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Author Topic: MBAA : Crescent Moon Ciel Guide  (Read 6185 times)

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MBAA : Crescent Moon Ciel Guide
« on: September 01, 2009, 02:44:50 AM »
Index

I. Introduction
II. Playstyle
III. Strengths and Weaknesses
IV. Version Changes
V. Normal Attack Descriptions and Applications
VI. Special Attack Descriptions and Applications

I. Introduction:
This guide is for players who are new to Ciel and wish to learn about her Crescent Moon style. It is written assuming you know the basic notations used in gameplay discussions and that you are using the PS2 version of MBAA using the Original balance setting. Please take all questions, concerns, or suggestions to the general discussion thread or PM me directly. This is currently a work in progress and additional sections will be added.

II. Playstyle:
C-Ciel is a very well-rounded character. Like many of the characters in MBAA, C-Ciel can be played very offensively. However she also has enough tools to play a strong defensive game. She can move quickly and has a huge arsenal of attacks that are great for pressuring the opponent in addition to some simple yet effective mixups. If you have played MBAC Ciel before, this style is more similar to that incarnation than the other two styles.

III. Strengths and Weaknesses:
Some of the most important things about playing a character include knowing what they are capable of and which areas they struggle in. Being able to adapt to different playstyles and situations in such a way that your opponent can't exploit your character's weaknesses is crucial to victory. Here is a general overview of areas in which Ciel shines and those in which she has a bit of difficulty.

Strengths:
- Swift and numerous movement options with a dash that covers a lot of distance and maintains a low profile.
- Has a wide and varied set of normals and specials that can be used in different situations.
- Has attacks that move her closer to the opponent and allow her to remain in close proximity to maintain pressure.
- Can play a decent zoning game with her Black Keys.
- Good selection of attacks that can be used as reversals.
- Good damage output with and without meter.
- Has arguably the best punishing attack in the game (Roa has it too though, but his sucks) making her impossible to zone when she has 100%+ meter.

Weaknesses:
- Combos that use 5B and 5C require good hitconfirms for optimal damage against crouching opponents (ie. crouch confirming).
- Can be difficult to utilize the momentum on her dashes.
- Difficult to utilize her clash frames reliably.
- Can be fairly linear since a lot of tactics from MBAC can be applied to this style.

IV. Version Changes
Melty Blood is a game that continues to receive revisions quite often. Here are the changes that Ciel has received since the arcade version of MBAA ver. A

    * Air throw is now untechable, but you can't move until she starts to fall backwards, which is pretty late.

V. Normal Attack Descriptions and Applications:

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

2A: A toe kick that hits low. Range is kinda short but 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.

j.A: A jumping elbow attack. Range is pretty short but comes out really fast. 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. Use this move to fish for air counter hits.

5B: A standing kick to the opponent's shins. Looks similar to Ky's 5K from Guilty Gear but slower. Very useful in blockstrings. 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. In spite of the fact that this attack must be blocked low, it must be shielded HIGH.

2B: A crouching uppercut that looks very much like the ones found in most 2D fighting games with the exception that it moves her forward a little bit. This attack can still clash on the very last frame but it's very difficult to use reliably. It still hits twice which makes it great for hitconfirming in combos. The downside? If you do this and you're 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.

j.B: A jumping kick with her foot extended in front of her. This move has an ABSURDLY huge hitbox. Think Ken's j.mk from ST or sex kicks from Smash Bros. Great as an air-to-air, jump-in, and most importantly 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.

5C: 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 now.

2C: 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.

j.C: 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.

Command Normals

2B>2B: The second hit is a hopping backwards hit that looks like Terry's C+D attack from KoF but launches the opponent upward. You can cancel the second hit into a j.214B, j.623B, 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.

3B: New to MBAA. This is a 2-hit handstand kick. Works very much like the old 2B did in combos and blockstrings. 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>236B: 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. It should also be noted that 4B does have clash frames but it is not reliable for clashing as this move is not meant to be used on its own and will come out on accident when you try to do 5B while blocking.

[4B]>236B: Same as up above except the 4B is charged and gains overhead properties with some lower body invincibility. It actually comes out a little faster than it did in MBAC and it's special cancelable now. Granted it can be quite difficult to reliably combo off this overhead.

5C>5C: 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 now a more viable option to end blockstrings since the second hit can be special canceld and as a result, you can come up with some rather nifty pressure strings against a cornered opponent with this move. Add to the fact that bara cancels no longer exist and this move is perfectly safe. The first hit may whiff crouching opponents so don't overuse this in block strings. It can also be delayed and eventually charged. Take special note that the first 5C CAN be canceled by a reverse beat now.

5[C]>5C: Same as above except the first hit is charged and has more startup but does more damage.

2C>2C: 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 this move no longer works as her old 2CC mixup because on block, you are put into airborne state much earlier making it impossible to reverse beat into 2A for the low option. You can still use j.C or j.236A > throw but the low option is no longer available. This is primarily used as a strike vs throw mixup now.

