Difference between revisions of "BBCF/Celica A. Mercury"

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(Drive Moves)
 
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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
+
{| class="wikitable" style="float:right; margin-left: 0.5em; width:25%"
 
|-
 
|-
 
!Celica A. Mercury
 
!Celica A. Mercury
 
|-
 
|-
 
||
 
||
[[File:BBCF_Celica_Portrait.png|350x500px|center]]
+
[[File:BBCF_Celica_Portrait.png|300x500px|center]]
 
|-
 
|-
||{{#lsth:BBCF/Celica A. Mercury/Data|SystemData}}
+
||{{#lst:BBCF/Celica A. Mercury/Data|System Data}}
 
;Play-style
 
;Play-style
 
:Balanced/Offensive
 
:Balanced/Offensive
Line 37: Line 37:
  
 
===Strengths/Weaknesses===
 
===Strengths/Weaknesses===
{|
+
{{StrengthsAndWeaknesses
|-style="text-align:left;"
+
|intro=
! Strengths !! Weaknesses
+
|pros=
|- style="vertical-align:top;text-align:left"
 
| style="width: 50%;"|
 
 
* Simple tools, combos, and gameplan. Extremely beginner-friendly character.  
 
* Simple tools, combos, and gameplan. Extremely beginner-friendly character.  
 
* Able to heal considerable amounts using Overdrive and Armure Sorbet, making her difficult to time out.
 
* Able to heal considerable amounts using Overdrive and Armure Sorbet, making her difficult to time out.
Line 48: Line 46:
 
* Multi-hitting normals make her pressure difficult to disrespect by jumping out, Fuzzy Jumping, etc.  
 
* Multi-hitting normals make her pressure difficult to disrespect by jumping out, Fuzzy Jumping, etc.  
 
* Very cute.
 
* Very cute.
| style="width: 50%;"|
+
|cons=
 
* Tied for the lowest health.
 
* Tied for the lowest health.
 
* Requires either missing health, meter, or the corner for more damaging combos.
 
* Requires either missing health, meter, or the corner for more damaging combos.
 
* While she has a variety of tools, she tends to be a jack of all trades, master of none.
 
* While she has a variety of tools, she tends to be a jack of all trades, master of none.
|-
+
 
|}
+
}}
 +
 
 
{{#lst:BBCF/Celica A. Mercury/Data|Links}}
 
{{#lst:BBCF/Celica A. Mercury/Data|Links}}
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Normal Moves==
 
==Normal Moves==
====== <font style="visibility:hidden" size="0">5A</font> ======
+
====== <span style="visibility:hidden;font-size:0">5A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_5A.png |caption=B-b-baka!|name=5A
 
|image=BBCP_Celica_5A.png |caption=B-b-baka!|name=5A
Line 64: Line 63:
 
{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|5A}}
+
{{#lst:BBCF/Celica A. Mercury/Data|5A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=  
+
{{Description|8|text=  
 
*Hits crouchers.
 
*Hits crouchers.
 
*Great for tick throws.
 
*Great for tick throws.
Line 73: Line 72:
 
}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">5B</font> ======
+
====== <span style="visibility:hidden;font-size:0">5B</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_5B.png |caption=Dance, Minerva!
 
|image=BBCP_Celica_5B.png |caption=Dance, Minerva!
Line 81: Line 80:
 
{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|5B}}
+
{{#lst:BBCF/Celica A. Mercury/Data|5B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Good range, your main poke tool.
 
*Good range, your main poke tool.
 
*Moves Minerva forward, boosting the range of follow up attacks. This makes it a nice tool in neutral for 5B>5C>214C.
 
*Moves Minerva forward, boosting the range of follow up attacks. This makes it a nice tool in neutral for 5B>5C>214C.
Line 89: Line 88:
 
}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">5C</font> ======
+
====== <span style="visibility:hidden;font-size:0">5C</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_5C.png |caption=Doesn't multi hits anymore
 
|image=BBCP_Celica_5C.png |caption=Doesn't multi hits anymore
Line 97: Line 96:
 
{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|5C}}
+
{{#lst:BBCF/Celica A. Mercury/Data|5C}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Long-reaching button with limited use in footsies, as it is outclassed by 5B in most cases.
 
*Long-reaching button with limited use in footsies, as it is outclassed by 5B in most cases.
 
*Occasionally used as a poke against moves that would otherwise low-profile 5B.
 
*Occasionally used as a poke against moves that would otherwise low-profile 5B.
Line 105: Line 104:
 
}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">2A</font> ======
+
====== <span style="visibility:hidden;font-size:0">2A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_2A.png |caption=Still adorable
 
|image=BBCP_Celica_2A.png |caption=Still adorable
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{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|2A}}
+
{{#lst:BBCF/Celica A. Mercury/Data|2A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Slightly longer range than 5A, but otherwise almost identical.
 
*Slightly longer range than 5A, but otherwise almost identical.
 
*Can OTG, so is commonly used to catch rolls/quick getup.
 
*Can OTG, so is commonly used to catch rolls/quick getup.
Line 121: Line 120:
 
}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">2B</font> ======
+
====== <span style="visibility:hidden;font-size:0">2B</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_2B.png |caption=Onegai~
 
|image=BBCP_Celica_2B.png |caption=Onegai~
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{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|2B}}
+
{{#lst:BBCF/Celica A. Mercury/Data|2B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Fast, multi-hitting low with decent range that leads to good damage.
 
*Fast, multi-hitting low with decent range that leads to good damage.
 
*Extremely low pushback.
 
*Extremely low pushback.
Line 137: Line 136:
 
}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">2C</font> ======
+
====== <span style="visibility:hidden;font-size:0">2C</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_2C.png |caption=Pushing back
 
|image=BBCP_Celica_2C.png |caption=Pushing back
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{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|2C}}
+
{{#lst:BBCF/Celica A. Mercury/Data|2C}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Great starter/punishing tool up close
 
*Great starter/punishing tool up close
 
*Fatal counters
 
*Fatal counters
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}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">6A</font> ======
+
====== <span style="visibility:hidden;font-size:0">6A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_6A.png |caption=The most adorable move in the game
 
|image=BBCP_Celica_6A.png |caption=The most adorable move in the game
Line 163: Line 162:
 
{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|6A}}
+
{{#lst:BBCF/Celica A. Mercury/Data|6A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 +
*Celica attempts to do an uppercut, but loses her balance and falls over instead.
 
