BBCF/Celica A. Mercury: Difference between revisions

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|comboRate=60%
|comboRate=60%
|jumpStartup=4
|jumpStartup=4
|backdashTime=26
|backdashTime=25
|backdashInv=??
|backdashInv=1-5 All
}}
}}
;Movement Options
;Movement Options
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===Cons/Weaknesses===
===Cons/Weaknesses===
* Awkward hurtboxes on many normals, allowing opponents to easily CH Celica.  
* Awkward hurtboxes on many normals, allowing opponents to easily CH Celica.  
* Lower then average HP.
* 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.
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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.
*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=
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.
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 mixup that's easy to confirm and leads to good damage.
}}
}}
}}
}}
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  |hitbox=
  |hitbox=
  |description=
  |description=
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.
*Celica's anti-air.
*Frame 4 head invulnerability.
With a great hitbox and good cancel options, mostly notably jump cancellable on block, 6B is one of Celica's best tools.
}}
}}
}}
}}
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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.
*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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  |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.
*Most commonly used for air-to-ground jump-ins.  
*Can also be used for f-shiki (fuzzy guard) setups.
}}
}}
}}
}}
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  |guard=HL
  |guard=HL
  |level=
  |level=
  |attribute=B
  |attribute=FB
  |startup=10
  |startup=11
  |active=3
  |active=3
  |recovery=15
  |recovery=33
  |frameAdv=
  |frameAdv=-17
  |blockstun=
  |blockstun=
  |airHit=
  |airHit=
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  |startup=7
  |startup=7
  |active=3,4*4
  |active=3,4*4
  |recovery=14
  |recovery=32
  |frameAdv=
  |frameAdv=-17
  |blockstun=
  |blockstun=
  |airHit=
  |airHit=
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  |startup=13
  |startup=13
  |active=4
  |active=4
  |recovery=12
  |recovery=32
  |frameAdv=
  |frameAdv=-17
  |blockstun=
  |blockstun=
  |airHit=
  |airHit=
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  |hitbox=
  |hitbox=
  |description=
  |description=
*5D is fastest Drive attack, but deals less damage and has shorter reach than the other Drive starters.
*5D is fastest Drive attack, but deals less damage and has shorter reach than the other Drive starters. Has Fatal Counter properties, but is generally inferior to 2C as one.
*5DD 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.
*5DD 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.
*5DDD is the highest damage Drive ender that knocks the opponent in the air.
*5DDD is the universal Drive ender that leads to Celica's automatic healing, which can heal up to ~15% of Celica's maximum health in blue health. Is also the only special cancellable on block Drive move.
*All of Celica's drives are -17 on block, but you can block during the last 12 frames of recovery, effectively making them -5.  
}}
}}
}}
}}
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  |startup=19
  |startup=19
  |active=4
  |active=4
  |recovery=11
  |recovery=29
  |frameAdv=
  |frameAdv=-17
  |blockstun=
  |blockstun=
  |airHit=
  |airHit=
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  |startup=9
  |startup=9
  |active=5
  |active=5
  |recovery=15
  |recovery=31
  |frameAdv=
  |frameAdv=-17
  |blockstun=
  |blockstun=
  |airHit=
  |airHit=
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  |hitbox=
  |hitbox=
  |description=
  |description=
*2D hits low and deals a little more damage than 5D. Preferred over 5D because of range.
*2D 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.
*2DD also hits low but rarely sees use in combos and the opponent will probably already be blocking low if they guarded the first Drive hit.
*2DD also hits low but rarely sees use in combos outside of maximizing damage from 3C 6D and then cancelled into Casque. The opponent will probably already be blocking low if they guarded the first Drive hit, so there is little to no mixup potential off of this, especially because 2D cannot be cancelled into Flan on block.
}}
}}
}}
}}
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  |startup=22
  |startup=22
  |active=3
  |active=3
  |recovery=15
  |recovery=33
  |frameAdv=
  |frameAdv=-17
  |blockstun=
  |blockstun=
  |airHit=
  |airHit=
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  |startup=7
  |startup=7
  |active=2,7
  |active=2,7
  |recovery=11
  |recovery=29
  |frameAdv=
  |frameAdv=-17
  |blockstun=
  |blockstun=
  |airHit=
  |airHit=
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  |hitbox=
  |hitbox=
  |description=
  |description=
*6D is the highest damaging starter and moves Celica forward.
*6D is the highest damaging starter and moves Celica forward. Staple combo ender. Also is a low break that forces your opponent into a crouching state; 6D RC 2C 6C is an example followup off this.
*6DD is generally preferred over 5DD midscreen for corner carry.
*6DD is generally preferred over 5DD midscreen for corner carry. Usually used at the beginning of Griller loops.
}}
}}
}}
}}
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  |startup=23
  |startup=23
  |active=2L
  |active=2L
  |recovery=16
  |recovery=34
  |frameAdv=
  |frameAdv=-17
  |blockstun=
  |blockstun=
  |airHit=
  |airHit=
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  |hitbox=
  |hitbox=
  |description=
  |description=
*Can follow up with a fully charged Lance Quiche for a solid combo.
*Standard throw, pops the opponent up a bit on hit.
*Causes wallbounce midscreen and wall stick in the corner.
*Generally followed up by 5B>6B>2C for a combo ending in j.214A, or 6B>5C>5D into Quiche backfire loops.
 
