Melty Blood/MBTL/Powered Ciel
Gameplay
Powered Ciel (PCiel) is a returning character to Melty Blood, released as free DLC alongside Mario Gallo Bestino on April 14, 2022. PCiel is a grounded rushdown character that trades some of her normal form's movement tricks and other strategies for a power and oppression-based fighting style.
PCiel boasts a versatile toolkit made to suit numerous situations both up close and at range. Most pressingly, she features gargantuan normal moves in the form of her C normals and a powerful triad of special moves: Blade, Blaze and Break. Blade and Blaze let her brute-force her way into the opponent's comfort zone, while Break allows PCiel to convert her approach into massive damage or to close in the distance against zoners. Her airthrow is also distinct, allowing her the option either to keep the opponent close or to combo out of air throw to go for big damage cashouts with some added magic circuit expenditure. Even when on defense, the invincible Shaft Lander and trusty 5-frame 2A got her covered.
Such strength comes with some constraints, however: though her colossal bladed normals have great reach, whiffing them can be costly for PCiel as they tend to have long recovery time. Added to this, and in atypical fashion for a Melty Blood character, PCiel is unable to chain her air normals together, creating an untraditional air game that shifts her combo theory towards the ground. Such reliance on a grounded gameplan can often make PCiel's tactics predictable.
All in all and in the right hands, Powered Ciel is a character capable of molding her aggressive gameplan to meet any challenge and able to terminate any target.
Pick if you like | Avoid if you dislike |
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The embodiment of the true nature of the Burial Agency; a demon-killing executioner
Ciel, outfitted to face Dead Apostles of the Twenty-Seven Ancestors class, using the conceptual weapon "Seventh Holy Scripture" broken down into individual causes of death.
She makes constant use of the "Seventh Holy Scripture," a millennium-class holy relic. While it drains an enormous amount of magical energy, it is a viable battle style for Ciel, who has the magical power of a hundred magi.
Her main attacks often use weaponry, in the style of "Blaze," "Blade," and "Break," and her heavy armament features both brute force and magical enhancements.
Perhaps due to her specialization in destroying heretics,
she is even more cold and unforgiving than usual.
With the incredible firepower of the Seventh Holy Scripture and Idea Blood, Ciel is unrelenting, destroying her enemies down to their very souls.
Main Weapon/Skill
Seventh Holy Scripture, Idea Blood
Basic Info
Height: 165cm
Weight: 52kg
Blood Type: O
Birthday: May 3rd
Voiced by: Kaede Hondo
Character Summary
- Moon Skills
- 6B+C - Seventh Holy Scripture - Blaze
- 3B+C - Shaft Lander
- 4B+C (air OK) - Numerology Crest - Lightning Blast
- j.6B+C - Shaft Lander (air)
- Special Attacks
- 236A - Seventh Holy Scripture - Blaze
- >A - Blaze Turn
- >X - Blaze Out
- >66C - Seventh Holy Scripture - Break (EX only)
- >X - Blaze Out
- >B - Blade II
- >X - Blade III
- >66C - Seventh Holy Scripture - Break (EX only)
- >X - Blade III
- >C - Seventh Holy Scripture - Break
- >4A - Blaze Out
- >66C - Seventh Holy Scripture - Break (EX only)
- >A - Blaze Turn
- 236B - Seventh Holy Scripture - Blade
- >A - Blaze Turn
- >X - Blaze Out
- >66C - Seventh Holy Scripture - Break (EX only)
- >X - Blaze Out
- >B - Blade II
- >X - Blade III
- >66C - Seventh Holy Scripture - Break (EX only)
- >X - Blade III
- >C - Seventh Holy Scripture - Break
- >A - Blaze Turn
- 236C - Seventh Holy Scripture - Break
- 623X - Shaft Lander
- 214X (air OK) - Numerology Crest - Lightning Blast
- >66C - Seventh Holy Scripture - Break (EX only, ground only)
- j.236A/B/C - Shaft Lander (air)
- Arc Drives
- 236B+C - Seventh Holy Scripture - Four Causes Pilgrimage
- Last Arc
- A+B+C+D - Calvaria Galgalim: Guillotine
- Unique Attacks
- 3B
- 5C > 4C
- 3C
- 2C > 2C
- j.3B
- Blowback Edge Moves
- 5[B], 2[C], j.[C], 236[A], 236A>[C], 236[B], 236B>[C], 236[C], 214[A], j.214[A]
HP Value: 12,000 (High)
Backdash:
- 1-10 Full Invul - 1-12 Strike Invul - 13-17 Projectile/Air Invul - 6-22 Airborne - 37 Total
Dash startup: 5
Dash actionable: 5
Jump startup: 4
Jump airtime: 37
}}
Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
190 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 2 | 11 | 18 | -1 | - |
Ciel does a high kick. Gatlings into itself 3 times like one would expect.