*Airborne during first hit, until second hit
 
*Airborne during first hit, until second hit
 
*First hit knocks down
 
*First hit knocks down
 
*Second hit knocks down on air hit, staggers on ground hit
 
*Second hit knocks down on air hit, staggers on ground hit
 +
*Gap between hits under normal circumstances is 7 frames
 
At 24 frames start-up, -8 on block, no meterless cancel options, and mediocre conversions outside of the corner, 6A is not a great overhead. You can make first overhead hit whiff, allowing only the low to hit instead, though hitting only the low doesn't let you combo without Rapid or counter hit. With meter, 6A(1) > RC > into either j.B or IAD > j.B represents a good overhead starter for a mixup that's easy to confirm and leads to good damage. On a midscreen counter hit, the opponent isn't pushed as far away, allowing you to combo reliably.
 
At 24 frames start-up, -8 on block, no meterless cancel options, and mediocre conversions outside of the corner, 6A is not a great overhead. You can make first overhead hit whiff, allowing only the low to hit instead, though hitting only the low doesn't let you combo without Rapid or counter hit. With meter, 6A(1) > RC > into either j.B or IAD > j.B represents a good overhead starter for a mixup that's easy to confirm and leads to good damage. On a midscreen counter hit, the opponent isn't pushed as far away, allowing you to combo reliably.
 
}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">6B</font> ======
+
====== <span style="visibility:hidden;font-size:0">6B</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_6B.png |caption=The anti-air
 
|image=BBCP_Celica_6B.png |caption=The anti-air
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{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|6B}}
+
{{#lst:BBCF/Celica A. Mercury/Data|6B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Head invulnerability from frame 4, lasts through the active frames.
 
*Head invulnerability from frame 4, lasts through the active frames.
 
*Slams the opponent into the ground for a ground bounce on air and/or counter hit.
 
*Slams the opponent into the ground for a ground bounce on air and/or counter hit.
Line 188: Line 189:
 
}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">6C</font> ======
+
====== <span style="visibility:hidden;font-size:0">6C</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_6C.png |caption=Do a flip, Minerva
 
|image=BBCP_Celica_6C.png |caption=Do a flip, Minerva
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{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|6C}}
+
{{#lst:BBCF/Celica A. Mercury/Data|6C}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Combo tool that leads to amazing damage
 
*Combo tool that leads to amazing damage
 
*Best utilized immediately after punishes on counter hit
 
*Best utilized immediately after punishes on counter hit
Line 205: Line 206:
 
}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">3C</font> ======
+
====== <span style="visibility:hidden;font-size:0">3C</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_3C.png |caption=Will knock down even a tree
 
|image=BBCP_Celica_3C.png |caption=Will knock down even a tree
Line 213: Line 214:
 
{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|3C}}
+
{{#lst:BBCF/Celica A. Mercury/Data|3C}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Unremarkable sweep
 
*Unremarkable sweep
 
*Counter hit causes hard knockdown as with most sweeps, allowing for a follow up combo
 
*Counter hit causes hard knockdown as with most sweeps, allowing for a follow up combo
 
}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">j.A</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.A</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_j.A.png |caption=Panty shot
 
|image=BBCP_Celica_j.A.png |caption=Panty shot
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{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|j.A}}
+
{{#lst:BBCF/Celica A. Mercury/Data|j.A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Celica's fastest air button.
 
*Celica's fastest air button.
 
*Notable in the fact that just like its siblings in 5A and 2A, it can be held down for extra hits.
 
*Notable in the fact that just like its siblings in 5A and 2A, it can be held down for extra hits.
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}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">j.B</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.B</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_j.B.png |caption=Slicing the cake
 
|image=BBCP_Celica_j.B.png |caption=Slicing the cake
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{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|j.B}}
+
{{#lst:BBCF/Celica A. Mercury/Data|j.B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Most commonly used for air-to-ground jump-ins.  
 
*Most commonly used for air-to-ground jump-ins.  
 
*Can also be used for f-shiki (fuzzy guard) setups.
 
*Can also be used for f-shiki (fuzzy guard) setups.
 
}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">j.C</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.C</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_j.C.png |caption=Did I just catch you jumping in?
 
|image=BBCP_Celica_j.C.png |caption=Did I just catch you jumping in?
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{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|j.C}}
+
{{#lst:BBCF/Celica A. Mercury/Data|j.C}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Reaches far, good air-to-air.
 
*Reaches far, good air-to-air.
 
*Higher damage combos on Counter Hit.
 
*Higher damage combos on Counter Hit.
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All of Celica's drive moves feature a starter, an bridging attack and a common ender. While they are listed together based on input, it is possible to combine different drive chains together. For example you can combine 2D (Starter), 6D (Bridge) and 5D (Ender) in one chain. All parts of a drive chain can be cancelled in the next part on hit, block or whiff. The only exception is the healing move which will only activate if the Ender move hits. Each individual Drive move is affected by Same Move Proration.
 
All of Celica's drive moves feature a starter, an bridging attack and a common ender. While they are listed together based on input, it is possible to combine different drive chains together. For example you can combine 2D (Starter), 6D (Bridge) and 5D (Ender) in one chain. All parts of a drive chain can be cancelled in the next part on hit, block or whiff. The only exception is the healing move which will only activate if the Ender move hits. Each individual Drive move is affected by Same Move Proration.
  
====== <font style="visibility:hidden" size="0">5D</font> ======
+
====== <span style="visibility:hidden;font-size:0">5D</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_5D.png |caption=Uno!
 
|image=BBCP_Celica_5D.png |caption=Uno!
Line 286: Line 287:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5D}}
 
{{AttackVersion|name=5D}}
{{#lsth:BBCF/Celica A. Mercury/Data|5D}}
+
{{#lst:BBCF/Celica A. Mercury/Data|5D}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5DD}}
 
{{AttackVersion|name=5DD}}
{{#lsth:BBCF/Celica A. Mercury/Data|5DD}}
+
{{#lst:BBCF/Celica A. Mercury/Data|5DD}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5DDD}}
 
{{AttackVersion|name=5DDD}}
{{#lsth:BBCF/Celica A. Mercury/Data|5DDD}}
+
{{#lst:BBCF/Celica A. Mercury/Data|5DDD}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
*5D (Starter) is Celica's fastest Drive attack, but deals less damage and has shorter reach than the other Drive starters. Has Fatal Counter properties and a bizarrely long amount of hitstun, allowing you to follow up with enhanced specials and confirm hits easily. Also vacuums the opponent on hit or block, though much less than 2C and 6C.
 
*5D (Starter) is Celica's fastest Drive attack, but deals less damage and has shorter reach than the other Drive starters. Has Fatal Counter properties and a bizarrely long amount of hitstun, allowing you to follow up with enhanced specials and confirm hits easily. Also vacuums the opponent on hit or block, though much less than 2C and 6C.
 
*5D (Bridge) deals the most damage of the secondary Drive attacks, but generally causes a side switch so 6DD is preferred for corner carry unless used from the corner. Also has a decent amount of projectile invuln.
 
*5D (Bridge) deals the most damage of the secondary Drive attacks, but generally causes a side switch so 6DD is preferred for corner carry unless used from the corner. Also has a decent amount of projectile invuln.
Line 302: Line 303:
 
}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">2D</font> ======
+
====== <span style="visibility:hidden;font-size:0">2D</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_2D1.png |caption=Un!
 
|image=BBCP_Celica_2D1.png |caption=Un!
Line 312: Line 313:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=2D}}
 
{{AttackVersion|name=2D}}
{{#lsth:BBCF/Celica A. Mercury/Data|2D}}
+
{{#lst:BBCF/Celica A. Mercury/Data|2D}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=2DD}}
 
{{AttackVersion|name=2DD}}
{{#lsth:BBCF/Celica A. Mercury/Data|2DD}}
+
{{#lst:BBCF/Celica A. Mercury/Data|2DD}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
*2D (Starter) hits low and deals a little more damage than 5D. Sees very little use; 5D is more optimal for ground combos and 6D is more optimal for ending combos.
 
*2D (Starter) hits low and deals a little more damage than 5D. Sees very little use; 5D is more optimal for ground combos and 6D is more optimal for ending combos.
*2D (Bridge) also hits low but rarely sees use in combos outside of maximizing damage from 3C 6D and then cancelled into Casque. 2DD will always leave a gap if used on block. Can now be used along with Flan for a mixup, but is generally not recommended. It also has a strange hitbox that only hits behind her at first, so in most cases the startup of the move is actually 11.
+
*2D (Bridge) also hits low but rarely sees use in combos outside of maximizing damage from 3C 6D and then cancelled into Casque. 2DD will always leave a gap if used on block. Can now be used along with Flan for a mixup, but is generally not recommended. It is technically a two-hit move, but the first hit only hits behind Celica, so in most cases it's a one-hit move and startup of the move is effectively 11.
 
}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">6D</font> ======
+
====== <span style="visibility:hidden;font-size:0">6D</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_6D.png |caption=One!
 
|image=BBCP_Celica_6D.png |caption=One!
Line 332: Line 333:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=6D}}
 
{{AttackVersion|name=6D}}
{{#lsth:BBCF/Celica A. Mercury/Data|6D}}
+
{{#lst:BBCF/Celica A. Mercury/Data|6D}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=6DD}}
 
{{AttackVersion|name=6DD}}
{{#lsth:BBCF/Celica A. Mercury/Data|6DD}}
+
{{#lst:BBCF/Celica A. Mercury/Data|6DD}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
*6D (Starter) moves Celica forward and has foot and throw invuln from frame 5 through the active frames. Staple combo ender as it grants hard knockdown on air hit. Forces crouching on ground hit, but cannot be capitalized on without spending meter or Overdrive. Is mysteriously cancelable into j.214A (at a slightly delayed timing) as well as grounded special moves.
 
*6D (Starter) moves Celica forward and has foot and throw invuln from frame 5 through the active frames. Staple combo ender as it grants hard knockdown on air hit. Forces crouching on ground hit, but cannot be capitalized on without spending meter or Overdrive. Is mysteriously cancelable into j.214A (at a slightly delayed timing) as well as grounded special moves.
 
*6D (Bridge) is generally preferred over 5DD midscreen for corner carry. Usually used at the beginning of Griller loops.
 
*6D (Bridge) is generally preferred over 5DD midscreen for corner carry. Usually used at the beginning of Griller loops.
 
}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">j.D</font> ======
+
====== <span style="visibility:hidden;font-size:0">j.D</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_j.D.png |caption=Down we go!
 
|image=BBCP_Celica_j.D.png |caption=Down we go!
Line 350: Line 351:
 
{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|j.D}}
+
{{#lst:BBCF/Celica A. Mercury/Data|j.D}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Leads into DD attacks on landing
 
*Leads into DD attacks on landing
  
Line 358: Line 359:
 
}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">xDxDD</font> ======
+
====== <span style="visibility:hidden;font-size:0">xDxDD</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCF_Celica_Heal.png |caption=Don't overdo it, Minerva!
 
|image=BBCF_Celica_Heal.png |caption=Don't overdo it, Minerva!
Line 367: Line 368:
 
{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|Heal}}
+
{{#lst:BBCF/Celica A. Mercury/Data|Heal}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Used to heal back up to 1500 Recovery Cap.
 
* Used to heal back up to 1500 Recovery Cap.
 
* Long animation, but always safe to use since 5DDD will always inflict enough hitstun to prevent it being stuffed.
 
* Long animation, but always safe to use since 5DDD will always inflict enough hitstun to prevent it being stuffed.
Line 379: Line 380:
  
 
==Universal Mechanics==
 
==Universal Mechanics==
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
+
====== <span style="visibility:hidden;font-size:0">Ground Throw</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_ForwardThrow2.png |caption=
 
|image=BBCP_Celica_ForwardThrow2.png |caption=
Line 388: Line 389:
 
{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|BC}}
+
{{#lst:BBCF/Celica A. Mercury/Data|BC}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Standard throw, pops the opponent up a bit on hit.
 
*Standard throw, pops the opponent up a bit on hit.
 
*Back throw is identical to forward throw, except Celica turns around first.
 
*Back throw is identical to forward throw, except Celica turns around first.
Line 396: Line 397:
 
}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Air Throw</font> ======
+
====== <span style="visibility:hidden;font-size:0">Air Throw</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_AirThrow2.png |caption=I hope she knows how to cook
 
|image=BBCP_Celica_AirThrow2.png |caption=I hope she knows how to cook
Line 406: Line 407:
 
{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|j.BC}}
+
{{#lst:BBCF/Celica A. Mercury/Data|j.BC}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Air throw that wallbounces on hit.
 
*Air throw that wallbounces on hit.
 
*Depending on screen position, can be followed up by 6C or j.D for combo extension.
 
*Depending on screen position, can be followed up by 6C or j.D for combo extension.
 
}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
+
====== <span style="visibility:hidden;font-size:0">Counter Assault</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_5D.png |caption=Hold me tight~
 
|image=BBCP_Celica_5D.png |caption=Hold me tight~
Line 422: Line 423:
 
{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|6AB}}
+
{{#lst:BBCF/Celica A. Mercury/Data|6AB}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Uses 5D's animation.
 
*Uses 5D's animation.
 
*Has similar startup to other Counter Assaults, but is incredibly negative on block. It's probably better for you to try to DP out of a gap and RC if it doesn't hit than use this, but if a string is too tight, sometimes you have no choice but to use this.
 
*Has similar startup to other Counter Assaults, but is incredibly negative on block. It's probably better for you to try to DP out of a gap and RC if it doesn't hit than use this, but if a string is too tight, sometimes you have no choice but to use this.
 
