BBCF/Celica A. Mercury: Difference between revisions

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Line 77: Line 77:
  |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(5)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.
*Whiff Cancels come out in 4 frames.
}}
}}
}}
}}
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  |damage=600
  |damage=600
  |starter=
  |starter=
  |p1=
  |p1=100
  |p2=
  |p2=89
  |smp=
  |smp=
  |guard=HL
  |guard=HL
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  |startup=10
  |startup=10
  |active=5
  |active=5
  |recovery=
  |recovery=16
  |frameAdv=-3
  |frameAdv=-4
  |blockstun=B
  |blockstun=
  |airHit=
  |airHit=
  |airCH=
  |airCH=
Line 142: Line 141:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SDr(J)OR
  |cancel=SDr(J)OR
  |damage=900*2
  |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=2,6
  |active=6
  |recovery=
  |recovery=17
  |frameAdv=-4
  |frameAdv=-4
  |blockstun=
  |blockstun=
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  |hitbox=
  |hitbox=
  |description=
  |description=
*First hit is air-unblockable in close range
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=-4
  |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=6?,5
  |active=Until landing, 5
  |recovery=20
  |recovery=20
  |frameAdv=-8
  |frameAdv=-6
  |blockstun=
  |blockstun=
  |airHit=
  |airHit=
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  |hitbox=
  |hitbox=
  |description=
  |description=
At 24 frames start-up, -8 on block, no meterless cancel options, and a conversion only in 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.
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=-4
  |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 (moreso horizontal than vertical), and a plethora of cancel options, 6B is one of Celica's better tools.
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=-3
  |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=-12
  |frameAdv=-11
  |blockstun=
  |blockstun=
  |airHit=
  |airHit=
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  |startup=6
  |startup=6
  |active=3(5)3
  |active=3(5)3
  |recovery=9
  |recovery=11
  |frameAdv=
  |frameAdv=
  |blockstun=
  |blockstun=
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  |hitbox=
  |hitbox=
  |description=
  |description=
*List what the move is used for
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.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
}}
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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=
*List what the move is used for
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.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
}}
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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


It doesn't hit high or combo off of other aerials and you can get better damage off of other jump-ins.
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=
*List what the move is used for
Air throw that wallbounces on hit. Depending on screen position, can be followed up by 6C or j.D for combo extension.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
}}
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  |level=
  |level=
  |attribute= Projectile
  |attribute= Projectile
  |startup=27
  |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=
*List what the move is used for
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.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
}}
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*Chargeable to heal more health
*Chargeable to heal more health


Armure Sorbet is mostly only good 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.
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=
*List what the move is used for
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.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
}}
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  |hitbox=
  |hitbox=
  |description=
  |description=
*List what the move is used for
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.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
}}
<br clear=all/>
<br clear=all/>
==Exceed Accel==
==Exceed Accel==
{{MoveData
{{MoveData

Revision as of 11:31, 25 February 2017

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

Combo Rate: 60%
Prejump:
Backdash Time 26 / Invul: ??


Movement Options
1 Double Jump/Airdash, Run
Play-style
Balanced/Offensive
  

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.


Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 91% 90 - 82% 81 - 73% 72 - 63% 62 - 54% 53 - 45% 44 - 35% 34 - 0%
Overdrive 240F 270F 300F 330F 360F 390F 420F 480F
Ambox warning.png 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
BBCP Celica 5A.png
300 all 6 3(2)3 11 - B -
5B
5B
BBCP Celica 5B.png
600 HL 10 5 16 - -
5C
5C
900 HL/All 11 6 17 - B -
2A
2A
BBCP Celica 2A.png
300 all 6 3(5)3 11 - F -
2B
2B
BBCP Celica 2B.png
350*2 L, L 9 3,3 14 - F -
2C
2C
850 HL 14 3 17 - F -
6A
6A
BBCP Celica 6A.png
510,550 H, L 24 Until landing, 5 20 - B -
6B
6B
700 HL 12 3 23 - B -
6C
6C
1000 HL 21 3 20 - B -
3C
3C
BBCP Celica 3C.png
550 L 13 3 25 - F -
j.A
j.A
BBCP Celica j.A.png
300 HA 6 3(5)3 11 - H -
j.B
j.B
650 HA 9 6 16 - H -
j.C
j.C
550*2 HA 12 4,4 21 - H -


Drive Moves

5D
5D
800 HL 10 3 15 - B - 280*5 HL 7 3,4*4 14 - B - 1500 HL 13 4 12 - B -
2D
2D
750 L 19 4 11 - F - 750 L 9 5 15 - F -
6D
6D
700 HL 22 3 15 - - 600*2 HL, all 7 2,7 11 - -
j.D
j.D
600*2 all 23 2L 16 - -
xDxDD
???
BBCF Celica Heal.png
Heal
- -


Universal Mechanics

Forward Throw
Forward Throw
BC
0,1500 7 3 23 - -
Back Throw
Back Throw
4BC
0,1500 7 3 23 - -
Air Throw
Air Throw
j.BC
0,1500 7 3 23 - -
Counter Assault
Counter Assault
6AB (when blocking)
13 3 39 - -
Crush Trigger
Crush Trigger
5AB
1000 Ba 30-60 3 23 - B -


Special Moves

PicConfit
Pic Confit
j.214A
1000 All 15 24 - * -
Arc Griller
Arc Griller
236B
900 all 18 Total: 46 - Projectile -
Marteau Flan
Marteau Flan
214B
900 H 25 5 24 - - 1100 H 25 5 16 - -
Hache Rotir
Hache Rotir
236C
1000 HL 13 4 39 - -
Lance Quiche
Lance Quiche
214C
1000 All 13 26 - - 1200 All 13 26 - -


Distortion Drives

Armure Sorbet
Armure Sorbet
632146A
- -
Saber Anglaise
Saber Anglaise
632146B
All - -
Casque Veloute
Casque Veloute
632146C
BBCP Celica Casque Veloute1.png
BBCP Celica Casque Veloute2.png
2262 total All 9 total - -


Exceed Accel

Pue Vapeur
ABCD during Overdrive
BBCF Celica ExceedAccel.png
2070 All - - 4122 - -


Astral Heat

Atout Rillettes
222A
BBCP Celica Atout Rillettes1.png
BBCP Celica Atout Rillettes2.png
BBCP Celica Atout Rillettes3.png
BBCP Celica Atout Rillettes4.png
DESTROY All - -


External References