BBCF/Celica A. Mercury/Frame Data

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 Celica A. Mercury


Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
D Doll move such as Nirvana and Ignis
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
Dr drive cancellable
O overdrive cancellable
J jump cancellable
R rapid cancellable
Da dash cancellable
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.
Attack Level Values
Default Values for Attack Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop/Blockstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +12 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
P1 100 100 100 100 100 100
P2 75 80 85 89 92 94
  • Blockstun (Air) = Ground Blockstun + 2
  • Hitstun (Crouching) = Standing Hit Stun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F.
  • Spin Fall = Standing Hit Stun + 16F Fall animation
  • Fatal Counter = Hitstun / Untechable + 3
  • Instant Block Blockstun (Ground) = Blockstun - 3
  • Instant Block Blockstun (Air) = Air Blockstun - 6
  • Barrier Guard Blockstun = Blockstun + 1
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Jumping moves almost universally have an override of 80% P1 from the default.

Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15

For more values, see BBCF/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Celica A. Mercury 10,000 4F 25F (1~5F Inv All)

Normal Moves

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 6 3 11 -2 +7 B 100 80 Normal SJR 1 11 12 12 16 23 9 +0 +0
5[A] 300×2 All 6 3 (5) 3 11 -2 B 100 80 Normal SJR 1 11 12 12 16 23 9 +0 +0
5AA 300 All 4 3 11 -2 B 100 80 Normal SJR 1 11 12 12 16 23 9 +0 +0
5A[A] 300×2 All 4 3 (5) 3 11 -2 B 100 80 Normal SJR 1 11 12 12 16 23 9 +0 +0
5B 600 Mid 10 5 16 -4 -4 BD 100 89 Long SJR 3 16 17 17 22 31 11 +0 +2
5C 900 Mid 13 6 17 -4 -9 BD 100 92 Long S(J)R 4 18 19 19 24 34 12 +0 +5
2A 300 All 6 3 11 -2 +7 F 100 80 Normal SR 1 11 12 12 16 23 9 +0 +0
2[A] 300×2 All 6 3 (5) 3 11 -2 F 100 80 Normal SR 1 11 12 12 16 23 9 +0 +0
2AA 300 All 4 3 11 -2 F 100 80 Normal SR 1 11 12 12 16 23 9 +0 +0
2A[A] 300×2 All 4 3 (5) 3 11 -2 F 100 80 Normal SR 1 11 12 12 16 23 9 +0 +0
2B 350×2 Low 9 3,3 14 -3 -2 FD 90 85 Long SR 2 13 14 14 18 26 10 +0 +1
2C 850 Mid 14 3 17 -1 -7 BD 100 92 Long S(J)R 4 18 19 19 27 37 12 +0 +5
6A 510, 550 High, Low 24 5 (7) 5 20 -8 H, F 80 92 Normal R 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
6B 700 Mid 12 3 23 -9 -11 BD 4~14 H 80 89 Long SJR 3 16 17 23 + GBounce Launch 45 + GBounce 11 +0 +2
6C 1000 Mid 21 3 20 -2 -17 BD 90 82 Long S(J)R 5 20 Launch 40 Launch 56 13 +0 +8
3C 750 Low 13 3 25 -11 -14 FD 100 79 Long SR 3 16 Launch 40 Launch 54 + Down 23 11 +0 +2
j.A 300 High/Air 6 3 9 H 80 80 Normal SJR 1 11 12 12 16 23 9 +0 +0
j.[A] 300×2 High/Air 6 3 (5) 3 9 H 80 80 Normal SJR 1 11 12 12 16 23 9 +0 +0
j.B 650 High/Air 9 6 16 HD 80 85 Long SJR 2 13 14 14 18 26 10 +0 +1
j.C 550×2 High/Air 12 2 (2) 2 23 HD 80 89 Long SJR 3 16 17 20 22 34 9 +0 +2

Drive Moves

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 800 Mid 11 3 33 -17 -20 B 100 82 Normal SR 4 18 29 29 37 47 9 +0 +5
5DD 280×5 Mid 7 3,4,4,4,4 32 -17 F 3~23 P 100 72 Normal SR 4 18 19×4, Spin Fall 34 29 + GBounce, 29×4 24×4, Spin Fall 39 44 + GBounce, 44×4 2 +0 +5
5DDD 1500 Mid 13 4 32 -17 B 100 82 Normal SR 4 18 Spin Fall 56 60 Spin Fall 61 75 12 +0 +5
2D 750 Low 19 7 29 -17 -28 F 90 72 Normal SR 4 18 Launch 29 Launch 44 + Down 23 9 +0 +5
2DD 750×2 Low 9 2,3 33 -17 F 90 72 Normal SR 4 18 Launch 29 Launch 44 + Down 23 9 +0 +5
6D 850 Mid 20 3 33 -17 -29 B 5~22 FT 90 72 Normal SR 4 18 19 19 + Down 23 24 34 + Down 23 9 +0 +5
6DD 600×2 Mid, All 7 2,7 29 -17 B 100 72 Normal SR 1, 4 11, 18 12, Crumple 12, 29 16, Crumple 23, 44 6, 9 +0 +0, +5
j.D 600×2 All 20 Until L (1) 2 34 -17 H 80 82×2 Normal SR 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
Regenerate Regenerate 53

Universal Mechanics

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C Forward/Back Throw 0, 1500 Throw(70) 7 3 23 T 100 50 Normal SR 0, 3 Launch 60 0 +0
j.B+C Air Throw 0, 500, 1000 Throw(120) 7 3 23+3L T 100 50 Normal SR 0, 2 60×2, 60 + WBounce 0, 10, 0 +0
6A+B Counter Assault 0 All 13 3 39 -23 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 B 80 60 Normal R 24 Crumple 60 Crumple 74 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 B 80 100 Long R 24 Crumple 60 Crumple 74 11 +0 +2

Specials

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
j.214A Pic Confit 1000 All 15 Until L 20 H 90 92 Long R 4 18 Launch + Down 23 20 Launch + Down 23 35 12 +0 +5
236B Arc Grillé 900 All 18 49 Total: 46 -6 -20 P1 90 89 Long R 3 16 Launch 33 Launch 47 0/+6 +6 +8
214B Marteau Flan 900 [1100] High 25 5 24 [16] -10 [-2] B 14~29 Guard HB [HBP] 90 82 Normal R 4 18 Launch 45 + GBounce [51 + GBounce] Launch 60 + GBounce [66 + GBounce] 16 +0 +5
236C Hache Rotir 1000 [1500] Mid 13~27 4 39 -24 B 1~(End of Active) Guard HBFPT 50 82 Very Short R 4 18 Launch 42 Launch 57 15 +0 +5
236[C] Hache Rotir (Charged) 1200 [1800] Mid 28 4 37 -20 B 1~31 Guard HBFPT 50 84 Very Short R 5 20 Launch 52 Launch 83 25 +0 +8
214C Lance Quiche 1000 [1200] All 15 8 {12} 26 (29) -4 -22 B 10~(End of Active) Guard P
[6~(End of Active) Guard P]
80 92 Long R 4 25 Launch 33 [33 + Slide] Launch 48 [48 + Slide] 12 +0 +5
214C Backfire Lance Quiche (Backfire) 200×7 All 15 2×6,3 Total: 48 -3 P1 100 101×7 Long R 3×6, 4 16×6, 18 Launch 40 + Down 23×6, 40 Launch 54 + Down23×6, 55 0 +0 +2×6, +5

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
632146A Armure Sorbet 49+(91 Flash)+0
[31+(91 Flash)+0]
49~49 All
[31~31 All]
632146B Saber Anglaise 150×18, 1000×2
[200×18, 1250×2]
All 1+(50 Flash)+20 2{(1)2}×19 Total: 110 -16 P2 1~1 All 100 69 Normal R 3 16 Launch 60 Launch 74 0 +2 +7
632146C Casque Velouté 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 89 Long 3 16 Crumple Stand Crumple Stand 1 1, 4×13 [×17], 0 +2

Exceed Accel

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
A+B+C+D Pue Vapeur 600, 460×3, 1000
{600, 460×3, 630×6}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
125 80 Long 26 Launch 100 + Slide 20 20, 8×3, 10
[20, 8×3, 3×6]
+0

Astral Heat

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222A Atout Rillettes 20000 All 7+(52 Flash)+12 12 59 -50 -63 P 1~30 All Long 5 20 0

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCP Celica 5A.pngGuardAllStartup6Recovery11Advantage-2[2*] 5A, 5AA[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special/Super
5BBBCP Celica 5B.pngGuardMidStartup10Recovery16Advantage-4[1] - 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump, Special/Super
5CBBCF Celica 5C.pngGuardMidStartup13Recovery17Advantage-4 - - 6C, 3C 5D, 2D, 6D Jump[-], Special/Super
5DBBCF Celica 5D.pngGuardMidStartup11Recovery33Advantage-17 - - - 5DD[+][*], 2DD[+][*], 6DD[+][*] Special/Super
5DDBBCF Celica 5DD.pngGuardMidStartup7Recovery32Advantage-17 - - - 5DDD[+][*] Special/Super[*]
5DDDBBCF Celica 5DDD.pngGuardMidStartup13Recovery32Advantage-17 - - - - Special/Super
2ABBCP Celica 2A.pngGuardAllStartup6Recovery11Advantage-2[2*] 5A, 2A, 2AA[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Special/Super
2BBBCP Celica 2B.pngGuardLowStartup9Recovery14Advantage-3[1] - 5B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Special/Super
2CBBCF Celica 2C.pngGuardMidStartup14Recovery17Advantage-1 - - 6C, 3C 5D, 2D, 6D Jump[-], Special/Super
3CBBCF Celica 3C.pngGuardLowStartup13Recovery25Advantage-11 - - - 5D, 2D, 6D Special/Super
2DBBCF Celica 2D.pngGuardLowStartup19Recovery29Advantage-17 - - - 5DD[+][*], 2DD[+][*], 6DD[+][*] Special/Super
2DDBBCF Celica 2DD.pngGuardLowStartup9Recovery33Advantage-17 - - - 5DDD[+][*] Special/Super
6ABBCP Celica 6A.pngGuardHigh, LowStartup24Recovery20Advantage-8 - - - - -
6BBBCF Celica 6B.pngGuardMidStartup12Recovery23Advantage-9 - - 5C, 2C, 3C 5D, 2D, 6D Jump, Special/Super
6CBBCF Celica 6C.pngGuardMidStartup21Recovery20Advantage-2 - - - - Jump[-], Special/Super
6DBBCF Celica 6D.pngGuardMidStartup20Recovery33Advantage-17 - - - 5DD[+][*], 2DD[+][*], 6DD[+][*] Special/Super
6DDBBCF Celica 6DD.pngGuardMid, AllStartup7Recovery29Advantage-17 - - - 5DDD[+][*] Special/Super
Air Revolver Action Table
A B C D Cancels
j.ABBCP Celica j.A.pngGuardHigh/AirStartup6Recovery9Advantage- j.A j.B j.C j.D Throw, Jump, Special
j.BBBCF Celica jB.pngGuardHigh/AirStartup9Recovery16Advantage- j.A - j.C j.D Jump, Special
j.CBBCF Celica jC.pngGuardHigh/AirStartup12Recovery23Advantage- - - - j.D Jump, Special
j.DBBCF Celica jD.pngGuardAllStartup20Recovery34Advantage-17 - - - 5DD[+][*], 2DD[+][*], 6DD[+][*] Special/Super
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string
X[*] = X is a delayed cancel, not immediately on hit like normal
  • 5AA and 2AA count as uses of 5A and 2A, respectively

External References

Navigation

 Celica A. Mercury


To edit frame data, edit values in BBCF/Celica A. Mercury/Data.
System Pages
Mechanics
Application & Advanced Information
Archived Information