BBTag/Celica A. Mercury

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Revision as of 03:03, 14 November 2020 by Shtkn (talk | contribs) (split up move name/input. adjusted gallery)
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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

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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

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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

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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

2A

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

2B

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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

j.A

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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

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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

Pic Confit

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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

5B+C

Hache Rotir

5A+D

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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

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

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

214B

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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

236C

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

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

5B

6P

Arc Griller

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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

Armure Sorbet

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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

236B+C

Casque Veloute

214B+C

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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 Parter's Distortion Skill


Astral Heat

Atout Rillettes

222B+C


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External References

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.