random notes:
Command Throws 63214A/B/CA
Dash into throw that tosses opponent to opposite side. Clash frames appear to activate when Ciel leans fully into the dash animation. Can only clash up to one hit which can also be mashed (ie 2AAA). No other action can be performed from the dash as with a normal clash situation. Although the throw is similar in appearance to the normal throw, 63214A actually yields more frame advantage on down allowing for more elaborate setups or to setup the next offense sooner
B
Dash throw that tosses opponent to the wall and induces wall bound. No clash frames present. EXTREMELY difficult to combo from but two option are available if B throw is landed on a cornered opponent:
Combo163214B>airthrowvery simple combo followup from B command throw that leads to knockdown. The airthrow will leave you low enough to the ground to be able to set up a (mediocre) wakeup game.
Combo26324B>jABC>delay j22B>djABC>dj22B>airthrowTime to break something. I'm convinced this combo is a 1~2f link (may vary vs some characters?). Scores about 3k from this so I guess it's worth the effort- it's just....really hard to do.
C
Dashes into throw and high flying adventure. Throw has clash in the "full leaning" animation similar to the A version. Can also be mashed after clash and will not grab instantly. Throw gives aerial movement after (ie jumps, airdashes, specials, etc). C command throw can actually be controlled by holding 4 as the grab connects (neutral will result in a forward throw by default). This grab leads to very brain-dead wake up game by simply airdashing forward after:
option1
airdash>jC
guaranteed meaty
option2
airdash>early jC whiff>go low or throw
tricks or whatever. you also have the option to whiff jC late for the same effect
option3
airdash>late j2[c]
delay your landing a bit.
I'm sure the are a number of options to cycle through to throw the opponent off on the wakeup above are just the primary and basic options. Versus a cornered opponent, throwing them
away from the corner gives you the option of crossing up with a meaty jC should you dash the moment ciel recovers from the airthrow. A slight delay in the dash will cause her to land in front to vary the mixup (very similar to MBAC midscreen throw shenanigans)
236B (aka "PIKACHU" HANDZZZZ
)
Good, fast, midscreen poking tool. Unairblockable. Learning to space properly with this will keep players from blindly rushing in and will keep others from moving around to hastily. Inputting an IAD command (676 or j7>6A+B) out of anticipation of 236B striking is a good habit to develop. Option Select IAD is useful in the case that one of the two situations can occur:
HitThe Flicker lands and you immediately IAD on hit which will allow you to followup with a hard hitting combo:
236B>iad>jC>land>jBC>djBC>dj22b>airthrow or j214c
versus some characters (eg tohno shiki [I haven't tested the entire cast yet])
236B>iad>jC>land>jabc>delay j22b>djabc>j22b>airthrow
Guard/MissFlicker whiffs or is guarded. 236B can only be jump canceled on hit so if the hit doesn't occur then nothing happens and you get enough time to plan you next action during the short recovery.
eg
236B>236B
tag a jump out or other movement
236B>236A
"ashimoto chui da"
236B>623A
extremely tight guard string....but she gets nothing confirmable on hit (lol sad character)
236B>63214C or dash in
If you think they're scared to move then go for it.
236B is weak against sliding lows so watch out. If you're getting hit by lows that aren't sliding then you're not spacing right. You gotta out-box.
BE5C (>236A)
GDLK anti-air. Just shortly after startup, the clash frames kick in. Hold C until the clash occurs then release and cancel into 236A for optimal damage. The released C will either hit them airborne (in which you combo into 236A which will itself lead to pikachu loops) or they will land into 236A (guarded or hit will still be no real disadvantage). Recommended vs opponents that fall with jumping attacks or vs "arcing" IADs that are easy to react to.
BE4B (>236B)
Surprise, surprise. Another good anti-air option. This is better for players with slower reflexes as clash will kick in a bit earlier. BE4B stikes a bit later for some reason and will often not score you an air CH. This is why it's best to buffer in the 236B command after to land the finisher and a good knockdown. If they land and guard, 236B is executed instead (+1 ?). BE4B is also recommended vs characters that have fast, low altitude and linear air dashes e.g. Ryougi or Aoko. BE5C you'd have to start a bit earlier and that's just enough time to get you smacked in the head.