BBCF/Celica A. Mercury: Difference between revisions

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===Drive: Minerva===
===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).
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 independantly at the same time.
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.
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===Unique Ability: Recovery Capability===
===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 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.
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.
If Celica is already at maximum health then no recovery cap can be generated, preventing her from using enhanced specials.
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===Overdrive: Rege Light===
===Overdrive: Rege Light===
During Overdrive, Celica's HP is passively restored (this effect is halted while Celica is in hitstun) and will also passively gain blue health as well, while her Drive attacks become Distortion-cancellable. In addition:
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 restores more HP
*Armure Sorbet is significantly faster, enabling mid-combo healing.
*Sabre Anglaise lasts longer and deals more hits
*Saber Anglaise and Casque Veloute deal more damage.
*Casque Voulete does more damage.
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|-style="text-align:left;"
|-style="text-align:left;"
! Strengths !! Weaknesses
! Strengths !! Weaknesses
|- style="vertical-align:top;text-alighn:left"
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
| style="width: 50%;"|
* Simple tools, combos, and gameplan. Extemely beginner-friendly character.  
* Simple tools, combos, and gameplan. Extremely beginner-friendly character.  
* Able to heal herself during Overdrive and with Amure Sorbet, partially negating damage taken during rounds.  
* Able to heal considerable amounts using Overdrive and Armure Sorbet, making her difficult to time out.
* Reversal super is safe even on block.  
* Relatively high average combo damage (if not at full health).
* Good tick-throw game with strong reward.
* Good tick-throw game with strong reward.
* Multi-hitting normals make her pressure difficult to disrespect by jumping out, Fuzzy Jumping, etc.  
* Multi-hitting normals make her pressure difficult to disrespect by jumping out, Fuzzy Jumping, etc.  
* Very cute.
* Very cute.
| style="width: 50%;"|
| style="width: 50%;"|
* Awkward hurtboxes on many normals, allowing opponents to easily CH Celica.
* Tied for the lowest health.
* 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.
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*Hits crouchers.
*Hits crouchers.
*Great for tick throws.
*Great for tick throws.
*Can be held for additional hits.
*Looks adorable.
*Looks adorable.
}}
}}
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
*Good range.
*Good range, your main poke tool.
*Moves Minerva in front of Celica, boosting the range of follow up attacks. This makes it a nice tool in neutral for 5B>5C>214C.
*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.
}}
}}
}}
}}
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====== <font style="visibility:hidden" size="0">5C</font> ======
====== <font style="visibility:hidden" size="0">5C</font> ======
{{MoveData
{{MoveData
|image=BBCP_Celica_5C.png |caption=Refreshing air
|image=BBCP_Celica_5C.png |caption=Doesn't multi hits anymore
|name=5C
|name=5C
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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.  
*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.
}}
}}
}}
}}
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====== <font style="visibility:hidden" size="0">2B</font> ======
====== <font style="visibility:hidden" size="0">2B</font> ======
{{MoveData
{{MoveData
|image=BBCP_Celica_2B.png |caption=This knife won't cut
|image=BBCP_Celica_2B.png |caption=Onegai~
|name=2B
|name=2B
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
*Hits low and fast with good damage.
*Fast, multi-hitting low with decent range that leads to good damage.
*Extremely low pushback.
*Good starter from a dash in.
*Good starter from a dash in.
}}
}}
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====== <font style="visibility:hidden" size="0">2C</font> ======
====== <font style="visibility:hidden" size="0">2C</font> ======
{{MoveData
{{MoveData
|image=BBCP_Celica_2C.png |caption=Fatal!
|image=BBCP_Celica_2C.png |caption=Pushing back
|name=2C
|name=2C
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
*Great starter/ punishing tool up close
*Great starter/punishing tool up close
*Fatal counters
*Fatal counters
*Vacuums the opponent
*Vacuums the opponent
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====== <font style="visibility:hidden" size="0">6A</font> ======
====== <font style="visibility:hidden" size="0">6A</font> ======
{{MoveData
{{MoveData
|image=BBCP_Celica_6A.png |caption=We don't make mistakes, we just have happy accidents~
|image=BBCP_Celica_6A.png |caption=The most adorable move in the game
|name=6A
|name=6A
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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.
*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.
}}
}}
}}
}}
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====== <font style="visibility:hidden" size="0">6B</font> ======
====== <font style="visibility:hidden" size="0">6B</font> ======
{{MoveData
{{MoveData
|image=BBCP_Celica_6B.png |caption=Sonic the Hedgehog authentic doll
|image=BBCP_Celica_6B.png |caption=The anti-air
|name=6B
|name=6B
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
*Celica's anti-air.
*Head invulnerability from frame 4, lasts through the active frames.
*Frame 4 head invulnerability.
*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.
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.
}}
}}
}}
}}
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====== <font style="visibility:hidden" size="0">6C</font> ======
====== <font style="visibility:hidden" size="0">6C</font> ======
{{MoveData
{{MoveData
|image=BBCP_Celica_6C.png |caption=Do you know how to fly~?
|image=BBCP_Celica_6C.png |caption=Do a flip, Minerva
|name=6C
|name=6C
|data=
|data=
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*Best utilized immediately after punishes on counter hit
*Best utilized immediately after punishes on counter hit
*Vacuums the opponent
*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.
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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====== <font style="visibility:hidden" size="0">3C</font> ======
====== <font style="visibility:hidden" size="0">3C</font> ======
{{MoveData
{{MoveData
|image=BBCP_Celica_3C.png |caption=Will even knock down a tree
|image=BBCP_Celica_3C.png |caption=Will knock down even a tree
|name=3C
|name=3C
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
*Somewhat decent ranged sweep
*Unremarkable sweep
*Counter hit causes hard knockdown as with most sweeps, allowing for a follow up combo with great damage}}
*Counter hit causes hard knockdown as with most sweeps, allowing for a follow up combo
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.A</font> ======
====== <font style="visibility:hidden" size="0">j.A</font> ======
{{MoveData
{{MoveData
|image=BBCP_Celica_j.A.png |caption=Pantsu~
|image=BBCP_Celica_j.A.png |caption=Panty shot
|name=j.A
|name=j.A
|data=
|data=
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{{Description|7|text=
{{Description|7|text=
*Celica's fastest air button.
*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.
*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.
*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.
*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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====== <font style="visibility:hidden" size="0">j.B</font> ======
====== <font style="visibility:hidden" size="0">j.B</font> ======
{{MoveData
{{MoveData
|image=BBCP_Celica_j.B.png |caption=Not quite an air travel
|image=BBCP_Celica_j.B.png |caption=Slicing the cake
|name=j.B
|name=j.B
|data=
|data=
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====== <font style="visibility:hidden" size="0">j.C</font> ======
====== <font style="visibility:hidden" size="0">j.C</font> ======
{{MoveData
{{MoveData
|image=BBCP_Celica_j.C.png |caption=Did I just catch you air dash in?
|image=BBCP_Celica_j.C.png |caption=Did I just catch you jumping in?
|name=j.C
|name=j.C
|data=
|data=
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{{Description|7|text=
{{Description|7|text=
*Reaches far, good air-to-air.
*Reaches far, good air-to-air.
*Combo into djc>j.B>j.C>214A for small air-to-air damage.
*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, 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.
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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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
*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 (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 enhanced 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 (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.
*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.
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
*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 (Starter) moves Celica forward and has foot and throw invuln from frame 5 through the active frames. Staple combo ender as it grants hard knockdown on air hit. Forces crouching on ground 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.
*6D (Bridge) is generally preferred over 5DD midscreen for corner carry. Usually used at the beginning of Griller loops.
}}
}}
