Difference between revisions of "BBCF/Celica A. Mercury"

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(Cons/Weaknesses)
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* Awkward hurtboxes on many normals, allowing opponents to easily CH Celica.  
 
* Awkward hurtboxes on many normals, allowing opponents to easily CH Celica.  
 
* Lower then average HP.
 
* Lower then average HP.
* Requires either specific starters, meter, or the corner for more damaging combos.
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* Requires either missing health, meter, or the corner for more damaging combos.
* Standing Overheads need meter to be confirmed midscreen.  
 
 
* While she has a variety of tools, she tends to be a jack of all trades, master of none.
 
* While she has a variety of tools, she tends to be a jack of all trades, master of none.
 
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{{warning|There has been no official mook released for BBCPE. As a result, Celica's frame data is incomplete. Replace with CF data as it becomes available (and delete this warning)}}
 
{{warning|There has been no official mook released for BBCPE. As a result, Celica's frame data is incomplete. Replace with CF data as it becomes available (and delete this warning)}}
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==Normal Moves==
 
==Normal Moves==
 
====== <font style="visibility:hidden" size="0">5A</font> ======
 
====== <font style="visibility:hidden" size="0">5A</font> ======

Revision as of 17:51, 11 January 2017

Celica A. Mercury
BBCF Celica Portrait.png
ERROR CharData-BBCF using unknown character, capitalization matters
Movement Options
1 Double Jump/Airdash, Run
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.

Drive: Minerva

By pressing the D button, Celica can perform combo attacks with her robot partner, Minerva; the chain goes into a starter, an attack, and a finisher. Celica's Drive sees heavy use in combos. During Drive attacks, Celica can't block or move normally; consequently, when hit-confirming, knowing whether or not it's safe to confirm into a Drive string is crucial to playing Celica well.

Unique Ability: Recovery Capability

In BlazBlue: Central Fiction, Celica possess the ability called "Recovery Cap", which allows her to generate blue health. You gain Recovery Cap by using Drive attacks, or by guard-pointing the opponent's attacks with certain special moves, such as Marteau Flan, Lance Quinche or Hache Rotir. You can then either heal back this blue health by automatically going into a healing animation after using the third Drive followup in a combo, or by using Armure Sorbet. Alternatively, you can use the Recovery Cap to use the charged versions of Marteau Flan and Lance Quinche. Unlike in BlazBlue: Chrono Phantasma, the charged versions of these moves can no longer be done without Recovery Cap and when they are used, they'll consume the blue health that has been generated. However, the charged versions of Marteau Flan and Lance Quinche have both been buffed to compensate for this.

Overdrive: Rege Light

During Overdrive, Celica's HP is passively restored (this effect increases the longer she remains completely untouched) and will also passively gain blue health as well, while her Drive attacks become Distortion-cancellable. During Overdrive, Armure Sorbet restores more HP, Sabre Anglaise lasts longer and deals more hits, and Casque Voulete does more damage.

Pros/Strengths

  • Simple tools, combos, and gameplan. Extemely beginner-friendly character.
  • Able to heal herself during Overdrive and with Amure Sorbet, partially negating damage taken during rounds.
  • Reversal super is safe even on block.
  • Good tick-throw game with strong reward.
  • Multi-hitting normals make her pressure difficult to disrespect by jumping out, Fuzzy Jumping, etc.


Cons/Weaknesses

  • Awkward hurtboxes on many normals, allowing opponents to easily CH Celica.
  • Lower then average HP.
  • 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.


Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 91% 90 - 82% 81 - 73% 72 - 63% 62 - 54% 53 - 45% 44 - 35% 34 - 0%
Overdrive 240F 270F 300F 330F 360F 390F 420F 480F
Ambox warning.png There has been no official mook released for BBCPE. As a result, Celica's frame data is incomplete. Replace with CF data as it becomes available (and delete this warning)

Normal Moves

5A
5A
BBCP Celica 5A.png
Damage Guard Startup Active Recovery Frame Adv Attribute
300 all 6 3(5)3 11 -2 B
  • Hits crouchers.
  • Great for tick throws.
  • Whiff Cancels come out in 4 frames.


