BBTag/Celica A. Mercury

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Revision as of 05:02, 6 September 2022 by Shtkn (talk | contribs)
Overview
Overview
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 Portrait.png
Health
17,000
Prejump
4F
Backdash
25F (1~7F Inv All)
Fastest Attack
Reversals
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.4A (6F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.A+D (13F)
214B+C (9F)
236B+C (21F)

Normal Moves

4A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 6 3 [(3)3] 11 -2 B

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

Level P1 P2
1 100 70 (Once)

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1500 All 8 5 23 -11 B
5AA 1500 All 12 3 21 -17 B
5AAA 1700 All 16 3 27 -11 B
5AAAA 650×5 All 20 1,1,1,1,1 56 -36 B

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

Version Level P1 P2
5A 3 100 80
5AA 3 100 80
5AAA 4 100 85
5AAAA 4 100 85

5A:
5AA:
5AAA:
5AAAA:

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 600, 1700 All 10 2,7 35 -23 B 10~15 H
5BB 550×5 All 7 3,4,4,4,4 35 -20 F 5~25 P
5BBB 2000 All 13 4 35 -17 B

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

Version Level P1 P2
5B 1, 4 90 75
5BB 4 80 85
5BBB 4 100 85

5B:
5BB:
5BBB:

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 High 22 3 24 -10 B
Level P1 P2
3 100 80

2A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
2A 750×2 Low 9 3,3 14 -2 F

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

Version Level P1 P2
2A 2 90 75

2A:

2B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
2B 1700 Low 19 7 31 -13 F
2BB 1700 Low 11 3 35 -19 F

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

Version Level P1 P2
2B 4 90 85
2BB 4 90 85

2B:
2BB:

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 Low 13 3 25 -9 F
Level P1 P2
4 90 85

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1000×2 High 12 2(2)2 23 H
j.AA 1700 High 9 6 25 H

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

Version Level P1 P2
j.A 3 80 80
j.AA 4 80 85

j.A:
j.AA:

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×2 All 20 Until L +1, 2 36 -19 H

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

Level P1 P2
4 80 85

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1900 High 15 Until L 25L -18 H

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

Level P1 P2
4 80 85


Universal Moves

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T
Level P1 P2
0, 3 100 50
  • Minimum Damage: 0, 2000 (2000)

Hache Rotir

5A+D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 2100 [2400] Air Unblockable 13 6 47 -36 [-34] B 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

Version Level P1 P2
AD 3 [4] 80 60

AD:

  • Values in [] are for Powered Up version
  • On Guard Point, hitstop for Celica is 0F. Opponent hitstop unchanged
  • Minimum Damage 105 [120]


Skills

Arc Griller

236A/B 214A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1500 All 18 69 Total: 46 -6 P1
236B 1500 All 18 69 Total: 46 -6 P1
  • 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.
Version Level P1 P2
236A 3 80 80
236B 3 80 80

236A:

  • Minimum Damage 75


236B:

  • Minimum Damage 75

Lance Quiche

214A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 2000 [2200] All 15 12 26 <22> -6 [-4] B 10~26 P Guard
[6~26 P Guard]
214A Backfire 200×7 All 15 2×6,3 P1
  • 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
Version Level P1 P2
214A 3 [4] 80 80
214A Backfire 3 80 90

214A:

  • Values in [] are for Powered Up version
  • Immeditely enters recovery in <> on block/hit
  • On Guard Point, hitstop for Celica is reduced by 1F [is 0F]. Opponent hitstop unchanged
  • Minimum Damage 100 [110]


214A Backfire:

  • Only occurs during Powered Up version of 214A
  • Immediately ends if opponent gets hit by front hit
  • Minimum Damage 10×7 (70)

Marteau Glan

214B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2300 [2500] High 26 5 24 -12 [-10] B 14~30 HBP Guard
  • Has armour during the animation, meaning bursts are not safe.
  • Useful as a combo ender too.
Level P1 P2
3 [4] 80 80
  • Values in [] are for Powered Up version
  • On Guard Point, hitstop for Celica is reduced by 1F [is 0F]. Opponent hitstop unchanged
  • Minimum Damage 115 [125]


Extra Skills

EX Arc Griller

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All 19 20 Total: 56 -7 P1

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

Level P1 P2
4 100 85
  • Minimum Damage 170

Armure Sorbet

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
90
  • Heals all of Celica's red health.
  • Heals 3000 health if Celica has no red health.
Level P1 P2


Partner Skills

5P

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All (18)+13 3 26 -10 B
Level P1 P2
4 70 85
  • Minimum Damage 100

6P

Arc Griller

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All (18)+63 20 Total: (18)+100 -7 P1

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

Level P1 P2
4 70 85
  • Minimum Damage 100

4P

Armure Sorbet

Damage Guard Startup Active Recovery On-Block Attribute Invuln
(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

Level P1 P2


Distortion Skills

Saber Anglaise

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
400×18, 1450×2 [500×18, 1800×2] All 1+(50 Flash)+20 2{(1)2}×19 Total: 125 -31 P2 1~25 All
Level P1 P2
3 80 60
  • Values in [] are for Enhanced version
  • Minimum Damage 40×18 + 203×2 (1126)
  • [Minimum Damage 50×18 + 216×2 (1382)]

Casque Veloute

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
100, 800×13, 3000 [1000×3, 500×17, 3000] All 1+(113 Flash)+8 13 Until L+23L -51 B 1~(Until L) All

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.

Level P1 P2
3, 4×13, 5 80 60
    • Values in [] are for Enhanced version
  • Minimum Damage 50 + 120×13 + 300 (1910)
  • [Minimum Damage 100×3 + 75×17 + 570 (2145)]
  • On Normal and CH, Crumple Duration 9999, Crumple Fall 83


Distortion Skill Duo

Saber Anglaise

P during Parter's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
100×20 [100×18, 350×2] All 1+(95 Flash)+1 2{(1)2}×19 Total: 108 -31 P2 1~?? All
Level P1 P2
3 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]


Astral Heat

Atout Rillettes

222B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 7+(52 Flash)+12 12 59 -50 P 1~30 All
Level P1 P2
5


External References

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