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Celica is a straightforward, aggressive character many tools designed to allow her to approach and force a mixup. Her j.C is a very fast, fullscreen overhead divekick, while her 214B is a armored overhead that can't be interrupted. Combined with her strong pokes, Celica can make her way in and safely call assist once the opponent is forced to block, enabling her really strong mixup options.
Celica is also unique in her ability to recover large amounts of HP, allowing her to access her Recovery Cap enhanced specials. However, she is only able to easily heal red HP, and she sacrifices okizeme in order to heal, overall limiting the usefulness of this quality.
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Health |
17,000 |
Prejump |
4F |
Backdash |
25F (1~7F Inv All) |
Fastest Attack |
4A (6F) |
Reversals |
A+D (13F) 214B+C (9F) 236B+C (21F) |
- Many cancel options, giving her flexible pressure strings.
- Has easy crossups in her B Autocombo
- Good solo damage regardless of enhanced state
- Very strong grounded midrange pokes
- Guardpoint DP
- Armored, DP-safe Overhead.
- B Autocombo isn't safe on block. 5BBB is not a true blockstring either, meaning she can be punished inbetween hits.
- Her healing is optimized for recovering red hp, and is much less effective when she doesn't have any.
- Chip damage takes her out of enhanced state instantly denying her the ability to play at max capability often.
- Poor non-commital air options.
When Celica has no red health, her 214A/214B and Reversal Action gain new properties, such as damage and range increase. Celica can recover her red health by either finishing her B auto combo series, using her EX healing move, or her unique 4P assist. These moves can even heal Celica when she has no red health!
By pressing the B button, Celica can perform combo attacks with her robot partner, Minerva. The chain has a starter, bridge, and a finisher, and Celica can cancel into followup Drive attacks even on whiff, similar to a rekkaA series of special attacks that are only available after the first one is performed..
- Minerva closely tracks Celica's movement while idle. Many actions and states, including movements like dashing and jumping, combine Celica and Minerva into one sprite for the duration.
- Minerva has hurtboxes and can be hit while performing attacks; hitting Minerva is treated like hitting Celica.
- Certain moves will move Minerva forward, increasing the effective range of Minerva's attacks that follow, but she will return to her default position during recovery.
However, there are certain (likely unintended) quirks caused by how Minerva works:
- If one of Minerva's attacks clashes, Celica will not experience the hitstopWhen a character is hit, both characters are stopped in place to visualize the hit and give feeling of impact. Hitstop describes this phenomenon. Typically hitstop affects both players equally, but this is not always true. For example an attack may cause the opponent to be in hitstop longer than the player, or in cases of most projectiles, the attacker does not experience hitstop at all. of the clash and will not be able to clash cancel.
- The hitstop on Minerva's attacks will not be modified by guard point, leading to situations where Celica is not in hitstop when she should be, or the other way around. Effectively, Minerva's normals can be thought of as similar to 'Persona'-type normals
Normal Moves
4A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000 | All | 6 | 3 [(3)3] | 11 | -2 | B |
A short range jab mainly used to mash out of blockstrings. Can also be used in pressure since it can be canceled into throws.
- Jump cancellable on hit and block.
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 |
A great poke used for controlling the midrange due to its speed and range. Combined with a mircodash, it will hit all characters at roundstart distance. It's also used to start pressure due to its cancel options and for combos, either to start them or extend them after 5BBB>214A in the corner.
However, it extends Celica's hurtbox by a lot letting the opponent counterpoke easily.
- Jump cancellable on hit and block
- Throw cancellable
Combo fodder mostly, good for stabilizing routes since it brings airborne enemies down to the ground and bounces them
- Jump cancellable on hit and block
- Throw cancellable.
Only used to go into 5AAAA for Cross Raid.
Only used for Cross Raid.
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 |
Celica's primary anti-air, especially when Recovery Cap isn't active. The head invulnerability comes in late so you'll have to do it early and like 5A it extends your hurtbox by a lot.
It's also essential to your combos as it launches the opponent, can be jump cancelled on hit and block and goes into the B autocombo.
5BB is used in combos and for setting up sandwiches. However,they will always be gap when done from 5B so you'll have to use an assist to cover it. It will whiff against opponents high in the air so in some combos you'll have to delay it.
- Is projectile invincible
- Will always cross to the other side of the opponent when outside the corner.
Used in combos mainly to start 214A loops and to end recover health.
The healing recovers 3000 red HP over the animation's duration. It will not recover additional HP if there is no red HP available.
- On hit it will always transition Celica into a healing animation if it is not special canceled.
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 |
Standard Blazblue 5C. Has somewhat fast startup but short range and is punishble on block. Celica has better overheads than this so this sees little use.
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 |
Basic low for high-low mixups. Hits twice so it has long active frames and is good for hit-confirming. Both hits can be cancelled into throw letting you mixup between cancelling either one.
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 is mostly used in combos due to its slow startup
2BB is useful for midscreen combos as it lets you get the ender without side switching.
Pressing 2BBB will perform the same move as 5BBB with the same health recovery ender.
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 |
Used as combo filler to go into DP or 214B+C after 214A. Doesn't see much use otherwise due to its short range and recovery.
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 |
Celica's go-to 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.
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 |
Great for baiting anit-airs due to the small hop Celica does during startup. It's also important for combos as it brings the opponent back down to the ground and goes into the 5B autocombo.
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 |
A multi-use divekick. In neutral, it's a burst movement option which lets Celica engage the opponent. It can also be used to escape the corner. In pressure, when done immediately after jumping, it's a 20-frame overhead(Celica's faster overhead) and when done high enough, can easily create sandwiches with an assist. Also see use as a combo ender when the hitstun scaling is too high to go into j.B.
- Can be special canceled on hit and block upon landing.
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 |
A pretty average throw. Celica can combo off it with either 5A or 5B.
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 |
Unenhanced
An above average reversal. As the fastest guard point reversal in the game, it can uniquely beat some safejumps that other characters cannot. It also used as a combo ender when hitstun scaling is too high to go into 5BBB>214A/B
Enhanced
The move deals more damage and has a larger hitbox. making a much better anti-air.
- Celica moves forward slightly when performing this move, making it susceptible to whiffing on cross-up jump-ins.
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
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 |
- 236A
A standard fireball. Used as a long range poke to catch opponents setting something up or to give the opponent something to dogde or block. It can also be used to end blockstrings when spaced or after 5BBB midscreen to squeeze some extra damage in before going into 214B+C.
- The orb starts moving immediately, goes 95% of the screen, stops and then explodes.
- If done directly in front of the opponent, the orb will whiff excluding bigger ones like
Blitztank
- 236B
This version is a great neutral tool. You can use it to cover your approach or as a shield against projectiles and attacks.
It's also a great combo tool in the corner for loops letting you get good damage regardless of Recovery Cap.
- Stays in place for a while before travelling 95% of the screen before exploding immediately.
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 |
Unenhanced
A combo ender when used midscreen as it does good corner carry and leads into a safejump.
The projectile guardpoint lets you use this to contest zoners. The guardpoint comes in late so you'll have to use it pre-emptively.
Enhanced
The backfire lets it be used in high-damage loops midscreen with 5BBB.In the corner, it can be slightly delayed after 5BBB to link 5A and continue the combo.
. It's also safer on block making it decent for ending blockstrings. The guardpoint comes in earlier so it can be used on reaction.
- Has more damage, range, is safer on block, has earlier guardpoint and gains hitbox on the back.
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 Flan
214B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2300 [2500] | High | 26 | 5 | 24 | -12 [-10] | B | 14~30 HBP Guard |
Unenhanced
The normal is normally used in cross combos when combined with an assist for high damage and for left/right mixups with active switch. Can also be used as a combo ender if you prefer damage over oki as it deals more damage 214A. In the corner, backdash + an assist will let you create a sandwich if your opponent forward techs.
The guardpoint lets its bait burst and reversals, making it hard to challenge.
Enhanced
Is mostly the same as the normal but better, letting it be used in the same situations.
- Deals more damage, has more range and is safer on block(although still punishable).
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 |
Useful for sniping assist calls to encourage your opponent to stop using them. Can also be used to extend combos or to add extra damage to them before cancelling to a super in Resonance Blaze. Finally, you can use it as a faster alternative to 236A in neutral.
- Will if done right next to the opponent, excluding bigger ones like
Blitztank
Level | P1 | P2 |
---|---|---|
4 | 100 | 85 |
- Minimum Damage 170
Armure Sorbet
214C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
90 |
214C is a situational move best used with an assist. 214C lets Celica automatically enter Recovery Cap and heal large portions of health allowing for a comeback. However, because of its large duration, it's very susceptible to burst and is a death sentence when done solo. But proper use of assists can let you heal mid-combo and Cross Combo can let you heal multiple times. Additionally, characters like
Iron Tager,
Elizabeth and
Yang Xiao Long with access to command grabs can let Celica get a heal off without worrying about burst and still combo. Characters with long-duration throws like
Susanoo can do the same with their normal throws.
Overall, this move, when used properly can be very effective.
- 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 |
Basic combo extender assist. Has good horizontal range but otherwise not that special.
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 |
A delayed assist used in covering approaches as well as just having Celica for an Active Switch.
- Just like the point version, will whiff if done right next to the opponent
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 assist. Heals Celica and the point character no matter where they are on the screen, though it will end once the point character is a certain distance away. Recovers more red hp than "normal" hp, helping Celica gain Recovery Cap state, but ironically making it worse at healing compared to other options.
- Staying near Celica causes the assist to stay out for longer. However, the assist will end shortly after the point character moves out away from her.
- Celica will heal herself and the point character no matter the distance.
- Celica heals 50 hp and 200 red hp right away, after which she continues at a rate of 3 hp per frame and 10 red hp per frame.
- 4p's healing lasts for a minimum of 20 frames, and up to a maximum of 100 frames.
- Max HP recovered: 250 + 13 * 100 = 1550. Without existing red hp: 50 + 3 * 100 = 350.
- Min HP recovered = 250 + 13 * 20 = 510. Without existing red hp: 50 + 3 * 20 = 110.
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 |
236B+C isn't used very often as in most situations,214B+C will work as it deals more damage, leads into a safejump and has much faster startup. As such, 236B+C is only used in happy birthday combos and in double super combos as well as in the rare case in combos where the opponent is too high for 214B+C but will tech before they get low enough.
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 |
214B+C can be used as a combo ender which goes into a safejump against slower reversals, to counter zoning and whiff normals from fullscreen and as a reversal in situations where DP will whiff or is too slow.
Additionally, it can be combined with an assist before inputting the super to cause a sandwich from fullscreen which is a strong defensive option. This is best done with assists with long blockstun like Elizabeth 6PGuardAllStartup(18)+62RecoveryTotal (18)+112Advantage-14 <-2> and Yang 6P
GuardAllStartup(18+)39Recovery27Advantage-11 to make sure Celica stays safe before activating Cross Combo.
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 |
Average Distortion Skill Duo. Use it if it will kill or if your point has a lot of red health. Can be used in double super setups.
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 |
Celica's astral is somewhat impractical but if you have an opportunity to use it,go for it. Can easily combo into by using 214B or 5BB.
Level | P1 | P2 |
---|---|---|
5 |
Colors
