Melty Blood/Ciel/Crescent Moon

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Combos

Normal Combos

  • 2AA 2B 3B(1) 5C 2C 4C j.BC dj.BC j.22B AT (Video)
Just a really basic combo showcasing that 5C can chain into other normals. This works on crouchers too.
  • 2AA 2B 4C 5CC 214[A] dash j.BC dj.BC j.22B AT (Video)
This combo's utilization is best seen when you attempt a 5A 4C anti-jump but the opponent gets hit on the ground instead.
  • 2AA 2B 3B(1) 5CC 214[A] 2C 5C 2B j.BC dj.BC J.22B AT (Video)
C-Ciel's true BnB. You need to semi charge the 5C and hold the button down a little bit but not hold it to the point where it's fully charged.
  • AT j.236B 4C j.BC dj.BC J.22B AT (Video)
Basic combo off raw air throw. If 4C knocks them too high, replace it with 5C.
  • (vs crouch) 2AA 2B 3B(2) 5CC 2C 5C 4C j.CB dj.BC J.22B AT (Video)
Against crouchers, you don't need to use 214[A], which makes combos from a 2A starter a breeze.
  • (vs crouch) 2AA 2B 3B(2) 5CC 2C j.236B 5B 4B 236B (Video)
Same combo that ends in a hard knockdown and safe jump. You don't need to use the j.236B. Just go into 4B after the 2C pickup and it works all the same.

Metered Combos

A combo that also leads to a safe jump from 6239C
  • 214B 4B 4B 623C j.A dj.BC J.22B AT (Video)
Learn to love this combo because it gives you good damage off a full set up knives. If by chance you're too far for 623C to connect, use 236C instead for a hard knockdown.
  • 2AA 2B 5B 3B 5C 236C 5B 5C j.BC dj.BC J.22B AT (Video)
This combo simply showcases that it is possible to combo from 236C. You can use this if you punish a heat activation midscreen since the 236C will allow their meter to drain while it hits them.
  • (vs crouch) 4[B] 623[A] 236C 2C 4C j.BC dj.BC J.22B AT (Video)
A really simple combo off her standing overhead.
  • 2AA 2B 3B(2) 5C 6239C j.BC dj.BC J.22B AT (Video)
C-Ciel's corner BnB that also does some pretty decent damage.
  • 2AA 2B 3B(2) 5C 6239B j.623C j.BC dj.BC J.22B AT (Video)
Same as the above but use this when you're further away from the corner and you'll carry them all the way.
  • 2AA 2B 3B(2) 5C 6239C 623C j.A dj.BC J.22B AT (Video)
If you're in the corner and have some meter to spare, this combo will carry them to the corner no problem.
  • 2AA 2B 3B(2) 5C 6239C j.623C j.B dj.ABC AT (Video)
If you have 2 supers to spare, this combo packs a punch. Easily one of the more damaging C-Ciel corner combos.
  • 5B 3B(2) 5C 6239C 236C 41236C (Video)
Nothing other than a simple combo into her AAD using MBAA mechanics.

Strategy

Do what you need to do to extrapolate on the character. Here are example categories below.

Crescent

Spacing

Pressure

Move Descriptions

Normal Moves

2A
2A [Low]

Startup: 4f | Active: 3f | Recovery: 10f

A toe kick that hits low. Range is average. You'll be using this a lot to start either a combo, ground blockstring, or tick throw attempt. You can also use it in whiff cancel strings.

5A
5A [Mid]

Startup: 5f | Active: 4f | Recovery: 8f

Mid-hitting punch to the opponent's mid-section. Since it hits mid, it hits crouchers reliably. The anti-jump string 5A4C works perfectly after air CHs. Doesn't have the best priority compared to other 5A's but chances are you'll be using it a lot as a whiff cancel attack and a combo filler.

