User:Solaire of Astora

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Gameplay

When playing Ciel, versatility is the name of the game. Boasting one of the most varied toolsets in the game, Ciel has everything she needs to perform well in every facet of her gameplan. She has incredibly movement thanks to her great dash, fastfalls and flips, and this is backed up by her great array of buttons and projectiles to create her incredibly stable neutral game, not to mention her fullscreen invincible reversal which gives her an edge over even the strongest of projectiles. Once she gets in, she's no slouch either, with great damage and strong rebeat pressure, using threatening strike throw to keep the opponent guessing. Even when on the back foot, Ciel still performs well, having some of the best scramble tools in the game and solid defensive options.


Story & Profile

The "Arrow" of the church, hunting heretics in the name of the Lord
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 Roa 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. Used to working alone, she seems rather displeased at the fact she has to work alongside Noel, who is currently posing as a teacher.

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.

Main Weapon/Skill
Black Keys, Seventh Holy Scripture

Basic Info
Height: 165cm
Weight: 52kg
Blood Type: O
Birthday: May 3rd
Voiced by: Kaede Hondo

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: 4

Dash actionable: 7

Backdash duration
33
Strike/Projectile invul : 1-12
Projectile/Air invul : 13-17
Throw inul : 1-10, 16-22

Jump startup: 4

Jump airtime: 36

Quick combo reference

To Be Updated...

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
Damage Guard Cancel Property Cost Attribute
160 LH N, SP, EX - - -
First Active Active Recovery Overall Advantage Invul
5 2 11 17 -1 -

Quick, chest height jab.

  • Fast.
  • Much greater range than 2A, making it excellent for staggers.
  • Can be performed up to 3 times in succession by inputting as 4A (or as 5A if you have rapid beat disabled.)
  • Can easily catch most instant-air-dash (IAD) approaches.
  • Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
5B
5B
5B
MBTL Ciel 5B.png
MBTL Ciel 5B hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
420 LH N, SP, EX - - -
First Active Active Recovery Overall Advantage Invul
7 4 17 27 -6 -

Close range shin kick.

  • 7 frame attack, can punish shield A counter on block if close enough.
  • Greater range than 2B(1), less range than 2C.
  • Despite animation, doesn't hit low, but does cause low shield to fail.
  • Present this button as a fast option that covers low shield.
5C
5C
5C
MBTL Ciel 5C.png
MBTL Ciel 5C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
610 LH N, SP, EX - - -
First Active Active Recovery Overall Advantage Invul
10 4 24 37 -11 -

Ciel slashes forward with a black key in hand.

  • Ciel's only true normal poke.
  • Indispensable tool for checking against low shield.
  • Hits relatively high, can sometimes catch people jumping during gaps in pressure.
  • Though 1 frame slower in startup than 214B, connects at its maximum range multiple frames faster.
Damage Guard Cancel Property Cost Attribute
980 LH N, SP, EX - - -
First Active Active Recovery Overall Advantage Invul
18 4 24 45 -11 Clash 13-17

Charged version of 5C.

  • Results in a devastating fatal counter against low shield.
  • Natural frame trap from Ciel's B and C normals.
  • Ciel's longest ranged normal.
  • Unlike many charged normals, at 18f is essentially unreactable.
  • Can be used to threaten low shield from outside Ciel's standard normal range.
  • Has some clash frames, though does not need to rely on them to beat mashing unlike many charged normals.
  • Less range than many other charged pokes, so still requires correct spacing.
5C~4C
5C~4C
5C > Add4+C
MBTL Ciel 5C4C.png
MBTL Ciel 5C4C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
740 LH N, SP, EX - - -
First Active Active Recovery Overall Advantage Invul
12 2 19 32 -4 -

Forward moving stab.

  • Command normal followup to 5C.
  • Can be performed with 5C~C when rapid beat is disabled.
  • Can frametrap following 5C without special canceling.
  • Rebeats are available on block or hit.
  • Closes some distance in pressure, can be used to enter stagger pressure or set up for a throw.
  • Strong combo tool.

Crouching Normals

2A
2A
2+A
MBTL Ciel 2A.png
MBTL Ciel 2A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
140 L N, SP, EX - - -
First Active Active Recovery Overall Advantage Invul
5 2 11 17 -1 -

Fast low kick.