}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
+
====== <span style="visibility:hidden;font-size:0">Crush Trigger</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_CrushTrigger.png  
 
|image=BBCP_Celica_CrushTrigger.png  
Line 440: Line 441:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Uncharged}}
 
{{AttackVersion|name=Uncharged}}
{{#lsth:BBCF/Celica A. Mercury/Data|5AB}}
+
{{#lst:BBCF/Celica A. Mercury/Data|5AB}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Charged}}
 
{{AttackVersion|name=Charged}}
{{#lsth:BBCF/Celica A. Mercury/Data|5[AB]}}
+
{{#lst:BBCF/Celica A. Mercury/Data|5[AB]}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
*Shorter range than most Crush Triggers, but leads into high damage in the corner.
 
*Shorter range than most Crush Triggers, but leads into high damage in the corner.
 
}}
 
}}
Line 452: Line 453:
  
 
==Special Moves==
 
==Special Moves==
====== <font style="visibility:hidden" size="0">PicConfit</font> ======
+
====== <span style="visibility:hidden;font-size:0">PicConfit</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_Pic_Confit.png
 
|image=BBCP_Celica_Pic_Confit.png
Line 460: Line 461:
 
{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|j.214A}}
+
{{#lst:BBCF/Celica A. Mercury/Data|j.214A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
*Generally an air combo ender.
+
*Fast-moving divekick with little to no followup potential. Generally an air combo ender.
 
*It's emergency techable when your opponent hits the ground, so the knockdown isn't great.
 
*It's emergency techable when your opponent hits the ground, so the knockdown isn't great.
 
*Safer on block and whiff in CF2, and now comboable on CH if Celica hits low enough to the ground.
 
*Safer on block and whiff in CF2, and now comboable on CH if Celica hits low enough to the ground.
 
}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Arc Griller</font> ======
+
====== <span style="visibility:hidden;font-size:0">Arc Griller</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_Arc_Griller.png |caption= Cannonball!
 
|image=BBCP_Celica_Arc_Griller.png |caption= Cannonball!
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{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|236B}}
+
{{#lst:BBCF/Celica A. Mercury/Data|236B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Typical fireball; strong for zoning but also knocks down.
 
*Typical fireball; strong for zoning but also knocks down.
 
*Almost goes the full length of the screen, but stays in place for a short period of them at the end of its distance and then pops.
 
*Almost goes the full length of the screen, but stays in place for a short period of them at the end of its distance and then pops.
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}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Marteau Flan</font> ======
+
====== <span style="visibility:hidden;font-size:0">Marteau Flan</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_Marteau_Flan.png |caption= Schoolgirl CRUSH
 
|image=BBCP_Celica_Marteau_Flan.png |caption= Schoolgirl CRUSH
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{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|214B}}
+
{{#lst:BBCF/Celica A. Mercury/Data|214B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Slow overhead.
 
*Slow overhead.
 
*Guard point on head and body on frames 14-29, frames 10-26 and projectile on enhanced version.
 
*Guard point on head and body on frames 14-29, frames 10-26 and projectile on enhanced version.
*Enhanced Flan is a combo staple that launches your opponent and leads to strong combos.
+
*For the non-enhanced version, armouring attacks will convert health equal to their full unscaled damage to recoverable health, and Celica's health can be reduced to 0 this way. Can armour through a maximum of 1500 damage total; any hit that would exceed the threshold will counter hit, dealing the excess damage but no health will be converted to recoverable health.
 +
*Enhanced Flan is a combo staple that launches your opponent and leads to strong combos, and is also safe on block.
 
*Both versions can be utilized to guard point through opponent's Counter Assaults.
 
*Both versions can be utilized to guard point through opponent's Counter Assaults.
 
}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Hache Rotir</font> ======
+
====== <span style="visibility:hidden;font-size:0">Hache Rotir</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_Hache_Rotir.png |caption=Celica Upper!
 
|image=BBCP_Celica_Hache_Rotir.png |caption=Celica Upper!
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{{!}}-
 
{{!}}-
 
{{AttackVersion|name=No Charge}}
 
{{AttackVersion|name=No Charge}}
{{#lsth:BBCF/Celica A. Mercury/Data|236C}}
+
{{#lst:BBCF/Celica A. Mercury/Data|236C}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Charged}}
 
{{AttackVersion|name=Charged}}
{{#lsth:BBCF/Celica A. Mercury/Data|236[C]}}
+
{{#lst:BBCF/Celica A. Mercury/Data|236[C]}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
*Celica's idea of a DP move. No full invulnerability, but has a frame 1 HBF guard point instead.
+
*Celica's idea of a DP move. No full invulnerability, but has a frame 1 HBFP guard point instead.
*Any damage blocked by the guard point still deals its full damage, but Celica gains an equal amount of blue health. Blue health gained in this way will not be used by this move to convert it to the enhanced version.
+
*For the non-enhanced version, armouring attacks will convert health equal to their full unscaled damage to recoverable health, and Celica's health can be reduced to 0 this way. Can armour through a maximum of 2500 damage total; any hit that would exceed the threshold will counter hit, dealing the excess damage but no health will be converted to recoverable health.
*Health lost when blocking a a move with this can end the round.
+
*Full guard point through to active frames, but loses to throws and unblockables.
*Full guard point through active frames, but loses to throws and unblockables.
 
 
*Regular Rotir will temporarily freeze Celica in place if she guardpoints an attack, slowing the attack. Enhanced Rotir will temporarily freeze the opponent in place instead.
 
*Regular Rotir will temporarily freeze Celica in place if she guardpoints an attack, slowing the attack. Enhanced Rotir will temporarily freeze the opponent in place instead.
 
*Charged Rotir will give knockdown on hit, and Fatal Counter for a short combo on CH.
 
*Charged Rotir will give knockdown on hit, and Fatal Counter for a short combo on CH.
 
}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0">Lance Quiche</font> ======
+
====== <span style="visibility:hidden;font-size:0">Lance Quiche</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_Lance_Quiche.png |caption= Outta the way~
 
|image=BBCP_Celica_Lance_Quiche.png |caption= Outta the way~
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{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|214C}}
+
{{#lst:BBCF/Celica A. Mercury/Data|214C}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 +
*An advancing special that is safe on normal block and has projectile guard point.
 +
*For the non-enhanced version, armouring attacks will convert health equal to their full unscaled damage to recoverable health, and Celica's health can be reduced to 0 this way. Can armour through a maximum of 1500 damage total; any hit that would exceed the threshold will counter hit, dealing the excess damage but no health will be converted to recoverable health.
 
*Regular Quiche is mainly used to end combos that are too far for other options (5B>5C>Quiche) and to go through projectiles that an opponent throws. You have to be early, as the projectile guard point does not start until frame 10, but effective usage of this can control your opponent's projectile usage in neutral.
 
*Regular Quiche is mainly used to end combos that are too far for other options (5B>5C>Quiche) and to go through projectiles that an opponent throws. You have to be early, as the projectile guard point does not start until frame 10, but effective usage of this can control your opponent's projectile usage in neutral.
 
*Enhanced Quiche is mainly combo fodder, most notably for utilization of the backfire that comes out of Minerva. This can loop a few times depending on combo starter and lead to very good damage. Projectile guard point starts on frame 6 for this move and it moves a lot faster.
 
*Enhanced Quiche is mainly combo fodder, most notably for utilization of the backfire that comes out of Minerva. This can loop a few times depending on combo starter and lead to very good damage. Projectile guard point starts on frame 6 for this move and it moves a lot faster.
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==Distortion Drives==
 
==Distortion Drives==
====== <font style="visibility:hidden" size="0">Armure Sorbet</font> ======
+
====== <span style="visibility:hidden;font-size:0">Armure Sorbet</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_Armure_Sorbet.png |caption= Because a good girl needs to take care of others
 
|image=BBCP_Celica_Armure_Sorbet.png |caption= Because a good girl needs to take care of others
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{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|632146A}}
+
{{#lst:BBCF/Celica A. Mercury/Data|632146A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Good for heal combos
 
*Good for heal combos
 
*Long startup before superflash, but begins healing during the superflash, in most cases it will be done before the super flash ends.
 
*Long startup before superflash, but begins healing during the superflash, in most cases it will be done before the super flash ends.
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}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0"> Saber Anglaise</font> ======
+
====== <span style="visibility:hidden;font-size:0"> Saber Anglaise</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_Saber_Anglaise.png |caption= For when you want to spend meter on something
 
|image=BBCP_Celica_Saber_Anglaise.png |caption= For when you want to spend meter on something
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{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|632146B}}
+
{{#lst:BBCF/Celica A. Mercury/Data|632146B}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Celica's least-used super, due to having long startup, low damage and practically no invuln.
 
*Celica's least-used super, due to having long startup, low damage and practically no invuln.
 
*Situations to use it are few and far between; one possible situation to use it in is if you want to get extra damage at the end of a combo by spending meter, but don't want to corner yourself with Casque.
 
*Situations to use it are few and far between; one possible situation to use it in is if you want to get extra damage at the end of a combo by spending meter, but don't want to corner yourself with Casque.
Line 584: Line 587:
 
}}
 
}}
 
}}
 
}}
 
+
<nowiki/>
====== <font style="visibility:hidden" size="0"> Casque Veloute</font> ======
+
====== <span style="visibility:hidden;font-size:0"> Casque Veloute</span> ======
 
{{MoveData
 
{{MoveData
 
|image=BBCP_Celica_Casque_Veloute1.png |caption=  
 
|image=BBCP_Celica_Casque_Veloute1.png |caption=  
Line 594: Line 597:
 
{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|632146C}}
+
{{#lst:BBCF/Celica A. Mercury/Data|632146C}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Standard round finisher at the end of combos.
 
*Standard round finisher at the end of combos.
 
*Very risky reversal, but goes fullscreen so it can be used to punish fireballs or other random whiffed moves.
 
*Very risky reversal, but goes fullscreen so it can be used to punish fireballs or other random whiffed moves.
Line 614: Line 617:
 
{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|ABCD}}
+
{{#lst:BBCF/Celica A. Mercury/Data|ABCD}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*Does not cost Heat, but inmediately ends Overdrive if used.
 
*Does not cost Heat, but inmediately ends Overdrive if used.
 
*Becomes stronger and flashier with Active Flow.
 
*Becomes stronger and flashier with Active Flow.
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{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
 
{{!}}-
 
{{!}}-
{{#lsth:BBCF/Celica A. Mercury/Data|Astral}}
+
{{#lst:BBCF/Celica A. Mercury/Data|Astral}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
*It's an Astral. Easy execution. Comboable from many of her Drive moves.
 
*It's an Astral. Easy execution. Comboable from many of her Drive moves.
 
}}
 
}}
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<br style="clear:both;"/>
 
<br style="clear:both;"/>
 
==Navigation==
 
==Navigation==
{{#lsth:BBCF/Celica A. Mercury/Data|Links}}
+
{{#lst:BBCF/Celica A. Mercury/Data|Links}}
 
{{notice|To edit frame data, edit values in [[BBCF/Celica A. Mercury/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
{{notice|To edit frame data, edit values in [[BBCF/Celica A. Mercury/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
{{Navbar-BBCF}}
 
{{Navbar-BBCF}}
 
[[Category:BlazBlue: Central Fiction]]
 
[[Category:BlazBlue: Central Fiction]]
 
[[Category:Celica A. Mercury]]
 
[[Category:Celica A. Mercury]]

Latest revision as of 19:32, 24 May 2020

Celica A. Mercury
BBCF Celica Portrait.png
Health: 10,000

Combo Rate: 60%
Prejump: 4
Backdash Time 25 / Invul: 1-5
Movement Options

Double Jump, 1 Air Dash, Dash type: Run
Play-style
Balanced/Offensive

Overview[edit]

Celica Ayatsuki Mercury is the younger sister of Konoe A. Mercury, and aunt of Kokonoe. She is one of the main protagonists in the Phase Shift novels and appeared as an NPC character in BlazBlue: Chrono Phantasma before becoming a playable character starting from BlazBlue: Chrono Phantasma Extend onward.

Celica herself is not much of a combatant, and in combat Minerva does the vast majority of attacks and is also who gets struck and blocks when her opponents attack her. This is also reflected in Celica's healing animations, where she casts her healing magic on Minerva to restore her health.

Drive: Minerva[edit]

By pressing the D button, Celica can perform combo attacks with her robot partner, Minerva; the chain goes into a starter, an attack, and a finisher. Celica's Drive sees heavy use in combos. During Drive attacks, Celica can't block or move normally; consequently, when hit-confirming, knowing whether or not it's safe to confirm into a Drive string is crucial to playing Celica well. While most of her other normals also use Minerva to attack with, only her drive moves actually generate recovery cap (see below).

Unlike Nirvana and Ignis, Minerva doesn't normally function as a separate entity to Celica. While they have their own separate sprites and hitboxes in most cases, they can be considered one character for most interactions since there are no instances where the two can be separated. Hitting Minerva's hurtboxes gives the same results as hitting Celica's, they share recovery times from their moves and cannot attack independently at the same time.

Unique Ability: Recovery Capacity[edit]

In BlazBlue: Central Fiction, Celica possess the ability called "Recovery Cap", which allows her to generate blue health. You gain Recovery Cap by using Drive attacks, or by guard-pointing the opponent's attacks with certain special moves, such as Marteau Flan, Lance Quinche or Hache Rotir. You can then either heal back this blue health by automatically going into a healing animation after using the third Drive followup in a combo, or by using Armure Sorbet. Alternatively, you can use the Recovery Cap to perform the enhanced versions of Marteau Flan and Lance Quiche. Unlike in BlazBlue: Chrono Phantasma, the charged versions of these moves can no longer be done without Recovery Cap and when they are used, they'll consume the blue health that has been generated. However, the enhanced versions of Marteau Flan and Lance Quiche have both been buffed to compensate for this.

If Celica is already at maximum health then no recovery cap can be generated, preventing her from using enhanced specials.

Overdrive: Rege Light[edit]

While in Overdrive (and not in hitstun), Celica passively gains both HP and blue health. The longer Celica is in Overdrive without being in hitstun, the faster the health gain. In addition, Celica's Distortions are slightly buffed:

  • Armure Sorbet is significantly faster, enabling mid-combo healing.
  • Saber Anglaise and Casque Veloute deal more damage.


Strengths/Weaknesses[edit]

Playstyle
Pros Cons
  • Simple tools, combos, and gameplan. Extremely beginner-friendly character.
  • Able to heal considerable amounts using Overdrive and Armure Sorbet, making her difficult to time out.
  • Relatively high average combo damage (if not at full health).
  • Good tick-throw game with strong reward.
  • Multi-hitting normals make her pressure difficult to disrespect by jumping out, Fuzzy Jumping, etc.
  • Very cute.
  • Tied for the lowest health.
  • Requires either missing health, meter, or the corner for more damaging combos.
  • While she has a variety of tools, she tends to be a jack of all trades, master of none.




Normal Moves[edit]

5A[edit]
5A
BBCP Celica 5A.png
B-b-baka!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
300 All 6 3 11 -2 B -
  • Hits crouchers.
  • Great for tick throws.
  • Can be held for additional hits.
  • Looks adorable.

5B[edit]
5B
BBCP Celica 5B.png
Dance, Minerva!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600 Mid 10 5 16 -4 BD* -
  • Good range, your main poke tool.
  • Moves Minerva forward, boosting the range of follow up attacks. This makes it a nice tool in neutral for 5B>5C>214C.

Minerva's forward movement effectively increases the range of following B or C normals by approximately the same distance as 5B's pushback.

5C[edit]
5C
BBCP Celica 5C.png
Doesn't multi hits anymore
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
900 Mid 13 6 17 -4 BD* -
  • Long-reaching button with limited use in footsies, as it is outclassed by 5B in most cases.
  • Occasionally used as a poke against moves that would otherwise low-profile 5B.
  • Mostly seen as combo fodder to help extend Quiche backfire loops.

2A[edit]
2A
BBCP Celica 2A.png
Still adorable
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
300 All 6 3 11 -2 F -
  • Slightly longer range than 5A, but otherwise almost identical.
  • Can OTG, so is commonly used to catch rolls/quick getup.

Mostly good for pressure and tick throws, although 5A generally does better for those. It doesn't really have any horizontal range so it isn't particularly good for mashing out of gaps in pressure.

2B[edit]
2B
BBCP Celica 2B.png
Onegai~
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
350*2 Low 9 3,3 14 -3 FD* -
  • Fast, multi-hitting low with decent range that leads to good damage.
  • Extremely low pushback.
  • Good starter from a dash in.

2C[edit]
2C
BBCP Celica 2C.png
Pushing back
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
850 Mid 14 3 17 -1 BD* -
  • Great starter/punishing tool up close
  • Fatal counters
  • Vacuums the opponent

2C is a great pressure tool for resetting pressure because of its ability to vacuum the opponent, but it is minus on block. The vacuum doesn't pull the opponent in too much though so you need to manage the pushback from your blockstring carefully to get the most out of this as a pressure reset.

6A[edit]
6A
BBCP Celica 6A.png
The most adorable move in the game
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
510, 550 High, Low 24 5 (Until Landing) 5 20 -8 H, F -
  • Celica attempts to do an uppercut, but loses her balance and falls over instead.
  • Airborne during first hit, until second hit
  • First hit knocks down
  • Second hit knocks down on air hit, staggers on ground hit
  • Gap between hits under normal circumstances is 7 frames

At 24 frames start-up, -8 on block, no meterless cancel options, and mediocre conversions outside of the corner, 6A is not a great overhead. You can make first overhead hit whiff, allowing only the low to hit instead, though hitting only the low doesn't let you combo without Rapid or counter hit. With meter, 6A(1) > RC > into either j.B or IAD > j.B represents a good overhead starter for a mixup that's easy to confirm and leads to good damage. On a midscreen counter hit, the opponent isn't pushed as far away, allowing you to combo reliably.

6B[edit]
6B
BBCP Celica 6B.png
The anti-air
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
700 Mid 12 3 23 -9 BD* -
  • Head invulnerability from frame 4, lasts through the active frames.
  • Slams the opponent into the ground for a ground bounce on air and/or counter hit.

With a great hitbox and good cancel options, mostly notably jump cancellable on block, 6B is one of Celica's best tools. Sees a lot of usage in combos for many reasons.

6C[edit]
6C
BBCP Celica 6C.png
Do a flip, Minerva
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1000 Mid 21 3 20 -2 BD* -
  • Combo tool that leads to amazing damage
  • Best utilized immediately after punishes on counter hit
  • Vacuums the opponent

6C is generally used as combo fodder; generally after hitting enhanced Flan or after 5C/2C during crouch confirm combos. It can be used in pressure as a frame trap, but is generally inferior to 2C.

3C[edit]
3C
BBCP Celica 3C.png
Will knock down even a tree
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
750 Low 13 3 25 -11 FD* -
  • Unremarkable sweep
  • Counter hit causes hard knockdown as with most sweeps, allowing for a follow up combo

j.A[edit]
j.A
BBCP Celica j.A.png
Panty shot
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
300 High/Air 6 3 11 - H -
  • Celica's fastest air button.
  • Notable in the fact that just like its siblings in 5A and 2A, it can be held down for extra hits.
  • Best utilized in air-to-air situations.
  • On hit, can either go into j.B>j.C>j.D>land 214BHP for combo extension, or a short string ending with j.214A.

j.B[edit]
j.B
BBCP Celica j.B.png
Slicing the cake
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
650 High/Air 9 6 16 - HD* -
  • Most commonly used for air-to-ground jump-ins.
  • Can also be used for f-shiki (fuzzy guard) setups.

j.C[edit]
j.C
BBCP Celica j.C.png
Did I just catch you jumping in?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
550*2 High/Air 12 4,4 21 - HD* -
  • Reaches far, good air-to-air.
  • Higher damage combos on Counter Hit.
  • Decent jump-in due to multi-hit, though be careful of people going underneath it.

Basically your air footsies tool. However, Celica's hurtbox expands farther than it seems, so you can sometimes get disadvantageous trades while trying to use it.


Drive Moves[edit]

All of Celica's drive moves feature a starter, an bridging attack and a common ender. While they are listed together based on input, it is possible to combine different drive chains together. For example you can combine 2D (Starter), 6D (Bridge) and 5D (Ender) in one chain. All parts of a drive chain can be cancelled in the next part on hit, block or whiff. The only exception is the healing move which will only activate if the Ender move hits. Each individual Drive move is affected by Same Move Proration.

5D[edit]
5D
BBCP Celica 5D.png
Uno!
BBCP Celica D5D.png
Dos!
BBCF Celica D5DD.png
Tres!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
5D 800 Mid 11 3 33 -17 B -
5DD 280*5 Mid 7 3,4,4,4,4 32 -17 F -
5DDD 1500 Mid 13 4 32 -17 B -
  • 5D (Starter) is Celica's fastest Drive attack, but deals less damage and has shorter reach than the other Drive starters. Has Fatal Counter properties and a bizarrely long amount of hitstun, allowing you to follow up with enhanced specials and confirm hits easily. Also vacuums the opponent on hit or block, though much less than 2C and 6C.
  • 5D (Bridge) deals the most damage of the secondary Drive attacks, but generally causes a side switch so 6DD is preferred for corner carry unless used from the corner. Also has a decent amount of projectile invuln.
  • 5D (Ender) is the universal Drive ender that Launches your opponent away on air hit and spins them in place and leads to Celica's automatic healing on hit, which can heal up to 15% of Celica's maximum health in blue health.

Each Drive attack will build Recovery Cap on hit, starting at 100 HP for the first hit, 200 HP for the second and 300 HP for all subsequent Drive hits in that combo. As of CF2, Celica can no longer block during the recovery of her Drive moves, leaving each Drive highly unsafe on block and highly susceptible to reversals.

2D[edit]
2D
BBCP Celica 2D1.png
Un!
BBCP Celica D2D.png
Deux!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
2D 750 Low 19 5 29 -16 F -
2DD 750*2 Low 9 2,3 31 -15 F -
  • 2D (Starter) hits low and deals a little more damage than 5D. Sees very little use; 5D is more optimal for ground combos and 6D is more optimal for ending combos.
  • 2D (Bridge) also hits low but rarely sees use in combos outside of maximizing damage from 3C 6D and then cancelled into Casque. 2DD will always leave a gap if used on block. Can now be used along with Flan for a mixup, but is generally not recommended. It is technically a two-hit move, but the first hit only hits behind Celica, so in most cases it's a one-hit move and startup of the move is effectively 11.

6D[edit]
6D
BBCP Celica 6D.png
One!
BBCP Celica D6D.png
Two!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
6D 850 All 22 3 33 -17 B -
6DD 600*2 All 7 2,7 29 -17 B -
  • 6D (Starter) moves Celica forward and has foot and throw invuln from frame 5 through the active frames. Staple combo ender as it grants hard knockdown on air hit. Forces crouching on ground hit, but cannot be capitalized on without spending meter or Overdrive. Is mysteriously cancelable into j.214A (at a slightly delayed timing) as well as grounded special moves.
  • 6D (Bridge) is generally preferred over 5DD midscreen for corner carry. Usually used at the beginning of Griller loops.

j.D[edit]
j.D (Starter)
BBCP Celica j.D.png
Down we go!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600*2 All 20 Until L(1)2 34 -17 H -
  • Leads into DD attacks on landing

This move can be used to delay air momentum to bait out anti-airs and is combo fodder for combos starting off anti-air 6B or stray air-to-air conversions. If it hits cross-up, follow-up Drive attacks will autocorrect towards the opponent, but specials will not. Since the landing hit becomes active on the second frame after landing, it is possible to cancel into specials on landing before the second hit comes out if the first hit connects.

xDxDD[edit]
Drive Heal
Automatic after Drive ender hits.
BBCF Celica Heal.png
Don't overdo it, Minerva!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
- - - - 53 - - -
  • Used to heal back up to 1500 Recovery Cap.
  • Long animation, but always safe to use since 5DDD will always inflict enough hitstun to prevent it being stuffed.

New in CF is this new automatic follow up after the new universal 3rd D attack in a chain. It'll heal any Recovery Cap you have accumulated. When used strategically, it's good for getting back a good chunk of your health. If you don't want to use up your Recovery Cap, you can special cancel the last D attack to avoid automatically cancelling into this, bear in mind this may use up the recovery cap you have gained, depending on the special move used.


Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
BC
BBCP Celica ForwardThrow2.png
BBCP Celica ForwardThrow3.png
Short Circuit
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0, 1500 Throw(70) 7 3 23 - T -
  • Standard throw, pops the opponent up a bit on hit.
  • Back throw is identical to forward throw, except Celica turns around first.
  • Generally followed up by 5B>6B>2C for a combo ending in j.214A, or 6B>5C>5D into Quiche backfire loops.

Air Throw[edit]
Air Throw
j.BC
BBCP Celica AirThrow2.png
I hope she knows how to cook
BBCP Celica AirThrow3.png
BOOM!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0, 500, 1000 Throw(120) 7 3 23+3L - T -
  • Air throw that wallbounces on hit.
  • Depending on screen position, can be followed up by 6C or j.D for combo extension.

Counter Assault[edit]
Counter Assault
6AB (when blocking)
BBCP Celica 5D.png
Hold me tight~
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0 All 13 6 39 -26 B -
  • Uses 5D's animation.
  • Has similar startup to other Counter Assaults, but is incredibly negative on block. It's probably better for you to try to DP out of a gap and RC if it doesn't hit than use this, but if a string is too tight, sometimes you have no choice but to use this.

Crush Trigger[edit]
Crush Trigger
5AB
BBCP Celica CrushTrigger.png
L-lewd...
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Uncharged 1000 Guard Break 32/Barrier 20 1 25 0 B -
Charged 1000 Guard Break 60/Barrier 30~61 1 25 0 B -
  • Shorter range than most Crush Triggers, but leads into high damage in the corner.


Special Moves[edit]

PicConfit[edit]
Pic Confit
j.214A
BBCP Celica Pic Confit.png
Celica Kick!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1000 All 15 Until Landing 20 - H -
  • Fast-moving divekick with little to no followup potential. Generally an air combo ender.
  • It's emergency techable when your opponent hits the ground, so the knockdown isn't great.
  • Safer on block and whiff in CF2, and now comboable on CH if Celica hits low enough to the ground.