- Above average reach for a 5A, but also slower.
- Looks like an anti-air, but isn't a great one.
- Great pressure starter if you do decide to play up close.
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 4 | 20 | 32 | -9 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
750 | H | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
31 | 4 | 24 | 58 | -11 | Clash 15-30 |
Ciel slams her elbow down with her weapon.
- Advances forwards.
- Disjointed and deceptive reach.
- Mostly combo and pressure filler; can anti-air but usually other options can cover airspace better.
- When not charged against crouch shield, opponent enters a special guard state in which they suffer significant chip damage instead of shielding the move.
Charging the move turns it into an overhead.
- Hits overhead.
- Useful for discouraging low Shield in pressure.
- Reactable, but half charge into 2B can hit people expecting to block the overhead.
- Ground bounces on hit.
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
590*2 (1109) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 4 | 32 | 47 | -18 | - |
Ciel swings the Seventh Holy Scripture in Blade form upwards.
- Huge.
- Hits 2 times.
- Has a follow-up with 5C~4C.
- Great at covering space, especially the air, in front of her.
- Unfortunately if it whiffs, it has massive recovery, meaning PCiel will likely be punished.
- Core pressure tool especially in the corner; excellent at catching jumpouts.
- Against crouch shield, opponent enters a special guard state in which they suffer significant chip damage instead of shielding the move.
5C ~ 4C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
350*3 (966) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3, 3, 4 | 28 | 47 | -15 | - |
Ciel follows up with a blast from her gun and another slash from Blade.
- Follow-up exclusive normal.
- High hitstun.
- Wallbounces in the corner.
- Can be done with 5C~C with rapid beat disabled.
- Can gatling into other normals.
- Niche pressure tool; very tight window to stagger from 5C, doesn't beat low shield like 5C, and same rebeat data as 5C.
- However, it's an irreplacable combo piece as the wallsplat enables many of PCiel's moves to link.
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
180 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 11 | 17 | -1 | - |
Ciel crouches and slides her leg forward for a quick kick.
- Basic low 2A. Good for low mixups and abare.
- Gatlings into itself 3 times.
- Hits low.
- Prime rebeat button.
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 5 | 24 | 36 | -12 | - |
Ciel thrusts both her legs forward on a low handstand.
- Acts like a standard sweep which most other characters have on 2C.
- Decent size for its speed but small disjoint when compared to her other buttons.
- Button for scrambles at its range, but do be warned it's not excellent compared to what other characters have.
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
680 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 5 | 23 | 40 | -11 | - |
Ciel thrusts the Seventh Holy Scripture in Blade form downward.
- Huge-er.
- Has a follow-up with 2C~2C.
- Massive stagger window.
- Amazing button to catch people walking back in neutral and for punishing far moves like Kohaku's 214C.
- Only comes with 23 recovery frames, making it hard to whiff punish without forward momentum such as IAD or forward jump.
- Very important in pressure to discourage high shield and for its vacuuming follow-up.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1900 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
31 | 3 | 27 | 60 | n/a | Clash 23-30 |
Charging the move makes it a low unblockable.
- Can be low shielded.
