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Revision as of 14:59, 15 September 2019
Celica A. Mercury |
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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 independantly at the same time.
Unique Ability: Recovery Capability
In BlazBlue: Central Fiction, Celica possess the ability called "Recovery Cap", which allows her to generate blue health. You gain Recovery Cap by using Drive attacks, or by guard-pointing the opponent's attacks with certain special moves, such as Marteau Flan, Lance Quinche or Hache Rotir. You can then either heal back this blue health by automatically going into a healing animation after using the third Drive followup in a combo, or by using Armure Sorbet. Alternatively, you can use the Recovery Cap to use the charged versions of Marteau Flan and Lance Quinche. Unlike in BlazBlue: Chrono Phantasma, the charged versions of these moves can no longer be done without Recovery Cap and when they are used, they'll consume the blue health that has been generated. However, the charged versions of Marteau Flan and Lance Quinche have both been buffed to compensate for this.
If Celica is already at maximum health then no recovery cap can be generated, preventing her from using enhanced specials.
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:
- Armure Sorbet restores more HP
- Sabre Anglaise lasts longer and deals more hits
- Casque Voulete does more damage.
Strengths/Weaknesses
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Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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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. |
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, -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. |
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. |
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 very rarely be used in pressure as a frame trap, but is generally inferior in all cases compared 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
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •