BBCF/Celica A. Mercury

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Overview
Overview

Celica is a beginner friendly character with solid pokes, good damage and a standard set of tools. Celica's defining trait is her healing mechanic. Landing Drive attacks create recoverable health. Celica can recover this health with her Drive attacks, or use it to enhance one of her special moves. Celica's enhanced specials enable new combo routes, on top of enhanced properties.

Unfortunately, Celica has notable weaknesses. She lacks strong mixups and good pressure resets. While she does have the ability to heal, she has very low health. This means that she can get blown up if the momentum is taken from her. In spite of these weaknesses, Celica has a simple gameplan that rewards smart decision making.


Lore:Celica Ayatsuki Mercury is the younger sister of Konoe A. Mercury, and aunt of Kokonoe. She is one of the main protagonists in the Phase Shift novels and appeared as an NPC character in BlazBlue: Chrono Phantasma before becoming a playable character starting from BlazBlue: Chrono Phantasma Extend onward. Celica herself is not much of a combatant. Instead, Minerva does the vast majority of attacks and is also the one who gets struck and blocks when her opponents attack her. This is also reflected in Celica's healing animations, where she casts her healing magic on Minerva to restore her health.
Playstyle
BBCF Celica A. Mercury Icon.png Celica A. Mercury is an easy to learn character that balances between healing and enhancing attacks.
Pros Cons
  • Simple tools, combos, and gameplan. Extremely beginner-friendly character.
  • Able to heal considerable amounts using Overdrive and Armure Sorbet, making her difficult to time out.
  • Relatively high average combo damage (if not at full health).
  • Good tick-throw game with strong reward.
  • Multi-hitting normals make her pressure difficult to disrespect by jumping out, mashing, etc.
  • Adorable voice.
  • Tied for lowest health in the game.
  • Many of her combo routes are inaccessible if you have not been hit at least once.
  • Has a variety of tools, but each have notable flaws.
  • Lacks strong mixup options.
Drive: Minerva
By pressing the D button, Celica can perform combo attacks with her robot partner, Minerva; the chain has a starter, bridge, and a finisher. Celica can cancel into each of these attacks on whiff, hit, or block. Celica's Drive sees heavy use in combos. Drive attacks only build Recovery Cap (described below) on hit; the first Drive attack in a combo builds 100HP, the second hit builds 200 HP, and all subsequent Drive hits in that combo build 300 HP. As of CF2, Celica can no longer block during the recovery of her Drive moves, leaving each Drive highly unsafe on block and highly susceptible to reversals.
Overdrive: Rege Light
While in Overdrive (and not in hitstun), Celica passively gains both HP and blue health. The longer Celica is in Overdrive without being in hitstun, the faster the health gain. Like all Overdrives, Celica's Distortion Drives receive several buffs. Most notably, Celica's Distortion Armure Sorbet is significantly faster, enabling mid-combo healing.
Unique Ability: Recovery Capacity
Celica gains Recovery Cap by using Drive attacks, or by guard-pointing the opponent's attacks with the special moves Marteau Flan, Lance Quiche or Hache Rotir. This appears as a blue section of her health bar. Celica can recover this blue health by automatically going into a healing animation after using the third Drive followup in a combo, or by using Armure Sorbet. Alternatively, Celica can use the Recovery Cap to perform enhanced versions of the previously mentioned special moves. The special attacks immediately consume all blue health, so it will even consume it on whiff. If Celica is already at maximum health then no recovery cap can be generated, preventing her from using enhanced specials.


Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
300 All 6 3 11 -2 B -

  • Hits crouchers.
  • Great for tick throws.
  • Can be held for up to 3 additional hits.

Holding the button for all 4 hits technically performs two moves, 5[A] and 5[A][A], and is treated as such for damage proration purposes. Similarly, holding the button for 2 hits performs 5[A] and only prorates once; this is different from pressing the button twice, which would perform two moves in 5A > 5A. This leads to a big difference in combo damage off both of them, though they both function as a two-hit jab confirm.

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600 Mid 10 5 16 -4 BD -

  • Good range, your main poke tool.
  • Also a decent combo starter and punish tool.
  • Moves Minerva forward, boosting the range of follow up attacks.

Minerva's forward movement effectively increases the range of following B or C normals by approximately the same distance as 5B's pushback. Used as a far range poke, this allows it to confirm into 5B > 5C > 214C for a knockdown, but not much else since Celica herself does not move forward. 5B's hitbox is quite thin vertically and is high enough that some attacks or crouching characters can easily low profile it at poking distance, so it can take a bit more thought to use than you'd like. 5B can also be used as a counter hit punish that still combos into 6C at ranges where 5C will push out too far and 2C won't reach; similar ranges to the usual poking range, if you're feeling lucky.

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
900 Mid 13 6 17 -4 BD -

  • Long-reaching button with limited use in footsies, as it is outclassed by 5B in most cases.
  • Occasionally used as a poke against moves that would otherwise low-profile 5B.
  • Mostly seen as combo fodder to help extend Quiche backfire loops.

A normal comparable to 5B and 2C in a lot of situations, but it does have enough of its own niche. While slower than 5B, a wider hitbox vertically and an extra active frame can make it better at catching jumps or crouching moves when used as a poke. While not giving Fatal Counter like 2C, being 1 frame faster and having more horizontal range while still leading to comparable damage will come up every now and then, a notable example being after instant blocking an Exceed Accel.

2A

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
350*2 Low 9 3,3 14 -3 FD -

  • Fast, multi-hitting low with decent range that leads to good damage.
  • Extremely low pushback.
  • Also moves Minerva slightly forward, not as far as 5B.
  • Good starter from a dash in.

A staple part of Celica's blockstring pressure. Between being cancellable on either hit, having very little pushback and being a natural 1-frame trap into 2C, there's a lot this move can do to make your pressure feel just a little bit scarier. In neutral, the low hurtbox and decent range can make it a reasonable poke at certain distances.

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
850 Mid 14 3 17 -1 BD -

  • Fatal Counter; Celica's best CH punish starter
  • Vacuums the opponent

2C is a great pressure tool for resetting pressure because of its ability to vacuum the opponent, but it is minus on block. The vacuum doesn't pull the opponent in too much though so you need to manage the pushback from your blockstring carefully to get the most out of this as a pressure reset. In confirming combos, 5C does slightly more damage, but 2C will often still be preferred for the vacuum to ensure you remain in range for 5D.

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
510, 550 High, Low 24 5(7)5 20 -8 H, F -

  • Celica attempts to do an uppercut, but loses her balance and falls over instead.
  • Airborne during first hit, until second hit
  • First hit knocks down
  • Second hit knocks down on air hit, staggers on ground hit
  • Gap between hits under normal circumstances is 7 frames

At 24 frames start-up, -8 on block, no meterless cancel options, and mediocre conversions outside of the corner, 6A is not a great overhead. You can make first overhead hit whiff, allowing only the low to hit instead, though hitting only the low doesn't let you combo without Rapid or counter hit. With meter, 6A(1) > RC > into either j.B or IAD > j.B represents a good overhead starter for a mixup that's easy to confirm and leads to good damage. On a midscreen counter hit, the opponent isn't pushed as far away, allowing you to combo reliably.

6B

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1000 Mid 21 3 20 -2 BD -

  • Slow launcher that leads to high damage combos
  • Vacuums the opponent
  • Jump cancellable on hit only

6C is generally used as combo fodder; can combo from enhanced Flan, 5C/2C during crouch confirm combos, or counter hit 5B/5C/2C. Usually for maximum damage you'll want to route into this move as early in the combo as possible. 6C can also be used in pressure as a frame trap, mainly as a threat to deter your opponent from pressing buttons or attempting to jump out after 2C, but lacks good cancel options afterwards.

3C

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
300 High/Air 6 3 11 - H -

  • Celica's fastest air button.
  • Similar to 5A and 2A, it can be held for 1 extra hit, but unlike them it can't be held for 2 more.
  • Best utilized in close range air-to-air situations.
  • On hit, can either go into j.B>j.C>j.D>land 214BHP for combo extension, or a short string ending with j.214A.