- Very reactable; mainly used when the opponent is trying to watch for other pressure options.
- Does not give a hard knockdown.
2C ~ 2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
740 | L | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 2 | 36 | 46 | -21 | - |
Ciel swings the Seventh Holy Scripture back to her.
- Follow-up exclusive normal.
- Vacuums opponents on hit and block.
- Can gatling into other normals.
- Indispensable as a pressure tool as PCiel's only vacuum and a follow-up low to 2C.
- PCiel has many pressure options after this is blocked like rebeats, 5C, 236A, or even 5B/2B if the range allows.
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
370 | HA | -SP-, -TH- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 4 | 15 | 23 | - | - |
Ciel does a high kick in the air.
- Whiffs against crouching opponents.
- Does not chain into other air normals.
- On whiff can cancel into air specials, Moon Drive, and air throw.
- As PCiel is not fully actionable after a whiffed j.A unlike most the cast, her j.A is a rather committal antiair.
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
510 | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 5 | - | - | - | - |
Ciel does an axe kick in the air.
- Knocks down airborne opponents.
- Does not chain into other air normals.
- Puts opponent in state for an OTG combo once they land on the ground.
- Primary jump-in for close combat, but if hit too high will only give an OTG.
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
330 *2 (636) | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 4 | - | - | - | - |
Ciel swings the Seventh Holy Scripture in Blade form.
- Huge.
- Hits 2 times.
- Does not chain into other air normals.
- Excellent air normal for shutting down jumps.
- Usually doesn't combo without Fatal Counter. On Fatal, can usually combo to 2C on landing.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
380*4 (1359) | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 4 (9) 7 | - | - | - | Clash 18-19 |
Charging the button adds another swing to the attack.
- Hits another 2 times, for a total of 4 hits.
- Unlike the uncharged version, the first swing juggles opponents even if they're grounded, making it link into more options in combos.
- Last hit wallbounces in the corner.
- Its extreme launch distance makes it wallbounce from a rather long distance from the corner, allowing combos.
- Does not chain into other air normals.
- Amazing neutral button in covering both airspace and ground space.
- When done rising the last hit will still hit crouching opponents.
- The massive size of the move makes it hard to challenge both in air-to-air and on landing.
Command Normals
3B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450 *2 (850) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 (4) 4 | 21 | 40 | -8 | - |
Ciel kicks upward twice, jumping into the air.
- Hits twice.
- Both hits are considered airborne.
- Can be Fatal Countered due to being airborne on startup
- Niche combo tool, but integral for sideswap corner routes.
- Niche throw bait in pressure.
- Only gapless cancel is j.236A/B
- 236A upon landing is a 5f gap. 623A has a 4f gap.
- Limited cancels mean this being blocked usually results in a neutral reset.
j.3B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
380*2 (725) | HA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 8, 6 | x | x | +10 (tk) | - |
Ciel does an axe kick while diving down.
- j.B, but with momentum. Looks the same, hitboxes slightly different.
- Overwrites PCiel's air momentum to move down-forwards.
- Hits twice.
- Puts opponent in state for an OTG combo once they land on the ground.
- Integral for PCiel's combo structure.
- Combos into 2A, 5B, 2B, 5C, and 2C upon landing if used after 3C.
- Can even combo into heat.
- The momentum shift can let PCiel mix up air mobility.
- Can be used for delay overheads in pressure after a jump or airdash.
- Can be used to move around hazards like Akiha's ring.
- If it hits outside a combo don't always expect it to convert into a combo as it almost always gives only an OTG.
Universal Mechanics
Rapid Beat 1
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 9 | 17 | 36 | -10 (always, active frames end on contact) | - |
3C / Rapid Beat 2
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
370*2 (310) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 4 (2) 2 | 30 | 47 | -11 | Air 5-17 |
Ciel rockets backward with a backflip kick boosted by the Seventh Holy Scripture's Break form.
- Universal launcher.
- Invulnerable to air attacks starting from frame 5.
- Hits twice.
- If the second hit fails to connect, it will not give the cinematic launch.