Charged Lance Quiche follow up doesn't work on Jin, Noel and Rachel for some reason. 214[C] only hits Jin with the front of the attack and goes completely under Noel and Rachel while they're in the air. Switch 214[C] with 214[B] for follow up which can be combo'd after.
}}
}}
}}
}}
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  |description=
  |description=
*Identical to Forward throw, only throws behind.
*Identical to Forward throw, only throws behind.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
}}
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  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=SOR
  |cancel=SOR
  |damage=0,1500
  |damage=500,1000
  |starter=
  |starter=
  |p1=
  |p1=
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  |startup=7
  |startup=7
  |active=3
  |active=3
  |recovery=23
  |recovery=23+3 Landing
  |frameAdv=
  |frameAdv=
  |blockstun=
  |blockstun=
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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.
*Air throw that wallbounces on hit.
*Depending on screen position, can be followed up by 6C or j.D for combo extension.
}}
}}
}}
}}
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  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=
  |cancel=
  |damage=
  |damage=0
  |starter=
  |starter=
  |p1=
  |p1=
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  |attribute=
  |attribute=
  |startup=13
  |startup=13
  |active=3
  |active=6
  |recovery=39
  |recovery=39
  |frameAdv=-23
  |frameAdv=-26
  |blockstun=
  |blockstun=
  |airHit=
  |airHit=
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  |hitbox=
  |hitbox=
  |description=
  |description=
*List what the move is used for
*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.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
}}
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  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=R
  |cancel=R
|version=Uncharged
  |damage=1000
  |damage=1000
  |starter=
  |starter=
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  |level=
  |level=
  |attribute=B
  |attribute=B
  |startup=30-60
  |startup=20
  |active=3
  |active=1
  |recovery=23
  |recovery=25
  |frameAdv=0
  |frameAdv=0
  |blockstun=24
  |blockstun=24
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  |hitbox=
  |hitbox=
  |description=
  |description=
*List what the move is used for
}}
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
{{AttackData-BBCF
Follow the [[Help:Writing_Character_Pages]] guidelines
|header=no
|version=Charged
|cancel=R
|damage=1000
|starter=
|p1=
|p2=
|smp=
|guard=Ba
|level=
|attribute=B
|startup=30~61
|active=1
|recovery=25
|frameAdv=0
|blockstun=
|airHit=
|airCH=
|groundHit=
|groundCH=
|invul=
|hitbox=
|description=
*Standard crush trigger.
}}
}}
}}
}}
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  |guard=All
  |guard=All
  |level=
  |level=
  |attribute=*
  |attribute=
  |startup=15
  |startup=15
  |active=
  |active=Until Landing
  |recovery=24
  |recovery=24
  |frameAdv=~-10
  |frameAdv=~-6
  |blockstun=
  |blockstun=
  |airHit=
  |airHit=
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  |hitbox=
  |hitbox=
  |description=
  |description=
*List what the move is used for
*Generally an air combo ender.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*It's emergency techable when your opponent hits the ground, so the knockdown isn't great.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
}}
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  |attribute= Projectile
  |attribute= Projectile
  |startup=18
  |startup=18
  |active=
  |active=19
  |recovery=Total: 46
  |recovery=Total: 46
  |frameAdv=-5~+8
  |frameAdv=-5~+8
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  |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.
*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.
}}
}}
}}
}}
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=No Charge
  |version=Regular
  |cancel=R
  |cancel=R
  |damage=900
  |damage=900
