BBTag/Celica A. Mercury: Difference between revisions

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Revision as of 06:29, 22 September 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Overview
Overview
"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.
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
When Celica has no red health, her specials do more damage and hitstun. Celica can also recover red health by herself by either finishing her 5B auto combo, or using her EX healing move. These moves can even heal Celica when she has no red health!


Celica A. Mercury
BBTag Celica A. Mercury Portrait.png

Normal Moves

4A
4A
BBCP Celica 5A.png
The most adorable move in Blazblue.
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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
5A
BBCP Celica 5B.png
BBCF Celica ExceedAccel.png
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5A
5AA
5AAA
5AAAA

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
5B Un. Deux. Trois! Template:AttackDataHeader-BBTag
5B
5BB
5BBB

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
5C Template:AttackDataHeader-BBTag
2A
2A
BBCP Celica 2B.png
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Double hitting low, great for confirming hits and catching people walking backwards in neutral

2B
2B Playing on the swings. Template:AttackDataHeader-BBTag
2B
2BB

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
2C
BBCP Celica 3C.png
She must really hate feet
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j.A
j.A Pantsu shot Template:AttackDataHeader-BBTag
j.A
j.AA

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
j.B Template:AttackDataHeader-BBTag

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
j.C
Pic Confit CELICA KIIIICK!
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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

Ground Throw
Ground Throw
5B+C
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Hache Rotir
Hache Rotir
5A+D CELICA UPPER!
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one of the better reversals in the game. It hits very high and is guardpoint meaning she can't be safejumped


Skills

Arc Griller
Arc Griller
236A/B
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A
B
  • 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
Lance Quiche
214A
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  • 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
Marteau Flan
214B Hope you like armour, because this cinnamon roll does~ ♥
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  • Has armour during the animation, meaning bursts are not safe.
  • Useful as a combo ender too.

Extra Skills

EX Arc Griller
EX Arc Griller
236C
BBTag Celica ArcGrillerEX.png
The Unlimited version, where she shoots a beam
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Fast Fullscreen laser snipe, very good at stopping fullscreen assists and can be used to extend combos

Armure Sorbet
Armure Sorbet
214C
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  • Heals all of Celica's red health.
  • Heals 3000 health if Celica has no red health.


Partner Skills

5P
5P
5B How can she possibly be that cute?
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6P
6P
Arc Griller
BBTag Celica ArcGrillerEX.png
Again, Unlimited version
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Delayed assist, wallbounces on hit, useful for covering advancing specials from the point or for having Celica on screen for active switch potential

4P
4P
Armure Sorbet A heal boost a day keeps the Black Beast away.
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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

Saber Anglaise
Sabre Anglaise
236B+C
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Casque Veloute
Casque Veloute
214B+C
BBCP Celica Casque Veloute1.png
BBCP Celica Casque Veloute2.png
When they bully your cinnamon roll.
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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

Saber Anglaise
P during Main Character's Distortion Skill
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Astral Heat

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!"
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Navigation

To edit frame data, edit values in BBTag/Celica A. Mercury/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.