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Author Topic: v1.07 F-Moon Powerd Ciel Discussion (Who needs LASERS when you have ROCKS?!)  (Read 19381 times)

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Offline Id_asz

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Basic stuff for now, I'll test more things as I have more time on the arcade machine.

Normals:
5A:
2A:
j.A:
5B:
6B:
2B:
3B:
BE5B:
j.B
5C:
2C:
3C:
j.C:
j.6C:

Target Combo:
5BB

Specials:
236A: Gunshot blast: Straight. This is like the A part of C-Moon's 236B...A. It is Air Unblockable. It's Blowback edge has bigger range and wallslams.
236B: Gunshot blast: Upwards. This is like the B part of C-Moon's 236B...B. It is Air Unblockable. It's Blowback Edge has bigger range and pushes opponent to the edge of the screen.
236C (EX): Air Unblockable.

214A: PCiel fires a missile from the ground.
214B: PCiel jumps in the air and fires a missile downward.
214C (EX): PCiel fires a barrage of missiles from the ground, then jumps and keeps firing in the air.

j.214A: PCiel fires a missile in the air.
j.214B: PCiel fires a missile in the air. (I will try and find the difference between A and B).
j.214C (EX): PCiel fires a barrage of missiles from the air.

623A: Dragon Punch style move. Moves further forward than C-Moon version.
...A/B/C: Will kick downwards. Must be done while in the middle of the move, won't work after the animation is over. I didn't notice any difference in angle/hits/damage between the A/B/C versions of the follow-up. (Dmg depends on how many hits you do, which depends on your height. I'll calculate it soon.)
623B: Dragon Punch style move. Goes all the way to the top of the screen! You will land before your opponent will. You cannot follow this move up like you can with 623A. 2318dmg.
623C (EX): A typical EX of 623B.

j.236A: Air version of 623A. Yes, the input is j.236A, not j.623A. TKable.
...A/B/C: The follow-up works the same as the ground version.
j.236B: Air version of 623B. Doesn't go up quite as high. Like 623B, there's no follow-up, but you land before your opponent. TKable.
j.236C (EX): EX type version of j.236B.

63214A: PCiel throws a big rock out. A version is lower than the B version.
63214B: PCiel throws a big rock out. B version is higher than the A version. The rocks from 63214B can be kicked.
63214C (EX):

Arcs:
Arc Drive: 41236C: Will rush at opponent using the same motion as 236C. It will freeze your position on the screen, so it won't necessarily push them into the corner.
Another Arc: 41236C: Same as above, but more damaging follow-up. ~4000dmg.
Last Arc: EX Shield in Normal Stance. 6683dmg.

I'll get more info on damage, and other things I missed, when I get a chance to practice against a human who's helping me out. Friday night isn't the best time to figure this sort of thing out and write notes  :psyduck:

Damage tested against Aoko during her first 25% of health (She has a 1.0 defense rating during her first quarter).

Powerd Ciel's Defense ratings:
100%: 0.95; 75%: 0.95; 50%: 0.95; 25%: 1.00

For more info, visit: http://wiki.mizuumi.net/w/Melty_Blood/Powerd_Ciel/Full_Moon#Normal_Moves
« Last Edit: December 31, 2011, 01:53:39 PM by Id_asz »
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Offline Id_asz

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Updated some stuff on first post.
Family Fun Arcade
10363 Balboa Blvd.
Granada Hills, CA USA;
(818) 360-0419 BB:Carl; MB:Ciel; AH:Akane; GG:Baiken

Offline Curbeh

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They can't get enough of me

Offline HRGS|忍

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http://www.youtube.com/watch?v=hW76GQ73Nb8&feature=g-upl&context=G23dc904AUAAAAAAAAAA

I capped rock loop on Sacchin. 3 reps if you start with 5B on the ground.
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Offline F9|Chibi

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For the record the A rocks break automatically but B and C (without meter) can be kicked and otherwise.
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Offline Exciel

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Little did we all know... this character has a j.6C

Offline F9|Chibi

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I'm not seeing much of a point to it, her j.C is obnoxiously good and what do you get out of wall slamming with her j.6C anyway?

:P
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Offline Mengjun

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Bleh, I get j.6C by accident a lot >_< I swear, that move is put in just to annoy people with poor execution like me D=

Offline F9|Chibi

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I am really really loving this character.

What I've found so far:

No reversals. Period. Her bunker rush (236c) is invincible in the middle, but still not a reversal. Use it only in the middle of a block string with gaping holes in it.

Her DP is not a DP. It will lose to somewhat mistimed meaties, leaving you to sad face. ONLY use it when they're in the air above you. It can tag limbs but that's only if you're lucky.

2B is Kouma anti air good, but horribly difficult to use due to its hitbox, it only works on the hilt of the gun.

Missles are better then you think, but at best still average.

J.C = amazing for cross ups.

More as I continue to play~
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Offline LivingShadow

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I've been playing around with F-P.Ciel and here's a few things I noticed:

b and c DPs glue your opponent to a certain point on hit. Not really that important but the programmer in me noticed it.
I've been using 5b2b2c3c j.c 236a~a for my basic, nets around 3.6-3.8 depending on the number of hits the followup gets.
Whatever combo into 2c 236a can be followed up with a missle for a frametrap. Even at full screen.

Offline F9|Chibi

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How's your timing with j.C 236a / a.

Having a little bit of trouble getting it down consistently.
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Offline LivingShadow

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You have to delay the second input of the DP until your height matches theirs, otherwise it will whiff.

Offline Mengjun

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Here are some of F-PCL's move names. Can't figure them out by myself (only a beginner at Japanese), so I wondered if anyone here is good enough at Japanese to help out ^^

236X: ラピッドステイク -> Rapid Stake
623X,j.236X: シャフトドライブ -> Shaft Drive
(j.)214X: ヴァージンペイン -> Virgin Pain/Pane? (Last one doesn't make much sense, first one is just wtf)
(j.)214C: オリフラム コンサート -> .... Concert (can't imagine what the first word should be (in romaji it's "orifuramu" btw)
63214X: グランドサッパー -> Grand Supper
AD: 第七聖典 原罪弾劾 -> ?
AAD: 第七聖典 聖女埋葬 -> ?
LA: 数秘紋 天の巣 -> ?


Offline overmage

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236X: ラピッドステイク -> Rapid Stake
623X,j.236X: シャフトドライブ -> Shaft Drive
(j.)214X: ヴァージンペイン -> Virgin Pain
(j.)214C: オリフラム コンサート -> Oriflame Concert (Nasu using gratuitous English again)
63214X: グランドサッパー -> Grand Sapper
AD: 第七聖典 原罪弾劾 -> Seventh Holy Scripture - Impeachment of Original Sin
AAD: 第七聖典 聖女埋葬 -> Seventh Holy Scripture - Saint's Burial
LA: 数秘紋 天の巣 -> Numerology - Heaven's Nest

Offline Mengjun

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Thanks!


By the way, F-PCL's AD and AAD both hit OTG, so you can end the ... 2C 3C j.C j.236A-A with it. AD leaves you and your opponent at opposite sides of the screen (so it's bad for oki?). AAD leaves you anywhere from the middle of the screen to the corner, and the opponent in the opposite corner, depending on the distance to the corner when AAD hits. For corner oki + a bit of damage, I personally like 236C a lot better for this.

BE236A is an OTG relaunch, you can do things like 5B 2B 2C BE236A in the corner, then follow up by dashing in. Doesn't give any damaging combos though, because of the OTG damage penalty I guess.

A lot of moves cause ground bounce, like j.B, the last hits of the dp followup (with enough height), 3B, j.214C. It's hard to exploit the ground bounce of the dp followup though. I've tried something like j.C 5A 5B 2B 2C 3C j.(delay)A (delay) j.236A (delay) A (last one should hit once in the first part of the dive, and once while near to the ground, but I can only get that timing right once in a blue moon), which can be followed up with a non-OTG 2A 2A 3B 2C. Doesn't sound very practical, but it may be good for some combo movies.

EDIT: It turns out that Throw > 2C leaves the opponent slightly out of the corner, allowing for a crossup setup. Might be interesting ^^
« Last Edit: January 08, 2012, 05:53:10 AM by Mengjun »

Offline Lumiere Celesti

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is that rock loop corner the only combo? ._. i have a bnb but it only does 3100 - 3200 so far -__-

add some bnb, the same combo with diferent finishers:

2a 5bb 5c 3c jb 2c 236a 3157dmg
  -     -    -   -   -   -   3c 236b 3474dmg
  -     -    -   -   -   -   -    623b 3808dmg
  -     -    -   -   -   -   -    41236b 2931dmg

now the last one is kind of a set up, the recover point is right when the rock is on the opponent, so he either block it to receive a 236a or get hit by the rock. In case it hits it is posible to follow by a JC 236b or jb 2c 236a
« Last Edit: January 21, 2012, 09:56:14 AM by Lumiere Celesti »

Offline Mengjun

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The rock loop is corner only, indeed, 3B pushes the opponent too far away from you if you're midscreen.

By the way, 3C used like that will whiff on female crouchers. So it would be better to knock the opponent off his feet beforehand, to ensure that 3C connects. The starter would then become 2A 5B(B) 6B 2C 3C. (It doesn't matter a lot if you do the second hit of 5BB or not, the damage will turn out to be the roughly the same.) It seems that against a lot of characters, even 5A 5B 2B 6B 2C 3C works.

Also see the wiki page, though I have my doubts about the combos involving 63214A there.

Also, here a combo that requires 1 bar, and does some okay damage:

2A 5B 6B 2C 3C j.C j.214C

It can also be followed up by a 2C 236A in the corner, and by a dash 236C midscreen.

Offline Lumiere Celesti

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im trying to figure out what to do with the j.6c xD anyway.
The corner loop is not very easy to learn thats for sure, but F-pciel does have a lot of mindgames and zoning.

the j.b can be use like in H to combo 2c 3c 236b.

about the BE236A as an OTG i got this on corner:

2a 5bb 2c BE236A 5B Jc 236a-a

but it´s damage isnt over 2900, still it can be finish with an Ex like 214C or 236C to add damage, then again, it ends with 236a-a like usual
« Last Edit: January 23, 2012, 12:14:36 AM by Lumiere Celesti »

Offline Benny1

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It should be remembered that both 2B and 623/j.236AA can be combo'd after.

This means combos like 2A 5B 2B 2C 3C wait a second j.B land 623AA land 236A are possible.
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Offline Tempered

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Offline Lumiere Celesti

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at last after several tries i could do that rock loop... is kind of annoying the input though

one last bnb: 5a 5bb 5c 3c jb 2c 3c BE236B

it can be 5bb 6b too

from the last acho a F-pciel used this one in a counter most of the match but pretty decent damage as a bnb:

5a 5b 2c 3c jb 5b 3b 2c 3c BE236B : 3724 dmg
« Last Edit: January 28, 2012, 03:17:40 PM by Lumiere Celesti »

Offline AARP|ZTB

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Complete Fuzzy Hit List (**Credit goes to Furok for bringing this to my attention)

Sequence:
Deep JC (Guarded)>land>ascending JA(1) (Hits crouch defender)>J236A>A>combo of choice

Kouma
Ciel
Sion
Ries
Vshi
Wara
Akiha
Warc
Vermillion
Mecha
Seifuku
Ryougi
Nero
Hisui
Kohaku

-J236A must be canceled immediately from the first hit of the ascending JA
-If the J236A>A followup is timed correctly, ground bounce is induced and combo followup becomes possible
-3k-3.5k damage (or more?) depending on combo (haven't tested for optimal dmg as of yet)
« Last Edit: February 19, 2012, 11:13:54 PM by ZARbon »
zar are you even aware that your attitude is what drove people off in the first place. i think zar's attitude is worse than all of that. cause neither of you guys mean anything. but zar can poison shit around him. zar's the one that gets personal online and does realtalk that's out of line.

Offline AARP|ZTB

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SCOOPS LIST
This list is for characters who are unable to be picked up (or are difficult to pick up) after 2C>3C>JB Starter

2C>3C>JB>land>5B Pickup will not work on:

Satsuki, Ries
Forget about even trying for it. 5B misses completely.

Warc, Len, Shiro
It's doable but the timing is absurd. Better off not risking it.

Vermillion, Seifuku, NAC
Timing isn't nearly has difficult as the above two groups but watch out! It can be a bit tricky. Is doable w/ some practice just don't be surprised if you goof up on it however.

**Use 2C (pickup)>delay 3C>624B>JB in place of the usual 5B (pickup)>3B>2C>delay 3C>624B
**VS Warc, the 624B seems to whiff often in the 2C (pickup)>3C>624B combo substitute. May be best fall back on gimping even further by using 2C>236A =/
zar are you even aware that your attitude is what drove people off in the first place. i think zar's attitude is worse than all of that. cause neither of you guys mean anything. but zar can poison shit around him. zar's the one that gets personal online and does realtalk that's out of line.