Much like how 2A is 5A but crouching, j.A is 5A but airborne. Its similarly poor range and inability to whiff cancel into itself repeatedly make it rather weak compared to other j.A's.

j.B

j.C


Drive Moves

All of Celica's drive moves feature a starter, an bridging attack and a common ender. While they are listed together based on input, it is possible to combine different drive chains together. For example you can combine 2D (Starter), 6D (Bridge) and 5D (Ender) in one chain. All parts of a drive chain can be cancelled in the next part on hit, block or whiff. The only exception is the healing move which will only activate if the Ender move hits. Each individual Drive move is affected by Same Move Proration.

5D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
5D 800 Mid 11 3 33 -17 B -
5DD 280*5 Mid 7 3,4,4,4,4 32 -17 F 3~23 P
5DDD 1500 Mid 13 4 32 -17 B -

Starter

  • Fatal Counter

5D (Starter) is Celica's fastest Drive attack, but has shorter reach than the other Drive starters. It has a bizarrely long amount of hitstun, allowing you to follow up with enhanced specials and confirm hits easily. Also vacuums the opponent on hit or block, though much less than 2C and 6C.


Bridge
  • Switches sides
    • Does not switch sides into the corner

5DD deals the most damage of the secondary Drive attacks. Because 5DD switches sides, 6DD is preferred for corner carry. Covers a long distance, and has a decent amount of projectile invulnerability, but whiffing Celica's Drive in neutral is not recommended; Lance Quiche is a safer anti-zoning option.


Ender
  • Fixed hitstun on ground hit
  • Automatically cancels into Heal on hit

5DDD is the universal Drive ender. Launches the opponent away on air hit or spins them in place on ground hit, and leads to Celica's automatic healing on hit. In Overdrive, the long spin animation or untechable launch give you enough time to cancel into Armure Sorbet to heal and then continue the combo.

2D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
2D 750 Low 19 7 29 -17 F -
2DD 750*2 Low 9 2,3 33 -17 F -

  • Both attacks float on hit
  • Both attacks give hard knockdown on CH

Starter

2D (Starter) hits low and is quite slow. Sees very little use, outside of occasionally maximising damage by doing 3C 2D 6DD into Casque.


Bridge

2D (Bridge) also hits low and also sees very little use in combos outside of maximising damage by doing 3C 6D 2DD into Casque; which ender actually does more damage will depend on which Drives you've already used, due to SMP. 2DD will always leave a gap if used on block. Can now be used along with Flan for a mixup, but is generally not recommended. It is technically a two-hit move, but the first hit only hits behind Celica, so in most cases it's a one-hit move and startup of the move is effectively 11.

6D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
6D 850 All 22 3 33 -17 B 5~24 FT
6DD 600*2 All 7 2,7 29 -17 B -

Starter

  • Hard knockdown on air hit
  • Forces crouching on ground hit

6D moves Celica forward and has foot and throw invuln from frame 5 through the active frames. Staple combo ender as it grants hard knockdown on air hit. Forces crouching on ground hit, but cannot be capitalized on without spending meter or Overdrive. Very slightly airborne for the first few frames of recovery, making it cancellable into j.214A (at a slightly delayed timing) in addition to grounded special moves.


Bridge
  • Staggers opponent on ground hit

6DD is generally preferred over 5DD midscreen for corner carry. Usually used at the beginning of Griller loops. The first hit is on Celica's fists and has very short range as well as shorter hit and blockstun, while the later active frames of the second hit swing around to hit above and slightly behind Celica.

j.D (Starter)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600*2 All 20 Until L(1)2 34 -17 H -

  • Leads into DD attacks on landing
  • Stops aerial momentum

This move can be used to delay air momentum to bait out anti-airs and is combo fodder for combos starting off anti-air 6B or stray air-to-air conversions. If it hits cross-up, follow-up Drive attacks will autocorrect towards the opponent, but specials will not. Since the landing hit becomes active on the second frame after landing, it is possible to cancel into specials on landing before the second hit comes out if the first hit connects. Unlike all of Celica's other multi-hit normals, j.D applies damage proration on both hits, so cancelling before the second hit can lead to higher damage in certain situations.