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* Long animation, but always safe to use since 5DDD will always inflict enough hitstun to prevent it being stuffed.
* 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.  
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 cancelling into this, bear in mind this may use up the recovery cap you have gained, depending on the special move used.  
}}
}}
}}
}}
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====== <font style="visibility:hidden" size="0">Air Throw</font> ======
====== <font style="visibility:hidden" size="0">Air Throw</font> ======
{{MoveData
{{MoveData
|image=BBCP_Celica_AirThrow2.png |caption=
|image=BBCP_Celica_AirThrow2.png |caption=I hope she knows how to cook
|image2=BBCP_Celica_AirThrow3.png |caption2=I hope she knows how to cook
|image2=BBCP_Celica_AirThrow3.png |caption2=BOOM!
|input=j.BC
|input=j.BC
|name=Air Throw
|name=Air Throw
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|name=Crush Trigger
|name=Crush Trigger
|data=
|data=
{{AttackDataHeader-BBCF|version-yes}}
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Uncharged}}
{{AttackVersion|name=Uncharged}}
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{{MoveData
{{MoveData
|image=BBCP_Celica_Pic_Confit.png
|image=BBCP_Celica_Pic_Confit.png
|input=j.214A |caption=Linne's divekick
|input=j.214A |caption=Celica Kick!
|name=Pic Confit
|name=Pic Confit
|data=
|data=
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====== <font style="visibility:hidden" size="0">Arc Griller</font> ======
====== <font style="visibility:hidden" size="0">Arc Griller</font> ======
{{MoveData
{{MoveData
|image=BBCP_Celica_Arc_Griller.png |caption=Hadouken, but cute!
|image=BBCP_Celica_Arc_Griller.png |caption= Cannonball!
|input=236B
|input=236B
|name=Arc Griller
|name=Arc Griller
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====== <font style="visibility:hidden" size="0">Marteau Flan</font> ======
====== <font style="visibility:hidden" size="0">Marteau Flan</font> ======
{{MoveData
{{MoveData
|image=BBCP_Celica_Marteau_Flan.png |caption= Sol's Bandit Bringer, but adorable
|image=BBCP_Celica_Marteau_Flan.png |caption= Schoolgirl CRUSH
|input=214B
|input=214B
|name=Marteau Flan
|name=Marteau Flan
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====== <font style="visibility:hidden" size="0">Hache Rotir</font> ======
====== <font style="visibility:hidden" size="0">Hache Rotir</font> ======
{{MoveData
{{MoveData
|image=BBCP_Celica_Hache_Rotir.png |caption=Upper!
|image=BBCP_Celica_Hache_Rotir.png |caption=Celica Upper!
|input=236C
|input=236C
|name=Hache Rotir
|name=Hache Rotir
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====== <font style="visibility:hidden" size="0">Lance Quiche</font> ======
====== <font style="visibility:hidden" size="0">Lance Quiche</font> ======
{{MoveData
{{MoveData
|image=BBCP_Celica_Lance_Quiche.png |caption= Waaah~
|image=BBCP_Celica_Lance_Quiche.png |caption= Outta the way~
|input=214C
|input=214C
|name=Lance Quiche
|name=Lance Quiche
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====== <font style="visibility:hidden" size="0">Armure Sorbet</font> ======
====== <font style="visibility:hidden" size="0">Armure Sorbet</font> ======
{{MoveData
{{MoveData
|image=BBCP_Celica_Armure_Sorbet.png |caption= "Armoured Sorbet"
|image=BBCP_Celica_Armure_Sorbet.png |caption= Because a good girl needs to take care of others
|name=Armure Sorbet
|name=Armure Sorbet
|input=632146A
|input=632146A
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====== <font style="visibility:hidden" size="0"> Saber Anglaise</font> ======
====== <font style="visibility:hidden" size="0"> Saber Anglaise</font> ======
{{MoveData
{{MoveData
|image=BBCP_Celica_Saber_Anglaise.png |caption="Custard Sword"
|image=BBCP_Celica_Saber_Anglaise.png |caption= For when you want to spend meter on something
|name= Saber Anglaise
|name= Saber Anglaise
|input=632146B
|input=632146B
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{{MoveData
{{MoveData
|image=BBCP_Celica_Casque_Veloute1.png |caption=  
|image=BBCP_Celica_Casque_Veloute1.png |caption=  
|image2=BBCP_Celica_Casque_Veloute2.png |caption2=Actually safe unless done in front the corner
|image2=BBCP_Celica_Casque_Veloute2.png |caption2=The better Carnage Scissors
|input=632146C
|input=632146C
|name= Casque Veloute
|name= Casque Veloute
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{{MoveData
{{MoveData
|image=BBCF_Celica_ExceedAccel.png
|image=BBCF_Celica_ExceedAccel.png
|input=ABCD during Overdrive |caption="Stinking Vapour"
|input=ABCD during Overdrive |caption=Is everything okay there, Celica?!
|name=Pue Vapeur
|name=Pue Vapeur
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
*It's an Astral. Comboable from many of her Drive moves.
*It's an Astral. Easy execution. Comboable from many of her Drive moves.
}}
}}
}}
}}