- Safer than the data would suggest, as if it doesn't get the cinematic, PCiel will instead tumble backward.
- Cancels only into air specials on block.
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
300*2, 900 (1500) | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | 19 | 25 | +50 | - |
Ciel throws her opponent, lifts them with her foot, and slams them back down.
- Hard knockdown on hit.
- Frame advantage makes PCiel need to do a short delay before jumping to get a meaty 2A, or a longer delay for a safejump.
- Can left/right mixup by doing 4~9 j.Bw > 2A.
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1 | 3 | 12L | - | - | - |
Ciel throws her opponent upward.
- Hard knockdown on hit.
- Lowest raw air throw damage in the game.
- Uniquely cancellable into specials and Moon Drive.
- Can convert into a combo when done raw via MD, j.6BC > 214C, or j.4BC if close enough to the ground.
- Very easy to safejump; either 8 dl j.B or 7 dl j.C
Special Moves
Seventh Holy Scripture - Blaze
Powered Ciel's gun-based rekka series. Fast on startup, its first and second hits are somewhat safe on block; the starter in particular can be used for slight pressure or to transition into the Blade II and III followups from her 236B series when 236B itself would whiff due to startup times. The following moves from this series are also available during other rekkas:
- Blaze Turn (available as a followup to 236B)
- Blaze Out (usable immediately after 236A or 236B)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*2 (768) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 6 (4) 6 | 25 | 49 | -4 | - |
Ciel uses the Seventh Holy Scripture as a gun and fires two shots. A very notorious move due to its versatility; often referred to as just "gun".
- Massive, especially considering it only takes 9 frames to start up.
- Barely any hurtbox extension. Extremely disjointed.
- Easily combos out of many of PCiel's buttons while also being a safe pressure autopilot.
- Converts into a combo via 236A~A.
- Whiff cancellable into other rekka buttons, Moon Drive, and EX moves making it risky to whiff punish despite the large recovery.
- Amazing tool to just throw out in neutral to cover space, especially against characters without projectiles.
- As it's only -4, looping it into itself in pressure is surprisingly viable with the threat of its rekka follow-ups and its range making it hard to challenge.
- If the opponent is conditioned enough to block this can even be a pressure reset point.
- Alongside other rekkas, can be a strong source of chip damage.
- Viable as abare when the range is needed.
- Practically active for 16 frames, making it catch people running or jumping into it quite easily.
- Can catch forward advancing moves like Shiki's 236X series and Akiha's 214X series.
- Hits high enough to catch IAD.
- Can catch backdash if done close enough.
- Gun.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
340*3 (948) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | 3, (3), 3, 3 | 22 | 48 | -6 | - |
Ciel spins while firing the Seventh Holy Scripture.
- Usable even if the first hit of the rekka whiffs.
- Covers a fair bit of distance.
- Airborne for most of the active frames.
- Can be Fatal Countered.
- Converts into a combo at certain distances via 5A.
- If used as a follow up to a hit-confirmed 236A, can also combo into 5B.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
950 | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 5 | 31 | 47 | -13 | - |
Ciel blasts the Seventh Holy Scripture to retreat.
- Can only be EX and Moon Drive cancelled.
- If MD cancelled, retains backward momentum.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
950 | LHA | -J- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 5 | 33 | 49 | -15 (land), +7 (JC) | - |
Ciel blasts the Seventh Holy Scripture to retreat. Looks identical to the rekka 236A~A~X, but has slightly different frame data, and more importantly, a jump cancel.
- Jump cancellable; used in advanced combos.
- Good for regaining space after a whiffed 236A. Can also catch opponents running or jumping into it.
Seventh Holy Scripture - Blaze (BE)
The charged version of 236A; loses rekka properties.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
320, 420*4 (1860) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
19 | 4 (10) 2 (4) 3 (4) 4 (4) 4 | 21 | 78 | -2 | - |
A combination of Blaze and Blaze Turn.
- Easy combo filler, especially for beginners.