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  |groundHit=
  |groundHit=
  |groundCH=
  |groundCH=
  |invul=
  |invul=14-29 GP HB
  |hitbox=
  |hitbox=
  |description=
  |description=
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  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Charged
  |version=Enhanced
  |cancel=R
  |cancel=R
  |damage=1100
  |damage=1200
  |starter=
  |starter=
  |p1=
  |p1=
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  |groundHit=
  |groundHit=
  |groundCH=
  |groundCH=
  |invul=
  |invul=10-26 GP HBP
  |hitbox=
  |hitbox=
  |description=
  |description=
*Overhead
*Slow overhead.
*GP on head and body on frames 14-29
*Guard point on head and body on frames 14-29, frames 10-26 and projectile on enhanced version.
*Charged version includes Projectile invuln
*Enhanced Flan is a combo staple that launches your opponent and leads to strong combos.
*Both versions can be utilized to guard point through opponent's Counter Assaults.
}}
}}
}}
}}
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
|version=Regular, No Charge
  |cancel=R
  |cancel=R
  |damage=1000
  |damage=1000
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  |level=
  |level=
  |attribute=
  |attribute=
  |startup=13
  |startup=13~23
|active=4
|recovery=41
|frameAdv=-24
|blockstun=
|airHit=
|airCH=
|groundHit=
|groundCH=
|invul=1-16~26 GP All
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=Regular, Charged
|cancel=R
|damage=1500
|starter=
|p1=
|p2=
|smp=
|guard=HL
|level=
|attribute=
|startup=24
|active=4
|recovery=41
|frameAdv=-24
|blockstun=
|airHit=
|airCH=
|groundHit=
|groundCH=
|invul=1-27 GP All
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=Enhanced, No Charge
|cancel=R
|damage=1200
|starter=
|p1=
|p2=
|smp=
|guard=HL
|level=
|attribute=F
|startup=13~23
|active=4
|recovery=41
|frameAdv=-24
|blockstun=
|airHit=
|airCH=
|groundHit=
|groundCH=
|invul=1-16~26 GP All
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|version=Enhanced, Charged
|cancel=R
|damage=1800
|starter=
|p1=
|p2=
|smp=
|guard=HL
|level=
|attribute=F
|startup=24
  |active=4
  |active=4
  |recovery=39
  |recovery=41
  |frameAdv=-18
  |frameAdv=-24
  |blockstun=
  |blockstun=
  |airHit=
  |airHit=
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  |groundHit=
  |groundHit=
  |groundCH=
  |groundCH=
  |invul=5-active all
  |invul=1-27 GP All
  |hitbox=
  |hitbox=
  |description=
  |description=
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=No Charge
  |version=Regular
  |cancel=R
  |cancel=R
  |damage=1000
  |damage=1000
  |starter=
  |starter=
  |p1=
  |p1=80
  |p2=
  |p2=
  |smp=
  |smp=
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  |level=
  |level=
  |attribute=
  |attribute=
  |startup=13
  |startup=15
  |active=
  |active=12
  |recovery=26
  |recovery=29
  |frameAdv=-5
  |frameAdv=--4
  |blockstun=25
  |blockstun=25
  |airHit=
  |airHit=
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  |groundHit=
  |groundHit=
  |groundCH=
  |groundCH=
  |invul=
  |invul=10-29 GP
  |hitbox=
  |hitbox=
  |description=
  |description=
Line 1,159: Line 1,266:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Charged
  |version=Enhanced
  |cancel=R
  |cancel=R
  |damage=1200
  |damage=1200
Line 1,169: Line 1,276:
  |level=
  |level=
  |attribute=
  |attribute=
  |startup=13
  |startup=15
  |active=
  |active=12
  |recovery=26
  |recovery=29
  |frameAdv=-5
  |frameAdv=-4
  |blockstun=
  |blockstun=
  |airHit=
  |airHit=
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  |groundHit=
  |groundHit=
  |groundCH=
  |groundCH=
  |invul=
  |invul=6-29 GP
  |hitbox=
  |hitbox=
  |description=
  |description=
*List what the move is used for
*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.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*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.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
}}
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  |description=
  |description=
*Good for heal combos
*Good for heal combos
*Chargeable to heal more health