Drive Heal

Automatic after Drive ender hits.

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
- - - - 53 - - -

  • Used to heal back up to 1500 Recovery Cap.
  • Long animation, but always safe to use since 5DDD will always inflict enough hitstun to prevent it being stuffed.

New in CF is this automatic follow up after the new universal 3rd D attack in a chain. It'll heal any Recovery Cap you have accumulated. When used strategically, it's good for getting back a good chunk of your health. If you don't want to use up your Recovery Cap, you can special cancel the last D attack to avoid automatically cancelling into this, bear in mind this may use up the recovery cap you have gained, depending on the special move used.


Universal Mechanics

Ground Throw

5/6B+C

Air Throw

j.BC

Counter Assault

When blocking 6A+B

Crush Trigger

5A+B


Special Moves

Pic Confit

j.214A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1000 All 15 Until L 20 - H -

  • Fast-moving divekick with little to no followup potential. Generally an air combo ender.
  • Soft knockdown against airborne opponents, even on counter hit.
  • Safer on block and whiff in CF2, and now comboable (without Rapid) on CH if Celica hits low enough to the ground.
  • -2 on block at best.

The speed, angle and relative safety of this move make it a surprisingly useful tool for rushing people down, countering grounded pokes and escaping the corner.

Arc Griller

236B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
900 All 18 50 Total: 46 -6 P1 -

  • Simple fireball; strong for zoning but also knocks down.
  • Almost goes the full length of the screen. Slows down as it travels, then pops shortly after stopping. The pop has an expanded hitbox.
  • Used in combo routes that don't use enhanced specials, for when you want to keep your recoverable health or can't build any.
  • Has a different animation when cancelled into from 6C.

An all-around solid tool for neutral and combos, as well as being a relatively safe way to end a longer blockstring and return to neutral. Useful for ending drive chains if you don't want to cancel into healing, but also don't want to use your recovery cap on a different special move.

Marteau Flan

214B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
900 [1100] High 25 5 24 [16] -10 [-2] B 14~29 Guard HB [HBP]

  • Slow overhead.
  • Guard point on head and body on frames 14-29, also projectile on enhanced version. Can guard point through unblockables.
  • For the non-enhanced version, armouring attacks will convert health equal to their full unscaled damage to recoverable health, and Celica's health can be reduced to 0 this way. Can armour through a maximum of 1500 damage total; any hit that would exceed the threshold will counter hit, dealing the excess damage but no health will be converted to recoverable health.
  • Enhanced version takes a big step forward, giving it significantly more range.

Enhanced Flan is a combo staple that launches your opponent and leads to strong combos, and is also safe on block. Both versions can be utilized to guard point through opponent's Counter Assaults. This move is still vulnerable to Foot property and Throws, so it can lose to 2A mash or throw attempts.

Hache Rotir

236C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
No Charge 1000 [1500] Mid 13~23 4 39 -24 B 1~(End of Active) Guard HBFPT
Charged 1200 [1800] Mid 24 4 37 -20 B 1~27 Guard HBFPT

  • Chargeable uppercut with guard point through to active frames, but loses to throws and unblockables.
  • For the non-enhanced version, armouring attacks will convert health equal to their full unscaled damage to recoverable health, and Celica's health can be reduced to 0 this way. Can armour through a maximum of 2500 damage total; any hit that would exceed the threshold will counter hit, dealing the excess damage, but no health will be converted to recoverable health.
  • Launches extremely high on counter hit.
  • Regular Rotir will have its startup extended by hitstop if it guard points an attack. Enhanced Rotir will ignore the hitstop instead, effectively freezing the opponent in place temporarily.
  • Charged Rotir gives soft knockdown, or Fatal Counters for a short combo on counter hit.

Celica's idea of a DP move. Not fully invulnerable, but has frame 1 HBFPT guard point against all blockable attacks instead. While technically able to guard point against Throw attribute moves, most of them aren't blockable so they will still beat this move. Outside of being a reversal, the charged version can occasionally be used in corner combos after throw or 5D, linking into 5B, 6B or 2B depending on height.

