BBCF/Celica A. Mercury
|Celica A. Mercury|
Combo Rate: 60%
- 1 Overview
- 2 Normal Moves
- 3 Drive Moves
- 4 Universal Mechanics
- 5 Special Moves
- 6 Distortion Drives
- 7 Exceed Accel
- 8 Astral Heat
- 9 External References
- 10 Navigation
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, and in combat Minerva does the vast majority of attacks and is also 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.
By pressing the D button, Celica can perform combo attacks with her robot partner, Minerva; the chain goes into a starter, an attack, and a 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. While most of her other normals also use Minerva to attack with, only her drive moves actually generate recovery cap (see below).
Unlike Nirvana and Ignis, Minerva doesn't normally function as a separate entity to Celica. While they have their own separate sprites and hitboxes in most cases, they can be considered one character for most interactions since there are no instances where the two can be separated. Hitting Minerva's hurtboxes gives the same results as hitting Celica's, they share recovery times from their moves and cannot attack independently at the same time.
Unique Ability: Recovery Capacity
In BlazBlue: Central Fiction, Celica possess the ability called "Recovery Cap", which allows her to generate blue health. You gain Recovery Cap by using Drive attacks, or by guard-pointing the opponent's attacks with certain special moves, such as Marteau Flan, Lance Quinche or Hache Rotir. You can then either heal back 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, you can use the Recovery Cap to perform the enhanced versions of Marteau Flan and Lance Quiche. Unlike in BlazBlue: Chrono Phantasma, the charged versions of these moves can no longer be done without Recovery Cap and when they are used, they'll consume the blue health that has been generated. However, the enhanced versions of Marteau Flan and Lance Quiche have both been buffed to compensate for this.
If Celica is already at maximum health then no recovery cap can be generated, preventing her from using enhanced specials.
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. In addition, Celica's Distortions are slightly buffed:
- Armure Sorbet is significantly faster, enabling mid-combo healing.
- Saber Anglaise and Casque Veloute deal more damage.
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.
Automatic after Drive ender hits.
6AB (when blocking)
ABCD during Overdrive
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