Revision as of 15:44, 9 October 2019

Celica A. Mercury
BBCF Celica Portrait.png
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.

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

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

5A
5A
BBCP Celica 5A.png
B-b-baka!
Template:AttackDataHeader-BBCF
5A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 6 3 11 -2 +7 B SJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCP Celica 5A.png
Hold A for easy meaties
Checks for held button on frame 9
If not held, whiff cancellable into 5AA from frame 10
If not held, counterhit state ends late, frame 9 (first frame of recovery) is still CH state


  • Hits crouchers.
  • Great for tick throws.
  • Can be held for additional hits.
  • Looks adorable.
5B
5B
BBCP Celica 5B.png
Dance, Minerva!
Template:AttackDataHeader-BBCF
5B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 Mid 10 5 16 -4 -4 BD SJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCP Celica 5B.png
Not quite the Jesus Kick, but still pretty good


  • 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.

5C
5C Doesn't multi hits anymore Template:AttackDataHeader-BBCF
5C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 Mid 13 6 17 -4 -9 BD S(J)R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 19 19 24 34 12 +0 +5
BBCF Celica 5C.png
Situationally useful
Counterhit state ends late, frame 19 (first frame of recovery) is still CH state


  • 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.
2A
2A
BBCP Celica 2A.png
Still adorable
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2A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 6 3 11 -2 +7 F SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCP Celica 2A.png
Checks for held button on frame 9
If not held, whiff cancellable into 2AA from frame 10
If not held, counterhit state ends late, frame 9 (first frame of recovery) is still CH state


  • 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.

2B
2B
BBCP Celica 2B.png
Onegai~
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2B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
350×2 Low 9 3,3 14 -3 -2 FD SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 14 18 26 10 +0 +1
BBCP Celica 2B.png
Pressure Swiss army knife


  • Fast, multi-hitting low with decent range that leads to good damage.
  • Extremely low pushback.
  • Good starter from a dash in.
2C
2C Pushing back Template:AttackDataHeader-BBCF
2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
850 Mid 14 3 17 -1 -7 BD S(J)R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 19 19 27 37 12 +0 +5
BBCF Celica 2C.png
The other tools in the Swiss army knife
Fatal Counter


  • 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.

6A
6A
BBCP Celica 6A.png
The most adorable move in the game
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6A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
510, 550 High, Low 24 5 (7) 5 20 -8 H, F R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4, 3 18, 16 Launch, Crumple + Down 13 33 + Down 23, 27 + Down 26 Launch, Crumple + Down 13 43 + Down 23, 43 + Down 26 12, 11 +0 +5, +2
BBCP Celica 6A.png
High risk, moderate reward, extreme comedy
Bonus Proration 110%
Airborne from frame 24
Second hit occurs on landing
Gap between hits can be altered by external forces
Crumple Duration 25F, Crumple Fall 58F


  • 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.

