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Melty Blood/MBTL/Ciel

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Story

The Holy Church, a major religion in Europe, does not take kindly to heresy. Ciel works as an executor for its specialized force known as the Burial Agency. Her calling? Hunting and destroying heretics in the name of the Lord. Like Arcueid, she wishes to destroy her mortal enemy and has come to Souya in search of him, deciding to blend in by posing as a regular student at the same high school as Shiki. She currently attends school as a senior, one year above Shiki, and is quite popular with many of the students there. They see her as both warm and cheerful. Her go-to lunch from the school shop is curry bread, and her favorite restaurant serves the best curry in town.

Gameplay

Ciel is a versatile rushdown/zoner character with screen-bouncing mobility.

An old Melty Blood mainstay. Ciel can comfortably choose the position to attack from at her own pace, using her high innate move speed, good close-range normal attacks, far backdash, special mobility options and Black Key projectiles.

While she has no trouble fighting at close-range, her mid-screen game can be a little awkward due to her B/C poking normals having average range that can be challenged. Instead she relies on making good reads in neutral using traditional punishes, committal Blade Thrust (623X) poke, baiting counter-hits with her tricky Halo (236X) jumping follow-ups or zoning out opponents with her Black Keys (214X) projectiles.

Her high/low mix-ups are pretty linear, but her wild ground/air movement options and the ability to easily convert off nearly every stray hit into a knockdown with her vast pool of EX Specials allow her to quickly run over unprepared opponents.

If you can get past the initial execution hurdle, Ciel holds a lot of potential.

Strengths Weaknesses
  • Well-rounded tookit and easy to use.
  • Explosive damage potential, with a great selection of Moon Drive routing that can obliterate the opponent off stray hits
  • Excellent ranged/zoning options using Black Keys (214X, j214X) to keep her opponents out.
  • EX Halo (236C) is a fast fullscreen, invincible punish tool that can whiff punish anything and anywhere.
  • Quick and flexible movement, with fast universal movement and unique options (236X hops, j236A fast fall dive, etc)
  • Conversion flexibility with an array of strong EX cancels to convert her zoning or stray hits into knockdown + okizeme.
  • Relies on universal pressure options to open people up. She only has access to one very slow grounded overhead option (29f 6BC) and an unblockable dive (28f j.236B) that is just as slow.
  • Unsafe specials and EX cancel options that punish you severely for misusing them

Character Summary

Move list

Moon Skills
6B+C - Halo (Air OK)
3B+C - Blade Thrust
4B+C - Black Key Throw (Air OK)
2B+C - Ciel Somersault (Air OK)
Special Attacks
236A/B/C (EX OK) - Halo: Flip/wallcling air movement
> A/B - Additional input: Diving attack
> C - Angelic Halo: Air command throw
> 214A/B/C - Black Key - Judgment (Verse Three): Projectiles
623A/B/C (EX OK) - Blade Thrust: Advancing attack
214A - Black Key Throw: Projectile
214B/C (EX OK) - Black Key Throw: Projectile
> A/B/C - Verse Two: Projectiles
> A/B/C - Verse Seven: PROJECTILES
22A/B/C (EX OK) - Ciel Somersault (Air OK): Anti-air/reversal (B/EX ver. only)
j.236A/B/C (EX OK) - Halo: Diving attack
j.214A - Aerial Black Key Throw: Projectile
j.214B/C (EX OK)- Black Key - Judgment (Verse One): Projectile
> A/B/C - Black Key - Judgment (Verse Two): Projectiles
> A/B/C - Black Key - Judgment (Verse Three): PROJECTILES
Arc Drive
236B+C - Seventh Holy Scripture - Final Judgment
Last Arc
A+B+C+D / Successful Shield in Blood Heat - Seventh Holy Scripture - Divine Judgment
Unique Attacks
6C, 3C, 5C>4C
Blowback Edge Moves
5[C], 214[A]
Stats & vitals

HP Value: 11,700 (Average)

Dash startup: 5

Dash actionable: 11

Backdash duration: 33 (1-10f invuln)

Backdash airborne: 7 (frames 16-22)

Jump startup: 4

Jump airtime: 36

Quick combo reference

Meterless 4.1k (corner) // FCj.C 5B 5[C] 623B 2C 214[A] 2B 6C 214A 2C 5C 3C j.BC AT

Meterless 3.5k no FC (corner) // j.C 2C 5[C] 623B 2C 214[A] 2B 6B 214A 2C 5C j.BC AT