4C: An upward slash with her knife. Good damage, nice hitbox, 2 hits, and great anti-air. This move seemingly has it all but it's still difficult to reliably force a clash. 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.

j.2C: A downward lunging stab from the air. It can not be canceled into anything else but it recovers reasonably fast. This move is often reserved for midscreen okizeme situations. Use wisely though as wakeup dps might tag you if you time it incorrectly. You would think this move hits as an overhead but unfortunately it doesn't.

j.2[C]: New to MBAA. This is a charged up version of the above j.2C. There is more startup, but on the contrary it hits overhead. It is also cancelable on block or hit so it's pretty useful. Mix this in with air dash pressure strings in the corner to keep the opponent guessing.

Throw: Ciel grabs the opponent and slams them into the ground depending on the direction specified. Works the exact same way as in MBAC.

Air Throw: Ciel grabs the opponent, flips and hurls them into the ground at a 45 degree angle. Unlike MBAC, Ciel's air momentum will completely stop before she throws them. This air throw is no longer techable but it is very difficult, if not impossible, to follow up with reliable okizeme. Use this to end your air combos if you don't intend to spend any meter instead.

VI. Special Attack Descriptions and Applications:
Ciel has a multitude of special moves, most of which have a number of different followups and variations depending on whether they are performed on the ground or in the air.

Black Keys (214A/B/C): Ciel's knife throwing series. Properties will vary depending on the button pressed.

214A: 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.

214[A]: New to MBAA. 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. It is possible to loop this attack after [4B] but the timing is pretty strict.

214B: 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.

(1) 214B ----> 4B -> 4B
              |      |
              |  (2)|---> 4A -> 4B
              |
         (3) |---> 4A -> 4B
                        |
                   (4) |---> 4A -> 4B

(1) is the basic series which ends in a knockdown.

(2) is 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.

(3) is 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).

(4) is 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.

214C: This is the super variation of her Black Keys. Ciel will perform her backdash and throw a volley of knives ala Richter Belmont (from Castlevania: Rondo of Blood for those of you who don't know). This move is now completely safe to use on block due to the absence of bara cancels. 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.

Aerial Black Keys (j.214A/B/C): Ciel performs her knife throwing series in the air. These travel downward at a 45 degree angle and have fewer variations.

j.214A: 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. New in MBAA, Ciel will continue 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.

j.214B: 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.

j.214C: 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 40% 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 (623A/B/C): Ciel dashes towards her opponent while holding out several Black Keys in her hand. These attacks can also be performed in the air.

(j.)623A: In MBAA, 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.

(j.)623B: 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. The air version is great in pressure strings as it puts you at a safe distance with a little frame advantage.

(j.)623C: This is a powered up version of Blade Sinker and received quite possibly the most significant change since MBAC. 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 (236A/B/C): Ciel leaps into the air and can perform several different moves depending on the button pressed. This attack has more startup than it did in MBAC.

236A: 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 knocked down. Pretty useful as it covers quite a bit of space and can keep the opponent from advancing towards you on the ground though you are unable to resume pressure.

236B: 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. It grants more control than it did in MBAC. 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.

236C: 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. On top of that, unlike MBAC, there is increased recovery which means you no longer get a free combo into mixup. 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(j.236A/B/C): Ciel performs her Halo followups while in the air.

j.236A: 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.

j.236B: 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.

j.236C: 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 22A/B/C: Ciel performs a somersault. Button pressed determines the height and number of hits.

22A: Hits once, super cancellable, and cannot be air blocked. Will often times trade with attacks if used as a reversal

22B: 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.

22C: 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.

Aerial Ciel Somer j.22A/B/C:
j.22A: This version only hits once and is air blockable. So why is this useful then? Well, in MBAA 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, or even super double jump, then perform an air dash or another attack to make this safe. This move is GREAT for evasion and running away.

j.22B: This version goes higher than the A version, hits twice, and is also air blockable. Use this at the end of air strings when you're going for an air throw as it adds a little more damage. Otherwise, it has the same properties as the A version.

j.22C: 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 - 63214A/B/C): This is Ciel's new set of Black Keys in MBAA and these can only be performed during her backdash which makes them fairly useful since you have a ranged attack while backdashing.

during backdash - 63214A: 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.

during backdash - 63214B: 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.

during backdash - 63214C: Ciel throws 8 knives in spread formation ala Sakuya from IaMP. 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 (during Max/Heat) 41236C: 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 and won't come out unless the previous ones connect. 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.

Arc Drive - The Seventh Scripture : Forgiving the Original Sin (during Blood Heat) 41236C: 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 (during Blood Heat, EX shield an attack while in the air): 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. Definitely not one of the better last arcs in the game due to the fact that it requires an air shield, 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.
« Last Edit: August 19, 2010, 02:13:04 AM by 高周波刃 »
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