Offline Komidol

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I'm guessing I'm not the only one who has been using this a pet project character.

Some little notes.

-JB is godlike.
-2B is also godlike.
-You can use EX214C as a reversal.  By this I mean, not a wakeup reversal, but like White Len's ”SO---RE!" or F-Koha's EX Counter.  Basically when a pressure string isn't airtight, where you could shield (except no guessing 2D/5D, this will stuff whatever), use this once in a while to turn momentum into your favor.  For example, if you see them do a charge move.   

-She has a 40 second combo you can use to run the clock...the basic foundation works like this:
2C3C>JB>2B3B2C3C>63214B>JB>5A5A3B2C>63214B>3B>2C>3C>63214B>Empty Grab>J236AA>2A5B3B2C>63214B>5B3B2C3C>BE236A>Empty Grab>J236AA>2A2C>236A...you get the point.

Very, very, strong character.  She's is widely considered to be the 3rd best character in v1.07 by many Kansai players.
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Offline Komidol

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Re: v1.07 F-Moon Powerd Ciel Discussion (Who needs LASERS when you have ROCKS?!)
« Reply #24 on: September 15, 2013, 12:51:59 PM »
Let's talk about F-P.Ciel's Neutral Game, New Combo Theory, and Okizeme. 

Neutral Game:

In neutral, long range: 214A Missile is cancellable by EX Shoryu, and you keep your movement after.  To me this is sort've like a costly F-Kohaku 5[C]->236B.  It's great for baiting jump-ins and controlling the screen.   

In neutral, mid-range: I just use 63214B against non reversal characters (like W.Len's SOREE!) and use 2B or JC to keep it mixed up.   

In neutral, short/melee range:  2B is a great anti air if they're in the air, and if you wanna a quick air approach, like IAD - j.B is great.  They're just ridiculously strong. 

-----------------------------------------------------------------------------------------------

Combo Theory:
http://www.nicovideo.jp/watch/sm21177489

Kansai/Kyuushu has been using this.  It's pretty strong. 

2A > 5BB > 6B > 2C > 3C > Jump Forward (9) > Delay the j.B hit > 2C > 236A

2A > 5BB > 6B > 2C > 3C > Jump Forward (9) > Delay the j.B hit > ※Option_1 > 3C > 63214B > Air Grab > 236AA > 2A > 2C > 3C > 63214B > Air Grab > 623A > ※Option_2

Option_1: This is less of an option and more what you need to learn based on the character.  In order of applicable importance.  I don't intend to do the chart of what works on who, so if you want, go ahead.
α.5B6B2C
β.6B2C
γ.2C

Option_2:
α. (w/100% Meter) Mid-Air 214C>5B>236A
β. (meterless) 623AA>2C>236A

That's her basic combo theory, but she also has a sweet loop for when you are close enough to the wall:
2A > 5BB > 6B > 2C > 3C > Jump Forward (9) > Delay the j.B hit > 2B > Delay 3B > [2C>63214B>3B]x2 > 2C > 236A

The trick is to delay the 3B.  After this combo you get okizeme.

-----------------------------------------------------------------------------------------------

So after the loop you have your okizeme.  Do 63214{B} into whatever the hell you want:

You can 2A or 2B if you think they'll 5D.
You can grab them.
You can wait-and-let-them-do-something-stupid-as-a-rock-hits-them-over-the-head (High level only)
And then there is an awesome mixup you can do off 9j.B.  If you do this, it will kick the rock down - and it's dash cancellable!!! You can go in for a j.B, j.A, land and do 2A, or land and grab them (the rock block stun isn't very long).  It's a great mixup. 

-----------------------------------------------------------------------------------------------

If you ever find yourself in a bind and need to turn the game around, you always have a great 2C to mash out with, and an EX214C with invincibility frames (like W.Len's SORE, but shorter range).  It's great to use as a reversal in block strings.

So everyone go out and learn this character! She's hella fun!
« Last Edit: September 16, 2013, 12:40:15 AM by Komidol »
GenericSuperHero: komidol's not a nerd, he's a visionary
AnFox: H-mech IS a character.
Exciel: It's 2011, use whoever the hell you want already. Fuck haters and relish the salty tears that drip from their skulls as you stand victorious.