(7 intermediate revisions by the same user not shown) | |||
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|damage=300 | |damage=300 | ||
|starter= | |starter= | ||
|p1= | |p1=100 | ||
|p2= | |p2=75 | ||
|smp= | |smp= | ||
|guard=all | |guard=all | ||
|level= | |level=1 | ||
|attribute=B | |attribute=B | ||
|startup=6 | |startup=6 | ||
|active=3( | |active=3(2)3 | ||
|recovery=11 | |recovery=11 | ||
|frameAdv=-2 | |frameAdv=-2 | ||
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*Hits crouchers. | *Hits crouchers. | ||
*Great for tick throws. | *Great for tick throws. | ||
}} | }} | ||
}} | }} | ||
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|damage=600 | |damage=600 | ||
|starter= | |starter= | ||
|p1= | |p1=100 | ||
|p2= | |p2=89 | ||
|smp= | |smp= | ||
|guard=HL | |guard=HL | ||
Line 119: | Line 118: | ||
|startup=10 | |startup=10 | ||
|active=5 | |active=5 | ||
|recovery= | |recovery=16 | ||
|frameAdv=- | |frameAdv=-4 | ||
|blockstun= | |blockstun= | ||
|airHit= | |airHit= | ||
|airCH= | |airCH= | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel=SDr(J)OR | |cancel=SDr(J)OR | ||
|damage=900 | |damage=900 | ||
|starter= | |starter= | ||
|p1= | |p1=100 | ||
|p2= | |p2=92 | ||
|smp= | |smp= | ||
|guard=HL/All | |guard=HL/All | ||
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|attribute=B | |attribute=B | ||
|startup=11 | |startup=11 | ||
|active= | |active=6 | ||
|recovery= | |recovery=17 | ||
|frameAdv=-4 | |frameAdv=-4 | ||
|blockstun= | |blockstun= | ||
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|hitbox= | |hitbox= | ||
|description= | |description= | ||
Long-reaching button with limited use in footsies, as it is outclassed by 5B in most cases. Mostly seen as combo fodder to help extend Quiche backfire loops. | |||
}} | }} | ||
}} | }} | ||
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|hitbox= | |hitbox= | ||
|description= | |description= | ||
Mostly good for pressure and tick throws. It doesn't really have any horizontal range so it isn't particularly good for mashing out of gaps in pressure. | Mostly good for pressure and tick throws, although 5A generally does better for those. Can be used to catch corner tech rolls and no tech. It doesn't really have any horizontal range so it isn't particularly good for mashing out of gaps in pressure. | ||
}} | }} | ||
}} | }} | ||
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|startup=9 | |startup=9 | ||
|active=3,3 | |active=3,3 | ||
|recovery= | |recovery=14 | ||
|frameAdv=- | |frameAdv=-3 | ||
|blockstun= | |blockstun= | ||
|airHit= | |airHit= | ||
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*Hits low and fast with good damage. | *Hits low and fast with good damage. | ||
*Good starter from a dash in. | *Good starter from a dash in. | ||
}} | }} | ||
}} | }} | ||
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|startup=14 | |startup=14 | ||
|active=3 | |active=3 | ||
|recovery= | |recovery=17 | ||
|frameAdv=-1 | |frameAdv=-1 | ||
|blockstun= | |blockstun= | ||
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|attribute=B | |attribute=B | ||
|startup=24 | |startup=24 | ||
|active= | |active=Until landing, 5 | ||
|recovery=20 | |recovery=20 | ||
|frameAdv=- | |frameAdv=-6 | ||
|blockstun= | |blockstun= | ||
|airHit= | |airHit= | ||
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|hitbox= | |hitbox= | ||
|description= | |description= | ||
At 24 frames start-up, - | At 24 frames start-up, -6 on block, no meterless cancel options, and mediocre conversions outside of the corner, 6A is not a great overhead. However, depending on the distance from your opponent, the first overhead hit can whiff, allowing the low to hit when the overhead otherwise would. With meter, 6A(1) > RC > into either j.B or IAD > j.B represents a good overhead starter for a true 50/50 mixup that's easy to confirm and leads to good damage. | ||
}} | }} | ||
}} | }} | ||
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|startup=12 | |startup=12 | ||
|active=3 | |active=3 | ||
|recovery= | |recovery=23 | ||
|frameAdv=- | |frameAdv=-9 | ||
|blockstun= | |blockstun= | ||
|airHit= | |airHit= | ||
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|groundHit=, B40 | |groundHit=, B40 | ||
|groundCH=, BD68 | |groundCH=, BD68 | ||
|invul= | |invul=4-? Head | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
Celica's anti-air. With very early head invulnerability, a good hitbox | Celica's anti-air. With very early head invulnerability at frame 4, a good hitbox, and a plethora of cancel options, mostly notably jump cancellable on block, 6B is one of Celica's best tools. | ||
}} | }} | ||
}} | }} | ||
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|startup=21 | |startup=21 | ||
|active=3 | |active=3 | ||
|recovery= | |recovery=20 | ||
|frameAdv=- | |frameAdv=-2 | ||
|blockstun= | |blockstun= | ||
|airHit= | |airHit= | ||
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*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 | ||
6C is generally used as combo fodder; generally after hitting enhanced Flan or after 5C/2C during crouch confirm combos. It can very rarely be used in pressure as a frame trap, but is generally inferior in all cases compared to 2C. | |||
}} | }} | ||
}} | }} | ||
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|startup=13 | |startup=13 | ||
|active=3 | |active=3 | ||
|recovery= | |recovery=25 | ||
|frameAdv=- | |frameAdv=-11 | ||
|blockstun= | |blockstun= | ||
|airHit= | |airHit= | ||
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|startup=6 | |startup=6 | ||
|active=3(5)3 | |active=3(5)3 | ||
|recovery= | |recovery=11 | ||
|frameAdv= | |frameAdv= | ||
|blockstun= | |blockstun= | ||
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|hitbox= | |hitbox= | ||
|description= | |description= | ||
Celica's fastest air button. Notable in the fact that just like its siblings in 5A and 2A, it can be held down to continually whiff cancel into itself for a short period of time. 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. | |||
}} | }} | ||
}} | }} | ||
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|startup=9 | |startup=9 | ||
|active=6 | |active=6 | ||
|recovery= | |recovery=16 | ||
|frameAdv= | |frameAdv= | ||
|blockstun= | |blockstun= | ||
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|hitbox= | |hitbox= | ||
|description= | |description= | ||