6B
6B The anti-air Template:AttackDataHeader-BBCF
6B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700 Mid 12 3 23 -9 -11 BD 4~14 H SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 23 + GBounce Launch 45 + GBounce 11 +0 +2
BBCF Celica 6B.png
All-purpose problem solver


  • 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.

6C
6C Do a flip, Minerva Template:AttackDataHeader-BBCF
6C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 Mid 21 3 20 -2 -17 BD S(J)R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Long 5 20 Launch 40 Launch 56 13 +0 +8
BBCF Celica 6C.png
The rare safe-on-block launcher
Bonus Proration 110%


  • 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.

3C
3C
BBCP Celica 3C.png
Will knock down even a tree
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3C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
750 Low 13 3 25 -11 -14 FD SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 Long 3 16 Launch 40 Launch 54 + Down 23 11 +0 +2
BBCF Celica 3C.png
Sweep #1 (of 3)


  • Unremarkable sweep
  • Counter hit causes hard knockdown as with most sweeps, allowing for a follow up combo
j.A
j.A
BBCP Celica j.A.png
Panty shot
Template:AttackDataHeader-BBCF
j.A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 High/Air 6 3 9 H SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCP Celica j.A.png
Checks for held button on frame 9 (first frame after active)
If not held, counterhit state ends late, frame 9 (first frame of recovery) is still CH state


  • 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.
j.B
j.B Slicing the cake Template:AttackDataHeader-BBCF
j.B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
650 High/Air 9 6 16 HD SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 14 18 26 10 +0 +1
BBCF Celica jB.png
Not Jin's j.2C


  • Most commonly used for air-to-ground jump-ins.
  • Can also be used for f-shiki (fuzzy guard) setups.
j.C
j.C Did I just catch you jumping in? Template:AttackDataHeader-BBCF
j.C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
550×2 High/Air 12 2 (2) 2 23 HD SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 20 22 34 9 +0 +2
BBCF Celica jC.png
Not Jin's j.C
Counterhit state ends late, frames 18-19 (first 2 frames of recovery) are still CH state


  • 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.

5D
5D Uno! Dos! Tres! Template:AttackDataHeader-BBCF
5D


5D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 Mid 11 3 33 -17 -20 B SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 18 29 29 37 47 9 +0 +5
BBCF Celica 5D.png
One! (5D)
Fatal Counter
Can go into Drive bridge from frame 23
5DD


5DD
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
280×5 Mid 7 3,4,4,4,4 32 -17 F 3~23 P SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
72 Normal 4 18 19×4, Spin Fall 34 29 + GBounce, 29×4 24×4, Spin Fall 39 44 + GBounce, 44×4 2 +0 +5
BBCF Celica 5DD.png
Two! (5DD)
Can pass through opponent frame 22 (5th hit) onwards
Can go into Drive ender/special cancel from frame 30
Counterhit state ends early, frames 24-25 are active but not CH state
5DDD


5DDD
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1500 Mid 13 4 32 -17 B SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 18 Spin Fall 56 60 Spin Fall 61 75 12 +0 +5
BBCF Celica 5DDD.png
Three! (5DDD)
On hit, automatically cancels into Regenerate on frame 23
Counterhit state ends late, frames 17-28 (first 12 frames of recovery) are still CH state
  • 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 enhanced 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.

2D
2D Un! Deux! Template:AttackDataHeader-BBCF
2D


2D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
750 Low 19 7 29 -17 -28 F SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
72 Normal 4 18 Launch 29 Launch 44 + Down 23 9 +0 +5
BBCF Celica 2D.png
Un! (2D)
Can go into Drive bridge from frame 31
2DD


2DD
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
750×2 Low 9 2,3 33 -17 F SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
72 Normal 4 18 Launch 29 Launch 44 + Down 23 9 +0 +5
BBCF Celica 2DD.png
Deux! (2DD)
First hit is behind Celica, normal hitbox goes active on frame 11
Can go into Drive ender from frame 22
  • 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.
6D
6D One! Two! Template:AttackDataHeader-BBCF
6D