2B(1)
2B(2)
2B [Mid]

Startup: 8f (1st hit) / 13 (2nd hit) | Active: 3f / 5f | Recovery: 18f

A crouching uppercut that moves her forward a little bit. This attack hits twice which makes it great for hitconfirming in combos. The downside? If you do this while not very close to the opponent while they're crouching, it will only hit once and you will be left WAY vulnerable if you don't reverse beat the first hit or cancel into another attack.

2BB
2BB [Mid]

Startup: 11f | Active: 4f | Recovery: 29f

The second hit is a hopping backwards hit that launches the opponent upward. You can cancel the second hit into a j.214B or j.236A and set up a tick throw but it's fairly risky and should not be overused. As stated earlier, since it launches the opponent upward you can follow up with an air combo though you may have to shorten it due to height issues.

5B
5B [Low]

Startup: 6f | Active: 4f | Recovery: 15f

A standing kick to the opponent's shins. This move isn't actually the best option you have for combos if you want to maximize your damage but it is useful in blockstrings from time to time. If you hit the opponent while they're crouching, it will trip them as if you did a sweep. Most applicable during a chain stagger or after landing an overhead from her 2C2C mixup. In spite of the fact that this attack must be blocked low, it must be shielded HIGH.

3B(1)
3B(2)
3B [Mid]

Startup: 11f (1st hit) / 21f (2nd hit) | Active: 2f / 8f | Recovery: 15f

This is a 2-hit handstand kick. It moves further than 2B and can be canceled into pretty much anything. This attack works very well in combos and staggers so use this move often.

4B
4B [Mid] / 4[B] [High]

4B - Startup: 7f | Active: 2f | Recovery: 15f

4[B] - Startup: 26f | Active: 2f | Recovery: 15f

The first hit is an axe kick that can be followed up with the 236B command throw if it hits the opponent. If they block the 4B, then the 236B won't work. If the 236B connects, it will knock them down. The 4B is now special cancelable even if it is blocked. You will be using this in her combos to score yourself a reliable knockdown for oki since the air throw has too much recovery.

The charged 4B gains overhead properties with some lower body invincibility. It's special cancelable but can be quite difficult to reliably combo off.

2C
2C [Low]

Startup: 8f | Active: 7f | Recovery: 24f

A sweep using both her feet and the second hit is handstand kick. 2C will most often be used in the easier BnBs much like the other characters. However it's not a move that should be constantly thrown out by itself since it is fairly slow on both the startup and recovery.

2CC
2CC [Mid]

Startup: 8f | Active: 8f | Recovery: 39f

The initial 2C followed by handstand kick. The second hit will launch the opponent up on hit allowing you to pursue them with an air combo. Do not use this second hit as a combo starter for BnBs because damage output is much lower than what you could get doing a standard BnB. Unfortunately, on block you are put into airborne state, making it impossible to reverse beat into 2A for the low option. You can still use j.C or j.236A > throw. This is primarily used as a strike vs throw mixup.

5C
BE5C
5C [Mid] / 5[C] [Mid]

5C - Startup: 7f | Active: 3f | Recovery: 19f

5[C] - Startup: 24f | Active: 4f | Recovery: 19f

A quick sword stab that does a fair bit of damage. This may whiff crouching opponents (like Len) so don't overuse this in block strings against those kinds of characters. If it hits a crouching opponent, it will knock them down in place and make her higher damage combos much easier. It can also be delayed and eventually charged. Take special note that this CAN be canceled by a reverse beat.

5CC [Mid]

Startup: 12f | Active: --f | Recovery: 28f

The initial 5C followed by a second command that will throw a sword at the opponent. This move can be used to set up her more damaging combos. It's a viable option to end block strings since the second hit can be special cancelled and as a result, you can come up with some rather nifty pressure strings against a cornered opponent with this move. The move is perfectly safe on block, but the first hit may whiff crouching opponents so don't overuse this in block strings. It can also be delayed and eventually charged.

The follow-up from 5[C] does more damage but is otherwise identical.

4C(1)
4C(2)
4C(3)
4C [Mid]

Startup: 10f | Active: 7f | Recovery: 19f

An upward slash with her knife. Good damage, nice hitbox, 2 hits, and a great anti-air. The hitbox and damage make it great for comboing and it's also very useful in blockstrings. The angle it hits at makes it tailor-made for anti-air. However you must time it correctly because if you do it too early or too late, you get hit. Overall, this move is a blessing so use it regularly.

JA
JA [Mid]

Startup: 5f | Active: 4f | Recovery: --f

A jumping elbow attack. Range is pretty short. Not exactly a good air-to-air attack as a result but it can be used to keep a blocking opponent pinned in the air to set up for a possible guard break situation if you land before they do. It can also be used as a filler in air combos if you're not positioned correctly to get a j.B or j.C.

JB
JB [High]

Startup: 7f | Active: 6f | Recovery: --f

A jumping kick with her foot extended in front of her. This move has an ABSURDLY huge hitbox. Great as an air-to-air, jump-in, and most importantly it's a crossup. Use this often when you're in the air but don't get too predictable with it. You'll also be starting a lot of the air combo portions of BnB's with this move.

JC
JC [High]

Startup: 8f | Active: 4f | Recovery: --f

A downward angled kick. Hits pretty hard and it's great as a jump in. It also works well when the opponent is below you in air-to-air situations. You'll definitely be using this in air combos as well. Mix this up with j.B in your air game.

J2C
J2[C]
J2C [Mid] / J2[C] [High]

j.2C - Startup: 14f | Active: 10f | Recovery: --f

j.2[C] - Startup: 26f | Active: 10f | Recovery: --f

A downward lunging stab from the air. It can not be canceled into anything else and it has poor recovery upon landing and not to mention there's a bit of startup to it as well. This move can be used in midscreen okizeme situations when the opponent thinks you're going to land behind them after a knockdown. Use wisely though as wakeup dps might tag you if you use it too much. You would think this move hits as an overhead but unfortunately it doesn't.

The charged j.2C has more startup, but on the contrary it hits overhead. It is also cancelable on block or hit so it's much more useful than the above version. Mix this in with air dash pressure strings in the corner to keep the opponent guessing.

Special Moves

Black Keys 「JP name」 - 214ABC
  • (Description) - Ciel's knife throwing series. Properties will vary depending on the button pressed.
  • (A version) - Ciel throws a Black Key that knocks the opponent down. The opponent can tech upon landing. Can be used to end blockstrings that push the opponent too far away for you to resume pressure. Depending where on the screen the opponent gets hit, you can chase their tech accordingly if you're fast enough.
  • (A version charged) - Ciel throws a charged up version of her 214A. On hit, this version locks the opponent in place momentarily and they proceed to get hit by an explosion that launches them up into the air. Very useful for combos and you'll be using this to set up her combos that end with a knockdown for okizeme.


  • (B version) - Ciel throws a Black Key that does not knock the opponent down, but it has several followups to it which are listed below. (1) is the initial input:
236B Combo Tree
  • Variation (1) - the basic series which ends in a knockdown.
  • Variation (2) - the starter followed by a double knife throw, third input throws 4 knives and the last input throws another knife angled downward which will knock the opponent down.
  • Variation (3) - the starter followed by a second input that throws two knives simultaneously, one which is close to the ground and the other slightly above her head. The third input is the same ender as series (1).
  • Variation (4) - the starter followed by the 2nd input of series (3) and the last two inputs of series (2).

Those are the 4 different variations. The most useful variation is quite possibly 214B-> 4A because when used at long range, it can snuff improperly spaced jump-ins and air dashes.

NEVER finish any one of the series variations if the opponent is high above the ground because you are in counter-hit state and if you get hit, you will NOT like the results. The safest time to finish a series is if your opponent is full screen distance away and they haven't left the ground yet.