5B
5B
BBCP Celica 5B.png
Damage Guard Startup Active Recovery Frame Adv Attribute
600 HL 10 5 - -3 -
  • Good range.
  • 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.


5C
5C
BBCP Celica 5C.png
Damage Guard Startup Active Recovery Frame Adv Attribute
900*2 HL/All 11 2,6 - -4 B
  • First hit is air-unblockable in close range


2A
2A
BBCP Celica 2A.png
Damage Guard Startup Active Recovery Frame Adv Attribute
300 all 6 3(5)3 11 -2 F

Mostly good for pressure and tick throws. 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
Damage Guard Startup Active Recovery Frame Adv Attribute
350*2 L, L 9 3,3 - -4 F
  • Hits low and fast with good damage.
  • Good starter from a dash in.


2C
2C
BBCP Celica 2C.png
Damage Guard Startup Active Recovery Frame Adv Attribute
850 HL 14 3 - -1 F
  • 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
Damage Guard Startup Active Recovery Frame Adv Attribute
510,550 H, L 24 6?,5 20 -8 B

At 24 frames start-up, -8 on block, no meterless cancel options, and a conversion only in 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 true 50/50 mixup that's easy to confirm and leads to good damage.


6B
6B
BBCP Celica 6B.png
Damage Guard Startup Active Recovery Frame Adv Attribute
700 HL 12 3 - -4 B

Celica's anti-air. With very early head invulnerability, a good hitbox (moreso horizontal than vertical), and a plethora of cancel options, 6B is one of Celica's better tools.


6C
6C
BBCP Celica 6C.png
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 HL 21 3 - -3 B
  • Combo tool that leads to amazing damage
  • Best utilized immediately after punishes on counter hit


3C
3C
BBCP Celica 3C.png
Damage Guard Startup Active Recovery Frame Adv Attribute
550 L 13 3 - -12 F
  • Somewhat decent ranged sweep
  • Counter hit causes hard knockdown as with most sweeps, allowing for a follow up combo with great damage


j.A
j.A
BBCP Celica j.A.png
Damage Guard Startup Active Recovery Frame Adv Attribute
300 HA 6 3(5)3 9 - H
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


j.B
j.B
BBCP Celica j.B.png
Damage Guard Startup Active Recovery Frame Adv Attribute
650 HA 9 6 - - H
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


j.C
j.C
BBCP Celica j.C.png
Damage Guard Startup Active Recovery Frame Adv Attribute
550*2 HA 12 4,4 - - H
  • 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.
  • Decent jump-in due to multi-hit.


Drive Moves

5D
5D
BBCP Celica 5D.png
BBCP Celica D5D.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
5D 800 HL 10 3 15 - B
5DD 280*5 HL 7 3,4*4 14 - B
5DDD 1500 HL 13 4 12 - B
  • 5D is fastest Drive attack, but deals less damage and has shorter reach than the other Drive starters.
  • 5DD 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.
  • 5DDD is the highest damage Drive ender that knocks the opponent in the air.


2D
2D
BBCP Celica 2D1.png
BBCP Celica 2D2.png
BBCP Celica D2D.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
2D 750 L 19 4 11 - F
2DD 750 L 9 5 15 - F
  • 2D hits low and deals a little more damage than 5D. Preferred over 5D because of range.
  • 2DD also hits low but rarely sees use in combos and the opponent will probably already be blocking low if they guarded the first Drive hit.


6D
6D
BBCP Celica 6D.png
BBCP Celica D6D.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
6D 700 HL 22 3 15 - -
6DD 600*2 HL, all 7 2,7 11 - -
  • 6D is the highest damaging starter and moves Celica forward.
  • 6DD is generally preferred over 5DD midscreen for corner carry.


j.D
j.D
BBCP Celica j.D.png
Damage Guard Startup Active Recovery Frame Adv Attribute
600*2 all 23 2L 16 - -
  • Leads into DD attacks on landing

It doesn't hit high or combo off of other aerials and you can get better damage off of other jump-ins.


xDxDD
???
BBCF Celica Heal.png
Heal
Damage Guard Startup Active Recovery Frame Adv Attribute
- - - - - - -
  • Used to heal back blue health

New in CF is this new automatic follow up after the new universal 3rd D attack in a chain. It'll heal any blue health 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.


Universal Mechanics

Forward Throw
Forward Throw
BC
BBCP Celica ForwardThrow2.png
BBCP Celica ForwardThrow3.png
Damage Guard Startup Active Recovery Frame Adv Attribute
0,1500 - 7 3 23 - -
  • Can follow up with a fully charged Lance Quiche for a solid combo.
  • Causes wallbounce midscreen and wall stick in the corner.

Charged Lance Quiche follow up doesn't work on Jin, Noel and Rachel for some reason. 214[C] only hits Jin with the front of the attack and goes completely under Noel and Rachel while they're in the air. Switch 214[C] with 214[B] for follow up which can be combo'd after.


Back Throw
Back Throw
4BC
BBCP Celica BackThrow2.png
BBCP Celica BackThrow3.png
Damage Guard Startup Active Recovery Frame Adv Attribute
0,1500 - 7 3 23 - -
  • Identical to Forward throw, only throws behind.

Follow the Help:Writing_Character_Pages guidelines


Air Throw
Air Throw
j.BC
BBCP Celica AirThrow2.png
BBCP Celica AirThrow3.png
Damage Guard Startup Active Recovery Frame Adv Attribute
0,1500 - 7 3 23 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Counter Assault
Counter Assault
6AB (when blocking)
BBCP Celica CounterAssault.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- - 13 3 39 -23 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Crush Trigger
Crush Trigger
5AB
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 Ba 30-60 3 23 0 B
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Special Moves

PicConfit
Pic Confit
j.214A
BBCP Celica Pic Confit.png
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 All 15 - 24 ~-10
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Arc Griller
Arc Griller
236B
BBCP Celica Arc Griller.png
Damage Guard Startup Active Recovery Frame Adv Attribute
900 all 27 - - -5~+8 Projectile
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Marteau Flan
Marteau Flan
214B
BBCP Celica Marteau Flan.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
No Charge 900 H 25 5 24 -10 -
Charged 1100 H 25 5 16 -2 -
  • Overhead
  • GP on head and body on frames 14-29
  • Charged version includes Projectile invuln


Hache Rotir
Hache Rotir
236C
BBCP Celica Hache Rotir.png
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 HL 13 4 39 -18 -
  • Whatever damage Celica super armors through with Hache Rotir is converted to blue health
  • Full GP through active frames.


Lance Quiche
Lance Quiche
214C
BBCP Celica Lance Quiche.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
No Charge 1000 All 13 - 26 -5 -
Charged 1200 All 13 - 26 -5 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Distortion Drives

Armure Sorbet
Armure Sorbet
632146A
BBCP Celica Armure Sorbet.png
Damage Guard Startup Active Recovery Frame Adv Attribute
- - - - - - -
  • Good for heal combos
  • Chargeable to heal more health

Armure Sorbet is mostly only good 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.

Saber Anglaise
Saber Anglaise
632146B
Damage Guard Startup Active Recovery Frame Adv Attribute
- All - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Casque Veloute
Casque Veloute
632146C
BBCP Celica Casque Veloute1.png
BBCP Celica Casque Veloute2.png
Damage Guard Startup Active Recovery Frame Adv Attribute
2262 total All 9 total - - -10 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Exceed Accel

Pue Vapeur
ABCD during Overdrive
BBCF Celica ExceedAccel.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 2070 All - - - - -
Active Flow 4122 - - - - - -
  • Does not cost Heat, but inmediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.

Celica commands Minerva to kick in front of her. If it connects, Minerva proceeds to perform a series of attacks on the opponent. Puts Celica in Active Flow if she hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.


Astral Heat

Atout Rillettes
222A
BBCP Celica Atout Rillettes1.png
BBCP Celica Atout Rillettes2.png
BBCP Celica Atout Rillettes3.png
BBCP Celica Atout Rillettes4.png
Damage Guard Startup Active Recovery Frame Adv Attribute
DESTROY All - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


External References



BlazBlue: Central Fictione
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc