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<br/> | <br/> | ||
===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 | 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 | 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. | ||
<br/> | <br/> | ||
===Unique Ability: Recovery | ===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 | 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=== | ||
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 | *Armure Sorbet is significantly faster, enabling mid-combo healing. | ||
* | *Saber Anglaise and Casque Veloute deal more damage. | ||
<br /> | <br /> | ||
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|-style="text-align:left;" | |-style="text-align:left;" | ||
! Strengths !! Weaknesses | ! Strengths !! Weaknesses | ||
|- style="vertical-align:top;text- | |- style="vertical-align:top;text-align:left" | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* Simple tools, combos, and gameplan. | * Simple tools, combos, and gameplan. Extremely beginner-friendly character. | ||
* Able to heal | * 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. | * 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%;"| | ||
* 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 | *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= | |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 | *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= | |image=BBCP_Celica_2B.png |caption=Onegai~ | ||
|name=2B | |name=2B | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | *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= | |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= | |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, - | *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= | |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= | ||
* | *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. | 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 | |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 | |||
}} | }} | ||
}} | }} | ||
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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 | |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= | ||
* | *Unremarkable sweep | ||
*Counter hit causes hard knockdown as with most sweeps, allowing for a follow up combo | *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= | |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 | *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= | |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 | |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. | ||
*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 | *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 | *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 | 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= | |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 | {{AttackDataHeader-BBCF|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Uncharged}} | {{AttackVersion|name=Uncharged}} | ||
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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= | |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= | |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= | |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= | |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= | |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= | |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= | |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 |
---|
|
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 |
---|---|
|
|
Normal Moves
5A
5A |
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5B
5B |
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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 |
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|
2A
2A |
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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 |
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|
2C
2C |
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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 |
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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 |
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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 |
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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 |
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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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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 | Template:AttackDataHeader-BBCF |
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2D
2D | Template:AttackDataHeader-BBCF |
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6D
6D | Template:AttackDataHeader-BBCF |
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j.D
j.D (Starter) |
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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. |
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Universal Mechanics
Ground Throw
Ground Throw BC |
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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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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 |
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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 BBS
- Arcade Profile Dan Rankings
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
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