way to get out of the corner by exploiting gaps in your opponent's pressure, but due to the high cost and the importance of meter management to F-PCiel's gameplan, it is more of a desperation option than a reliable defensive tool.

In combos, this move does a high amount of damage in a lot of hits very quickly, making it difficult to reduce and useful as a way to guarantee a kill without needing the sustained execution of finishing your entire combo.

A Damage Red Damage Proration Cancel Guard
1500 1010 50% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 X 32 -6 13.5% -

A simple fullscreen horizontal projectile. Does an absurd amount of damage for a single hit projectile, and launches opponents into the air where they can either air tech on regular hit or ground tech on counter hit. Can be picked up on counterhit with 2C if you are close enough.

While often overshadowed by F-PCiel's more obviously potent neutral tools, 214A fills a very important niche in her ground game as it protects the grounded space in front of her without being possible to whiff punish from the ground, unlike her grounded pokes which all have very low active frames and high recovery. Establishing 214A is thus an important part of matchups vs characters who excel at poking and whiff punishing with high ground mobility and good midrange pokes such as Nanaya, as it is your most effective means of discouraging them from using their strongest approach options and instead forcing them to make risky approaches from the air.

B Damage Red Damage Proration Cancel Guard
1500 1010 50% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
24 X 41 -13 13.5% -

214B has you jump backwards into the air and fire a missile diagonally down into the ground. It is largely useless and mostly only seen as a misinput 624B.

EX Damage Red Damage Proration Cancel Guard
350*3, 400*8, 2500 (2479) (1651) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+2 X 178 - -100.0% Full 3

214C fires 3 missiles on the ground before becoming airborne and firing 8 additional missiles, ending in a final one missile which inflicts a hard knockdown which you can pick up with OTG 236[A] or 236C.

The grounded version of this move has almost no practical application, and is usually only seen as some kind of misinput during corner rock loops. Massively unsafe on whiff, but surprisingly difficult to punish on block in most scenarios.

Grand Zappa
A followup
A followup
A Damage Red Damage Proration Cancel Guard
500 353 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
20 X (33) 22 -2 3.6% -

The A version of Grand Zappa launches the rock at a shallow horizontal angle, traveling a few character lengths before exploding on its own. It has certain niche applications such as during spaced pressure strings to catch attempts to mash the startup of 624B, but is overall far less versatile than its B counterpart.

~X Damage Red Damage Proration Cancel Guard
650 303 75% (O) SP, EX LH
First Active Active Recovery Frame Adv Circuit Invuln
16 4 23 -10 4.5% -

Pressing any button after 624A will trigger a followup kick using 6B's animation, which will cause the rock to explode with a large hitbox. Special and EX cancelable on hit or block, and most commonly followed up with 624B on hit or 236[A] on block.

B Damage Red Damage Proration Cancel Guard
500 353/404 75% (O)/100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
18 X (53) 16 4 3.6%/4.5% -

F-PCiel's defining move: The infamous Grand Zappa, also known simply as The Rock. The B version of the rock is by far the character's single most important tool, and it heavily enables her in almost every area of gameplay. It is +4 on block at worst when it connects with your opponent while rising, it can be pulled after a knockdown to allow you to apply pressure safely while baiting almost every wakeup reversal in the game, and putting a rock on the screen in neutral practically wins neutral by itself and forces your opponent into an extremely disadvantageous position, as attempting to interact with an F-PCiel backed up by a rock is a daunting task for most characters.

Once you have a rock on the screen, an uncharged B rock will launch upwards before reaching its maximum height and descending back down to the earth and disappearing, staying active for a total of 53 frames assuming it does not make contact with anything for the duration. During these 53 frames, you can either let the wall of hitbox complete its normal trajectory, or hit it with your normals to launch it at subtly different angles depending on the rock's current height and the normal used. The hitstun and blockstun on a launched rock is truly absurd; hitting a grounded opponent with a launched rock will allow you to dash in from practically fullscreen and hit them with 5B before the stun has ended.

Having a rock to work with is obviously extremely advantageous, but be aware that the move does have a fairly vulnerable 17 frames of startup, meaning you will often need to fight to earn the space to pull rocks using your powerful grounded pokes and antiairs against particularly aggressive opponents. While the rock is easily the most important tool in F-PCiel's toolkit, you should expect wary opponents to be prepared to do everything they can to prevent you from abusing this tool, and relying on it excessively will often result in being punished.

[B] Damage Red Damage Proration Cancel Guard
500 353/404 75% (O)/100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
33 X (63) 14 14 3.6%/4.5% -

The charged version of B Grand Zappa is similar to the uncharged version, but launches at a much steeper angle, trading almost double the startup in exchange for a rock which covers even more space in the air.

As the charged version lingers for slightly longer, it gives you more time to consider how you will take full advantage of the rock you just pulled and is worth using over the uncharged version versus especially passive opponents. The increased height also opens up slightly higher launch angles, allowing you to force opponents into aerial blockstun from considerably higher on the screen which can be a useful boon in certain matchups.

The charged version is also generally better for okizeme when compared to uncharged rocks, as following up a 2C or 236A knockdown with an immediate 624[B] will cause the rock to hover above your opponent for a moment before making contact with them, leaving your attack options more ambiguous as the threat of throw is present for longer due to the increased time spent potentially not in blockstun.