- Still the only consistent resourceless link after max range 2C~C.
- Can be used to hard callout backdashes.
- Very safe on block but PCiel is left point blank.
Seventh Holy Scripture - Blade
Powered Ciel's slash-based rekka series. It trades the Blaze series' quick startup for a longer reach, more damage, and more space coverage, making it good for reaching enemies in the mid-range, but is much less safe overall. The following moves from this series are also available during other rekkas:
- Blade II (available as a followup to 236A)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
500*2 (945) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 3 | 29 | 45 | -8 | - |
PCiel uses the Seventh Holy Scripture in Blade form and slashes downwards.
- Hits twice
- Covers a massive range on both the air and ground, but has a notable blindspot in the air in front of it.
- Air blockable, limiting its use as an anti-air.
- Combo conversion tool for high and far opponents, like after anti-air 5C and sj j.[C]
- Cancel into 236B~A for a combo.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450*2 (850) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | 4 | 32 | 51 | -12 | - |
PCiel whips the blades of the Seventh Holy Scripture again, hitting around the floor.
- Hits twice
- Usable even if the previous rekka whiffs.
- Advances forward.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
550*2 (1039) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 5 | 32 | 56 | -13 | Armour 13-25 |
PCiel whips the Seventh Holy Scripture around one last time.
- Hits twice
- Usable even if the previous rekka whiffs.
- Armored, but rarely seen actually armoring anything.
- Advances forward.
Seventh Holy Scripture - Blade (BE)
The charged version of 236[B]. The first four hits are overheads, making this a powerful low shield crush when used properly due to retaining the range of the normal Blade series.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420*6 (2043) | HA, LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
28 | 3 (20) 4 (17) 5 | 32 | 108 | -13 | - |
Chains together all 3 Blade rekkas.
- Hits overhead.
- Air blockable.
- Can combo by cancelling into 214C or Moon Drive.
- When doing combos, it is optimal to cancel after the 4th hit.
- Slow speed makes it reactable, but can discourage low shield in pressure.
- Useful in some cases 5[B] won't reach, like after 2C against someone looking to low shield 2C~C.
Seventh Holy Scripture - Break
A move that can be used either on its own or as an immediate followup to 236A or 236B, boasting an armored forward charge for blasting through most attacks and potentially acting as a powerful counter-zoning tool. It can also be charged to change its properties and fake out an opponent expecting it to come.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*2 1100 (1625) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
31 | 15 | 23 | 68 | +7 (air), +11 (ground) | Armour 27-46 |
PCiel hops backwards, then rushes forwards with the Seventh Holy Scripture in Break form.
- Armored during the charge.
- Rekka ender and standalone special.
- Air unblockable.
- Wallbounces even when midscreen and allows for a combo.
- Can be used as combo filler via 236A~C and is optimal for a few routes.
- Used for a left/right setup in the corner.
- Bumps opponents into the air on block.
- Counter-zoning tool, but if the opponent reacts to the hitlag from armor, they can cancel into an EX move to break it.
- Sometimes interacts janky when hitting hurtbox extensions; the second hit may whiff and the third hit won't even come out.
- If PCiel gets hit during the backflip it gives a Fatal Counter.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | 40 | 40 | - | - |
PCiel hops backward, but doesn't doesn't move.
- Rekka ender and standalone special.
- Good for regaining space or disengaging while threatening an attack.
Seventh Holy Scripture - Break (EX)
A unique combo ender available for use after the following moves:
- Blaze Out (236A~A~X / 236A~4X)
- Blade III (236A/B~B~B)
- Seventh Holy Scripture - Blade (BE) (236[B])
- Numerology Crest - Lightning Blast (214A/[A]/B)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
800*2, 1150 (2344) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+0 | 15 | 20 | 38 | +6 (air), +10 (ground) | Armour 5-19 |
Ciel charges forward with the Seventh Holy Scripture to slam the enemy with the break form.
- EX move rekka ender.
- Armored, although this is rarely relevant.
- Great corner carry.
- Can combo into 236A in the corner after some combos.
