BBTag/Celica A. Mercury

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Celica A. Mercury
BBTag Celica Portrait.png

Health: 17,000
Prejump: 4F
Backdash Time 25F / Invul: 1-7F All

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Mid-range, Aggressive
Team role
Point

Overview[edit]

"I'll protect you a billion!"
Lore: Celica Ayatsuki Mercury, sometimes known as "Sister" or "Little Sister" is the younger and only sister of Nine the Phantom. She is an excellent and notable sorcerer, and was one of the few who had crafted an acme in the form of healing magic. After surviving the infamous Dark War, Celica became a nun and looked after Ragna the Bloodedge , Jin Kisaragi, and Saya. She was partially revived by Kokonoe through a copy of her soul placed inside a cloned body of her previous self, (aka. Chrono Phantasma). Kokonoe then constructed a copy of Nirvana for Celica named Ex Machina: Minerva. Minerva is an automaton that protects and amplifies the current Celica's powers and is recognized beside her at all times.

Healing and Powered Up Specials[edit]

Playstyle[edit]

Playstyle
Pros Cons
  • Has easy crossups in her B Autocombo.
  • Good solo damage regardless of enhanced state
  • Very strong grounded midrange pokes
  • Very good at stopping assists
  • Minerva A normals are not affected by counters
  • DP cannot be safejumped
  • B Autocombo isn't safe on block. 5BBB is not a true blockstring either, meaning she can be punished inbetween hits.
  • Her 4P is extremely niche and can't be used on many teams
  • Chip damage takes her out of enhanced state instantly denying her the ability to play at max capability often
  • Very weak in the air




Normal Moves[edit]

4A[edit]
4A
BBCP Celica 5A.png
The most adorable move in Blazblue.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000 All 6 3 [(3)3] 11 -2 -

Not as useful as it was in CF due to not being able to microdash with it in stagger pressure. Although it is still useful as a short range mash button since it is 6 frames

5A[edit]
5A
BBCP Celica 5B.png
BBCP Celica 6B.png
BBCP Celica 6C.png
BBCF Celica ExceedAccel.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1500 All 8 5 23 -11 -
5AA 1500 All 12 3 21 -17 -
5AAA 1700 All 16 3 27 -11 -
5AAAA 650*5 All 20 1,1,1,1,1 56 -153 -

5A - Her best normal arguably, being 8 frames and hitting really far lets her control the midrange well and can convert into combos at almost all ranges, she also goes notably farther than other characters when inputting 6A. The downside is that this comes with an enormous hurtbox allowing to the opponent to counterpoke her very easily

5AA - Combo fodder mostly, good for stabilizing routes since it brings airborne enemies down to the ground and bounces them

5AAA - extremely rare to be used not much use since 5B exists

5B[edit]
5B
BBCP Celica D6D.png
Un.
BBCP Celica D5D.png
Deux.
BBCF Celica D5DD.png
Trois!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 600, 1700 All 10 2,7 34 -22 10-15 H
5BB 550*5 All 7 3,4,4,4,4 32 -17 5-25 P
5BBB 2000 All 13 4 35 -17 -

5B- Celica's anti air, it has a very large hitbox hitting in front, above and behind her. It has extremely late head invulnerability so anti air attempts need to be done earlier than most and much like 5A comes with a nasty hurtbox that can get counterpoked. This is her main way of going into her B autocombo outside of combos since it is whiff cancelable

5BB- Auto crossup at close range and projectile invincible it is pretty much the only followup used on whiff during her B autocombo, there is however no way to go into this move gaplessly without having an assist ready to cover her

5BBB - Auto combo ender, on hit it will always transition Celica into a healing animation if it is not special canceled, used in combos mainly to start 214A loops

5C[edit]
5C
BBCP Celica j.D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500 High 25 3 24 -10 -

2A[edit]
2A
BBCP Celica 2B.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
750*2 Low 9 3,3 14 -2 -

Double hitting low, great for confirming hits and catching people walking backwards in neutral

2B[edit]
2B
BBCP Celica 2D1.png
Playing on the swings.
BBCP Celica D2D.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2B 1700 Low 19 7 30 -18 -
2BB 1700 Low 11 3 35 -19 -

2B- not very good to use as a mixup tool or in pressure leaving it to be used only in combos

2BB- useful in midscreen combos to avoid sideswitching

2C[edit]
2C
BBCP Celica 3C.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 Low 13 3 25 -9 -

j.A[edit]
j.A
BBCP Celica j.C.png
BBCP Celica j.B.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.A 1000*2 High 12 2(2)2 23 - -
j.AA 1700 High 9 6 25 - -

j.A- Generally weak Air to Air normal. It suffers the same hurtbox extension problems as 5A and 5B and is slower than the average air to air normal, she will lose air trades often because of these reasons

j.AA - combo filler since it is locked behind an air autocombo

j.B[edit]
j.B
BBCP Celica j.D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- All 20 Until L +1, 2 35 - -

Anti air bait that leads into her B autocombo, useful for baiting out the slower recovery anti air attacks or going into her B autocombo off of an air combo

j.C[edit]
j.C
Pic Confit
BBCP Celica Pic Confit.png
CELICA KIIIICK!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1900 High 15 Until L 25L -18 -

Special cancelable divekick, can be made safe on block by canceling into 214A, It's hitbox lets it be used as an "instant" overhead that she can combo from when enhanced


Universal Moves[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBCP Celica ForwardThrow2.png
BBCP Celica ForwardThrow3.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0, 2000 Throw 7~30 3 23 - -

Hache Rotir[edit]
Hache Rotir
5A+D
BBCP Celica Hache Rotir.png
CELICA UPPER!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2100 [2400] Air Unblockable 13 6 47 -36 [-34] 1-18 All Guard

one of the better reversals in the game. It hits very high and is guardpoint meaning she can't be safejumped



Skills[edit]

Arc Griller[edit]
Arc Griller
236A/B
BBCP Celica Arc Griller.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A 1500 All 18 69 Total: 46 -6 -
B 1500 All 18 69 Total: 46 -6 -
  • Celica's main projectile.
  • Allows control of neutral due to how each version functions.
  • A Version travels a decent distance before stopping.
  • B Version stops in front of Celica before moving forward. This version allows for corner loops with Celica outside of her Enhanced state.

Lance Quiche[edit]
Lance Quiche
214A
BBCP Celica Lance Quiche.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2000 [2200] All 15 12 26 <22> -6 [-4] 10-26 P Guard
[6-26 P Guard]
  • Celica's combo ender when not in an Enhanced state, or after an Air Combo.
  • Enhanced State gives this move a back hitbox, allowing Celica to do midscreen loops
  • Has projectile guardpoint, allowing Celica to contest with zoners

Marteau Glan[edit]
Marteau Flan
214B
BBCP Celica Marteau Flan.png
Hope you like armour, because this cinnamon roll does~ ♥
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2300 [2500] High 26 5 24 -12 [-10] 14-30 HBP Guard
  • Has armour during the animation, meaning bursts are not safe.
  • Useful as a combo ender too.


Extra Skills[edit]

EX Arc Griller[edit]
EX Arc Griller
236C
BBTag Celica ArcGrillerEX.png
The Unlimited version, where she shoots a beam
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700 All 19 20 Total: 56 -7 -

Fast Fullscreen laser snipe, very good at stopping fullscreen assists and can be used to extend combos

Armure Sorbet[edit]
Armure Sorbet
214C
BBCP Celica Armure Sorbet.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - - - 90 - -
  • Heals all of Celica's red health.
  • Heals 3000 health if Celica has no red health.


Partner Skills[edit]

5P[edit]
5P
5B
BBCP Celica D6D.png
How can she possibly be that cute?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2000 All (18)+13 3 26 -10 -

6P[edit]
6P
Arc Griller
BBTag Celica ArcGrillerEX.png
Again, Unlimited version
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2000 All (18)+63 20 Total: (18)+100 -7 -

Delayed assist, wallbounces on hit, useful for covering advancing specials from the point or for having Celica on screen for active switch potential

4P[edit]
4P
Armure Sorbet
BBCP Celica Armure Sorbet.png
A heal boost a day keeps the Black Beast away.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - (18)+49 - Total: (18)+174 - -

A very niche use assists that doesn't come into play much outside of her best teams, Unlike Yukiko's the point will get healed no matter how far away they are from Celica but in so will make the assist not last as long. It is mainly seen when Celica's partner has an unburstable move that they can go into easily while also being able set up Cross Combo after the assist is done



Distortion Skills[edit]

Saber Anglaise[edit]
Sabre Anglaise
236B+C
BBCP Celica Saber Anglaise.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
400*18, 1450*2 [500*18, 1800*2] All 1+20 2{(1)2}*19 Total: 125 -31 1-25 All

Casque Veloute[edit]
Casque Veloute
214B+C
BBCP Celica Casque Veloute1.png
BBCP Celica Casque Veloute2.png
When they bully your cinnamon roll.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
100, 800*13, 3000 [1000*3, 500*17, 3000] All 1+8 13 Until L+23L -51 1-Until L All


Distortion Skill Duo[edit]

Saber Anglaise
P during Main Character's Distortion Skill
BBCP Celica Saber Anglaise.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
100*20 [100*18, 350*2] All 1+1 2{(1)2}*19 Total: 108 -31 -


Astral Heat[edit]

Atout Rillettes
222B+C
BBCP Celica Atout Rillettes1.png
"My healing... Will make..."
BBCP Celica Atout Rillettes2.png
"All your pain..."
BBCP Celica Atout Rillettes3.png
"Fly away..."
BBCP Celica Atout Rillettes4.png
"Forever!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvThe number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- All 7+12 12 59 -50 1-30 All



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