Ok, time for an F-Ciel Overview
Format[Move Changed - Brief Description of Change]
(In-depth details of the degree of change)
{**My personal experiences and opinions about the change}
Buffs (Console to CC)BE5C - Increased Air Untechable TimeLonger untech window opens doors to new combo possibilities (eg BE5C>2C) and some extra dmg.
2C - Recovery downRecovering frames have been reduced a bit (forgot new duration). Not sure how this really helps her since throwing out 2C's outside of anything but a combo (or fishing for backstep using OS) will get her in trouble if whiffed.
**Don't know if it's just me but, I feel that this reduction has some how affected the ability to late cancel (e.g. 2C>delay 4C>236A etc.). In certain combo situations (eg post SC or an air CH hit), I'll try to do a late 4C and it doesn't come out at all AND if 4C is executed too soon, 236A followup whiffs. This has forced me to replace the delayed 4C w/ delayed 236B (2C>delay 236B>236A etc. **This actually gets more dmg!)
236A - Improved HitboxFrom the looks of it, the hitbox seems to be higher(?), allowing for combos, I'm almost certain, wasn't possible in Console (e.g. 236B>236A).
236B - Improved HitboxHitbox is lower, hitting ALL characters when crouching. The hitbox however, does not extend to the extreme tip (fist). Comboing into 236B on characters in crouch state is now doable vs the entire cast.
**In addition, this complements her neutral game a ton allowing her to slip in flickers vs characters she wasn't able to do so against in Console. 236B is a very fast, has distance that rivals nero 4C, is air unblockable and +1 when guarded. Best and most significant buff imo
63214B - Lower Trajectory On Wall BoundLower wall bounce allowing for pretty much any combo follow up you can imagine i.e. this move has become usefull.
**2nd most significant buff imo. What more could you ask for? Oh, I know, HAVING THE WALL BOUND DIRECTION BE CONSISTENT. Yes, when throwing an opponent in the immediate corner, some characters are rebounded into the corner while other are bounced out. Good luck determining if your opponent is ONE PIXEL out of the corner when throwing them. Oh yeah, and have fun memorizing that list. Still a HUGE improvement from console.
*Supposedly ALL command throw strengths were made "stronger". Not entirely sure how A and C versions were changed and they look pretty much the same to me.
214C - Recovery shorterRecovery reduced by 5-6F (was confirmed but forgot exact number).
**Helps her out a bit when trying to cover your ass using the 214B>214C series in neutral. The reduced recovery isn't enough reason to try and lame someone out carelessly with it as I had thought initially. So yeah, you can still get blown up for not accurately judging your opponent's positioning on screen.
214A - Start up and speed fasterSpeed increased enough to combo a tip hit5C into 214A.
**In neutral, it's fast enough to snipe players a bit sooner than before, I guess. Not much has changed on how/when this move is used outside of new combo potential.
AD - Easier to connect the last hitAll hits connect in even the most absurd circumstances (including otg combos).
**Cool...but it still does ass dmg =/
Nerfs (Console to CC)4C - Hitbox, untech time weakerTo draw a picture of how much the untech time was reduced: From a 1-Hit/tip hit 4C, landing a JC after is no longer possible.
**The hitbox still appears to be the same, but that untech time reduction is obvious. Harder to confirm easy followups from "awkwardly placed" 4Cs. Didn't realize how good this move was until comparing, side-by-side, the Console and CC versions.
J2C - Recovery increasedIncreased landing recovery. Harder to follow up w/ strings and links on hit/guard
**Another side-by-side comparison that blew my mind. (J2C was a core part of my pressure and maybe some other players). It's still viable to an extent but certainly not as spammable. The new CH stun helps out a bit but in instances where it lands non-CH, you'd better be on point w/ the 5A/2A/5B link after.
5C - Damage downLess dmg
**Meh.
Air Somer - Movement RestrictedDouble Jump on whiffed or guarded J22A/B removed. Is now only permissible from hit.
**Well that sucks. No more SJing around like a retard trying to snipe players lingering above, only to double jump away to safety when it doesn't land. Oh yeah, and you can forget about using SJ J214A>J22B to reposition and scout opponents below to snipe w/ more knives. Lastly, timer scam is a bit weaker w/o this now =/
Air B Somer - Damage downLess dmg.
**Meh. Oh wait, this less dmg trend is starting to add up!
J22A - EX Cancel on 1st Frame Removed (SECRET NERF)In console, Fciel was able to EX Cancel J22A before the first active frame (which was frame 4, I believe?). No longer possible in CC
**Death of Somerheat...well at least the A version. It's IS however still possible to execute Somerheat using J22B but THIS IS EXTREMELY DIFFICULT AND OFTEN RESULTS IN EXECUTION ERROR. Instead of the simple shortcut that gave you both 22A AND IH in a single button press, you now have to perform: J22B~5E~5C. Even if you possess the dexterity to exe this, the buffer results in inconsistencies. Somerheat was imo an extremely clutch and practical technique (with excellent meter management, it was possible to see one once a round). Someheat was deadly due to the fact that it was: 1) It was potentially a TRUE crossup (meaning it got around crossup protection), 2) One of the fastest, if not the fastest, "overhead" techniques available in the game, 3) Resulted in 4.5k~5k dmg on hit (assuming you followed w/ JC>214C or JC>5B), 4) Regenerated health while attacking (IH property) and, 5) Conditioned the opponent to guard high when in Max mode, allowing for other Somerheat mixups to be thrown into play.
**J214A - Landing Recovery IncreasedSomeone confirm from change list please. Can't remember if I read this somewhere before.
"Huh"623C - Prorate and vector weaker**Umm, to this day, I still don't know wtf this means. At first I assumed the "vector weaker" helped to make the JA link after a bit easier but it doesn't seem much different from Console.
-I feel like FCiel received a lot of "fake buffs" and received nothing truly significant outside of the 236B and B Coma changes
-Example of "fake buff"? BE5C increased untech time. Now this was supposed to improve comboability but ended up being a bust. Why? Because the 2B>BE5C loop that she gained is erratic as fuck. I'm assuming this was supposed to replace the "outdated" bnb but the BE5C loop is beyond compression (unless you can SEE pixels). Even the faster 214A sets this combo up w/ ease. Only problem is finishing it though
-Another (sort of) "fake buff": B coma throw having "favorable" trajectory on wall bounce...Except half the cast is bounding in one direction while the other half in the other direction. To make things worse, the direction of the bound is set according to whether they're in the immediate corner or not. So unless you can again, SEE PIXELS, going for the optimal dmg combo is going to be a mindfuck sometimes (I usu. go for 5C if things look iffy though =/)
-2C and Arc Drive changes were pretty damn fraudulent too.
-Other factors that hurt her game were
overall decreased dmg. This doesn't bother me TOO MUCH as the majority of the cast got their shit toned down a notch.
-Another factor,
GUARD DAMAGE REDUCTION. This hurts me a lot. J214C having guard dmg reduction was no biggie for me. After all, she was still able to keep advantage when guarded. What I don't like though, is how EVERYTHING pertaining to guard dmg was dropped (universally).
BE5C, in particular, doing turds for guard dmg is like a slap in the face. This reduce has affected my gameplay in that players are able to turtle more/longer against Fciel. There's far too much effort involved now to break guard. Even if I am able to force my opponent to stay put (using Flickers, 623A and staggers), there's little to no reward.
-These nerfs may seem insignificant but become a problem when
they add up, making Fciel
slightly weaker from Console imo. Her core game remains the same but the reward is lower and as a result she doesn't feel as "cheap" this time around.
-Oh yeah, and after running tests some time ago for J22A, it seems that the EX Cancel point change on J22A (ONLY TO THE A VERSION, mind you) was blatant. Good shit Ecole lol.