In pressure, 624[B] is a minimum of +14 on block, which causes 624[B]>dash>2A to be an airtight blockstring, allowing you to close the distance for a close range mixup without fear of being mashed out.

EX Damage Red Damage Proration Cancel Guard
500, 300*3, 700 (1455) (1109) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
6+1 20 (1) 6 25 9 -100.0% Full 6

The EX version of Grand Zappa pulls a rock and then automatically follows up with a kick into a multi-hitting explosion that is +9 on block and causes a comboable wallbounce on hit.

Learning how to incorporate 624C into your corner rock loops is extremely valuable as it allows you to manage your meter during combos without sacrificing damage or knockdown quality by having to rely on 236C. Simply replace the point at which you would normally expend your second bounce using 3B>624B with 2C>624C and follow up with 3B.

Despite being +9, the super flash and large number of hits makes this move rather vulnerable to Shield Bunker, so it is generally unwise to use this move during pressure over the meterless versions.

Aerial Specials

Shaft Drive (Air)
j.236A~X followup
j.236A~X followup
A Damage Red Damage Proration Cancel Guard
500*2 (925) (560) 100% -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 6 12 - 1.8%*2 (3.6%) -

Airborne version of 623A, with a different input. Due to the aerial version not allowing you to cancel the recovery into aerial movement options, this tool is for the most part a combo tool, but it performs this role exceptionally well.

As PCiel cannot cancel her air normals into anything other than specials or EX moves, j.236A is your only option to convert non-counterhit air normal hits into a full combo using the j.236A~X followup. It is also the only way to extend a combo after using a mid-combo airthrow, making it a staple feature of her burst safe airthrow extensions.

~X Damage Red Damage Proration Cancel Guard
350*N 202*N 90% (M), 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 X 15 -4 1.8%*N -

Followup divekick. Functions the same as the grounded version, but will often hit in strange ways due to the variable height of airborne opponents.

This move can occasionally be used as a surprise aggressive option from the air, or to throw off an opponent attempting to chase your landing, but due to the high recovery and disadvantageous situation on block it is generally outperformed by j.214X at this purpose.

Much like the grounded version, the majority of this move's hits will knock your opponent towards the ground into a techable knockdown, but the final landing hitbox will instead cause a comboable groundbounce, allowing you to confirm j.236A~X with 2A and continue your combo as long as you have mastered the timing for getting the final hit to connect.

Mastering the aforementioned timing is essential for maximizing your reward from stray hits, as it is very rarely feasible to confirm non-counterhits vs airborne opponents using anything other than j.236A~X.

B Damage Red Damage Proration Cancel Guard
1500, 110*4, 1000 (2061) (1403) 100%, 40% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 5 12 - 13.5%, 9.0% (22.5%) -

Airborne version of 623B. The lack of safe cancel options leaves this move with very few valid applications. Can be used as a source of burst damage to end a combo with in the air, but it can be finnicky to get all of the hits to connect, often resulting in less damage than you would desire.

EX Damage Red Damage Proration Cancel Guard
1500, 250*9, 1000 (2674) (1811) 100%, 40% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+2 5 12 - -100.0% -

Airborne version of 623C. Shares most of its properties with 623B, but is faster and deals more damage.

A/B Damage Red Damage Proration Cancel Guard
1500 1010 50% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
16 X 18 - 13.5% -

Airborne version of F-PCiel's missiles. j.214A fires at a downward angle similar to 214B, while j.214B fires at a shallower angle which covers more horizontal distance.

EX Damage Red Damage Proration Cancel Guard
400*12, 2500 (2651) (1789) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+2 X 15 - -100.0% -

The EX air version shoots 12 aerial missiles instead of the grounded version's 8, and deals surprisingly high damage, making it a good way to close out rounds if you go for an extender that leaves you in the air. It can be reduced somewhat easily though, so 623C is often a better closer if you have the option.

Arc Drive

Damage Red Damage Proration Cancel Guard
700, 400*16, 2700 (3526) (2766) 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
3+9 18 27 -12 removes all Full 1-30

PCiel rushes in with the Seventh Holy Scripture. On hit, this finishes with a Rapid Stake-like attack which knocks the opponent down but resets your position to midscreen. The high damage and long, unburstable animation makes this a practical and flashy way to close out a game-winning round if you are in MAX.

Fully invincible well beyond startup, making it F-PCiel's only true reversal.

Another Arc Drive

Damage Red Damage Proration Cancel Guard
700, 400*16, 7000, 600*8 (4965) (3714) 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
2+9 18 27 -12 removes all Full 1-29

Similar to Arc Drive, but the followup on hit does much more damage and launches the opponent upwards.

Last Arc

Numeral Secret Crest - Heavenly Nest
Grounded EX Shield during Blood Heat
Damage Red Damage Proration Cancel Guard
52300 (4328 ~ 7254) (3615 ~ 6153) 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
0 2 23 - removes all Full

Fullscreen-type Last Arc that is instant and goes into a cutscene on hit. PCiel launches the opponent into the sky and summons a 99-hit lightning strike. Donates a lot of meter.

Powered CielCrescentHalfFull
Red ArcueidCrescentHalfFull
White LenCrescentHalfFull