6D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
850 Mid 20 3 33 -17 -29 B 5~22 FT SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
72 Normal 4 18 19 19 + Down 23 24 34 + Down 23 9 +0 +5
BBCF Celica 6D.png
一! (6D)
Forces crouch on ground hit
Airborne from frame 4, hit occurs on landing
Startup/invuln can be altered by external forces
Airborne frames 23~26 (first 4 frames of recovery)
Recovery (and any followup Drives) plays out normally even if moved by external forces and will recover airborne if necessary
Can go into Drive bridge from frame 31 (12 frames after landing, even if airborne)
6DD


6DD
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600×2 Mid, All 7 2,7 29 -17 B SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
72 Normal 1, 4 11, 18 12, Crumple 12, 29 16, Crumple 23, 44 6, 9 +0 +0, +5
BBCF Celica 6DD.png
二! (6DD)
Hitbox full extends on frame 9, tallest hitbox at frame 13
Can go into Drive ender from frame 21
Counterhit state ends early, frames 13-15 are active but not CH state
Crumple Duration 36F, Crumple Fall 69F
  • 6D (Starter) moves Celica forward and has foot and throw invuln from frame 5 through the active frames. Staple combo ender as it grants hard knockdown on air hit. Forces crouching on ground 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
j.D (Starter) Down we go! Template:AttackDataHeader-BBCF
j.D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600×2 All 20 Until L (1) 2 34 -17 H SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82×2 Normal 4 18 19, Launch 30 + Down 23, 30 + GBounce + Down 23 24, Launch 45 + Down 23, 45 + GBounce + Down 23 3, 9 +0 +0, +8
BBCF Celica jD.png
Down we go! (j.D)
Can go into Drive bridge 13 frames after landing
Overrides Celica's aerial momentum on frame 4
Air hit starts 4 frames after Celica's vertical speed reaches 0
Startup can be altered by external forces


  • 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.

xDxDD
Drive Heal
Automatic after Drive ender hits.
BBCF Celica Heal.png
Don't overdo it, Minerva!
Template:AttackDataHeader-BBCF
  • 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 cancelling 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
BC Short Circuit
Template:AttackDataHeader-BBCF
  • 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
j.BC I hope she knows how to cook BOOM!
Template:AttackDataHeader-BBCF
  • 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) Hold me tight~
Template:AttackDataHeader-BBCF
  • 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
5AB L-lewd...
Template:AttackDataHeader-BBCF
Uncharged
Charged
  • Shorter range than most Crush Triggers, but leads into high damage in the corner.


Special Moves

PicConfit
Pic Confit
j.214A Celica Kick!
Template:AttackDataHeader-BBCF
j.214A
Pic Confit
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 All 15 Until L 20 H R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 Launch + Down 23 20 Launch + Down 23 35 12 +0 +5
BBCF Celica j214A.png
Celica Kick!


  • 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
236B Cannonball!
Template:AttackDataHeader-BBCF
236B
Arc Grillé
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 All 18 49 Total: 46 -6 -20 P1 R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 33 Launch 47 0/+6 +6 +8
BBCF Celica 236B.png
Once active, projectile decelerates at a constant rate until reaching 0 velocity after 43 frames
Pop hitbox on active frames 47-49


  • 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
214B Schoolgirl CRUSH
Template:AttackDataHeader-BBCF
214B
Marteau Flan
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 [1100] High 25 5 24 [16] -10 [-2] B 14~29 Guard HB [HBP] R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 18 Launch 45 + GBounce [51 + GBounce] Launch 60 + GBounce [66 + GBounce] 16 +0 +5
BBCF Celica 214B.pngBBCF Celica 214BEn.png
Normal Flan isn't real, it can't hurt you. • The amplified version very much can however.
Values in [] are for Enhanced version
On Guard Point, hitstop for Celica reduced by 1F [to 0F], opponent hitstop unchanged
Can guard point up to 1500 [infinite] damage