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.
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.
}}
}}
}}
}}
====== <font style="visibility:hidden" size="0"> Saber Anglaise</font> ======
====== <font style="visibility:hidden" size="0"> Saber Anglaise</font> ======
{{MoveData
{{MoveData
Line 1,233: Line 1,339:
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=R
  |cancel=R
  |damage=
|version=Regular
|damage=150*19, 1000
|starter=
|p1=
|p2=
|smp=
|guard=All
|level=
|attribute=
|startup=1+21
|active=
|recovery=Total: 110
|frameAdv=-16
|blockstun=
|airHit=
|airCH=
|groundHit=
|groundCH=
|invul=1-2 All
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|cancel=R
|version=Overdrive
  |damage=200*19, 1250
  |starter=
  |starter=
  |p1=
  |p1=
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  |level=
  |level=
  |attribute=
  |attribute=
  |startup=
  |startup=1+21
  |active=
  |active=
  |recovery=
  |recovery=Total: 110
  |frameAdv=
  |frameAdv=-16
  |blockstun=
  |blockstun=
  |airHit=
  |airHit=
Line 1,250: Line 1,382:
  |groundHit=
  |groundHit=
  |groundCH=
  |groundCH=
  |invul=
  |invul=1-2 All
  |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.
*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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  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel=
  |cancel=
  |damage=2262 total
|version=Normal
  |damage=100, 200*13, 2000
  |starter=
  |starter=
  |p1=
  |p1=
Line 1,275: Line 1,410:
  |level=
  |level=
  |attribute=
  |attribute=
  |startup=9 total
  |startup=1+5
  |active=
  |active=13
  |recovery=
  |recovery=55
  |frameAdv=-10
  |frameAdv=-51
|blockstun=
|airHit=
|airCH=
|groundHit=
|groundCH=
|invul=
|hitbox=
|description=
}}
{{AttackData-BBCF
|header=no
|cancel=
|version=Overdrive
|damage=500*3, 100*23, 3500
|starter=
|p1=
|p2=
|smp=
|guard=All
|level=
|attribute=
|startup=1+5
|active=13
|recovery=55
|frameAdv=-51
  |blockstun=
  |blockstun=
  |airHit=
  |airHit=
Line 1,287: Line 1,447:
  |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.
*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.
*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.
}}
}}
}}
}}
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{{AttackData-BBCF
{{AttackData-BBCF
|version=Normal
|version=Normal
|damage= 2070
|damage=2070
|cancel=
|cancel=
|p1=
|p1=
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|starter=
|starter=
|guard=All
|guard=All
|startup=
|startup=10 (fast), 20 (slow)
|active=
|active=3
|recovery=
|recovery=20
|frameAdv=
|frameAdv=
|attribute=
|attribute=
|invul=
|invul=1-12 All (fast), 1-22 All (slow)
|description=
|description=
}}
}}
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|smp=
|smp=
|starter=
|starter=
|guard=
|guard=All
|startup=
|startup=10 (fast), 20 (slow)
|active=
|active=3
|recovery=
|recovery=20
|frameAdv=
|frameAdv=
|attribute=
|attribute=
|invul=1-12 All (fast), 1-22 All (slow)
|hitbox=
|hitbox=
|description=
|description=
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*Becomes stronger and flashier with Active Flow.
*Becomes stronger and flashier with Active Flow.


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 has no minimal damage and cannot be rapid-canceled.
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 has no minimal damage and cannot be rapid canceled.
}}
}}
}}
}}
<br clear=all/>
<br clear=all/>
==Astral Heat==
==Astral Heat==
{{MoveData
{{MoveData
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  |level=
  |level=
  |attribute=
  |attribute=
  |startup=
  |startup=7+12
  |active=
  |active=12
  |recovery=
  |recovery=59
  |frameAdv=
  |frameAdv=-50
  |blockstun=
  |blockstun=
  |airHit=
  |airHit=
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  |groundHit=
  |groundHit=
  |groundCH=
  |groundCH=
  |invul=
  |invul=1-30 All
  |hitbox=
  |hitbox=
  |description=
  |description=
*List what the move is used for
*It's an Astral. Comboable from many of her Drive moves.
*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/>
==External References==
==External References==
*Japanese Name:  
*Japanese Name:  

Revision as of 15:49, 27 February 2017

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

Combo Rate: 60%
Prejump:
Backdash Time 25 / Invul: 1-5 All


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.
  • 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.


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 11 3 33 - FB - 280*5 HL 7 3,4*4 32 - B - 1500 HL 13 4 32 - B -
2D
2D
750 L 19 4 29 - F - 750 L 9 5 31 - F -
6D
6D
700 HL 22 3 33 - - 600*2 HL, all 7 2,7 29 - -
j.D
j.D
600*2 all 23 2L 34 - -
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
500,1000 7 3 23+3 Landing - -
Counter Assault
Counter Assault
6AB (when blocking)
0 13 6 39 - -
Crush Trigger
Crush Trigger
5AB
1000 Ba 20 1 25 - B - 1000 Ba 30~61 1 25 - B -


Special Moves

PicConfit
Pic Confit
j.214A
1000 All 15 Until Landing 24 - -
Arc Griller
Arc Griller
236B
900 all 18 19 Total: 46 - Projectile -
Marteau Flan
Marteau Flan
214B
900 H 25 5 24 - - 1200 H 25 5 16 - -
Hache Rotir
Hache Rotir
236C
1000 HL 13~23 4 41 - - 1500 HL 24 4 41 - - 1200 HL 13~23 4 41 - F - 1800 HL 24 4 41 - F -
Lance Quiche
Lance Quiche
214C
1000 All 15 12 29 - - 1200 All 15 12 29 - -


Distortion Drives

Armure Sorbet
Armure Sorbet
632146A
- -
Saber Anglaise
Saber Anglaise
632146B
150*19, 1000 All 1+21 Total: 110 - - 200*19, 1250 All 1+21 Total: 110 - -
Casque Veloute
Casque Veloute
632146C
BBCP Celica Casque Veloute1.png
BBCP Celica Casque Veloute2.png
100, 200*13, 2000 All 1+5 13 55 - - 500*3, 100*23, 3500 All 1+5 13 55 - -


Exceed Accel

Pue Vapeur
ABCD during Overdrive
BBCF Celica ExceedAccel.png
2070 All 10 (fast), 20 (slow) 3 20 - - 4122 All 10 (fast), 20 (slow) 3 20 - -


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 7+12 12 59 - -


External References