If the opponent gets hit by a series that has a total of 3 inputs ending with the 4B command at full screen, you can link a 236C after it for additional damage. In general, use these if the opponent is trying to keep you away or camp the other side of the screen. You can also use the shortened versions to force the opponent to rush in so that you can recover in time to punish any incoming aerial assaults. It is possible for each input to come out even if you delay it.

  • (EX version) - This is the super variation of her Black Keys. Ciel will perform her backdash and throw a volley of knives. This move is completely safe to use on block! You can use it to prolong a combo after the opponent has activated HEAT, or you can use it to chip away at their lifebar while they are regenerating health.
Black Keys 「」 - J214ABC
  • (Description) - Ciel performs her knife throwing series in the air. These travel downward at a 45 degree angle and have fewer variations.
  • (A version) - Ciel throws a Black Key that sets the opponent aflame and knocks them down. Useful for zoning and can be used to help you get in on the opponent depending on the followup you choose. Ciel retains her air momentum, so if you perform this move while jumping forward, backward, or straight up, she will continue to travel in that direction on the way down. As a result, there is a minimum height requirement for this attack in order for it to come out. If you do this too close to the ground, the knife won't even come out at all.
  • (B version) - Ciel throws a Black Key that doesn't knock the opponent down but can be followed up with two additional inputs. The full series is j.214B -> 4B -> 4B. This series doesn't have as many variations as the ground version and it's not nearly as useful since it's pretty easy to avoid in general and there is no way to cancel her descent. If you're really high in the air, you can use it to hit a Nero who's trying to chase you with j.C or a Wara using j.B. Other than that, use with caution.
  • (EX version) - Ciel throws a volley of Black Keys downwards at a 45 degree angle. This super is primarily used for ending combos when you need that extra bit of damage when the opponent is low on health. You gain roughly 60% circuit back when the last wave of knives hit the opponent and you can continue to use your air dash if you haven't used it already.
Blade Sinker 「」 - (J)623ABC
  • (Description) - Ciel dashes towards her opponent while holding out several Black Keys in her hand. These attacks can also be performed in the air.
  • (A version) - This version only hits once and doesn't travel very far but it can be super canceled. Not particularly useful on its own because it is linear and has a fair amount of recovery. It can be used at the end of a 5CC blockstring to tag people who let their guard down a little too soon.
  • (B version) - This version covers more distance than the one above, hits up to 3 times, and launches the opponent straight up. Can also be super cancelled and used in the same manner as well. This move is unairblockable and can tag people who try to jump out after a 5CC blockstring. It can also be used to extend combos ending with a 5CC but the followups are more difficult and do the same damage more or less. Not to be used on its own.
  • (EX version) - This move comes out RIDICULOUSLY fast and it's safe on block. It will switch sides with the opponent when used midscreen making it near impossible to punish. This super has no startup invincibility but once she starts moving she is completely invincible. You can use this super to get out of the corner so long as the opponent isn't doing a really meaty attack. The air version of this super causes wall bounce and is very useful when TK'ed in combos when approaching the corner.
Halo  「」 - 236ABC
  • (Description) - Ciel leaps into the air and can perform several different moves depending on the button pressed.
  • (A version) - Ciel clings to the nearest wall. Not pressing any other button will cause her to fall to the ground. You can do several moves from this position:
  • 236A/B/C - Ciel clings to the opposite wall. Not really used even in matchplay so it's not recommended.
  • 214A/B/C -> 4A/B/C: Ciel throws a knife nearest to the ground below her and then throws another one further away from her position. Not particularly useful since it takes a while before she starts throwing the knives and they don't cover a lot of space.
  • A/B/C -> A: Ciel dives downward at a 30 degree angle. This move does no damage but it recovers fairly quickly and can be used to return to the ground or set up a throw.
  • A/B/C -> B: Ciel dives downward at a 45 degree angle and hits up to three times. This move carries some very interesting properties in that it can chain into her ground normals and specials if it connects. If it's blocked, she can only cancel it into her ground specials. Has more landing recovery than the one above.
  • A/B/C -> C: Ciel performs an air throw. If it does not reach the opponent, then she will perform a whiffed throw animation. Not really useful outside of rare occasions and it's very easy to avoid.
  • A/B/C -> 214A/B: Ciel throws 3 Black Keys at a downward angle in a spread formation. If it hits the opponent they will be set aflame and knocked down. Pretty useful as it covers quite a bit of space and can keep the opponent from advancing towards you on the ground.
  • (B version) - Ciel curls into a ball and leaps into the air. This move can be controlled by holding 4 or 6. Doing so will cause her to move either towards or away from the opponent. This move has almost the same followups as the one above, the main difference is that she does not cling to a wall. She can do the following after leaving the ground:
  • A - Ciel dives downward at a 30 degree angle. Those move does no damage but it recovers fairly quickly and can be used to return to the ground or set up a throw.
  • B - Ciel dives downward at a 30 degree angle and hits up to three times. This move carries some very interesting properties in that it can chain into her ground normals and specials if it connects. If it's blocked, she can only cancel it into her ground specials. Has more landing recovery than the one above.
  • C - Ciel performs an air throw. If it does not reach the opponent, then she will perform a whiffed throw animation. Not really useful outside of rare occasions and it's very easy to avoid.
  • 214A/B: Ciel throws 3 Black Keys at a downward angle in a spread formation. If it hits the opponent they will be set aflame and knocked down. Pretty useful as it covers quite a bit of space and can keep the opponent from advancing towards you on the ground.

