BBCF/Celica A. Mercury

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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


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

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

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

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
  • 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

BBCP Celica 5A.png
Damage Guard Startup Active Recovery Frame Adv Attribute
300 All 6 3 11 -2 B
  • Hits crouchers.
  • Great for tick throws.
  • Can be held for additional hits.
  • Looks adorable.

BBCP Celica 5B.png
Dance, Minerva!
Damage Guard Startup Active Recovery Frame Adv Attribute
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.

BBCP Celica 5C.png
Doesn't multi hits anymore
Damage Guard Startup Active Recovery Frame Adv Attribute
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.

BBCP Celica 2A.png
Still adorable
Damage Guard Startup Active Recovery Frame Adv Attribute
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.

BBCP Celica 2B.png
Damage Guard Startup Active Recovery Frame Adv Attribute
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.

BBCP Celica 2C.png
Pushing back
Damage Guard Startup Active Recovery Frame Adv Attribute
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.

BBCP Celica 6A.png
The most adorable move in the game
Damage Guard Startup Active Recovery Frame Adv Attribute
510, 550 High, Low 24 5 (Until Landing) 5 20 -8 H, F
  • Airborne during first hit, until second hit
  • First hit knocks down
  • Second hit knocks down on air hit, staggers on ground hit

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.

BBCP Celica 6B.png
The anti-air
Damage Guard Startup Active Recovery Frame Adv Attribute
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.

BBCP Celica 6C.png
Do a flip, Minerva
Damage Guard Startup Active Recovery Frame Adv Attribute
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.

BBCP Celica 3C.png
Will knock down even a tree
Damage Guard Startup Active Recovery Frame Adv Attribute
750 Low 13 3 25 -11 FD*
  • Unremarkable sweep
  • Counter hit causes hard knockdown as with most sweeps, allowing for a follow up combo

BBCP Celica j.A.png
Panty shot
Damage Guard Startup Active Recovery Frame Adv Attribute
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.

BBCP Celica j.B.png
Slicing the cake
Damage Guard Startup Active Recovery Frame Adv Attribute
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.

BBCP Celica j.C.png
Did I just catch you jumping in?
Damage Guard Startup Active Recovery Frame Adv Attribute
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

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.

BBCP Celica 5D.png
BBCP Celica D5D.png
BBCF Celica D5DD.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
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 charged 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.

BBCP Celica 2D1.png
BBCP Celica D2D.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
2D 750 Low 19 5 29 -16 F
2DD 750 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 also has a strange hitbox that only hits behind her at first, so in most cases the startup of the move is actually 11.

BBCP Celica 6D.png
BBCP Celica D6D.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
6D 850 All 22 3 33 -17 B
6DD 600*2 All 7 2,7 29 -17 B
  • 6D (Starter) moves Celica forward and grants her a small period of foot invuln. Staple combo ender as it grants hard knockdown on air hit. Forces crouching on 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 (Starter)
BBCP Celica j.D.png
Down we go!
Damage Guard Startup Active Recovery Frame Adv Attribute
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.

Drive Heal
Automatic after Drive ender hits.
BBCF Celica Heal.png
Don't overdo it, Minerva!
Damage Guard Startup Active Recovery Frame Adv Attribute
- - - - 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 canceling into this, bear in mind this may use up the recovery cap you have gained, depending on the special move used.

Universal Mechanics

Ground Throw
Ground Throw
BBCP Celica ForwardThrow2.png
BBCP Celica ForwardThrow3.png
Short Circuit
Damage Guard Startup Active Recovery Frame Adv Attribute
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
Air Throw
BBCP Celica AirThrow2.png
I hope she knows how to cook
BBCP Celica AirThrow3.png
Damage Guard Startup Active Recovery Frame Adv Attribute
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
Counter Assault
6AB (when blocking)
BBCP Celica 5D.png
Hold me tight~
Damage Guard Startup Active Recovery Frame Adv Attribute
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
Crush Trigger
BBCP Celica CrushTrigger.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
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

Pic Confit
BBCP Celica Pic Confit.png
Celica Kick!
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 All 15 Until Landing 20 - H
  • 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
Arc Griller
BBCP Celica Arc Griller.png
Damage Guard Startup Active Recovery Frame Adv Attribute
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
Marteau Flan
BBCP Celica Marteau Flan.png
Schoolgirl CRUSH
Damage Guard Startup Active Recovery Frame Adv Attribute
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.
  • 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.

Hache Rotir
Hache Rotir
BBCP Celica Hache Rotir.png
Celica Upper!
Version Damage Guard Startup Active Recovery Frame Adv Attribute
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 HBF 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.
  • Health lost when blocking a a move with this can end the round.
  • 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.
  • Charged Rotir will give knockdown on hit, and Fatal Counter for a short combo on CH.

Lance Quiche
Lance Quiche
BBCP Celica Lance Quiche.png
Outta the way~
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 [1200] All 15 12 29 -4 B
  • 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

Armure Sorbet
Armure Sorbet
BBCP Celica Armure Sorbet.png
Because a good girl needs to take care of others
Damage Guard Startup Active Recovery Frame Adv Attribute
- - 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
Saber Anglaise
BBCP Celica Saber Anglaise.png
For when you want to spend meter on something
Damage Guard Startup Active Recovery Frame Adv Attribute
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
Casque Veloute
BBCP Celica Casque Veloute1.png
BBCP Celica Casque Veloute2.png
The better Carnage Scissors
Damage Guard Startup Active Recovery Frame Adv Attribute
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

Pue Vapeur
ABCD during Overdrive
BBCF Celica ExceedAccel.png
Is everything okay there, Celica?!
Damage Guard Startup Active Recovery Frame Adv Attribute
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

Atout Rillettes
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 Guard Startup Active Recovery Frame Adv Attribute
20000 All 7+12 12 59 -50 B
  • It's an Astral. Easy execution. Comboable from many of her Drive moves.

External References


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
Click [*] for character's frame data
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