BBTag/Celica A. Mercury
|Overview||Combos||Strategy/Counter Strategy||Full Frame Data|
|"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 Celica's powers and is recognized beside her at all times.|
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 - 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- 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
Double hitting low, great for confirming hits and catching people walking backwards in neutral
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
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
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
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
one of the better reversals in the game. It hits very high and is guardpoint meaning she can't be safejumped
- 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.
- 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
- Has armour during the animation, meaning bursts are not safe.
- Useful as a combo ender too.
EX Arc Griller
Fast Fullscreen laser snipe, very good at stopping fullscreen assists and can be used to extend combos
- Heals all of Celica's red health.
- Heals 3000 health if Celica has no red health.
Delayed assist, wallbounces on hit, useful for covering advancing specials from the point or for having Celica on screen for active switch potential
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
A solid Super which can corner steal regardless if it connects on hit or block. However, due to how long it leaves Celica vulnerable, it is usually best used with an assist to lock the opponent in place if Celica is cornered and taking tons of pressure or as her combo ender if you have meter. Depending on when you DHC from this, you can either keep the opponent in the corner, or steal the corner.
Distortion Skill Duo
P during Parter's Distortion Skill
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- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
- Nu-13 [★]
Click [★] for character's full frame data