Performing none of the above followups will cause Ciel to enter a lengthy state of CH landing recovery.

  • (EX version) - Ok, this is quite possibly one of the best moves in the game hands down. It comes out reasonably fast and it hits the ENTIRE screen. This almost feels like an attack that is only given to SNK bosses. You can literally use this to punish A LOT of moves in this game because of this. If they even do so much as any kind of special that doesn't recover instantly, they WILL get hit. This attack is also great for punishing HEAT activations and ground techs. Hell, if you land a stray air CH and the opponent has barely any visible life left, throw this move out. It will kill them regardless of whether they tech or not. So what exactly keeps this move from being completely overpowered? Well, if the opponent is close to the ground and this attack gets blocked, you are in counter hit 2 state and you WILL probably be eating the opponent's most damaging combo. This attack is untechable so long as it doesn't hit the opponent in otg state. Also, do not rely on this move as a wakeup unless it's clear as day that the opponent is doing something with a lot of recovery. But overall this is an EXTREMELY good move and it is meant to be used as a reactionary punisher or a round finisher.
Aerial Halo 「」 - J236ABC
  • (Description) - Ciel performs her Halo followups while in the air.
  • (A version) - Ciel dives downward at a 30 degree angle. Those move does no damage but it recovers fairly quickly and can be used to return to the ground or set up a throw. Same as the above version.
  • (B version) - Ciel dives downward at a 30 degree angle and hits up to three times. This move carries some very interesting properties in that it can chain into her ground normals and specials if it connects. If it's blocked, she can only cancel it into her ground specials. Has more landing recovery than the one above. Same as the above version.
  • (EX version) - Ciel performs a powered up version of her dive that hits several times. When this connects, you can jump cancel the last hit and go into an air combo. This attack is not meant to be used on its own but rather for her fuzzy guard.
Ciel Somer 「」 - 22ABC
  • (Description) - Ciel performs a somersault. Button pressed determines the height and number of hits.
  • (A version) - Hits once, super cancellable, and cannot be air blocked. Will often times trade with attacks if used as a reversal
  • (B version) - Hits twice, does more damage, cannot be air blocked, super cancellable, and goes higher. Take note that it will NOT hit crouching opponents so be careful when using this version on wakeup.
  • (EX version) - Ciel performs the A version followed by the B version for a total of 6 hits. This attack is a better reversal than 236C since it comes out faster and it will hit crouchers unlike 22B. The downside, is that it can no longer be EX cancelled into 214C, therefore making it very unsafe if it doesn't connect. This is a good reversal attack but you must use it wisely.
Ciel Somer 「」 - J22ABC
  • (Description) - Ciel performs a somersault. Button pressed determines the height and number of hits.
  • (A version) - This version only hits once and is air unblockable. Doesn't have much invincibility as it will trade with a lot of attacks when used as a reversal. You can perform supers during the recovery however.
