Melty Blood/MBAACC/Powerd Ciel/Full Moon

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Basic Combos

The following combos are good to learn the character with, and can serve as fallback confirms in awkward situations.


Conditions Input V.Sion Damage Meter Cost Meter Generated Opposing Meter Video Link
Normal, Midscreen 2A > 5B~B > 6B > 2C > 3C > j.236A~A N/A 0% 0% 0% N/A
Stable midscreen combo with guaranteed knock down. Cancel the 6B as fast as possible, or else they will fly away before the sweep. Delay the follow up after air DP so that the knockdown doesn't whiff. If for whatever reason you're close to the corner and don't want to go for the rock loop, in order to add a little bit more damage, use j.6C instead of j.C. This will put Ciel above the enemy, giving more hits to the j.236A continuation.
  • Note: The knockdown at the end of the combo depends on how you hit the enemy with the j.236A continuation. If Ciel is a bit too low in the air compared to the enemy, the continuation will stop hitting the foe in the middle of the air, leading to the possibility of them recovering in the ground; obviously, this should be used as a chance for another combo. For oki, make sure Ciel ends the first part of j.236A high enough so it hits the enemy enough times before leading them to the ground.
 
Corner Carry, Midscreen 2A > 5B~B > 6B > 2C > 3C (delay) j.B > |5B > 3B| > 2C > 236A N/A 0% 0% 0% N/A
This will send your opponents into the corner and give you a ton of time to run almost any type of okizeme.
 
Metered, Midscreen 2A > 5B~B > 6B > 2C > 3C > j.C > j.236A > 214C N/A 0% 0% 0% N/A
More damaging version of the basic combo.
 
Corner Carry, Midscreen 2A > 5B~B > 6B > 2C > 3C > j.623A~A > 63214A~A > 5B > j.623A~A N/A 0% 0% 0% N/A
This combo will take your opponent from one corner to the other. You can use 214C at the end of the comber instead of the DP follow up. You may have to change the first [jc] DP into JB depending on your distance to the corner.
 
Normal, Anywhere 2A > 5B > 6B > 2C > 63214A~A > 5B > 3C SJC JC j.236A~A N/A 0% 0% 0% N/A
Another standard combo that works just about anywhere.
 
Rock Loop, Corner 2A > 5B~B > 6B > 2C > 3C (delay) j.5B > 2B > 3B > 2C > (63214B > 3B > 2C)×N > 236A~A N/A 0% 0% 0% N/A
The rock loop. After the JB you don't have to delay any inputs. Depending on what character your fighting against, you can get 3-4 repetitions
 
Air CH, Midscreen (Air CH) 2B > 3B > 2C > 3C > (appropriate combo^) N/A 0% 0% 0% N/A
Air CH pick up. You may omit 3B for more damage.
 
Air CH, Corner (Air CH) 66 > 3B > 2C (delay) 3C > (appropriate combo^) N/A 0% 0% 0% N/A
This is a air CH pick up when near the corner. You can go straight into the rock loop for around 6K in this situations.
 
Corner Carry, Corner 236[A] , 66 > 5C > j.5C > j.236~A N/A 0% 0% 0% N/A
Works from about the middle of the screen onwards, thanks to the huge hitbox 236[A] has. Highly situational; use it carefully.
 
Metered, Corner Carry, Corner 236[A] , 66 > 5C > j.5C > j.236A > j.214C 5019 0% 0% 0% N/A
Metered version of the corner combo above.
 

Advanced Combos and Combo Theory

Strategy

Full

Spacing

Pressure

Move Descriptions

Normal Moves

2A
Fpciel-2A.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - - - L 4 3 13 2 -

While crouching, Ciel does a little sweep with her foot. Faster than 5a.


5A
Fpciel-5A.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - - - L 5 4 8 3 -

Ciel steps on J's when Power'd. 5A is a small kick outwards while standing, much like Tohno Shiki's 5A. This move is very fast and cancels into its self. A bit of reach, but not to the degree of a reliable poke.