  • 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
236C Celica Upper!
Template:AttackDataHeader-BBCF
No Charge


236C
Hache Rotir
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 [1500] Mid 13~27 4 39 -24 B 1~(End of Active) Guard HBFPT R 50
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Very Short 4 18 Launch 42 Launch 57 15 +0 +5
BBCF Celica 236C.pngBBCF Celica 236CEn.png
• Celica Upper!
Values in [] are for Enhanced version
On Guard Point, hitstop for Celica reduced by 1F [to 0F], opponent hitstop unchanged
Can guard point up to 2500 [infinite] damage
Cannot guard against unblockables
reversal
Charged


236[C]
Hache Rotir (Charged)
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1200 [1800] Mid 28 4 37 -20 B 1~31 Guard HBFPT R 50
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
84 Very Short 5 20 Launch 52 Launch 83 25 +0 +8
BBCF Celica 236C.png
Almost a DP
Values in [] are for Enhanced version
Fatal Counter
On Guard Point, hitstop for Celica reduced by 1F [to 0F], opponent hitstop unchanged
Can guard point up to 2500 [infinite] damage
Cannot guard against unblockables
reversal
  • 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
214C Outta the way~
Template:AttackDataHeader-BBCF
214C
Lance Quiche
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 [1200] All 15 8 {12} 26 (29) -4 -22 B 10~(End of Active) Guard P
[6~(End of Active) Guard P]
R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 25 Launch 33 [33 + Slide] Launch 48 [48 + Slide] 12 +0 +5
BBCF Celica 214C.pngBBCF Celica 214CEn.png
One-way trip to your opponent's personal space, expect major turbulence. • Bring back a souvenir!
Values in [] are for Enhanced version
Celica goes into extended recovery animation (29) immediately on hit/block
On hit/block, projectile guard lasts through the first 3F of recovery
Gains additional 4 active frames if guard point is used
On Guard Point, hitstop for Celica reduced by 1F [to 0F], opponent hitstop unchanged
Can guard point up to 1500 [infinite] damage
[Maximum Slide duration 15F]


  • 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
632146A Because a good girl needs to take care of others
Template:AttackDataHeader-BBCF
632146A
Armure Sorbet
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
49+(91 Flash)+0
[31+(91 Flash)+0]
49~49 All
[31~31 All]
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Celica 632146A.png
A full 5A's worth of healing
Values in [] are during OD
Heals all recoverable health + 300


  • 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
632146B For when you want to spend meter on something
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632146B
Saber Anglaise
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
150×18, 1000×2
[200×18, 1250×2]
All 1+(50 Flash)+20 2{(1)2}×19 Total: 110 -16 P2 1~1 All R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
69 Normal 3 16 Launch 60 Launch 74 0 +2 +7
BBCF Celica 632146B.png
At least it looks cool?
Values in [] are during OD
Minimum Damage 15%×18, 20%×2: 796 [1040]


  • 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
632146C
BBCP Celica Casque Veloute1.png
BBCP Celica Casque Veloute2.png
The better Carnage Scissors
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632146C
Casque Velouté
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
100, 200×13, 2000
[500×3, 100×17, 3500]
All 1+(113 Flash)+8 Until Offscreen Until L+23L -43~-54 B 1~(Landing) HBFPT
2~(Landing) Burst
100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Crumple Stand Crumple Stand 1 1, 4×13 [×17], 0 +2
BBCP Celica Casque Veloute1.pngBBCP Celica Casque Veloute2.png
• The better Carnage Scissors
Values in [] are during OD
Minimum Damage 20%: 940 [1340]
Total active frames dependent on screen position of both characters
Enters recovery when Minerva leaves the screen
Frame advantage based on point blank (opponent in corner)~(self in corner)
reversal
Crumple Duration 9999F, Crumple Fall 63F


  • 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?!
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  • 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
222A
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...
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  • It's an Astral. Easy execution. Comboable from many of her Drive moves.


External References


Navigation


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.