Lance Quiche

214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1000 [1200] All 15 12 29 -4 B 10~29 Guard P
[6~29 Guard P]

  • An advancing special that is safe on normal block and has projectile guard point. Can guard point through unblockables.
  • For the non-enhanced version, armouring attacks will convert health equal to their full unscaled damage to recoverable health, and Celica's health can be reduced to 0 this way. Can armour through a maximum of 1500 damage total; any hit that would exceed the threshold will counter hit, dealing the excess damage but no health will be converted to recoverable health.
  • Regular version gives soft knockdown, Enhanced version gives slide knockdown.
  • Enhanced version also creates a backfire behind Minerva that juggles and drags opponents behind Celica.

Regular Quiche is mainly used to end combos when you're too far for other options (5B>5C>Quiche) and to go through projectiles. You have to be early since the projectile guard point does not start until frame 10, and you can't combo from it without Rapid, but effective usage of this can control your opponent's projectile usage in neutral. Enhanced Quiche has its projectile guard point active earlier and is used often in combos, most notably for the backfire that comes out of Minerva. This can be looped a few times depending on combo starter and leads to very good damage. The slide on the regular front hit also lets you combo from Quiche in the corner, as well as providing a solid knockdown at the end of a combo.


Distortion Drives

Armure Sorbet

632146A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
- - 49+(91 Flash)+0
[31+(91 Flash)+0]
- 0 - - -

  • Heals for all of your recovery cap, plus 300 extra health.
  • Zero recovery post-flash.
  • Significantly faster in Overdrive.

Armure Sorbet is mostly only good for Overdrive combos aimed specifically towards healing back as much health as possible. If you do the right combo from low enough health, it's possible to heal back about half your max HP, which is pretty useful. Since the super flash happens so late into the move, it has the fortunate property of not telegraphing itself that heavily or spending heat until it's actually ready to go. Although you will want to be some distance away from your opponent before you use this.

Saber Anglaise

632146B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
150*18, 1000*2
[200*18, 1250*2]
All 1+(50 Flash)+21 2{(1)2}*19 Total: 110 -16 P2 1~1 All

  • Multi-hitting beam super.
  • Celica's least-used super, due to having long startup, low damage and practically no invuln.
  • 796 minimum damage when all hits connect, or 1040 in Overdrive.

Situations to use Saber are few and far between; one possible situation to use it in is if you want to get extra damage at the end of a combo by spending meter, but don't want to corner yourself with Casque. Otherwise, Casque outclasses it in almost every other situation.

Under some rather specific circumstances (character-specific, close to corner, hitting as high as possible, sometimes needing fatal counter), it's possible to combo Saber into Casque as a way to spend 100 meter in a combo, though this still usually isn't even worth doing unless you also use Overdrive.

Casque Veloute

632146C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
100, 200*13, 2000
[500*3, 100*17, 3500]
All 1+(118 Flash)+8 13 Until L+23L -51 B 1-Landing All

  • Fullscreen range, fully invulnerable dash super.
  • Standard round finisher at the end of combos; gives very poor okizeme, so you generally want to avoid using it otherwise.
  • Can't be rapid cancelled.
  • Has 940 minimum damage and 1340 in Overdrive.
  • Side swaps, both on hit and on block/whiff.

Casque is very risky and not very rewarding as a reversal, but it goes fullscreen so it can be used to punish fireballs or other random whiffed moves. 236C is vulnerable to throws and unblockables, as well as jump/Rapid cancelling upon hitting the guard point, so sometimes this is your only option.


Exceed Accel

Pue Vapeur

ABCD during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600, 460*3, 1000
{600, 460*3, 630*6}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

  • A standard Exceed Accel; does not cost Heat, immediately ends Overdrive when used, can't be rapid cancelled, higher damage in Active Flow, puts Celica in Active Flow if she hasn't been in it already during the round.
  • 10% minimum damage

Minerva sticks out her electrical plug. If it connects, Minerva proceeds to perform a series of attacks and knocks the opponent back across the screen. Decent horizontal range, but can easily be jumped over, or occasionally low profiled.


Astral Heat

Atout Rillettes

222A


External References


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Ambox notice.png To edit frame data, edit values in BBCF/Celica A. Mercury/Data.