Ciel (MBAC)

From SuperCombo Wiki

Normal Moves

Motion Y. Damage R. Damage Meter Gained Startup Proration Blocked Shielded
5A ? ? ?% ? 78% xxx xxx
2A ? ? ?% ? 78% xxx xxx
j.A ? ? ?% ? 78% xxx xxx
5B ? ? ?% ? 78% xxx xxx
2B ? ? ?% ? 78% xxx xxx
j.B ? ? ?% ? 78% xxx xxx
5C ? ? ?% ? 78% xxx xxx
2C ? ? ?% ? 78% xxx xxx
j.C ? ? ?% ? 78% xxx xxx
214D ? ? ?% ? 78% xxx xxx

Special Moves

Motion Y. Damage R. Damage Meter Gained Startup Proration Blocked Shielded
Generic Special (Some Engrishy Move Name)
236A ? ? ? ? ? xxx xxx
236B ? ? ? ? ? xxx xxx
236C ? ? -100% ? ? xxx xxx
Generic Super (Some Random Arc Drive) [Requires Heat or Max Mode]
41236C ? ? -300% ? ? xxx xxx
Generic Max Super (Some Random BH Arc Drive) [Requires Blood Heat Mode]
41236C ? ? -300% ? ? xxx xxx
Generic Super Parry (Some Random Last Arc) [Requires Blood Heat Mode]
D (state) ? ? -300% ? ? xxx xxx


Changes Between Arcade and PS2 Versions

  • 4C no longer has clash frames
  • ground dash is now slower
  • ground dash no longer has clash frames
  • 2B has more startup and prorates 80%
  • j.214A is now cancellable
  • 5C5C is now cancellable
  • 22A has more SCable frames
  • Arc Drive is now faster
  • 6AAA is now cancellable, has lesser recovery and is possible to follow up after the wallbounce
  • 236A (Heiro) is now faster
  • 236A ground can now go into j.236A
  • 236B followup moves are faster now
  • 236A followup moves only allows double jump, normals but not airdashing afterwards
  • 236C - opponents can no longer psyche-burst out of it.
  • Last Arc - Now it is easier to hit opponent with Last Arc