Basic stuff for now, I'll test more things as I have more time on the arcade machine.
Everything below has been corrected/updated for 1.07.
Normals:5A: Low heel. Ciel does a knife kick near her opponent's ankles. Hits
LOW.
Air UN-blockable. 350 dmg [.72 proration]2A: Low knife jab. Purple effect doesn't hit. Hits
LOW. Same animation as Crescent's 2A.
Air UN-blockable. 300 dmg [.72 proration]j.A: Air Knife jab, hits in the middle of her sprite's box. Purple effect does not hit. Is not jump cancelable. Same animation as Crescent's j.A.
Air blockable. 300 dmg [.?? proration]5B: Knife swipe. Leaves a crescent slash similar to Ryougi's. Same animation as Crescent's 5B.
Air UN-blockable. 600 dmg [.80 proration]6B: Lunging kick. Moves PCiel forward a bit. Wallslams on hit.
Air UN-blockable. 500 dmg [.66 proration]2B: Knife swiping kind of low. Even though it's a 2 attack, it
hits MID.
Air UN-blockable. 700 dmg [.80 proration]j.B: Downwards kick. Groundslams on air hit. Your main reset tool.
Air blockable. 500 dmg [.90 proration]5C: Slashes forward with her gun. Has incredible range. Same animation as Crescent's 5C.
Air UN-blockable. 1000 dmg [.70 proration]4C: Slashes upward. Useful tool for moving your opponent's body upwards mid-combo. Same animation as Crescent's 4C.
Air UN-blockable. 800 dmg [.70 proration]2C: Extended low kick with good range. This is often what you want to use when your opponent is landing from a Counter Hit. This move has R proration, which means that it cumulates proration with the previous attack, so use sparingly; it will lower your damage over all if used too much. Same animation as Crescent's 3C. This
hits LOW.
Air UN-blockable. 800 dmg [.57R proration]3C: Kick flip upwards. Your key launcher normal.
Air UN-blockable. 1000 dmg [.57 proration]j.C: Kicks kind of high in the air, leaving a swiping trail. This is the normal you want to use for cross-ups. Same animation as Crescent's j.C.
Air blockable. 1000 dmg [.90 proration]Note: No Blowback Edges on ANY normals!Target Combo:A, 6A, 6A: Last hit DOES NOT HIT HIGH even though it looks like it does. Last hit cannot be BE'd, either, even though it looks like it should. Whole combo is
air UN-blockable.
1302 dmg [.50 proration total]Note: You cannot combo a normal into another normal in the air. No j.BC, dj.BC
Specials:236 series:236A: Rushes forward and does a launching flip kick. Blowback Edge on the flip kick delays it, launches higher, and hits HIGH. Both hits are
air UN-blockable.
1575dmg (2 hits). BE (2nd hit only) = 1100 dmg236B: Rushes forward, won't attack if you don't input something while rushing... There's some clashing near the beginning of this move, so it can be a useful tool for rushing in on your opponent while they're zoning.
...A: Shoots a gun blast forwards.
Air UN-blockable. 1200 dmg...B: Shoots a gun blast upwards (~45° up).
Air UN-blockable. 1500 dmg...C: Does the flip kick from 236A.
Air UN-blockable. 700 dmg236C (EX): Rushes forward, the rush part hits the opponent. Ends with a forward gun blast. This is her highest damaging EX, and it's air-unblockable. If your opponent is landing or just jumping, feel free to throw this out.
Air UN-blockable. 3106dmg (11 hits).Note: 236 series is virtually the same as C-Moon.
623 Series:623A: Dragon Punch style move.
Air blockable. 1399dmg (3 hits)....A/B/C: Will kick downwards. Must be done while in the middle of the move, won't work after the animation is over. There is no difference in angle/hits/damage between the A/B/C versions of the follow-up. There is no difference in damage between the ground series (623) and the air series (j.236)
Air blockable. 350 [.70] (per hit, 6 hits total)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. If you whiff, you will recover just after you reach the top of the screen, making it totally safe on whiff (but not on block). Great for air okizeme after combos. If done against an opponent in the corner, you and your opponent will switch sides when you land, making you the one in the corner.
Air blockable. 2330dmg (7 hits).623C (EX): An EX version of the 623B move. You can recover on whiff like 623B.
Air UN-blockable. 2503dmg (8 hits).Note: 623 series is virtually the same as C-Moon.
j.236 Series:j.236A: Air version of 623A. Yes, j.236A, not j.623A. TKable.
Air blockable. 925dmg (2 hits)....A/B/C: The follow-up works the same as the ground version. There is no difference in angle/hits/damage between the A/B/C versions of the follow-up. There is no difference in damage between the ground series (623) and the air series (j.236)
Air blockable. 350 [.70] (per hit, 6 hits total)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.
Air blockable. 2061dmg (6 hits).j.236C (EX): An EX version of j.236B.
Air blockable. 2674dmg (11 hits).Note: j.236 series is virtually the same as C-Moon.
214 Series:214A: Vertical Laser. Send out a vertical laser in front of PCiel, pretty close. Blowback Edge makes it move forward (Think Magneto's Super in MvC2). The laser doesn't quite reach the top of the screen, so if you're up that high, it won't hit. If an air opponent gets hit by one of her vert. lasers, they'll get slammed down to the ground really quickly.
Air blockable. 1434dmg (10 hits) BE=1625dmg (12 hits).214B: Vertical laser. Sends out a vertical laser about 60% of the screen away from PCiel. Blowback Edge makes it move back and forth within the area. BE version really helps you get in on them while they're blocking at a distance. If an air opponent gets hit by one of her vert. lasers, they'll get slammed down to the ground really quickly.
Air blockable. 1514dmg (10 hits) BE=1859dmg (15 hits).214C (EX): Horizontal Laser. This is similar to C-PCiel's EX laser. It will shoot forward at a really good distance.
Air blockable. 2151dmg (10 hits).j.214 Series:j.214A: 214A in the air. Floats forward in the air a bit. Can be TK'd.
Air blockable. 1434dmg (10 hits) BE=1625dmg (12 hits)j.214B: 214B in the air. Floats forward in the air a bit. Vertical laser appears about 40% of the screen away, as opposed to the ground version which appears 60% away. Can be TK'd.
Air blockable. 1537dmg (11 hits) BE=1882dmg (15 hits).j.214C (EX): The same as 214C on the ground.
Air blockable. 2151dmg (10 hits).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.
Air UN-blockable. 3571 (18 hits).Damage tested against Aoko during her first 75% of health (She has a 1.0 defense rating during her first quarter).H-PCiel's Defense Ratings (Same as C-Moon):100%: 0.95;
75%: 0.95;
50%: 0.95;
25%: 1.00