BBCF/Celica A. Mercury/Starter

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 Celica A. Mercury


The goal of this page is to provide new Celica players with a foundation to build further knowledge and ideas upon, or for anyone to just pick the character and start having some fun. It does not include exhaustive explanations of common combos or strategies, or even each move the character has. Check the dedicated pages for each topic, including the main Overview page, to really start learning (once those pages are updated).

Buttons To Press In Neutral

  • 5BBBCP Celica 5B.pngGuardMidStartup10Recovery16Advantage-4: Main grounded poke, best used when approaching. Confirm into 5CBBCF Celica 5C.pngGuardMidStartup13Recovery17Advantage-4 > 214CBBCF Celica 214C.pngGuardAllStartup15Recovery26 (29)Advantage-4 for a knockdown at far ranges, or 2CBBCF Celica 2C.pngGuardMidStartup14Recovery17Advantage-1 > 5DBBCF Celica 5D.pngGuardMidStartup11Recovery33Advantage-17 when close to convert into a full combo.
  • 6BBBCF Celica 6B.pngGuardMidStartup12Recovery23Advantage-9: Anti-air, great when used both offensively or defensively. Confirm into 2C and then jump cancel on hit for a reliable combo conversion, or safety on block.
  • 236BBBCF Celica 236B.pngGuardAllStartup18RecoveryTotal: 46Advantage-6: Fireball that knocks down, best used around its maximum range. Gives ample time on hit to close the distance and start pressure.
  • j.CBBCF Celica jC.pngGuardHigh/AirStartup12Recovery23Advantage-: Long-range air button, best used aggressively from a dash jump as an air-to-air approach, or defensively while falling from a normal jump as a low recovery counterpoke.
  • j.BBBCF Celica jB.pngGuardHigh/AirStartup9Recovery16Advantage-: Main jump-in/IAD approach button. Confirm with j.C for a reliable combo/pressure starter.

What To Do If You Hit Them

  • Confirm normal hits by going up the attack buttons in order, starting from whichever button hit: A > B > C > D.
  • Assuming you're not at full health, cancel into 214BBBCF Celica 214B.pngGuardHighStartup25Recovery24 [16]Advantage-10 [-2] to launch, then do 6CBBCF Celica 6C.pngGuardMidStartup21Recovery20Advantage-2 to launch them again, then finish the combo somehow.
  • A stable way to do decent damage and end in a knockdown after a launch: 6B > 2C > jump, j.B > j.C > jump, j.B > j.C > j.214A
  • If you are still at full health... great job! Just keep mashing D or something.
  • Once you've knocked them down, press 2ABBCP Celica 2A.pngGuardAllStartup6Recovery11Advantage-2 or 2BBBCP Celica 2B.pngGuardLowStartup9Recovery14Advantage-3 on their wakeup.

What To Press If They Block

  • 2A > 2B > 2C is a simple blockstring that keeps opponents close and ends on your safest button, setting you up for stagger resets or tick throws. It also contains a low and an automatic frame trap, so it's a good start for keeping people respectful.
  • 5B and 6B are both jump cancellable on block, so you can use them when spaced further out to go for an instant air dash to reset pressure and put you back up close.
  • 2B, 3CBBCF Celica 3C.pngGuardLowStartup13Recovery25Advantage-11, 2DBBCF Celica 2D.pngGuardLowStartup19Recovery29Advantage-17 and 2DDBBCF Celica 2DD.pngGuardLowStartup9Recovery33Advantage-17 are your lows. All of them other than 2B can be quite risky, so they're best used more carefully in targetting specific defensive behaviours.
  • 6ABBCP Celica 6A.pngGuardHigh, LowStartup24Recovery20Advantage-8 and 214B are your overheads. 6A is unsafe and only reliably leads into combos in the corner. It can only be cancelled into from other A buttons, so it's only useful when your opponent is respecting your pressure. 214B is either unsafe and leads to nothing normally, or safe and leads to a full combo when enhanced. It's a special move, so it can be cancelled into after almost anything, so vary your strings and don't get too predictable with it.

What's Next For A New Player?

  • Make your neutral wins more impactful by learning and practicing proper combos and confirms from your common hits, and how to cover different wakeup options after each combo to maintain an advantage.
  • Understand your pressure options and the purpose of each of them (e.g. delaying cancels and the implications of doing so, how to target different defensive options) to make your advantage matter.
  • Develop your neutral and defense by playing the game against people, picking up on how other characters function and general player behaviours, and combining that with a deeper understanding of your character and options to develop counterplay to your opponent's options in key situations.
  • In other words: This character is as basic as it gets. Get good, and good luck!

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