Meterless Side Switch 3K // 2A 2B 2C 5[C] j.BC 6BC 2C 214[A] sj.jBC AT

Arc Drive Side Switch 4k // 2A 2B 2C 5[C] j.BC 6BC 5A 236BC

Round Start to Corner 3.1K // j.C 2C 5C~4C 2B jc j.B j.214A 2C 3C j.BC AT

Two Bar Round Start to Corner 4.1k // 5B 2C 5[C] j.B j.214A 5B 623C 3C j.B j.214BBB j.236C

MBTL Ciel Art.png

Move Analysis

Normal Moves

Standing Normals

5A
5A
5A
MBTL Ciel 5A.png
MBTL Ciel 5A hb.png
Hitboxes Off
Hitboxes On
5A
Damage Guard Cancel Property Cost Attribute
160 LH N, SP, EX - - -
First Active Active Recovery Overall Advantage Invul
5 2 12 18 -1 -
  • 5 frame startup.
  • Short range, but good for rebeats because of it.
  • Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
Ciel's fastest normal alongside 2A and only -1 on block. Chains into itself three times (while holding 4) and can be used for stagger pressure or tick throws.
5B
5B
5B
MBTL Ciel 5B.png
MBTL Ciel 5B hb.png
Hitboxes Off
Hitboxes On
5B
Damage Guard Cancel Property Cost Attribute
420 LH N, SP, EX - - -
First Active Active Recovery Overall Advantage Invul
7 4 18 28 -6 -
  • Ciel extends her leg for a shin kick.
Good midrange poking tool, but keep in mind that it doesn't have the longest range and can whiff at certain spacings. It's also a good combo starter, making it a great quick punish. Despite how it looks, this is a mid.
5C
5C
5C
MBTL Ciel 5C.png
MBTL Ciel 5C hb.png
Hitboxes Off
Hitboxes On
5C
Damage Guard Cancel Property Cost Attribute
610 LH N, SP, EX - - -
First Active Active Recovery Overall Advantage Invul
10 4 25 38 -11 -
  • Ciel slashes forward with a black key in hand.

This is the farthest poke that Ciel has in her arsenal. Use this to contest opponents at max footsie range, and confirm it into 5C~4C for damage or a last-minute frame trap.

5[C]
Damage Guard Cancel Property Cost Attribute
980 LH N, SP, EX - - -
First Active Active Recovery Overall Advantage Invul
18 4 25 46 -11 Clash 13-17
  • Natural frame trap from 2C.
Can be used to crush low shields making it useful in block strings. The startup of this move will gain clash frames but you cannot cancel the clash frames until the hitbox connects.

Crouching Normals

2A
2A
2+A
MBTL Ciel 2A.png
MBTL Ciel 2A hb.png
Hitboxes Off
Hitboxes On
2A
Damage Guard Cancel Property Cost Attribute
140 L N, SP, EX - - -
First Active Active Recovery Overall Advantage Invul
5 2 10 16 -1 -
  • 5-frame startup low.
  • Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
Ciel's fastest low and only -1, making it excellent for staggers and tick throws. Chains into itself up to three times. Being Ciel's fastest low, it's excellent for pressure, empty jumps, and beating stand Shield.
2B
2B
2+B
MBTL Ciel 2B.png
MBTL Ciel 2B2.png
MBTL Ciel 2B hb.png
MBTL Ciel 2B2 hb.png
Hitboxes Off
Hitboxes On
2B
Damage Guard Cancel Property Cost Attribute
240*2 (468) LH N, SP, EX - - -
First Active Active Recovery Overall Advantage Invul
8 6 19 32 -10 -
  • Two-hitting uppercut punch.
An unusual move that hits twice and has a lot of forward momentum. Good for keeping you close to your opponent during pressure strings, but be careful about whiffing it since the actual horizontal hitbox is quite small.
2C
2C
2+C
MBTL Ciel 2C.png
MBTL Ciel 2C hb.png
Hitboxes Off
Hitboxes On
2C
Damage Guard Cancel Property Cost Attribute
590 L N, SP, EX - - -
First Active Active Recovery Overall Advantage Invul
8 4 24 35 -10 -
  • Long-range low and combo staple.
Ciel's farthest reaching low attack and a good option for catching opponents walking away. Used in almost every grounded combo Ciel has because of its launch properties.

Jumping Normals

j.A
j.A
Aerial A
MBTL Ciel jA.png
MBTL Ciel jA hb.png
Hitboxes Off
Hitboxes On
jA
Damage Guard Cancel Property Cost Attribute
130 H N, SP, EX, J - - -
First Active Active Recovery Overall Advantage Invul
5 7 - - - -
  • Ciel's fastest rising air-to-air.
Quick air-to-air jab that can be chained into itself three times on block. Ciel can whiff two of these in a row from a jump. Use this to fish for fatal counters in the air if your opponent is using slow air normals.
j.B
j.B
Aerial B
MBTL Ciel jB.png
MBTL Ciel jB hb.png
Hitboxes Off
Hitboxes On
jB
Damage Guard Cancel Property Cost Attribute
380 H N, SP, EX, J - - -
First Active Active Recovery Overall Advantage Invul
7 4 - - - -
  • Long range air poke.
One of her defining buttons from her Crescent Moon in MBAACC. Ciel performs a horizontal kick with a lot of range AND it hits both sides. Use this to air-to-air from afar or as a crossup.
j.C
j.C
Aerial C
MBTL Ciel jC.png
MBTL Ciel jC hb.png
Hitboxes Off
Hitboxes On
jC
Damage Guard Cancel Property Cost Attribute
520 H N, SP, EX, J - - -
First Active Active Recovery Overall Advantage Invul
8 5 - - - -
  • Excellent jump-in with high blockstun.
Downward aiming kick that has good range beneath her and your best jump in button.

Command Normals

3C
3C
3+C
MBTL Ciel 3C.png
MBTL Ciel 3C hb.png
Hitboxes Off
Hitboxes On
3C
Damage Guard Cancel Property Cost Attribute
700 LH SP, EX - - -
First Active Active Recovery Overall Advantage Invul
12 3 27 41 -12 -
  • Enters a cinematic and automatically jump-cancels on hit.
Universal launcher that will initiate air combos. Really unsafe on block so make sure you cancel into a special to keep yourself safe.
6C
6C
6+C
MBTL Ciel 6C.png
MBTL Ciel 6C hb.png
Hitboxes Off
Hitboxes On
6C
Damage Guard Cancel Property Cost Attribute
700, 680 (1380) LH SP, EX - - -
First Active Active Recovery Overall Advantage Invul
13 1 26 39 -9 -
  • Hitgrab with special-cancelable recovery.
  • Can extend combos if used early (usually cancelled into j.214A).
A forward flip kick that is mostly used as combo filler. It's unsafe on block on it's own but is special cancellable during the air borne and landing frames giving you a few options in case your opponent blocks it. Note that this move is air blockable and is not good for catching opponents trying to jump out.
5C~4C
5C~4C
5C > Add4+C
MBTL Ciel 5C4C.png
MBTL Ciel 5C4C hb.png
Hitboxes Off
Hitboxes On
5C~4C
Damage Guard Cancel Property Cost Attribute
740 LH N, SP, EX - - -
First Active Active Recovery Overall Advantage Invul
- - - - -4 -
  • Extra attack out of 5C, can force respect and be made safe with rebeats.
  • Great range makes it a good hitconfirm.
Ciel stabs with a black key using her opposite hand. Has a LOT of forward momentum making it really useful for moving back in during rebeat pressure or to hitconfirm max range 5C.

Universal Mechanics

Rapid beat 2
rapid beat 2
XX
MBTL Ciel rapid2.png
MBTL Ciel rapid2 2.png
MBTL Ciel rapid2 hb.png
MBTL Ciel rapid2 2 hb.png
Hitboxes Off
Hitboxes On
rapid 2
Damage Guard Cancel Property Cost Attribute
230*2 (414) LH SP, EX - - -
First Active Active Recovery Overall Advantage Invul
8, 10 3, 3 27 (after 2nd hit) - -10 -
  • Universal auto combo filler, but with two hits.
  • Rapid 3 can drop out on airborne opponents at some heights.
Ciel performs a two hit strike with her Black Keys, but only the second hit is cancellable. Gives a little extra time to recognize the situation thanks to the second hit.
Rapid beat 3
rapid beat 3
XXX
MBTL Ciel rapid3.png
MBTL Ciel rapid3 hb.png
Hitboxes Off
Hitboxes On
rapid 3
Damage Guard Cancel Property Cost Attribute
700 LH SP, EX - - -
First Active Active Recovery Overall Advantage Invul
- - -12 - - -
  • Universal auto combo ender.
Nearly identical to her actual 3C and also cancellable on block as well. Make sure to special cancel it because it's just as minus as 3C.
Ground Throw
throw
4/6AD
MBTL Ciel throw.png
MBTL Ciel throw hb.png
Hitboxes Off
Hitboxes On
4/6AD
Damage Guard Cancel Property Cost Attribute
1500 U - - - -
First Active Active Recovery Overall Advantage Invul
4 - - - KD -
  • Ciel performs a judo throw and slams you into the ground.
Knockdown is long enough to let you setup an autotimed safejump anywhere. It's possible to set up meaty air Keys off throw but any setup will be manually timed.
Air Throw
airthrow
Aerial4/6AD
MBTL Ciel airthrow.png
MBTL Ciel airthrow2.png
MBTL Ciel airthrow hb.png
Hitboxes Off
Hitboxes On
j4/6AD
Damage Guard Cancel Property Cost Attribute
1200 U - - - -
First Active Active Recovery Overall Advantage Invul
4 - - - KD -
  • Ciel snatches you out of the air and hurls you across the stage.
Saving your double jump gives Ciel a few options for oki after airthrow. IAD j.C will work anywhere on the screen and give a safejump. To get an empty low 2A, input IMMEDIATE IAD j.x after you double jump to alter your falling arc as opposed to delaying it for the safejump. For a crossup jump forward before the delayed IAD, using j.B to hit the crossup or j.C to miss and bait shields. In the corner, jump forward will autotime a meaty 2A. you can also neutral double jump > j.A > slight delay falling j.214A to get a reversal-safe meaty Key.

Special Moves

Halo
Halo
236+X
MBTL Ciel 236A.png
236A Leap backward
MBTL Ciel 236B.png
236B Leap forward
MBTL Ciel 236C.png
236C Hit animation (Fullscreen)
MBTL Ciel 236XA.png
236X-A Fast fall
MBTL Ciel 236XB.png
236X-B
MBTL Ciel 236XC.png
236X-C
MBTL Ciel 236X214X.png
236X-214X
MBTL Ciel 236A hb.png
236A Leap backward
MBTL Ciel 236B hb.png
236B Leap forward
MBTL Ciel 236C hb.png
236C
MBTL Ciel 236XA hb.png
236X-A Fast fall
MBTL Ciel 236XB hb.png
236X-B
MBTL Ciel 236XC hb.png
236X-C
MBTL Ciel 236X214X hb.png
236X-214X
Hitboxes Off
Hitboxes On
236A
Damage Guard Cancel Property Cost Attribute
- - - - - -
First Active Active Recovery Overall Advantage Invul
- - 117 (no followup input) - N/A -
  • Ciel jumps extremely quickly to the wall behind her from anywhere on the screen.

Ciel's unique command hop series. Steerable left and right to adjust the falling arc, but not when she jumps to the wall. Holding up or down also allows you to stall or descend more quickly.

236B
Damage Guard Cancel Property Cost Attribute
- - - - - -
First Active Active Recovery Overall Advantage Invul
- - 74 (no followup input) - N/A -
  • Jumps forwards a short distance.

Steerable just like the A version. Much more useful in general than the A version as it lets Ciel use the B follow-up in combos.

236C
Damage Guard Cancel Property Cost Attribute
170, 102 x 19 (2108) LHA - - - -
First Active Active Recovery Overall Advantage Invul
12 - 39 - -20 -
  • Fast, fullscreen, invincible whiff punish into a knockdown. Exactly as good as it sounds.

Amazing EX move, arguably one of the best in the game. Keep in mind that it is highly unsafe on block, teleports you to the opponent's location, and cannot be cancelled into Moon Drive. Make sure you know for sure the opponent is pressing something before using EX Halo.

236X~A
Damage Guard Cancel Property Cost Attribute
- - - - - -
First Active Active Recovery Overall Advantage Invul
- - - - N/A -
  • Dives at a 50 degree angle downwards.
  • Does not have a hitbox.

Use this to quickly return to the ground and reposition yourself.

236X~B
Damage Guard Cancel Property Cost Attribute
640*2 (1196) LH EX - - -
First Active Active Recovery Overall Advantage Invul
7 - - - -7 -
  • Dives at a 50 degree angle downwards.
  • Ground bounces on hit.
  • Unsafe on block.

Ciel travels at the same angle as the A follow-up, but this version has a hitbox. The ground bounce lets Ciel extend her grounded combos, as it will usually link into 5A (and potentially 5B depending on height).

236X~C
Damage Guard Cancel Property Cost Attribute
1200 U EX, MD - - -
First Active Active Recovery Overall Advantage Invul
- 7 27 - N/A -
  • Short range grab that hits grounded and airborne opponents.

This version of her airgrab is Moon Drive and EX cancellable letting you confirm into some extra damage and better knockdown.

236X~214X
Damage Guard Cancel Property Cost Attribute
500*3 (1165~1285) [550*2 (946)] LHA EX - - -
First Active Active Recovery Overall Advantage Invul
19 [?] - - - -10 [?] -
  • Ciel throws her Black Keys.
If you used the 236A version and input 214X before she reaches the wall you will get a slightly different tossing pattern than if you let her touch the wall first. Bracketed information is for the early activation off of 236A.
Blade Thrust
Blade Thrust
623+X
MBTL Ciel 623A.png
MBTL Ciel 623A hb.png
Hitboxes Off
Hitboxes On
623A
Damage Guard Cancel Property Cost Attribute
630, 556 (1186) LH EX - - -
First Active Active Recovery Overall Advantage Invul
11 5 18 33 -4 -
  • Advances forwards about 1/4 of the screen.

Ciel does a stab with her black keys. Mainly used as corner combo fodder to get a wall bounce. Surprisingly safe on block so you can sometimes just throw it out if you think it will hit.

623B
Damage Guard Cancel Property Cost Attribute
640, 556 (1196) LH EX - - -
First Active Active Recovery Overall Advantage Invul
14 5 21 39 -7 -
  • Advances forwards about 1/3 of the screen.

A bit more horizontal range than the A version but a bit slower and slightly more damage.

623C
Damage Guard Cancel Property Cost Attribute
900*3 (2358) LH - - - -
First Active Active Recovery Overall Advantage Invul
- 5 18 - -3 -
  • Advances forwards about 1/2 of the screen.
  • Safe on block, combo-starting whiff punish.

Has the most horizontal range and goes about halfscreen. On hit will knock the opponent back and wall bounce like the non EX versions. Completely safe on block.

623[C]
Damage Guard Cancel Property Cost Attribute
900, 826, 712 (2438) U - - - -
First Active Active Recovery Overall Advantage Invul
- - - - - -
  • Charging 623C makes it unblockable. Can be shielded crouching and standing. Only really usueful if the opponent has no moondrive and tends to shield when the EX screen flashes.
Half charges can be useful in combos to get the right timing
Black Key Throw
Black Key Throw
214+X
MBTL Ciel 214A.png
214A/B
MBTL Ciel 214A be.png
214[A]
MBTL Ciel 214C.png
214C
MBTL Ciel 214BCA.png
214B~A
MBTL Ciel 214BCB.png
214B~B
MBTL Ciel 214BCXA.png
214B~X~A
MBTL Ciel 214BCXB.png
214B~X~B
MBTL Ciel 214A hb.png
214A/B
MBTL Ciel 214A be hb.png
214[A]
MBTL Ciel 214C hb.png
214C
MBTL Ciel 214BCA hb.png
214B~A
MBTL Ciel 214BCB hb.png
214B~B
MBTL Ciel 214BCXA hb.png
214B~X~A
MBTL Ciel 214BCXB hb.png
214B~X~B
Hitboxes Off
Hitboxes On
214A
Damage Guard Cancel Property Cost Attribute
1000 LH EX - - -
First Active Active Recovery Overall Advantage Invul
13 - - - -5 -
  • Basic projectile.
  • Whiff-cancelable into EX moves.

Standard black key toss with no follow ups. Will soft knockdown on hit. If spaced at roughly 5C tip range, she will be slight advantageous on block.

214[A]
Damage Guard Cancel Property Cost Attribute
640, 467 (1107) LH EX - - -
First Active Active Recovery Overall Advantage Invul
22 - - - -3 -
  • An enhanced version of 214A that will cause a firey explosion on hit.

Very important for combo routing and combos naturally from 2C from most ranges. Safe on block, so also an alternative frametrap option than 214B that can be converted meterlessly.

214B
Damage Guard Cancel Property Cost Attribute
1000 LH EX - - -
First Active Active Recovery Overall Advantage Invul
9 - - - -8 -
  • Basic projectile, but it's a rekka!

The first part of the black key rekka toss. Visually identical to 214A with some slight differences in frame data. Your opponent won't tell the difference though. Very fast, good poke option for when 5C can't reach, and sometimes even when it can.

214C
Damage Guard Cancel Property Cost Attribute
280*12 (2077) LH - - - -
First Active Active Recovery Overall Advantage Invul
- - - - -9 (-16) -
  • Good way to convert from other Black Keys and can be extended with a bar.

EX Black Key toss sequence. Does good damage and also hard knocksdown. If done from fullscreen you can also link into 236C if you're quick enough. If the final volley is blocked crouching, the move is made significantly more unsafe due to missing many of the keys.

214B~A
Damage Guard Cancel Property Cost Attribute
1000 LH EX - - -
First Active Active Recovery Overall Advantage Invul
- - - - -7 -
  • Ciel throws Keys at head level.

Rekka extender, good to stop people from normal jumping out at you.

214B~B
Damage Guard Cancel Property Cost Attribute
1000 LH EX - - -
First Active Active Recovery Overall Advantage Invul
- - - - -5 -
  • Ciel throws Keys at hip level.

Rekka extender, keeps grounded opponents pinned to the ground.

214B~X~A
Damage Guard Cancel Property Cost Attribute
700 LH EX - - -
First Active Active Recovery Overall Advantage Invul
- - - - -4 ~ +3 -
  • Ciel jumps and throws Keys diagonally downwards.

An ender to rekka series where Ciel will hop in the air towards her opponent and throw some Keys diagonally downwards. The most safe on block ender for her rekka series. At certain ranges this can be made advantageous on block and shielding back is rather safe as long as you have more than 50% moon gauge.

On hit the opponent cannot tech instantly giving an advantageous position for ciel even from stray hits compared to the 214B-X-B series.

214B~X~B
Damage Guard Cancel Property Cost Attribute
1000 LH EX - - -
First Active Active Recovery Overall Advantage Invul
- - - - -9 -
  • More damaging but less safe rekka ender.
B ender to rekka series where Ciel will toss a spread of Keys at mid level. The most common ender if you're trying to confirm into a grounded EX move like 623C or 236C.
Ciel Somersault
Ciel Somersault
22+X
MBTL Ciel 22A.png
MBTL Ciel 22A hb.png
MBTL Ciel 22B hb.png
MBTL Ciel 22C hb.png
Hitboxes Off
Hitboxes On
22A
Damage Guard Cancel Property Cost Attribute
640*2 (1196) LH EX - - -
First Active Active Recovery Overall Advantage Invul
7 6 33 45 -14 -
  • A good ground to air anti-air which will sometimes even get you a combo if you hit opponents who are high enough. This version is NOT invincible like the B version. This does allow you to moon drive cancel it incase your opponent blocks it however.
22B
Damage Guard Cancel Property Cost Attribute
640*2 (1196) LH EX - - -
First Active Active Recovery Overall Advantage Invul
7 6 41 53 -22 -
  • Meterless reversal. Unlike previous games, it is no longer programmed to whiff on crouchers, meaning a crouching move on knockdown can still be hit with wakeup 22B.
22C
Damage Guard Cancel Property Cost Attribute
310*7 (1795) LH - - - -
First Active Active Recovery Overall Advantage Invul
5 - - - -34 -
  • Extremely fast EX Reversal with lots of invincibility. May beat opponents in situations where B flash kick would lose.
Halo (air)
Halo (air)
236+X
MBTL Ciel j236A.png
MBTL Ciel j236A hb.png
MBTL Ciel j236B hb.png
MBTL Ciel j236C hb.png
Hitboxes Off
Hitboxes On
j236A
Damage Guard Cancel Property Cost Attribute
- - EX - - -
First Active Active Recovery Overall Advantage Invul
- - - - N/A -
  • Empty fast fall dive. Has no hitbox and only used to return to the ground quickly.
j236B
Damage Guard Cancel Property Cost Attribute
1200 U EX - - -
First Active Active Recovery Overall Advantage Invul
28 - - - - -
  • A very SLOW dive attack that will throw your opponent if it connects against a grounded opponent. Use this to punish opponents who aren't paying attention or are trying to ground shield. You can also TK this move off the ground to surprise your opponent who are expecting 236BB.
j236C
Damage Guard Cancel Property Cost Attribute
620*4 (2126) - - - - -
First Active Active Recovery Overall Advantage Invul
- - - - -3 -
  • Aerial EX Dive attack. Use this to end air combos into hard knockdown for oki setups. While awakened, you can also cancel this directly into arc drive if you have enough meter.
  • Should the dive whiff, the landing hitbox will be much smaller and will instead groundbounce, allowing for combo extensions.
Aerial Black Key Throw
Black Key Throw (air)
214+X
MBTL Ciel j214A.png
j214A
MBTL Ciel j214B.png
j214B
MBTL Ciel j214C.png
j214C
MBTL Ciel j214BCX.png
j214B > X
MBTL Ciel j214BCXX.png
j214B > X > X
MBTL Ciel j214A hb.png
j214A
MBTL Ciel j214B hb.png
j214B
MBTL Ciel j214C hb.png
j214C
MBTL Ciel j214BCX hb.png
j214B~X
MBTL Ciel j214BCXX hb.png
j214B~X~X
Hitboxes Off
Hitboxes On
j214A
Damage Guard Cancel Property Cost Attribute
800 LH EX - - -
First Active Active Recovery Overall Advantage Invul
15 - - - +11 -
  • One of Ciel's best black keys that is very advantageous on block and also allows for some combo extensions on hit. Ciel will maintain her jump momentum while throwing this key. You can use this to cover your own descent from a jump or perform it while IADing backwards to cover your escape. Can also be used as an okizeme option after air throw enders that have not used a double jump.
j214B
Damage Guard Cancel Property Cost Attribute
800 LH EX - - -
First Active Active Recovery Overall Advantage Invul
12 - - - -15 -
  • Start of her air black key rekka sequence. Ciel will stall her momentum in the air before performing the key toss. You can use this to bait out anti-air attempts. Generally also just a good option for zoning opponents from a safe portion of the screen.
j214C
Damage Guard Cancel Property Cost Attribute
300*9 (1854) LH - - - -
First Active Active Recovery Overall Advantage Invul
- - - - - -
  • Air EX key sequence. You can use this to get some extra damage from a j.214B confirm but the shallow angle can make it hard to position. Going for the j236C ender is typically just better since it offers a hard knockdown.
j214B~X
Damage Guard Cancel Property Cost Attribute
500*2 (946~1045) LH EX - - -
First Active Active Recovery Overall Advantage Invul
- - - - - -
  • Second part of her air key sequence. She tosses another set of keys at a similar angle as the first part. Scaling is different between which key hits first, if the bottom key hits first you deal more damage compared to if the top key hits first.
j214B~X~X
Damage Guard Cancel Property Cost Attribute
500*3 (1365) LH EX - - -
First Active Active Recovery Overall Advantage Invul
- - - - - -
  • Final part of her air key sequence. She tosses a set of keys that spread out and cover a wider range. Unless your opponent is directly beneath you, this spread will often clip opponents who are trying to move out of it's range.
  • Use MD or 236C on the last key throw or before to avoid free punishes if you can. (236C doesn't prevent all punishes but is usually much safer)
Ciel Somersault (air)
Ciel Somersault
22+X
MBTL Ciel j.22A.png
MBTL Ciel j22C.png
MBTL Ciel j.22A hb.png
MBTL Ciel j22B hb.png
MBTL Ciel j22C hb.png
Hitboxes Off
Hitboxes On
j22A
Damage Guard Cancel Property Cost Attribute
640*2 (1084) LH EX, J - - -
First Active Active Recovery Overall Advantage Invul
7 - - - -14 -
  • Air version of grounded flash kick that also has no invincibility. On hit can be jump cancelled.
j22B
Damage Guard Cancel Property Cost Attribute
600*2 (1122) LH EX, J - - -
First Active Active Recovery Overall Advantage Invul
7 - - - - -
  • Just like the A version this flash kick does not have any invincibility. You will use this as a combo extender in the air to squeeze out some extra damage since it is jump cancellable into j.BC airthrow.
j22C
Damage Guard Cancel Property Cost Attribute
370*7 (2142) LH MD - - -
First Active Active Recovery Overall Advantage Invul
- - - - - -
  • No invincibility. An aerial damage ender if you're not in a good position to land j.236C.

Moon Skills

Halo
Halo
6+B+C
MBTL Ciel 6BC.png
MBTL Ciel j6BC.png
MBTL Ciel 6BC hb.png
Hitboxes Off
Hitboxes On
6BC
Damage Guard Cancel Property Cost Attribute
640*2 (1196) H EX - - -
First Active Active Recovery Overall Advantage Invul
29 - - - -3 -
  • 11 clash frames during startup (only during the initial rise)
  • It's an overhead.