2B
Fpciel-2B.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - - - HL 7 5 13 0 -

A horizontal strike with the pile bunker from a crouch. This hitbox on this is interestingly... short. However, it's strange hitbox is great as an anti air versus a fair amount of jump moves. The move also has very good recovery much like Kouma's 2B.


3B
Fpciel-3B.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - - - HL [H] 11 [25] 2 34 -18 -

Ciel slams the butt of the pile bunker from above into the opponent, just like the other two moon styles. While it has the hit stun level of a strong attack, it has huge knockback and Ciel doesn't move forward at all: horrible for strings. If you hit an airborne opponent with it, it will ground bounce and can be followed up for combos.

This move is [BE] compliant, turning into an overhead when charged. You can use it much like W/Arc's 5[B]/5{B} for strings and mixups. If you hit an airborne opponent with 3[B], this move will put them into an untechable state.


5B
Fpciel-5B.png
Less-lethal.
Fpciel-5B~B.png
Lethal.
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - - - HL/HL 8[10] 2[3] 21[24] -2[-9] -

Ciel steps in and fiercely swings the pile bunker outward. Decent start up, but it doesn't reach as far as one might like. Be very careful when spacing with this move. It has a tremendous amount of recovery and is very unsafe on whiff. On the plus side it has a very wide cancel window, making it great for frame traps and punishing mashing.

This move also has a follow up: 5B~B, where she steps in and strikes the opponent with the stake end of the pile bunker. She doesn't step in as much as 5B, but the extra range makes it a great move to punish mashing and chicken blocks.


6B
Fpciel-6B.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - - - HL 12 4 22 -8 -

A kick that blasts the opponents all the way to the corner. She moves forward a great deal and can be confirmed into 2C, making this great for strings and spacing. This will definitely cause a wall slam if you are in the corner so be prepared to pick up it up into a combo if it hits.


2C
Fpciel-2C.png
6 frames.
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - - - L 6 4 29 -15 -

2C has Ciel get very low for a sweep. It floats but if you can confirm it will generate a ton of damage. It's not bad to mix this move in while at point black every once in a while.


3C
Fpciel-3C.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - - - HL 11 2 35 -19 -

With the pile bunker as a fulcrum, Ciel does a somersault. Can be cancelled into high jump by holding 8 and is used in combos.


5C
Fpciel-5C.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - - - HL 13 6 24 -12 -

Ciel channels her inner demon, jamming the pile bunker into the floor for a savage pivoting kick (ala Dante's Crazy Dance) that flings her forward. While the same action as Crescent Moon's 6C, it's a bit slower. Has lower body invincibility and is perfect for confirming hits, but has knockback that makes its use in spacing and strings questionable.


j.A
Fpciel-J.A1.png
Fpciel-J.A2.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - - - H 6 2(3) - - -

Ciel performs two kicks upward that slightly float the opponent. It's completely unsuitable as a jump in, but stacks tons block and hit stun (it probably counts as a C level move). Nrvnqsr and Wallachia are vulnerable to the first hit of j.A if its performed immediately after a jump, leading to a combo. Easily followed up if it Counter Hits.


j.B
Fpciel-J.B.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - - - H 8 6 - - -

A pointed kick towards the ground in front of Ciel, and the only air move strong at this angle. While a good jump in move, it tends to trade with moves like Kouma's 2B thus should be used with caution. On hit, j.B will slam and ground bounce, which can be picked up for a combo.


j.C
Fpciel-J.C.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - - - H 10 5 - - -

Ciel performs a powerful horizontal kick in the air, with an excellent outward hit box and cross up properties nearly in line with Unpowerd Ciel's j.B. This is your go to move for air to air spacing.


j.6C
Fpciel-J6C.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - - - H 9 5 - - -

Ciel strongly mashes the butt of the pilebunker into her unfortunate opponent's face. Has shorter than visually indicated horizontal reach and no vertical reach whatsoever.


