BBTag/Celica A. Mercury/Frame Data

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 Celica A. Mercury

Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
T throw cancellable
J jump cancellable
P can call Partner during this attack
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.


Attack Level Values
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +11 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
Damage 1000 1000 1500 1700 2000
P1 100 100 100 100 100 100
P2 70 75 80 85 90
  • Blockstun (Air) = Ground Blockstun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The Fall animation is 24F.
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Air hitstun is the same as ground hitstun by default.
For more values, see BBTag/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Celica A. Mercury 17,000 4F 25F (1~7F Inv All)

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
4A 1000 All 6 3 [(3)3] 11 -2 B 100 70 (Once) 1 11 12 12 16 23 9 +0 +0
5A 1500 All 8 5 23 -11 B 100 80 3 16 17 22 22 36 11 +0 +2
5AA 1500 All 12 3 21 -17 B 100 80 3 16 17 22 + GBounce 22 36 + GBounce 11 +0 +2
5AAA 1700 All 16 3 27 -11 B 100 85 4 18 21 24 26 39 12 +0 +5
5AAAA 650×5 All 20 1,1,1,1,1 56 -36 B 100 85 4 18 19×4, Launch 100 + Down 33 24×4, Launch 115 + Down 33 3×4, 10 +0 +5
2A 750×2 Low 9 3,3 14 -2 F 90 75 2 13 14 14 18 26 10 +0 +1
5B 600, 1700 All 10 2,7 35 -23 B 10~15 H 90 75 1, 4 11, 18 12, Launch 12, 30 16, Launch 23, 45 6, 9 +0 +0, +5
5BB 550×5 All 7 3,4,4,4,4 35 -20 F 5~25 P 80 85 4 18 Launch 19 + GBounce, 19×3, 34 Launch 34 + GBounce, 34×3, 492 2 +0 +5
5BBB 2000 All 13 4 35 -17 B 100 85 4 18 Launch 60 Launch 75 12 +0 +5
Heal 53
2B 1700 Low 19 7 31 -13 F 90 85 4 18 Launch 24 Launch 39 9 +0 +5
2BB 1700 Low 11 3 35 -19 F 90 85 4 18 Launch 34 Launch 49 9 +0 +5
5C 1500 High 22 3 24 -10 B 100 80 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1700 Low 13 3 25 -9 F 90 85 4 18 Launch 40 Launch 55 12 +0 +5
j.A 1000×2 High 12 2(2)2 23 H 80 80 3 16 17 22 22 36 9 +0 +2
j.AA 1700 High 9 6 25 H 80 85 4 18 19 24 24 39 12 +0 +5
j.B 1000×2 All 20 Until L +1, 2 36 -19 H 80 85 4 18 19, Launch 30 + Down 23, 30 + GBounce + Down 23 24, Launch 45 + Down 23, 45 + GBounce + Down 23 3, 9 +0 +0, +8
j.C 1900 High 15 Until L 25L -18 H 80 85 4 18 Launch 29 + Down 23 Launch 44 + Down 23 12 +0 +5

Universal Mechanics

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Ground Throw 0, 2000 Throw 7~30 3 23 T 100 50 0, 3 Launch 60 0, 0+15
AD Hache Rotir 2100 [2400] Air Unblockable 13 6 47 -36 [-34] B 1~18 All Guard 80 60 3 [4] 16 [18] Launch 60 Launch 74 [75] 11 [20] +0 +2 [+5]

Skills

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A A Arc Griller 1500 All 18 69 Total: 46 -6 P1 80 80 3 16 Launch 33 Launch 47 0/+6 +6 +8
236B B Arc Griller 1500 All 18 69 Total: 46 -6 P1 80 80 3 16 Launch 33 Launch 47 0/+6 +6 +8
214A Lance Quiche 2000 [2200] All 15 12 26 <22> -6 [-4] B 10~26 P Guard
[6~26 P Guard]
80 80 3 [4] 16 [18] Launch 33 Launch 47 [48] 11 [12] +0 +2 [+5]
214A Backfire Lance Quiche (Backfire) 200×7 All 15 2×6,3 P1 80 90 3 16 Launch 60 + Down 23 Launch 74 + Down 23 0 +0 +2
214B Marteau Glan 2300 [2500] High 26 5 24 -12 [-10] B 14~30 HBP Guard 80 80 3 [4] 16 [18] Launch 38 + GBounce [39 + GBounce] Launch 51 + GBounce [54 + GBounce] 16 +0 +2 [+5]

Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236C EX Arc Griller 1700 All 19 20 Total: 56 -7 P1 100 85 4 18 Launch 60 + WBounce 45 Launch 75 + WBounce 45 0/+12 +12 +17
214C Armure Sorbet 90

Partner Skills

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5P 5B 2000 All (18)+13 3 26 -10 B 70 85 4 18 Launch 60 12 +0
6P Arc Griller 2000 All (18)+63 20 Total: (18)+100 -7 P1 70 85 4 18 Launch 60 + WBounce 45 0/+12 +12
4P Armure Sorbet (18)+49 Total: (18)+174

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge the frame before superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236BC Saber Anglaise 400×18, 1450×2 [500×18, 1800×2] All 1+(50 Flash)+20 2{(1)2}×19 Total: 125 -31 P2 1~25 All 80 60 3 16 Launch 60 Launch 74 0 +2 +7
214BC Casque Veloute 100, 800×13, 3000 [1000×3, 500×17, 3000] All 1+(113 Flash)+8 13 Until L+23L -51 B 1~(Until L) All 80 60 3, 4×13, 5 16 Crumple Stand 1 1, 4×13 [×17], 0 +0
Distortion Skill Duo Saber Anglaise 100×20 [100×18, 350×2] All 1+(95 Flash)+1 2{(1)2}×19 Total: 108 -31 P2 1~?? All 100 100 3 16 Launch 60 Launch 74 0 +2 +7

Astral Heat

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222BC Atout Rillettes All 7+(52 Flash)+12 12 59 -50 P 1~30 All 5 20 0

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4ABBCP Celica 5A.pngGuardAllStartup6Recovery11Advantage-2 4A[+], 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5ABBCP Celica 5B.pngGuardAllStartup8Recovery23Advantage-11[3*] 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AABBCF Celica 6B.pngGuardAllStartup12Recovery21Advantage-17 5AAA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAABBCF Celica 6C.pngGuardAllStartup16Recovery27Advantage-11 - - 5C, 2C Jump, Special, Super
5AAAABBCF Celica ExceedAccel.pngGuardAllStartup20Recovery56Advantage-36 - - - -
2ABBCP Celica 2B.pngGuardLowStartup9Recovery14Advantage-2[3*] 5A 5B, 2B 5C, 2C Throw, Special, Super
5BBBCF Celica 6DD.pngGuardAllStartup10Recovery35Advantage-23 - 5BB, 2BB - Jump, Special, Super
5BBBBCF Celica 5DD.pngGuardAllStartup7Recovery35Advantage-20 - 5BBB - Special, Super
5BBBBBCF Celica 5DDD.pngGuardAllStartup13Recovery35Advantage-17 - - - Special, Super
2BBBCF Celica 2D.pngGuardLowStartup19Recovery31Advantage-13 - 5BB, 2BB - Special, Super
2BBBBCF Celica 2DD.pngGuardLowStartup11Recovery35Advantage-19 - 5BBB - Special, Super
5CBBCF Celica jD.pngGuardHighStartup22Recovery24Advantage-10 - - - -
2CBBCF Celica 3C.pngGuardLowStartup13Recovery25Advantage-9 - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBCF Celica jC.pngGuardHighStartup12Recovery23Advantage- j.AA j.B j.C Jump, Special
j.AABBCF Celica jB.pngGuardHighStartup9Recovery25Advantage- - j.B j.C Jump, Special
j.BBBCF Celica jD.pngGuardAllStartup20Recovery36Advantage-19 - 5BB, 2BB - Special, Super
j.CBBCF Celica j214A.pngGuardHighStartup15Recovery25LAdvantage-18 - - - Special, Super
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string
  • 5A and 2A are tied together - they can be used a combined total of 3 times per string

Sources

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To edit frame data, edit values in BBTag/Celica A. Mercury/Data.
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