  • (B version) - This version hits twice and is also air blockable. So why is this useful then? Well, you can use this to end your air strings because it's now possible to link an air throw afterward. Also, if you haven't used your double jump yet, you can double jump then perform an air dash or another attack to make this relatively safe.
  • (EX version) - A powered up version of her aerial somersaults. This version hits 9 times and does more damage than the other two. Since this super doesn't cause knockdown or allow you to air throw afterwards, this is best used as an air combo ender when the opponent is low on health.
Hidden Black Keys (during backdash) 「」 - 63214ABC
  • (Description) - These can only be performed during her backdash which makes them fairly useful since you have a ranged attack while backdashing.
  • (A version) - Ciel throws 2 sets of 3 knives horizontally. Not a bad attack and can be used to zone characters that are very far away. Her 214 knife series is better though.
  • (B version) - Ciel throws 3 knives upwards at a 45 degree angle and then another 3 knives downward at a 45 degree angle. This looks pretty much identical to her 214B > 214C series in Full Moon. The first part is very useful against opponents who are super jumping at you to catch your backdash. The 2nd wave of knives can be used if they block the first and try to dash in at you immediately. It is possible for the knives to hit your opponent after they have bounced off the floor.
  • (C version) - Ciel throws 8 knives in spread formation. This version has quite possibly the most startup of the 3 but it covers a lot of space. Pretty good move to use once in a while to temporarily keep your opponent from advancing.

Arc Drive

The Seventh Scripture 「」 41236C
  • (Description) - Ciel quickly changes into her executioner uniform, dashes forward with the 7th Scripture and then fires the spike outwards for the finish. This attack sends the opponent flying across the stage. The last hit must be blocked high. Ciel has hyper armor for a good duration of this move. Not particularly a useful arc drive considering that it doesn't come out very fast and can get stuffed randomly depending on what it's going up against. You can use it to finish a combo if it will kill the opponent since it does more damage than her other supers when used at the end of combos.


Another Arc Drive

The Seventh Scripture : Forgiving the Original Sin 「」 41236C
  • (Description) - Ciel will impale the opponent on the 7th Scripture and fire blasts upwards toward the sky. This version works more like a throw in that if you can get the first hit to connect, the rest of the hits will always connect. It can even catch an opponent in otg state! Does significantly more damage than the regular version and useful for ending combos.

Last Arc

Cremation Ritual 「」 (EX Shield an attack while airborne)
  • (Description) - After the EX shield connects, the background will black out and Ciel will throw a series of flaming Black Keys that engulf the opponent in flames. Not one of the greatest last arcs in the game but it can do a significant amount of chip damage. If you land this against a cornered opponent, it can deal upwards of 8000+ damage.
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Characters

AkihaAkiha (Seifuku)Akiha VermillionAokoArchetype: EarthArcueidCielHisuiHisui & KohakuKohakuKohaku & Mech-Hisui
KoumaLenMech-HisuiMech-Hisui & Neco ArcMiyakoNeco ArcNeco Arc ChaosNero Powerd CielRed ArcueidRiesbyfe
RoaSatsukiShiki NanayaShiki RyougiShiki TohnoSionSion TATARIWarakiaWhite Len

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