  • Mandatory pressure tool.
    • Can be performed up to 3 times in succession.
    • Great for empty jumps.
    • Great for hit-confirming.
    • Great for tickthrows.
    • Great for mashing out of other people's pressure.
  • Very small hitbox vertically and horizontally, be careful about spacing when pressing this move.
  • Whiff cancels available from frame 10 onwards (frame 10 is the first frame of the whiff cancelled move).
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
Damage Guard Cancel Property Cost Attribute
240*2 (468) LH N, SP, EX - - -
First Active Active Recovery Overall Advantage Invul
8 3,3 22 35 -10 -

Unusual two-hit uppercut.

  • Some forward momentum, good for stagger pressure.
  • Gapless double hit makes it extremely strong on clash, making it the preferred attack for in-range +0 or -1 situations.
  • Low profile startup.
  • Can be used as an early or late anti-air, though other options are more consistent in most situations.
  • Long total duration and limited range makes it extremely dangerous to whiff.
2C
2C
2+C
MBTL Ciel 2C.png
MBTL Ciel 2C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
590 L N, SP, EX - - -
First Active Active Recovery Overall Advantage Invul
8 4 23 34 -10 -

Stubby sweep.

  • Ciel's largest low attack.
  • Faster than average at 8 frames.
  • As a sweep, a natural staple for combos.
  • Low profile hurtbox allows it to evade some jump-ins and high hitting grounded attacks.
  • Short range makes it prone to whiffing in neutral or due to pushback from blocking, press with caution.

Jumping Normals

j.A
j.A
Aerial A
MBTL Ciel jA.png
MBTL Ciel jA hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
130 H N, SP, EX, J - - -
First Active Active Recovery Overall Advantage Invul
5 4 11 19 - -

High hitting aerial jab.

  • Rising air-to-air.
  • Low blockstun jump-in.
  • Retains air options on whiff.
  • Button of choice for fishing for fatal counterhits.
j.B
j.B
Aerial B
MBTL Ciel jB.png
MBTL Ciel jB hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
380 H N, SP, EX, J - - -
First Active Active Recovery Overall Advantage Invul
7 4 - - - -

Horizontal aerial kick.

  • Ciel's furthest reaching air normal.
  • Has a hitbox on both sides.
  • Versatile jump-in and air-to-air.
  • Lack of vertical reach leaves it vulnerable to low-profiles and opponents above Ciel.
j.C
j.C
Aerial C
MBTL Ciel jC.png
MBTL Ciel jC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
520 H N, SP, EX, J - - -
First Active Active Recovery Overall Advantage Invul
8 5 - - - -

Downward aerial kick.

  • Highest blockstun jump-in.
  • Ciel's only air normal that strikes beneath her.

Command Normals

6C
6C
6+C
MBTL Ciel 6C.png
MBTL Ciel 6C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700, 680 (1380) LH SP, EX - - -
First Active Active Recovery Overall Advantage Invul
13 4 22 38 -9 Airborne 4-26

Flipping kick hitgrab.

  • Strong combo tool, but only combos in corner with j.214A.
  • Air blockable, weak as an anti-jump.
  • Very niche low-crush.
  • Special cancelable while airborne and when it touches the ground.
  • Unreliable but occasionally usable pressure tool.
  • Can be made safe to reversals on-block with grounded 236A.

Universal Mechanics

Rapid Beat 1
rapid beat 1
XX
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Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Lua error in Module:MoveDataParser at line 86: attempt to index field '?' (a nil value).
Hitboxes Off
Hitboxes On
No results

Ciel performs a two-hit assault with black keys in hand.

  • Rapid beat filler.
  • Much greater reach than Ciel's other melee attacks.
  • Can convert from grounded state in corner with 623A instead of the automatic launcher.
  • Two hits, easy to hitconfirm.
  • Only second hit is cancelable.
  • Despite being a rapid beat, does have some application outside combos due to its great reach.
3C / Rapid Beat 2
3C
3+C

or

X>X>X
MBTL Ciel 3C.png
MBTL Ciel 3C hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 LH SP, EX - - -
First Active Active Recovery Overall Advantage Invul
10 3 25 37 -11 Air 5-12

A tall arching swipe performed with a black key.

  • Somewhat reliable grounded anti-air.
  • Becomes invulnerable to aerial strikes partway through.
  • Universal launcher.
  • Cannot cancel into other normals, only specials or supers.
  • Not as large as the animation might suggest.
  • Very negative on block.
  • Generally only recommended in combos or as an anti-air.
  • Rapid Beat version has significant forward movement.
Ground Throw
throw
4/6AD
MBTL Ciel throw.png
MBTL Ciel throw hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1500 U - - - -
First Active Active Recovery Overall Advantage Invul
4 3 19 25 +38 (KD) -

Ciel lifts you and slams you into the ground.

  • Knockdown is perfect length to get an autotimed safejump simply by holding up or up-forward.
  • Ciel's primary mixup in pressure.
Air Throw
airthrow
Aerial4/6AD
MBTL Ciel airthrow.png
MBTL Ciel airthrow2.png
MBTL Ciel airthrow hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1200 U - - - -
First Active Active Recovery Overall Advantage Invul
1 - - - KD -

Ciel snatches you out of the air and hurls you across the stage.

  • Niche but powerful air-to-air.
  • Meterless air-combo ender.
  • If you have saved your double-jump, Ciel can secure a variety of okizeme options following this.
    • Jump>IAD forward or j.236A to secure a meaty 2A.
    • Superjump>IAD forward to cross over.
    • Jump and fall with j.214A to meaty with a key. Experiment with jumping in different directions or drifting to change spacing.
    • Jump and delay j.236B for a slow, but surprising command grab.

Special Moves

Halo

Halo is Ciel's special series of command jumps. The application of each version is very different, but the general gimmick is that 236A and 236B transition Ciel into a special airborne stance where Ciel is granted access to various followups based on her other special moves. This stance maintains fatal counterhit state until recovery and does not allow the standard usage of Ciel's other normals and specials.

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
Damage Guard Cancel Property Cost Attribute
- - -EX- - - -
First Active Active Recovery Overall Advantage Invul
13~23 13 (14) X 12L - N/A -

Ciel quickly retreats to a high position on the wall behind her from anywhere on screen.

  • Converts into a somersaulting state after touching the wall.
  • Ciel's speed and rate of descent can be influenced by holding directions.
  • Extremely useful movement option, as it allows Ciel to create space much more quickly than she could by backdashing.
Damage Guard Cancel Property Cost Attribute
- - - - - -
First Active Active Recovery Overall Advantage Invul
16 35 12L 62 N/A -

Ciel launches herself into the air and begins to somersault.

  • Steerable just like the A version.
  • Lower starting velocity.
  • Weaker alternative to jumping in neutral, and unthreatening in pressure.
  • Mostly combo fodder, as it allows Ciel to quickly access the useful B followup.
Damage Guard Cancel Property Cost Attribute
170, 102 x 19 (2108) LHA - - - -
First Active Active Recovery Overall Advantage Invul
4+8 80 35 126 -20 All 1-91

True fullscreen invincible reversal.

  • Pretty much as good as it sounds.
  • Ciel's (and Roa's!) character defining anti-zoning tool.
  • Extremely useful for securing a punish in clash situations, such as against moon skills.
  • Longer total active duration than all other reversals including arc drives, making it the ultimate non-MD whiff cancel option if someone has used a reversal against you.
  • Most projectile attacks punishable by this move can be canceled into moon-drive, so pay attention to your opponent's resources when utilizing this devastating attack.
  • Variable height on hit leaves its precise frame advantage on hit inconsistent, though its knockdown is lengthy.
Damage Guard Cancel Property Cost Attribute
- - -EX- - - -
First Active Active Recovery Overall Advantage Invul
5 - 15L - N/A -

Ciel quickly dives back to the ground.

  • Unlike the B followup, this is not an attack.
  • Very little recovery.
  • Useful movement option from 236A.
  • Identical to j.236A.
Damage Guard Cancel Property Cost Attribute
640*2 (1196) LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
7 X, 4 26 - -7 -

Ciel dives back to the ground with an attack.

  • Ground bounces on hit.
  • Unsafe to 7f attacks on block.
  • Useful combo tool from 236B.
Damage Guard Cancel Property Cost Attribute
1200 U (EX), (MD) - - -
First Active Active Recovery Overall Advantage Invul
3 2 until landing + 12 - N/A -

Fast but small air command-grab.

  • Tiny range means you have to spend a long time traveling to connect this move.
  • Comboable with moon drive or j.236C.
  • Niche outside trolling.
Damage Guard Cancel Property Cost Attribute
500*3 (1165~1285) LHA -EX-, -J- - - -
First Active Active Recovery Overall Advantage Invul
19 X until landing + 12 - -8 ~ -16 / +23 -
236A~214X (Wall)
Damage Guard Cancel Property Cost Attribute
550*2 (946) LHA -EX-, -J- - - -
First Active Active Recovery Overall Advantage Invul
15 X 16L 26 +13 (JC, minimum) -

Ciel throws a spread of keys.

  • Spread is identical to j.4BC and j.214BB~B.
  • Different properties when used from 236A.
    • Can be used quickly from the wall for a different spread of keys that leaves her close to the wall.
    • Jump cancelable.
    • Useful for leaving the somersault state and moving safely and noncommittally.
Blade Thrust

Blade thrust is Ciel's special series of forward moving stabs with black keys. All of its variants are functionally very similar and are mostly used for combos, as they do not have many advantages compared to keys or 5C when used as mid-range pokes. Their impressive damage output, corner carry, and wallbounce property make them a natural staple of corner combos.

Blade Thrust
623+X
MBTL Ciel 623A.png
MBTL Ciel 623A hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
630, 640 (1186) LH -EX- - - -
First Active Active Recovery Overall Advantage Invul
11 5 17 32 -4 -

Advancing stab with black keys.

  • Very damaging.
  • Wallbounces, mainly combo fodder.
  • Safe on block.
Damage Guard Cancel Property Cost Attribute
640, 640 (1196) LH -EX- - - -
First Active Active Recovery Overall Advantage Invul
14 5 20 38 -7 -

Slower and lengthier advancing stab with black keys.

  • Very damaging.
  • Mostly the same as 623A but connects at a greater distance and is slower.
Damage Guard Cancel Property Cost Attribute
820, 820, 820 (2123) LH - - - -
First Active Active Recovery Overall Advantage Invul
4+8 5 17 33 -3 -

EX Blade Thrust

  • Fast and Damaging.
  • Travels very far. Great for converting off of keys.
Damage Guard Cancel Property Cost Attribute
900, 950, 950 (2438) U - - - -
First Active Active Recovery Overall Advantage Invul
4+50 5 25 83 +63 (KD) -

Charged version of 623C

  • Unblockable.
  • 54 frames after superflash, so over a full second of frames of total startup for your opponent to react to.
  • If you land this attack, seek medical attention for your opponent.
  • Partially charging this can help you land 623C on airborne opponents.
Black Key Throw

Ciel's most important special series by far and the tool that defines most of Ciel's matchups. Black keys almost singlehandedly make Ciel as threatening as she is in neutral and are a core feature of her offense and defense.

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
Damage Guard Cancel Property Cost Attribute
1000 LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
13 X 29 42 -5 (min) -

Ciel throws a single key.

  • Slower startup than 214B and slower flight speed as well.
  • Great frame data on block outside point blank.
  • Can be made somewhat plus on block from just past 5C range, though Ciel is limited in the ways she can follow up on this.
Damage Guard Cancel Property Cost Attribute
640, 467 (1107) LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
22 X 27 49 -1 (min) -

An enhanced version of 214A that will cause a firey explosion on hit.

  • Important tool for many combo routes.
  • Not a natural frametrap against fast buttons, but can be followed up on meterlessly.
  • Similar frame data on block at various ranges to 214A.
Damage Guard Cancel Property Cost Attribute
900 LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
9 X 32 41 -8 (min) -

Ciel throws a single key, but this time as the beginning of a rekka.

  • Ciel's most defining tool.
  • Faster startup than her other keys and all other projectiles in the game at 9 frames.
  • Unreactable for about half a screen.
  • Very long cancel window.
  • Unsafe on block, but access to followups makes mashing on this dangerous.
  • Ciel's most generally applicable poke.
  • Indispensable abare (mashing) tool against many characters with projectiles or large normals that Ciel cannot contest with her own.
  • Still slower than all her other normals at their respective tip ranges.
  • Vulnerable to some airdash trajectories.
Damage Guard Cancel Property Cost Attribute
280*12 (2077) LHA - - - -
First Active Active Recovery Overall Advantage Invul
4+9 X 32 171 -15 (min) -

Ciel barrages the opponent with a long sequence of key throws.

  • Very damaging combo ender.
  • Can combo from other keys at any range.
  • Strong whiff-cancel option in some scenarios.
  • Knockdown length (or whether it HKDs at all) depends on the sequence in which the keys hit, so can be finnicky.
  • Can be safe on block at some ranges, but is made significantly less safe if blocked crouching, as many of the final keys will whiff entirely.
  • Can be moon-drive canceled at any time.
Damage Guard Cancel Property Cost Attribute
850 LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
17 X 31 48 -7 (min) -

Ciel throws keys at head level.

  • Slower followup.
  • Hits higher than other rekka followups, making it marginally better at catching jumps or airdashes.
  • Good for niche combo routes.
Damage Guard Cancel Property Cost Attribute
850 LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
10 X 29 39 -5 (min) -

Ciel throws keys at hip level.

  • Fastest rekka followup.
  • At -5, safe on block at all but point-blank range.
  • Strikes low to the ground, so vulnerable to jumping.
  • Excellent point for resetting pressure.
Damage Guard Cancel Property Cost Attribute
700 LHA -EX-, -J- - - -
First Active Active Recovery Overall Advantage Invul
22 X 28 50 -4 (min) / +12 (min) -

Ciel jumps and throws keys diagonally downwards.

  • Jump cancellable on whiff or block, making this a very powerful pressure tool.
  • Relatively safe on block when no-cancelled as well, only being punishable by grab at point blank.
  • Advances significantly.
  • Can be made + on block at a range, even without jump cancelling.
    • Use this rekka ender to move forward and gain + frames against your opponent, allowing you to transition into close-range pressure.
Damage Guard Cancel Property Cost Attribute
850 LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
10 X 33 43 -9 (min) -

Ciel ends her rekka with a swift column of keys.

  • Ciel's most general rekka ender.
  • Generally marks the end of your pressure unless MD canceled.
  • Poor frame data on block.
  • Can be EX canceled into 623C to convert into a corner combo or remain safe.
  • Can be EX canceled into 236C on hit to HKD and advance from any range.
Ciel Somersault

Ciel's special DP or flash kick series. A 22 input is an undeniable advantage that allows Ciel to press this regardless of the opponent's side, but this series has just as many strange downsides as upsides.

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
Damage Guard Cancel Property Cost Attribute
640*2 (1196) LH -EX- - - -
First Active Active Recovery Overall Advantage Invul
7 6 32 44 -14 -

Ciel performs a flash kick with no invincibility.

  • Has no invulnerability, even versus aerial attacks.
  • Highly rewarding anti-air when performed on an opponent stalling above you.
  • Air unblockable, and hits very high.
  • Generous untech-frames on hit, making this often simple to convert.
  • Difficult to punish on whiff for most airborne opponents.
  • Avoid using this late against jump-ins as you would a standard anti-air, as you are liable to be counterhit or clash unfavorably.
Damage Guard Cancel Property Cost Attribute
640*2 (1196) LH (EX) - - -
First Active Active Recovery Overall Advantage Invul
7 6 40 52 -22 All 1-12

Ciel performs a flash kick with frame 1 invincibility.

  • Hits extremely high.
  • At 7f is a frame slower than many meterless reversals.
  • Limited horizontal range on the ground makes this weak as a means of escaping pressure.
  • Despite no longer being hard-coded to whiff on crouchers as it was in previous Melty Blood games, this is still almost guaranteed to whiff on even mildly spaced low pokes.
  • Situation on regular hit is not particularly favorable.
  • Can be converted from meterlessly on extremely high fatal counterhit.
Damage Guard Cancel Property Cost Attribute
310*7 (1795) LH - - - -
First Active Active Recovery Overall Advantage Invul
4+1 4 (11) 6 (12) 14 41 92 -34 All 1-14

Fast EX flashkick.

  • At 5f can require much more demanding setups to option-select against.
  • Significantly improved horizontal range over its meterless counterpart makes this less vulnerable to disjointed low pokes.
  • Superflash renders this version much easier to respond to in the event that your opponent hasn't committed to anything, or has EX or MD cancel options.
Halo (air)

Ciel's unique dive series of air specials. Like its grounded counterpart, each of these are used for very different applications, but are all similar in that they involve Ciel diving quickly to the ground.

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
Damage Guard Cancel Property Cost Attribute
- - -EX- - - -
First Active Active Recovery Overall Advantage Invul
9 X 15L 24 (TK) N/A -

Ciel dives to the ground and quickly recovers.

  • This dive is not an attack.
  • Recovers much faster than the other dives.
  • Excellent movement tool for evading your opponent.
  • Can also be used following an airthrow to secure a meaty.
  • Can be EX canceled when it touches the ground, which can allow you to turn the tables on an opponent who has chased this movement option.
Damage Guard Cancel Property Cost Attribute
1200 U (EX), (MD) - - -
First Active Active Recovery Overall Advantage Invul
28 until landing 32L 61 (TK) - -

Slow dive command grab.

  • Very reactable command grab.
  • Must use this at unexpected locations and times to catch your opponent off-guard.
  • Can be converted into a combo with MD or a hard knockdown with j.236C.
  • Extremely lengthy recovery on whiff.
  • Your opponent can jump or backdash to become invulnerable to this attack on reaction.
  • Often whiffs against attacks with forward momentum.
Damage Guard Cancel Property Cost Attribute
620*4 (2126) LHA - - - -
First Active Active Recovery Overall Advantage Invul
4+4 X, 4 24L 35 (TK) -3 -

Ciel dives to the ground with an EX attack.

  • Strong air combo ender.
  • Provides access to much of Ciel's best okizeme.
  • Safe on block.
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
Damage Guard Cancel Property Cost Attribute
800 LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
15 X 12L - variable -
  • 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.
Damage Guard Cancel Property Cost Attribute
700 LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
12 X 14L - minus -
  • 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.
Damage Guard Cancel Property Cost Attribute
300*9 (1854) LHA - - - -
First Active Active Recovery Overall Advantage Invul
4+2 X 12L - minus -
  • 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.
Damage Guard Cancel Property Cost Attribute
500*2 (946~1045) LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
8 X 14L - minus -
  • 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.
Damage Guard Cancel Property Cost Attribute
450*3 (1219) LHA -EX- - - -
First Active Active Recovery Overall Advantage Invul
16 X 14L - minus -
  • 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
Damage Guard Cancel Property Cost Attribute
640*2 (1084) LHA -EX-, (J) - - -
First Active Active Recovery Overall Advantage Invul
6 4 12L - -17 (TK) -
  • Air version of grounded flash kick that also has no invincibility. On hit can be jump cancelled.
Damage Guard Cancel Property Cost Attribute
600*2 (1122) LHA -EX-, (J) - - -
First Active Active Recovery Overall Advantage Invul
7 4 12L - -24 (TK) -
  • 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. Depending on the hitstun you may have to use 2BC to extend instead.
Damage Guard Cancel Property Cost Attribute
370*7 (2142) LHA MD - - -
First Active Active Recovery Overall Advantage Invul
4+7 6 (9) 9 (9) 14 12L - -37 (TK) -
  • No invincibility. An aerial damage ender if you're not in a good position to land j.236C.

Moon Skills

Keep in mind, all moon skills' startup (and thus overall frames) decrease by 1 when in Moon Drive. You can find a full list of MD buffs here.

Halo
Halo
6+B+C
MBTL Ciel 6BC.png
MBTL Ciel j6BC.png
MBTL Ciel 6BC hb.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
640*2 (1196) HA EX - - -
First Active Active Recovery Overall Advantage Invul
29 3,3 17 51 -3 Clash 1-11 (MD)
  • 11 clash frames during startup (only during the initial rise)
  • It's an overhead.
  • Can be steered slightly. Hold backwards to reduce the likelihood of going over your opponent.

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.

Damage Guard Cancel Property Cost Attribute
640*2 (1196) LHA EX - - -
First Active Active Recovery Overall Advantage Invul
13 X, 4 26 - -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
Damage Guard Cancel Property Cost Attribute
640, 850 (1379) LH EX - - -
First Active Active Recovery Overall Advantage Invul
14 5 21 39 -4 Clash 1-11 (MD)
  • 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
Damage Guard Cancel Property Cost Attribute
450*4 (1327) LHA EX - - -
First Active Active Recovery Overall Advantage Invul
14 X 31 45 -1 (min) Clash 1-11 (MD)
  • 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.

Damage Guard Cancel Property Cost Attribute
(500*3) 1395 LHA EX, -J- - - -
First Active Active Recovery Overall Advantage Invul
15 X 12L 32 +5 (min) -
  • 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
Damage Guard Cancel Property Cost Attribute
640*2 (1196) LH EX, -J- - - -
First Active Active Recovery Overall Advantage Invul
9 6 44 58 -1 if jump cancelled (crouch) Clash 1-7 (MD)
  • 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!

Damage Guard Cancel Property Cost Attribute
640*2 (1196) EX, -J- - - - -
First Active Active Recovery Overall Advantage Invul
8 4 12L 23 +6 (jump cancel) -
  • 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
Damage Guard Cancel Property Cost Attribute
3500 LH - - - -
First Active Active Recovery Overall Advantage Invul
1+8 18 31 57 -10 All 1-36
  • 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
Damage Guard Cancel Property Cost Attribute
4800 [4800 ~ 6960 in BH] LH - - - -
First Active Active Recovery Overall Advantage Invul
1+21 4 27 52 -14 All 1-25
  • 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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