Ciel's only grounded overhead option. Its slow startup makes it not much of a mixup, but a way to call out low shield at any point during your pressure. It is safe on block at -3 and starts meterless combos. The main problem with using this move, is the fact it's a slow Moon Skill, which makes it highly vulnerable to reactionary standing shield for a guaranteed punish.

j6BC
Damage Guard Cancel Property Cost Attribute
640*2 (1196) LH EX - - -
First Active Active Recovery Overall Advantage Invul
13 - - - -5 -
  • 11 clash frames during startup
  • Useful as a way to extend combos back to the ground.
This version of dive will carry your opponent straight to the ground similar to j236C but you have the option of EX cancelling it when you land into and grounded EX or arc drive.
Blade Thrust
Blade Thrust
3+B+C
MBTL Ciel 3BC.png
MBTL Ciel 3BC hb.png
Hitboxes Off
Hitboxes On
3BC
Damage Guard Cancel Property Cost Attribute
640, 850 (1379) LH EX - - -
First Active Active Recovery Overall Advantage Invul
14 - - - -4 -
  • 623X but with 12 clash frames during startup.
Bulldozes through most things due to the clash frames and starts combos if it hits. High damage and little proration makes this a powerful starter in the corner.
Black Key Throw
Black Key Throw
4+B+C
MBTL Ciel 4BC.png
MBTL Ciel j4BC.png
MBTL Ciel 4BC hb.png
MBTL Ciel j4BC hb.png
Hitboxes Off
Hitboxes On
4BC
Damage Guard Cancel Property Cost Attribute
450*4 (1327) LH EX - - -
First Active Active Recovery Overall Advantage Invul
15 - - - +6 (-1) -
  • Ciel throws Black Keys in a spread in front of her.
  • 12 clash frames during startup.

Excellent as a neutral tool as it covers everything from ground to normal jump height. It's her only move that is advantageous on block, however if your opponent crouches the last two keys then the move will become -1 instead.

j4BC
Damage Guard Cancel Property Cost Attribute
(500*3) 1395 LH EX, J - - -
First Active Active Recovery Overall Advantage Invul
16 - - - -11 -
  • Ciel throws a wide arc of Black Keys towards the ground diagonally.
  • Does not clash during startup, even in Moon Drive.
Identical key pattern as 214BXX which spread out in a large area and covers a lot of space. Jump cancelable on block, hit, or whiff.
Ciel Somersault
Ciel Somersault
2+B+C
MBTL Ciel 2BC.png
MBTL Ciel 2BC hb.png
MBTL Ciel j2BC hb.png
Hitboxes Off
Hitboxes On
2BC
Damage Guard Cancel Property Cost Attribute
640*2 (1196) LH EX, J - - -
First Active Active Recovery Overall Advantage Invul
9 - - - - -
  • 7 clash frames on startup and jump-cancelable on whiff.

Amazing anti-air: immune to crossups, jump cancelable on whiff, and plenty of clash frames. It normally has no invincibility but will gain additional clash frames while in moon drive. Keep in mind that if your opponent shields this, you will lose all cancel options and be punishable. Don't be too predictable!

j2BC
Damage Guard Cancel Property Cost Attribute
640*2 (1196) EX, J - - - -
First Active Active Recovery Overall Advantage Invul
8 - - - - -
  • Has less clash frames than the grounded version on account of being faster (6 instead of 7)
What more could you want?

Super Moves

Seventh Holy Scripture - Final Judgment
Seventh Holy Scripture - Final Judgment
236+B+C
MBTL Ciel 236BC.png
MBTL Ciel 236BC hb.png
Hitboxes Off
Hitboxes On
236BC
Damage Guard Cancel Property Cost Attribute
3500 - - - - -
First Active Active Recovery Overall Advantage Invul
9 - - - -10 -
  • Ciel pulls out her Seventh Holy Scripture in the classic Pile Bunker form and rams her opponent with it before firing off a big blast.
It may be invincible, but it also costs three bars where 22C costs one (while also being faster). Generally you'll be using this to cash out on damage.
Seventh Holy Scripture - Divine Judgment
Seventh Holy Scripture - Divine Judgment
A+B+C+D
MBTL Ciel ABCD.png
MBTL Ciel ABCD hb.png
Hitboxes Off
Hitboxes On
ABCD
Damage Guard Cancel Property Cost Attribute
4800 [4800 ~ 6960 in BH] LH - - - -
First Active Active Recovery Overall Advantage Invul
- - - - - -
  • Usable with 4 full Magic Circuit gauges, at any time while in Blood Heat, or with a successful Shield while in Blood Heat.
  • Damage in Blood Heat scales with amount of Heat Gauge remaining on activate.
Ciel shows off her new forms of the Seventh Holy Scripture and blasts you out of the cycle of reincarnation for good. Invul on startup, making it usable as a reversal, but unsafe on block.

Reverse Beats

Rebeat Table
Attack Chain Advantage
5B/2B 5A/2A -3
5C/2C/5C~4C 5A/2A -1
Gap Table
Attack Chain Frame Gap
2C 5[C] 2
5B/2B 5[C] 4

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