- Air unblockable.
- Metered pressure reset.
- Bumps opponent into the air on block.
- Can be beaten by guard cancel heat in reaction to the superflash.
- PCiel's highest damage EX ender.
- PCiel's primary metered combo ender due to all mentioned properties.
- Midscreen BnB safejump: 5Bw sj dl j.[C]
- Corner BnB safejump: 2Bw 8 dl j.[C]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400*3 (1048) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
13 | 6, 3, 3 | 20 | 44 | -2 | Clash 1-11 (MD) |
PCiel skips straight to the Blaze Spin followup of her rekkas.
- Airborne for most of the active frames.
- Can be Fatal Countered, even during Moon Drive.
- Gains a big amount of clash frames in Moon Drive.
- Always links into 5B when used raw unless only the last hit connected, where it will still link into 5A.
- High meter gain in combos, but subpar proration make it situational for high damage Moon Drive combos.
Shaft Lander
PCiel's DP. Only B and C versions have invulnerability.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450*3 (1228) | LH, LHA | -J- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 (4) 4 | 44 | 63 | JC: -17 / -9 | - |
- 1st hit is air unblockable.
- Has 2 hitboxes; second appears 2f into active frames.
- Second hitbox doesn't reach as high but has better horizontal reach; enough to situationally catch backdashes.
- Second hit is a hitgrab that leads into the third hit.
- No invincibility.
- Jump cancellable on whiff.
- Links into 5B on hit even if the first hit whiffed.
- Optimal damage punish when in range, and only 8f to start up. Can be used after shielding a Heat if in range.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450*3 (1228) | LH | (EX) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 4 (4) 4 | 54 | 74 | -49 / -41 | All 1-12 |
- Invincible reversal, albeit slower than average at 8f.
- Cleanly beaten by anti-heat OS.
- Leaves opponents in the air to tech after hit - a very advantageous position for PCiel.
- A popular reset is to dash then use 623A to catch neutral and back tech.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
660*4 (2203) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+1 | 4 (4) 3 | 55 | 70 | -49 / -41 | All 1-15 |
- 5f invincible reversal.
- Grants a hard knockdown.
- Lets PCiel do left/right mixups, but usually not as preferred as 66C's corner carry.
- Combos into Arc Drive.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450*4 (1610) | LHA | -J- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 (4) 4 | - | 31 | JC: -7 / +1 | Clash 1-6 (MD) |
- Behaves similarly to 623C on hit.
- Not invincible, but has clash during Moon Drive.
- Air blockable.
- Jump cancelable on whiff.
- PCiel's fastest Moon Skill, often used as a reversal in MD. Unfortunately doesn't combo without meter into 214C.
- Combos into Arc Drive or Last Arc with a MD cancel.
Numerology Crest - Lightning Blast
PCiel's projectiles. Generally very niche moves as their functions are rather redundant of other moves.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
195*7 (1199) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 10 | 24 | 53 | -5 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
300*5 (1158) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
28 | 2(2)*4, 2 | 10 | 55 | -3 ~ +13 | - |
Ciel pauses briefly and fires a multi-hitting shaft of vertical lightning from the top of the screen to the ground.
- Close lightning.
- Charged version moves the lightning forward with each hit.
- All versions of this move shift PCiel backward slightly.
- Cancelable into 66C with 1 Magic Circuit on the ground.
- Whiffing 214A into 66C can punish Kouma doing 22C at near fullscreen.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
172*10 (1411) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
22 | 10 | 28 | 59 | -6 | - |
- Far lightning. Hits around roundstart distance.
- Cancelable into 66C with 1 Magic Circuit on the ground.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
350*7 (2029) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+8 | 10 | 18 | 39 | +1 | - |
- Tracks opponents to around 236A distance.
- Plus on block but not usually enough to enforce pressure.
- Allows combos from some specials that would normally not combo, like 3BC, j.6BC, and 236[B].
- Grants a hard knockdown unless used in a heavily prorated combo.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
280*5 (1080) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
17 | 2(5)*4, 2 | 8 | 54 | +6 ~ +13 | Clash 1-11 (MD) |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
280*5 (1080) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | 2(5)*4, 2 | 12L | - | TK: -3 ~ +4 | - |
- Similar to 214[A], but faster. Great combo filler for Moon Drive routes.
- Plus on block but punishable if shielded.
Shaft Lander (Air)
Air versions of +. They all lack invincibility, but the tradeoff is that they're all jump cancelable on whiff, and act as bridges out of air throw into PCiel's highest damaging air combos.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450*3 (1228) | LHA | -J- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 6 (2) 4 | 12L | 41 (JC) | JC : -17 / -9 | - |
- An aerial version of A DP.
- No invincibility.
- Jump-cancelable on whiff, as are the B and C versions.
- Most often used after air throw to cash out with j.236C or in Moon Drive routes.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450*3 (1228) | LHA | -J- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 6 (2) 4 | 12L | 39 | JC : -17 / -9 | - |
- An aerial version of B DP.
- No invincibility.
- For all functional purposes, does the exact same thing as j.236A.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
660*4 (2263) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+3 | 6 (6) 4 | 12L | 44 | JC : -21 / -9 | - |
- An aerial version of C DP.
- No invincibility.
- Brings the opponent down to the ground with a high damage cashout.
- Combos into Arc Drive.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450*4 (1610) | LHA | -J- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 6 (2) 4 | 12L | 31 | JC: -7 / +1 | - |
- Basically 3BC but in the air.
- Combos into Arc Drive and Last Arc with a MD cancel.
Numerology Crest - Lightning Blast (Air)
Air versions of +. They functionally serve similar purposes as their grounded version, but with some more recovery time due to falling from the execution area.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
195*7 (1199) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 10 | 12L | - | TK: -10 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
300*5 (1158) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
28 | 2(2)*4, 2 | 12L | - | TK: -12 ~ +4 | - |
- Similar to the grounded versions in usage, purpose, and range.
- PCiel's downward velocity is stalled during startup and active frames on all versions.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
172*10 (1411) | LHA | -EX- | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
22 | 10 | 12L | - | TK: -11 | - |
- Similar to the grounded version.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
350*7 (2029) | LHA | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+8 | 10 | 12L | - | TK: -8 | - |
- Similar to the grounded version.
Super Moves
Arc Drives
Seventh Holy Scripture - Four Causes Pilgrimage
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
100*3, 900, 100*10, 200, 1100 (3500) | LH | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+11 | 4,4,4 (11) 3 | 43 | 80 | -29 | All 1-37 |
Ciel fires off a few shots from the Blaze form of the Seventh Holy Scripture, followed by a huge, backward-jumping blast. If the blast hits, she goes into a combo of falling Blade strikes from the air, and finishes the enemy off with a powerful Break blast.
- The first shots have a limited horizontal range, especially for PCiel standards.
- Only combos after 236B~B~B if not very spaced; in the corner always links.
- Always combos after 3BC, j.6BC, 623C, or j.236C.
Last Arc
Calvaria Galgalim: Guillotine
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 |
- Outside of Blood Heat, you can only use this move with 4 Magic Circuits. In Blood Heat, it can be used at any time, and will automatically engage if you successfully shield a move in Blood Heat.
- Damage in Blood Heat scales with amount of Heat Gauge remaining on activate--more Heat Gauge increases the damage dealt.
- Always resets both players to midscreen no matter where the move was used.
- Uses 5B's animation when done raw.
- Often not worth the resource cost unless it will KO the opponent.
- Cool and very long animation.
Reverse Beats
Attack | Chain | Advantage |
---|---|---|
5B | 5A whiff | -4 |
5B | 2A whiff | -3 |
5[B], 2B, 5C, 2C, 2CC, 5C4C | 5A whiff | -2 |
5[B], 2B, 5C, 2C, 2CC, 5C4C | 2A whiff | -1 |
Attack | Chain | Frame Gap |
---|---|---|