Arc Griller[edit]
Arc Griller
236B
BBCP Celica Arc Griller.png
Cannonball!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
900 All 18 19? Total: 46 -12? P1* -
  • Typical fireball; strong for zoning but also knocks down.
  • Almost goes the full length of the screen, but stays in place for a short period of them at the end of its distance and then pops.
  • The pop also has an expanded hitbox.
  • Often used in combos that don't utilize blue health as well.
  • Has a different animation when cancelled into from 6C.
  • Common tool for ending drive chains if you don't want to cancel into healing, but don't want to use your recovery cap on a different special move.

Marteau Flan[edit]
Marteau Flan
214B
BBCP Celica Marteau Flan.png
Schoolgirl CRUSH
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
900 [1100] High 25 5 24 [16] -10 [-2] B -
  • Slow overhead.
  • Guard point on head and body on frames 14-29, frames 10-26 and projectile on enhanced version.
  • For the non-enhanced version, armouring attacks will convert health equal to their full unscaled damage to recoverable health, and Celica's health can be reduced to 0 this way. Can armour through a maximum of 1500 damage total; any hit that would exceed the threshold will counter hit, dealing the excess damage but no health will be converted to recoverable health.
  • Enhanced Flan is a combo staple that launches your opponent and leads to strong combos, and is also safe on block.
  • Both versions can be utilized to guard point through opponent's Counter Assaults.

Hache Rotir[edit]
Hache Rotir
236C
BBCP Celica Hache Rotir.png
Celica Upper!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
No Charge 1000 [1500] Mid 13~23 4 39 -24 B -
Charged 1200 [1800] Mid 24 4 39 -22 B -
  • Celica's idea of a DP move. No full invulnerability, but has a frame 1 HBFP guard point instead.
  • For the non-enhanced version, armouring attacks will convert health equal to their full unscaled damage to recoverable health, and Celica's health can be reduced to 0 this way. Can armour through a maximum of 2500 damage total; any hit that would exceed the threshold will counter hit, dealing the excess damage but no health will be converted to recoverable health.
  • Full guard point through to active frames, but loses to throws and unblockables.
  • Regular Rotir will temporarily freeze Celica in place if she guardpoints an attack, slowing the attack. Enhanced Rotir will temporarily freeze the opponent in place instead.
  • Charged Rotir will give knockdown on hit, and Fatal Counter for a short combo on CH.

Lance Quiche[edit]
Lance Quiche
214C
BBCP Celica Lance Quiche.png
Outta the way~
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1000 [1200] All 15 12 29 -4 B -
  • An advancing special that is safe on normal block and has projectile guard point.
  • For the non-enhanced version, armouring attacks will convert health equal to their full unscaled damage to recoverable health, and Celica's health can be reduced to 0 this way. Can armour through a maximum of 1500 damage total; any hit that would exceed the threshold will counter hit, dealing the excess damage but no health will be converted to recoverable health.
  • Regular Quiche is mainly used to end combos that are too far for other options (5B>5C>Quiche) and to go through projectiles that an opponent throws. You have to be early, as the projectile guard point does not start until frame 10, but effective usage of this can control your opponent's projectile usage in neutral.
  • Enhanced Quiche is mainly combo fodder, most notably for utilization of the backfire that comes out of Minerva. This can loop a few times depending on combo starter and lead to very good damage. Projectile guard point starts on frame 6 for this move and it moves a lot faster.


Distortion Drives[edit]

Armure Sorbet[edit]
Armure Sorbet
632146A
BBCP Celica Armure Sorbet.png
Because a good girl needs to take care of others
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
- - 49+0 [31+0] - 0 - - -
  • Good for heal combos
  • Long startup before superflash, but begins healing during the superflash, in most cases it will be done before the super flash ends.

Armure Sorbet is mostly only good for Overdrive combos aimed specifically towards healing back as much health as possible. If you do the right combo from low enough health, it's possible to heal back about half your max HP, which is pretty useful. Since the super flash happens so late into the move, it has the fortunate property of not telegraphing itself that heavily or spending heat until it's actually ready to go. Although you will want to be some distance away from your opponent before you use this.

Saber Anglaise[edit]
Saber Anglaise
632146B
BBCP Celica Saber Anglaise.png
For when you want to spend meter on something
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
150*18, 1000*2
[200*18, 1250*2]
- 1+21 - Total: 110 -16 P2* -
  • Celica's least-used super, due to having long startup, low damage and practically no invuln.
  • Situations to use it are few and far between; one possible situation to use it in is if you want to get extra damage at the end of a combo by spending meter, but don't want to corner yourself with Casque.
  • Otherwise, Casque outclasses it in almost every other situation.
  • Under some rather specific circumstances (character-specific, close to corner, hitting as high as possible, sometimes needing fatal counter), it's possible to combo Saber into Casque as a way to spend 100 meter in a combo, though this still usually isn't even worth doing unless you also use Overdrive.

Casque Veloute[edit]
Casque Veloute
632146C
BBCP Celica Casque Veloute1.png
BBCP Celica Casque Veloute2.png
The better Carnage Scissors
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
100, 200*13, 2000
[500*3, 100*17, 3500]
All 1+8 13 Until L+23L -51 B -
  • Standard round finisher at the end of combos.
  • Very risky reversal, but goes fullscreen so it can be used to punish fireballs or other random whiffed moves.
  • Can't be rapid cancelled.
  • Has 900 minimum damage and 1300 in Overdrive.
  • Side swaps as well; if you try to end a round with this super in the corner and fail, you'll put yourself in the corner. If your opponent blocks it, they can run to you during recovery and get a counter hit starter, so be very careful with it when attempting to use it in neutral or on wakeup.


Exceed Accel[edit]

Pue Vapeur
ABCD during Overdrive
BBCF Celica ExceedAccel.png
Is everything okay there, Celica?!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600, 460*3, 1000
{600, 460*3, 630*6}
All 20 [10] 3 34 -10 B -
  • Does not cost Heat, but inmediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.
  • 10% Minimum Damage

Celica commands Minerva to kick in front of her. If it connects, Minerva proceeds to perform a series of attacks on the opponent. Puts Celica in Active Flow if she hasn't already been in it already. Has full invul and is safe on block, but it cannot be rapid canceled.


Astral Heat[edit]

Atout Rillettes
222A
BBCP Celica Atout Rillettes1.png
I'll heal your wounds~
BBCP Celica Atout Rillettes2.png
BBCP Celica Atout Rillettes3.png
BBCP Celica Atout Rillettes4.png
Oh, well...
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
20000 All 7+12 12 59 -50 B -
  • It's an Astral. Easy execution. Comboable from many of her Drive moves.


External References[edit]


Navigation[edit]


Ambox notice.png To edit frame data, edit values in BBCF/Celica A. Mercury/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
BlazBlue: Central Fictione
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System Explanations

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