Special Moves

Rapid Stake 「ラピッドステイク」 - 236X
Fpciel-236A.png
236A
Fpciel-236(A).png
236[A]
Fpciel-236X.png
236(B/C)
Fpciel-236(X).png
236[(B/C)]
Fpciel-236C-1.png
Fpciel-236C-2.png
236C(ex)
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
A: [A]: (B/C): [(B/C)]: C(ex): A: [A]: (B/C): [(B/C)]: C(ex): A: [A]: (B/C): [(B/C)]: C(ex): A: [A]: (B/C): [(B/C)]: C(ex): - - A: [A]: (B/C): [(B/C)]: C(ex): A: [A]: (B/C): [(B/C)]: C(ex): - A: [A]: (B/C): [(B/C)]: C(ex): -
  • (Description) - Simply describe the move here and what it can be used for
  • (A version) -
  • (B/C version) -
  • (C:EX version) -


Shaft Drive「シャフトドライブ」 - (623X/j.236X)
Fpciel-623A-1.png
Fpciel-623A-2.png
623A
Fpciel-623X-1.png
Fpciel-623X-2.png
623(B/C)
Fpciel-J236A.png
j.236A
Fpciel-J236X.png
j.236(B/C)
Fpciel-623X-chain.png
(chain)
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
A: (B/C): C(ex): (chain): A: (B/C): C(ex): (chain): A: (B/C): C(ex): (chain): A: (B/C): C(ex): (chain): - - A: (B/C): C(ex): (chain): - A: (B/C): C(ex): (chain): A: (B/C): C(ex): (chain): -


Virgin Pain 「ヴァージンペイン」 - (j.)214(A/B)
Fpciel-214A.png
Fpciel-214X.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
A: B: A: B: A: B: A: B: - - A: B: A: B: A: B: -1 -


Oriflame Concert 「オリフラム・コンサート」 - (j.)214C
Fpciel-214X.png
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
- - - - - - - - - -1 -


Grand Zapper 「グランドザッパー」 - 63214X
Fpciel-63214A.png
Fpciel-63214A-chain.png
Soil Baptism
Damage Red Damage Proration Circuit Cancel Guard Impact
Frame
Active Recovery Frame Adv Invuln
A: A(burst): B: B(burst): C: Rock: A: A(burst): B: B(burst): C: Rock: - A: A(burst): B: B(burst): C: Rock: - - A:20 A(burst): B:18 B(burst): C:6+0 Rock: A: A(burst): B: B(burst): C: Rock: A: A(burst): B: B(burst): C: Rock: A:-2 A(burst): B:4 B(burst): C:9 Rock: -

The Rock Says "Know Your Damn Role". Ciel literally pulls out part of the ground to attack her foe. Can do nice tricks with it.

  • (A version) - Fast version of the attack. Press a button after releasing it to break it with a kick, resulting in more damage, or, in the case your enemy is blocking, more guard depletion. Can be canceled into the C version of the same attack for even more guard breaking. For both this and B version, pay attention to Counter Hit, you can follow it up with 2C 3C etc. or others.
  • (B/C version) - Tosses the rock upward. Charge the move to toss the rock higher. No special follow-up like the A version, but the rock can be hit with regular attacks. You have many options after pulling the rock out:
    • No charge
      • Immediately after release, use 3C to make the rock trace an arc towards the enemy. Reaches quite far.
      • Jump and hit it with j.B or j.(6)C to propel it diagonally or horizontally, respectively. What's really interesting about this is that you can cancel the hit into nearly anything, including jumps, buttons and an air dash, granting a good pressure tool.
      • You can also wait and use 2B, 5B, 6B, or 5C to propel it forward.
      • Hit it with any other attack to explode it. 2C, any A, or any special move will break it.
    • Charged
      • You can basically do the same, but the rock reaches higher heights. Same properties.
  • (EX Version) - Ciel instantly extracts a rock from the ground and smashes it in your face with a kick. Gives good advantage frames on block. Can be used right after the continuation of the A version of this move.


Arc Drive

「」
  • (Description) - AD description


Another Arc Drive

「」
  • (Description) - LA description

Last Arc

「」
  • (Description) - LA description


MELTY BLOOD Actress Again Current Code
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