(→2D) |
(→6A) |
||
(35 intermediate revisions by 2 users not shown) | |||
Line 10: | Line 10: | ||
|comboRate=60% | |comboRate=60% | ||
|jumpStartup=4 | |jumpStartup=4 | ||
|backdashTime= | |backdashTime=25 | ||
|backdashInv= | |backdashInv=1-5 All | ||
}} | }} | ||
;Movement Options | ;Movement Options | ||
Line 51: | Line 51: | ||
===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. | ||
* | * 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. | ||
Line 161: | Line 161: | ||
|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. | |||
}} | }} | ||
}} | }} | ||
Line 295: | Line 296: | ||
|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 | 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. | ||
}} | }} | ||
}} | }} | ||
Line 327: | Line 328: | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
Celica's anti-air. | *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. | |||
}} | }} | ||
}} | }} | ||
Line 426: | Line 429: | ||
|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. | |||
}} | }} | ||
}} | }} | ||
Line 458: | Line 464: | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
*Most commonly used for air-to-ground jump-ins. | |||
*Can also be used for f-shiki (fuzzy guard) setups. | |||
}} | }} | ||
}} | }} | ||
Line 521: | Line 528: | ||
|guard=HL | |guard=HL | ||
|level= | |level= | ||
|attribute= | |attribute=FB | ||
|startup=11 | |startup=11 | ||
|active=3 | |active=3 | ||
Line 731: | Line 738: | ||
|startup=23 | |startup=23 | ||
|active=2L | |active=2L | ||
|recovery= | |recovery=34 | ||
|frameAdv= | |frameAdv=-17 | ||
|blockstun= | |blockstun= | ||
|airHit= | |airHit= | ||
Line 814: | Line 821: | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
* | *Standard throw, pops the opponent up a bit on hit. | ||
* | *Generally followed up by 5B>6B>2C for a combo ending in j.214A, or 6B>5C>5D into Quiche backfire loops. | ||
}} | }} | ||
}} | }} | ||
Line 853: | Line 858: | ||
|description= | |description= | ||
*Identical to Forward throw, only throws behind. | *Identical to Forward throw, only throws behind. | ||
}} | }} | ||
}} | }} | ||
Line 868: | Line 872: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel=SOR | |cancel=SOR | ||
|damage= | |damage=500,1000 | ||
|starter= | |starter= | ||
|p1= | |p1= | ||
Line 878: | Line 882: | ||
|startup=7 | |startup=7 | ||
|active=3 | |active=3 | ||
|recovery=23 | |recovery=23+3 Landing | ||
|frameAdv= | |frameAdv= | ||
|blockstun= | |blockstun= | ||
Line 888: | Line 892: | ||
|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. | |||
}} | }} | ||
}} | }} | ||
Line 901: | Line 906: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= | |cancel= | ||
|damage= | |damage=0 | ||
|starter= | |starter= | ||
|p1= | |p1= | ||
Line 910: | Line 915: | ||
|attribute= | |attribute= | ||
|startup=13 | |startup=13 | ||
|active= | |active=6 | ||
|recovery=39 | |recovery=39 | ||
|frameAdv=- | |frameAdv=-26 | ||
|blockstun= | |blockstun= | ||
|airHit= | |airHit= | ||
Line 921: | Line 926: | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
* | *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. | ||
}} | }} | ||
}} | }} | ||
Line 936: | Line 939: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel=R | |cancel=R | ||
|version=Uncharged | |||
|damage=1000 | |damage=1000 | ||
|starter= | |starter= | ||
Line 944: | Line 948: | ||
|level= | |level= | ||
|attribute=B | |attribute=B | ||
|startup= | |startup=20 | ||
|active= | |active=1 | ||
|recovery= | |recovery=25 | ||
|frameAdv=0 | |frameAdv=0 | ||
|blockstun=24 | |blockstun=24 | ||
Line 956: | Line 960: | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
}} | |||
* | {{AttackData-BBCF | ||
|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. | |||
}} | }} | ||
}} | }} | ||
Line 980: | Line 1,007: | ||
|guard=All | |guard=All | ||
|level= | |level= | ||
|attribute= | |attribute= | ||
|startup=15 | |startup=15 | ||
|active= | |active=Until Landing | ||
|recovery=24 | |recovery=24 | ||
|frameAdv=~- | |frameAdv=~-6 | ||
|blockstun= | |blockstun= | ||
|airHit= | |airHit= | ||
Line 993: | Line 1,020: | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
* | *Generally an air combo ender. | ||
* | *It's emergency techable when your opponent hits the ground, so the knockdown isn't great. | ||
}} | }} | ||
}} | }} | ||
Line 1,017: | Line 1,043: | ||
|attribute= Projectile | |attribute= Projectile | ||
|startup=18 | |startup=18 | ||
|active= | |active=19 | ||
|recovery=Total: 46 | |recovery=Total: 46 | ||
|frameAdv=-5~+8 | |frameAdv=-5~+8 | ||
Line 1,028: | Line 1,054: | ||
|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. | |||
}} | }} | ||
}} | }} | ||
Line 1,040: | Line 1,069: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version= | |version=Regular | ||
|cancel=R | |cancel=R | ||
|damage=900 | |damage=900 | ||
Line 1,059: | Line 1,088: | ||
|groundHit= | |groundHit= | ||
|groundCH= | |groundCH= | ||
|invul= | |invul=14-29 GP HB | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
Line 1,065: | Line 1,094: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version= | |version=Enhanced | ||
|cancel=R | |cancel=R | ||
|damage= | |damage=1200 | ||
|starter= | |starter= | ||
|p1= | |p1= | ||
Line 1,084: | Line 1,113: | ||
|groundHit= | |groundHit= | ||
|groundCH= | |groundCH= | ||
|invul= | |invul=10-26 GP HBP | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
* | *Slow overhead. | ||
* | *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. | ||
*Both versions can be utilized to guard point through opponent's Counter Assaults. | |||
}} | }} | ||
}} | }} | ||
Line 1,101: | Line 1,131: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Regular, No Charge | |||
|cancel=R | |cancel=R | ||
|damage=1000 | |damage=1000 | ||
Line 1,110: | Line 1,141: | ||
|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= | |recovery=41 | ||
|frameAdv=- | |frameAdv=-24 | ||
|blockstun= | |blockstun= | ||
|airHit= | |airHit= | ||
Line 1,119: | Line 1,225: | ||
|groundHit= | |groundHit= | ||
|groundCH= | |groundCH= | ||
|invul= | |invul=1-27 GP All | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
Line 1,135: | Line 1,241: | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version= | |version=Regular | ||
|cancel=R | |cancel=R | ||
|damage=1000 | |damage=1000 | ||
|starter= | |starter= | ||
|p1= | |p1=80 | ||
|p2= | |p2= | ||
|smp= | |smp= | ||
Line 1,145: | Line 1,251: | ||
|level= | |level= | ||
|attribute= | |attribute= | ||
|startup= | |startup=15 | ||
|active= | |active=12 | ||
|recovery= | |recovery=29 | ||
|frameAdv=- | |frameAdv=--4 | ||
|blockstun=25 | |blockstun=25 | ||
|airHit= | |airHit= | ||
Line 1,154: | Line 1,260: | ||
|groundHit= | |groundHit= | ||
|groundCH= | |groundCH= | ||
|invul= | |invul=10-29 GP | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
Line 1,160: | Line 1,266: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version= | |version=Enhanced | ||
|cancel=R | |cancel=R | ||
|damage=1200 | |damage=1200 | ||
Line 1,170: | Line 1,276: | ||
|level= | |level= | ||
|attribute= | |attribute= | ||
|startup= | |startup=15 | ||
|active= | |active=12 | ||
|recovery= | |recovery=29 | ||
|frameAdv=- | |frameAdv=-4 | ||
|blockstun= | |blockstun= | ||
|airHit= | |airHit= | ||
Line 1,179: | Line 1,285: | ||
|groundHit= | |groundHit= | ||
|groundCH= | |groundCH= | ||
|invul= | |invul=6-29 GP | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
* | *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. | ||
}} | }} | ||
}} | }} | ||
Line 1,220: | Line 1,325: | ||
|description= | |description= | ||
*Good for heal combos | *Good for heal combos | ||
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 1,234: | 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= | ||
Line 1,242: | Line 1,373: | ||
|level= | |level= | ||
|attribute= | |attribute= | ||
|startup= | |startup=1+21 | ||
|active= | |active= | ||
|recovery= | |recovery=Total: 110 | ||
|frameAdv= | |frameAdv=-16 | ||
|blockstun= | |blockstun= | ||
|airHit= | |airHit= | ||
Line 1,251: | 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. | |||
}} | }} | ||
}} | }} | ||
Line 1,268: | Line 1,401: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= | |cancel= | ||
|damage= | |version=Normal | ||
|damage=100, 200*13, 2000 | |||
|starter= | |starter= | ||
|p1= | |p1= | ||
Line 1,276: | Line 1,410: | ||
|level= | |level= | ||
|attribute= | |attribute= | ||
|startup= | |startup=1+5 | ||
|active= | |active=13 | ||
|recovery= | |recovery=55 | ||
|frameAdv=- | |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 1,288: | Line 1,447: | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
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. | |||
*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. | |||
}} | }} | ||
}} | }} | ||
Line 1,302: | Line 1,464: | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal | |version=Normal | ||
|damage= 2070 | |damage=2070 | ||
|cancel= | |cancel= | ||
|p1= | |p1= | ||
Line 1,309: | Line 1,471: | ||
|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= | ||
}} | }} | ||
Line 1,326: | Line 1,488: | ||
|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= | ||
Line 1,337: | Line 1,500: | ||
*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 | 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 | ||
Line 1,364: | Line 1,528: | ||
|level= | |level= | ||
|attribute= | |attribute= | ||
|startup= | |startup=7+12 | ||
|active= | |active=12 | ||
|recovery= | |recovery=59 | ||
|frameAdv= | |frameAdv=-50 | ||
|blockstun= | |blockstun= | ||
|airHit= | |airHit= | ||
Line 1,373: | Line 1,537: | ||
|groundHit= | |groundHit= | ||
|groundCH= | |groundCH= | ||
|invul= | |invul=1-30 All | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
* | *It's an Astral. Comboable from many of her Drive moves. | ||
}} | }} | ||
}} | }} | ||
<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 |
---|
Health: 10,000 Combo Rate: 60%
|
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.
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
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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 •