Celica's j.B is most commonly used for air-to-ground jump-ins. It can also be used for f-shiki (fuzzy guard) setups. | |||
}} | }} | ||
}} | }} | ||
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|startup=12 | |startup=12 | ||
|active=4,4 | |active=4,4 | ||
|recovery= | |recovery=21 | ||
|frameAdv= | |frameAdv= | ||
|blockstun= | |blockstun= | ||
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*Higher damage combos on Counter Hit. | *Higher damage combos on Counter Hit. | ||
*Decent jump-in due to multi-hit. | *Decent jump-in due to multi-hit. | ||
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. | |||
}} | }} | ||
}} | }} | ||
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*Leads into DD attacks on landing | *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. | |||
}} | }} | ||
}} | }} | ||
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|hitbox= | |hitbox= | ||
|description= | |description= | ||
Air throw that wallbounces on hit. Depending on screen position, can be followed up by 6C or j.D for combo extension. | |||
}} | }} | ||
}} | }} | ||
Line 1,017: | Line 1,015: | ||
|level= | |level= | ||
|attribute= Projectile | |attribute= Projectile | ||
|startup= | |startup=18 | ||
|active= | |active= | ||
|recovery= | |recovery=Total: 46 | ||
|frameAdv=-5~+8 | |frameAdv=-5~+8 | ||
|blockstun= | |blockstun= | ||
Line 1,029: | Line 1,027: | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
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. | |||
}} | }} | ||
}} | }} | ||
Line 1,225: | Line 1,221: | ||
*Chargeable to heal more health | *Chargeable to heal more health | ||
Armure Sorbet is mostly only good | 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. | ||
}} | }} | ||
}} | }} | ||
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|hitbox= | |hitbox= | ||
|description= | |description= | ||
Celica's least-used super. 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. | |||
}} | }} | ||
}} | }} | ||
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|hitbox= | |hitbox= | ||
|description= | |description= | ||
Standard round finisher at the end of combos and very risky reversal, but goes fullscreen so it can be used to punish fireballs or other random whiffed moves. 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 counterhit starter, so be very careful with it when attempting to use it in neutral or on wakeup. | |||
}} | }} | ||
}} | }} | ||
<br clear=all/> | <br clear=all/> | ||
==Exceed Accel== | ==Exceed Accel== | ||
{{MoveData | {{MoveData |
Revision as of 11:31, 25 February 2017
Celica A. Mercury |
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Health: 10,000 Combo Rate: 60%
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Overview
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.
Drive: Minerva
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.
Unique Ability: Recovery Capability
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 use the charged versions of Marteau Flan and Lance Quinche. 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 charged versions of Marteau Flan and Lance Quinche have both been buffed to compensate for this.
Overdrive: Rege Light
During Overdrive, Celica's HP is passively restored (this effect increases the longer she remains completely untouched) and will also passively gain blue health as well, while her Drive attacks become Distortion-cancellable. During Overdrive, Armure Sorbet restores more HP, Sabre Anglaise lasts longer and deals more hits, and Casque Voulete does more damage.
Pros/Strengths
- Simple tools, combos, and gameplan. Extemely beginner-friendly character.
- Able to heal herself during Overdrive and with Amure Sorbet, partially negating damage taken during rounds.
- Reversal super is safe even on block.
- Good tick-throw game with strong reward.
- Multi-hitting normals make her pressure difficult to disrespect by jumping out, Fuzzy Jumping, etc.
Cons/Weaknesses
- Awkward hurtboxes on many normals, allowing opponents to easily CH Celica.
- Lower then average HP.
- 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.
Health | 100 - 91% | 90 - 82% | 81 - 73% | 72 - 63% | 62 - 54% | 53 - 45% | 44 - 35% | 34 - 0% |
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Overdrive | 240F | 270F | 300F | 330F | 360F | 390F | 420F | 480F |
There has been no official mook released for BBCPE. As a result, Celica's frame data is incomplete. Replace with CF data as it becomes available (and delete this warning) |
Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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Drive Moves
5D
5D |
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2D
2D |
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6D
6D |
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j.D
j.D |
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xDxDD
??? |
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Universal Mechanics
Forward Throw
Forward Throw BC |
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Back Throw
Back Throw 4BC |
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Air Throw
Air Throw j.BC |
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Counter Assault
Counter Assault 6AB (when blocking) |
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Crush Trigger
Crush Trigger 5AB |
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Special Moves
PicConfit
Pic Confit j.214A |
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Arc Griller
Arc Griller 236B |
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Marteau Flan
Marteau Flan 214B |
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Hache Rotir
Hache Rotir 236C |
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Lance Quiche
Lance Quiche 214C |
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Distortion Drives
Armure Sorbet
Armure Sorbet 632146A |
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Saber Anglaise
Saber Anglaise 632146B |
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Casque Veloute
Casque Veloute 632146C |
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Exceed Accel
Pue Vapeur ABCD during Overdrive |
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Astral Heat
Atout Rillettes 222A |
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External References
- Japanese Name:
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •