BBCPE/Celica A. Mercury: Difference between revisions

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<big>'''Drive: Minerva'''</big><br/>
<big>'''Drive: Minerva'''</big><br/>
By pressing D, Celica can combo attack with her robot partner, Minerva, into a starter, an attack, and finisher. Celica's drive sees alot of use in combos, and it's crucial to know when you can confirm into a drive string, and the various properties of her drive attacks. When using chains however, Celica can't block or move normally, so be weary of that.  
By pressing D, Celica can combo attack with her robot partner, Minerva, into a starter, an attack, and finisher. Celica's drive sees heavy use in combos. During  Drive attacks, Celica can't block or move normally; consequently, when hit-confirming, knowing whether or not it's safe to confirm into a Drive string is crucial to playing Celica well.  
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<big>'''Overdrive: Rege Light'''</big><br/>
<big>'''Overdrive: Rege Light'''</big><br/>
During Celica's Over drive, Celica will passively restore her own HP, as well as increasing the power of her Drive attacks. During Overdrive, Armure Sorbet restores more HP, Sabre Anglaise lasts longer and does more hits, and Casque Voulete does more damage <br />
During Overdrive, Celica's HP is passively restored, while her Drive attacks increase in power. During Overdrive, Armure Sorbet restores more HP, Sabre Anglaise lasts longer and deals more hits, and Casque Voulete does more damage <br />
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'''<big>Pros/Strengths:</big>'''
'''<big>Pros/Strengths:</big>'''
*  Balanced Toolset
* Simple tools, combos, and gameplan. Very beginner-friendly character.
* Simple tools, combos, and gameplan make her excellent for beginners
* Able to heal herself during Overdrive and with Amure Sorbet, partially negating damage taken during rounds.
* Has a Reversal Super that is safe on Block
* Reversal super is safe even on block.
* Can Heal herself to shrug off damage VIA Overdrive and Amure Sorbet
* Good tick-throw game with strong reward.
* Decent Pressure and Mix Up in the corner
* Multi-hitting normals make her pressure difficult to disrespect by jumping out, Fuzzy Jumping, etc.
* One of the Highest Damage potentials in the game
* Great Tick throw game with strong reward
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'''<big>Cons/Weaknesses:</big>'''
'''<big>Cons/Weaknesses:</big>'''
* Has awkward hurtboxes that will result in random hits during normals
* Awkward hurtboxes on many normals, allowing opponents to easily CH Celica.
* Very Dependent on strong Fundamentals to succeed
* Lower then average HP.
* Lower then average HP
* Requires either specific starters, meter, or the corner for more damaging combos.
* Requires either specific starters, meter, or the corner to get her more damaging combos
* Standing Overheads need meter to be confirmed midscreen.
* Standing Overheads mid screen need meter to be confirmed
* While she has a variety of tools, she tends to be a jack of all trades, master of none.
* While she has a variety of tools, she tends to be a jack of all trades, master of none  
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'''<big>External References:</big>'''
'''<big>External References:</big>'''
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  |hitbox=
  |hitbox=
  |description=
  |description=
Unremarkable, but interesting. At 24 frames, -9, no meterless cancel options, and a conversion only in the corner, 6A is not a great overhead. A few glimmers of hope for this move are 1) depending on the distance from your opponent, you can make the high whiff, allowing the low to hit when the overhead otherwise would have, 2) 6A(1), RC, j. B or IAD j. B represents a good overhead starter for a true 50/50 mixup that's easy to confirm and leads to good damage.
At 24 frames start-up, -9 on block, no meterless cancel options, and a conversion only in the corner, 6A is not a great overhead. However, depending on the distance from your opponent, the first, overhead hit can whiff, allowing the low to hit when the overhead otherwise would. With meter, 6A(1), RC, j. B or IAD j. B represents a good overhead starter for a true 50/50 mixup that's easy to confirm and leads to good damage.
 
Still bad though.
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Revision as of 23:21, 29 April 2015

Celica
BBCP Celica Portrait.png

Health: ??

Combo Rate: ??%

Jump Startup: ??

Backdash Time: ??

Backdash Invincibility: ??

Movement Options
1 Double Jump/Airdash, Run
Play-style
Balanced/Offensive
Full Frame Data
Celica_Frame_Data_(BBCPE)

Overview

Placeholder
Drive: Minerva
By pressing D, Celica can combo attack with her robot partner, Minerva, into a starter, an attack, and finisher. Celica's drive sees heavy use in combos. During Drive attacks, Celica can't block or move normally; consequently, when hit-confirming, knowing whether or not it's safe to confirm into a Drive string is crucial to playing Celica well.
Overdrive: Rege Light
During Overdrive, Celica's HP is passively restored, while her Drive attacks increase in power. During Overdrive, Armure Sorbet restores more HP, Sabre Anglaise lasts longer and deals more hits, and Casque Voulete does more damage

Pros/Strengths:

  • Simple tools, combos, and gameplan. Very beginner-friendly character.
  • Able to heal herself during Overdrive and with Amure Sorbet, partially negating damage taken during rounds.
  • Reversal super is safe even on block.
  • Good tick-throw game with strong reward.
  • Multi-hitting normals make her pressure difficult to disrespect by jumping out, Fuzzy Jumping, etc.


Cons/Weaknesses:

  • Awkward hurtboxes on many normals, allowing opponents to easily CH Celica.
  • Lower then average HP.
  • Requires either specific starters, meter, or the corner for more damaging combos.
  • Standing Overheads need meter to be confirmed midscreen.
  • While she has a variety of tools, she tends to be a jack of all trades, master of none.


External References:


Move List

Normal Moves

5A
5A
BBCP Celica 5A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSDOJR - 6 - - -5 - -

Hits crouchers.

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5B
5B
BBCP Celica 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450 SDJOR - 10 - - -3 - -
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5C
5C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- SDOR - 11 - - -4 - -
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2A
2A
BBCP Celica 2A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSDOR - 6 - - -3 - -
  • List what the move is used for
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2B
2B
BBCP Celica 2B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- SDOR L, L 9 - - -4 - -
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2C
2C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
650 (J)SDOR - 14 - - +1 - -
  • List what the move is used for
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6A
6A
BBCP Celica 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300, 400 R H,L 24 - - -9 - -

At 24 frames start-up, -9 on block, no meterless cancel options, and a conversion only in the corner, 6A is not a great overhead. However, depending on the distance from your opponent, the first, overhead hit can whiff, allowing the low to hit when the overhead otherwise would. With meter, 6A(1), RC, j. B or IAD j. B represents a good overhead starter for a true 50/50 mixup that's easy to confirm and leads to good damage.

6B
6B
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
480 JSODR , HL 12 - - -4 - -

Celica's anti-air. With very early head invulnerability, a good hitbox (moreso horizontal than vertical), and a plethora of cancel options, 6B is one of Celica's better tools.

6C
6C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 RODS - 21 - - -3 - -
3C
3C
BBCP Celica 3C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
550 - L 13 - - -12 - (P)
  • List what the move is used for
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j.A
j.A
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSDORJ - 6 - - - - -
  • List what the move is used for
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j.B
j.B
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
400 JDSOR - 9 - - - - -
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j.C
j.C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450, 450 JSDOR - 12 - - - - (P)
  • List what the move is used for
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Drive Moves

5D
5D
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
5D 550 DrR - 10 - - -21 - -
5DD - DrR - - - - -19 - -
5DDD 2000 R - - - - -19 - -
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2D
2D
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
2D 600 DrR L 19 - - -20 - -
2DD 750 DrR L - - - -17 - -
2DDD 1100 R H - - - -9 - -
  • List what the move is used for
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6D
6D
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
6D 700 DrR - 20 - - -17 - -
6DD - DrR - - - - -22 - -
6DDD 1400 R - - - - -5 - -
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j.D
j.D
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Universal Mechanics

Forward Throw
Forward Throw
BC
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
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Back Throw
Back Throw
4BC
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
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Air Throw
Air Throw
j.BC
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
  • List what the move is used for
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Counter Assault
Counter Assault
6AB (when blocking)
BBCP Celica 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - All
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Crush Trigger
Crush Trigger
5AB
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - +4 - -
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Specials

PicConfit
Pic Confit
j.214A
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R All 16 - - ~-10
-
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Arc Griller
Arc Griller
236B
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 R all 27 - - -5~+8 Projectile -
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Marteau Flan
Marteau Flan
214B
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1100 R H 25 - - -9 - -
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Hache Rotir
Hache Rotir
236C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1300 R HL 13 - - -18 - 5-active all
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Lance Quiche
Lance Quiche
214C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1200 R - 16 - - -5 - -
  • List what the move is used for
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Distortion Drives

Armure Sorbet
Armure Sorbet
632146A
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
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Saber Anglaise
Saber Anglaise
632146B
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
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Casque Veloute
Casque Veloute
632146C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
2262 total - - 9 total - - -10 - -
  • List what the move is used for
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Astral Heat

???
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
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Strategy

Offense

In this part, you can talk about anything you feel like beginner players should know.

Split up your topics like this

  • And even further split it up
  • Like this.

Add more asterisks to further indent your text as necessary.

The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.


Defense


Neutral

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Midscreen

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.

*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1

  • move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: ----, Heat Gain: --
+ move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
Notes: Write notes for the combo if necessary.

Point 2

Copy and paste the code from Point 1 to Point 2 as many times as you need to.

Midscreen to Corner

Corner Only


BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc