BBCF/Celica A. Mercury: Difference between revisions

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*For the '''regular''' version, Celica will take damage equal to 100% of any blocked attack's base damage, but gain 150% of that same value as Recovery Cap.
*For the '''regular''' version, Celica will take damage equal to 100% of any blocked attack's base damage, but gain 150% of that same value as Recovery Cap.
*Regular Rotir can armour through a maximum of 2500 damage total. A hit that would break this threshold will counter hit and deal only the excess damage, and Celica won't generate Recovery Cap for that hit. Enhanced Rotir has no damage threshold.
*Regular Rotir can armour through a maximum of 2500 damage total. A hit that would break this threshold will counter hit and deal only the excess damage, and Celica won't generate Recovery Cap for that hit. Enhanced Rotir has no damage threshold.
*Launches comically high on counter hit; air techable,  
*Launches comically high on counter hit; air techable while still high enough for the ground to be offscreen, meaning it offers no okizeme to speak of.
*Charged Rotir gives soft knockdown, or Fatal Counters for a short combo on counter hit.
*Charged Rotir gives soft knockdown, or Fatal Counters for a short combo on counter hit.
*'''Regular''' Rotir (and Celica's other armoured specials) will have its startup extended by hitstop if it armours an attack. '''Enhanced''' Rotir will ignore the hitstop instead, effectively freezing the opponent in place and making it more likely to counter hit.
*'''Regular''' Rotir (and Celica's other armoured specials) will have its startup extended by hitstop if it armours an attack. '''Enhanced''' Rotir will ignore the hitstop instead, effectively freezing the opponent in place and making it more likely to counter hit.

Revision as of 15:54, 10 August 2022


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. Hitting with Drive attacks creates recoverable health. Celica can recover this health by using one of two healing moves, or use it to enhance one of her special moves. Celica's enhanced specials enable new combo routes for above average damage from common starters, on top of having enhanced properties that give them more utility outside of combos.

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.

By pressing the D 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 rekka. Drive attacks build Recovery Cap (described below) on hit, and build more for each Drive attack used in the combo; the first Drive attack in a combo builds 100, the second attack builds 150, the third builds 200, the fourth builds 250, and all Drive attacks past that build 300.

Unlike Nirvana or Ignis, Minerva is not controlled like a separate character. While Minerva is technically her own entity with her own sprites, for most purposes she can just be thought of as part of Celica:

  • Minerva closely tracks Celica's movement. 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 attacking; 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 hitstop 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.

Celica passively gains both HP and Recovery Cap. She generates 100 Recovery Cap every 20 frames, and restores 2 HP per frame, or 3 HP per frame if she has been in Overdrive for 300 frames (5 seconds) or longer. Both effects are paused if Celica is in hitstun or blockstun.

Like all Overdrives, Celica's Distortion Drives receive buffs. Notably, Celica's Distortion Armure Sorbet is significantly faster, enabling mid-combo healing.


BBCF Celica A. Mercury Nameplate.png
BBCF Celica Portrait.png
Health
10,000
Prejump
4F
Backdash
25F (1~5F Inv All)
Fastest Attack
Reversals
Fatal Starters
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5A (6F)
2A (6F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.236C (13F)
632146C (9F)
Fatal Starters:2C
5D
236[C]

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 3 11 -2 B

  • Short-range standing jab that hits crouchers.
  • Jump cancellable
  • Can be held for up to 3 additional hits

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

5A doesn't really have much utility outside of pressure. 2A has a tiny bit more horizontal reach while being the same speed and having a crouching hurtbox so it's generally better in most situations where a quick, mashable button is wanted. It doesn't hit quite high or far enough to really consider using it as an anti-air, especially since 6B is already so solid.

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 Mid 10 5 16 -4 BD

  • Main grounded poke, having good range and reliable confirms from all but maximum range.
  • Moves Minerva forward, boosting the range of follow up attacks.
  • Jump cancellable

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 low profile it more easily than other characters' similar pokes. 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.

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 Mid 13 6 17 -4 BD

  • Long-reaching, decently active heavy button with no special properties.
  • Jump cancellable on hit only

5C sees limited use in footsies since it lacks viable confirm options afterwards, making 5B generally better as a poke. It's outclassed by 5B or 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. Most of the time however, 5C is just combo fodder.

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 3 11 -2 F

  • Slightly longer range than 5A, but otherwise almost identical.
    • Hold A to hit up to 3 more times

5A could be considered slightly better for pressure and tick throws since it's jump cancellable and 2A isn't. The horizontal range is still quite short so it isn't amazing for mashing out of gaps in pressure, but it's still more range than 5A and, more importantly, is one of the few 6-frame startup crouching buttons in the game. It also hits low enough to OTG, so it is generally the button Celica will want to use to catch rolls or quick tech as well.

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
350×2 Low 9 3,3 14 -3 FD

  • Two-hit low with decent range.
  • Extremely low pushback.
  • Also moves Minerva slightly forward, not as far as 5B.

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 good poke or better counterpoke against grounded approaches, with the low pushback helping it more reliably confirm into a full combo even from the edge of its range.

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
850 Mid 14 3 17 -1 BD

  • Fatal Counter; Celica's best CH punish starter
  • Vacuums the opponent
  • Lifts up airborne opponents slightly
  • Jump cancellable on hit only

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. 5C and 2C serve similar roles in combos, allowing for control over the opponent's height to set up things like Backfire loops or fireball links from different positions.

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
510, 550 High, Low 24 5 (7) 5 20 -8 H, F

  • High risk, low-to-medium reward, high-to-extreme comedy overhead.
  • Airborne from first hit (frame 24), second hit occurs on landing
  • First hit knocks down
  • Second hit knocks down on air hit, staggers on ground hit

At 24 frames start-up, -8 on block, no meterless cancel options, and inconsistent 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 does not allow for a combo without Rapid or counter hit. Celica's hurtbox is very low to the ground during the landing hit, making it possible to time a meaty 6A to low profile certain reversals, though the precise timing combined with the nature of the game's tech system make this rather impractical even against characters with no alternative reversals. On a counter hit, the opponent isn't pushed as far away, making midscreen combo conversions much more reliable.

With meter, 6A(1) > RC > j.B represents a good overhead starter for a mixup that's easy to confirm and leads to good damage. The j.B can also immediately set up another mixup between jump cancel into another j.B, or land into 2B.

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700 Mid 12 3 23 -9 BD 4~14 H

  • Anti-air with respectable horizontal and vertical range, and early head invulnerability that lasts through the active frames.
  • Slams the opponent into the ground for a ground bounce on air and/or counter hit
  • Also moves Minerva very slightly forward, less than 2B
  • Jump cancellable

With a good hitbox, early head invuln and good cancel options, 6B is one of Celica's best tools. 6B > 2C is a simple confirm into a combo on both ground and air/counter hits, which is also very safe on block (or plus on air block). 6B also sees a lot of usage in combos thanks to the utility of the ground slam, and can be easily included in blockstrings to create additional space or set up IAD pressure resets in conjunction with 5B.

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 Mid 21 3 20 -2 BD

  • Slow launcher that leads to high damage combos
  • Vacuums the opponent, more than 2C
  • 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. Maximum damage usually involves routing into this move as early in the combo as possible, but since it uses bonus proration it's not ideal to loop it. 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; it's easy to confirm a hit and is quite safe if blocked, but it lacks good cancel options afterwards to condition opponents not to take their turn.

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
750 Low 13 3 25 -11 FD

  • Unremarkable sweep.
  • Counter hit causes hard knockdown as with most sweeps.
  • Uses Celica's 2C animation unless cancelled into from it specifically, where it instead uses her 2B animation.

Mostly just a combo tool for stable combo enders, or for floating grounded opponents when at full health; scales damage unusually poorly, and so should generally be avoided early in combos if possible. Celica's most unsafe normal barring her Drives, and only goes into Drives and specials, so it should be used with caution.

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 High/Air 6 3 9 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.

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. Best utilized in close range air-to-air situations, and can convert into a ground combo by quickly confirming into j.B > j.C > j.D, or a knockdown with j.214A if your confirm is too long.

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
650 High/Air 9 6 16 HD

  • Moderately fast, primarily vertical air button; Celica's lowest-reaching air normal.

Generally preferred jump-in or IAD button as it hits fairly low, and can go into j.C afterwards for extra overhead hits and better frame advantage on landing. Doesn't quite hit low enough to hit all characters crouching when performed as soon as possible out of IAD, but does hit low enough to hit most standing characters while rising, so it can be used for f-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. overhead mixups (but generally can't combo except by doing rising j.B > Rapid > j.B).

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
550×2 High/Air 12 2 (2) 2 23 HD

  • Horizontal, multi-hit air poke.
  • Long untech time on Counter Hit, potentially allowing Celica to land and link into ground moves for higher damage conversions.

Basically an air footsies tool; useful as a far-reaching air-to-air, or can be used while falling from a jump as a low recovery poke near ground level. Not disjointed, and extends hurtboxes for slightly longer than the attack is active, so it can be prone to trading with or losing to other well-spaced or disjointed air attacks. Can be used as a far-range jump-in, but must be timed well to hit crouching opponents since it lacks any significant downward range.


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. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
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

  • Can go into next Drive move from frame 23
  • Fatal Counter
  • Vacuums grounded opponents slightly, less than 2C and 6C

5D (Starter) is Celica's fastest and shortest range Drive attack. It is mainly used in combos for its bizarrely long amount of hitstun, allowing it to combo into slower attacks like enhanced 214B for the launch, or as part of backfire loops. It can also be used as a risky but rewarding frame trap after C normals by delaying it significantly, to potentially trip up opponents who are used to defending against more immediate gatlings and cancels.


Bridge
  • Can go into next Drive move/special cancel from frame 30
  • Can pass through the opponent after the last hit, but will not steal the corner
  • Spinning hitstun on ground hit

5DD deals the most damage of the secondary Drive attacks. Because 5DD switches sides midscreen, 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 generally not recommended; Lance Quiche is a safer anti-projectile option.


Ender
  • Automatically cancels into Heal on hit on frame 20
  • Spinning hitstun on ground hit
  • Launches opponents away on air hit

5DDD is the universal Drive ender. Hitting this move is the only way for Celica to heal without spending resources, but towards the end of longer combos the Drive bridge attacks won't have enough untech time to combo into it. 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 afterwards. The strangely high damage leads to 5DDD being one of Celica's highest damage combo starters, making it a rewarding but very telegraphed "crossup" when combined with 5DD.

2D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
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
  • Can go into next Drive move from frame 31

2D (Starter) hits low and is quite slow, almost always leaving a gap when used on block. Moves forward and has fairly long range, but doesn't reach its full range until the later active frames. Sees very little use in combos outside of niche scenarios and minor damage optimisations when ending in Casque. Can be used to cross-under neutral/emergency tech, despite not actually having a low profile hurtbox.


Bridge
  • Can go into next Drive move from frame 22
  • First hit is behind Celica; in most cases, only the second hit is relevant and effective startup is 11

2DD also hits low and also sees very little use in combos outside of adding a small amount of damage before ending in Casque. 2DD will always leave a gap if used on block, and its main utility is in existing to maintain a high/low mixup threat after one Drive attack.

6D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
6D 850 Mid 20 3 33 -17 B 5~22 FT
6DD 600×2 Mid, All 7 2,7 29 -17 B

Starter

  • Airborne from frame 4, hit occurs on landing
  • Startup is normally 20 frames, and can go into next Drive move from frame 31 (12 frames after landing)
  • Hard knockdown on air hit, forces crouching on ground hit

6D moves Celica forward and has foot and throw invuln from frame 5 through to the end of the active frames. Staple combo ender as it grants hard knockdown on air hit. It also forces crouching on ground hit, but this 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
  • Can also be performed as 4DD
  • Can go into next Drive move from frame 21
  • 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. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600×2 All 20 Until L (1) 2 34 -17 H

  • A mostly vertical dive attack that can hit cross-up.
  • Leads into xDD attacks on landing, can go into next Drive move 12 frames after landing
  • Overrides Celica's aerial momentum
  • First hit knocks down on air hit, landing hit causes a groundbounce

This move can be used to delay air momentum to punish anti-air attempts, 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 occurs on the second frame after landing, it is possible to cancel into grounded specials on landing before the second hit is active (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 5DDD hit

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

  • Celica's resource-free option to heal; consumes up to 1500 Recovery Cap to heal Celica for the same amount.

Since this is only available as a followup to 5DDD, which is not an option at the end of longer combos, going for the heal usually means giving up a noticeable amount of combo damage. In some situations it's possible to deal acceptable damage while building over 1500 Recovery Cap, allowing a significant heal while retaining the option to use an enhanced special afterwards, but these combos can be extremely finicky. The heal has a long animation, but should always be safe to use since (in a valid combo) 5DDD will have enough hitstun/untech for Celica to recover first.

You will get the most out of this by strategically deciding when to go for a heal, based on whether the extra health or extra damage will be more useful. If you don't want to use the heal, special cancelling from 5DDD will avoid automatically cancelling into this, but bear in mind this may still use up your Recovery Cap depending on the special move used; in the corner, whiffing 236B will let you keep your Recovery Cap and recover slightly faster than the heal animation. Though in most cases, if you aren't intending to heal, there are other combo and ender options that would deal more damage and still allow you to hold some Recovery Cap at the end.


Universal Mechanics

Ground Throw

5B+C 4B+C

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

  • Standard throw, pops the opponent up a bit on hit.
  • Back throw is identical to forward throw, except Celica turns around first.
  • Can be followed up by pretty much any move you would ever want to combo with, except 6C.

Celica's ability to set up for tick throws is considerably better than most characters; she has a number of slightly negative-on-block attacks with low or less-than-low pushback, such as 2B and 2C, which be used to keep the opponent close and in range for throw even after several blocked attacks. Celica's throw leads to solid damage regardless of health and screen position and her other mixup options can be quite lacking, making it a key component of her offense, especially while at full health.

Air Throw

j.B+C

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

  • Air throw that wallbounces on hit.
  • Depending on screen position, can be followed up by 6C or j.D for combo extension.

Slightly less rewarding than ground throw on average, but not any less useful. Pretty much the only thing Celica can use to air-to-air opponents above her.

Counter Assault

6A+B while Blocking

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

  • Uses 5D's animation.

Celica's Counter Assault has similar startup to other CAs, but is incredibly negative on block and far more punishable than the average. The range on it also isn't anything to write home about. It's probably better to try to 236C out of a gap and RC if it doesn't hit, or simply practice blocking instead of relying on this, but it is still very much functional as a CA despite its higher risk.

Crush Trigger

5A+B

No resultsNo results
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

  • Shorter range than most Crush Triggers, but can lead into high damage in the corner
  • Launches airborne opponents

Can be used as a combo tool if at full health and you don't have access to enhanced specials, though in most cases you're probably better off saving the meter for Rapid Cancel. The range is short enough that it generally doesn't connect unless used after an attack that moves Celica forward or pulls the opponent back to her; 5DDD's spin or launch is long enough to combo into a charged Crush Trigger as an efficient use of meter, but the pushback is too high for it to reach anywhere outside of the corner.


Special Moves

Pic Confit

j.214A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
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.
  • Knocks down on ground hit, allowing for a combo from ground counter hit 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. Best used when you have meter to Rapid and keep yourself safe/start pressure on block, or easily pick up a combo on hit.

Arc Grillé

236B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 All 18 49 Total: 46 -6 P1

  • Simple fireball that floats opponents up on hit.
  • Goes almost the full length of the screen. Slows down as it travels, then pops shortly after stopping. The pop has an expanded hitbox.
  • Fires from Minerva's current position.
  • Uses Celica's 6C animation unless cancelled into from it specifically, where it instead uses her 5C animation.

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. Celica's main combo routes involve enhanced specials, but while at full health this move is actually the most combo-friendly special she has. At close range, it floats grounded opponents high enough to link 5A/2A before they touch the ground, or the opponent can be lifted off the ground first with a sweep, such as 3C or 2D, into another attack to put them high enough to link 5B after. It can also be used to cancel out of Drive strings without consuming any built Recovery Cap by healing it off or spending it on another special move.

Marteau Flan

214B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 [1100] High 25 5 24 [16] -10 [-2] B 14~29 Guard HB [HBP]

  • Big, slow, armoured overhead. Can armour through unblockables.
  • For the regular version, Celica will take damage equal to 100% of any blocked attack's base damage, but gain 150% of that same value as Recovery Cap.
  • Regular Flan can armour through a maximum of 1500 damage total. A hit that would break this threshold will counter hit and deal only the excess damage, and Celica won't generate Recovery Cap for that hit. Enhanced Flan has no damage threshold.
  • Regular version floats opponents slightly and gives soft knockdown. Enhanced version takes a big step forward, giving it significantly more range, and launches opponents on hit for big combos.

Regular Flan is unsafe on block and does not lead to a combo on a normal grounded hit, making it quite risky for little reward. On the other hand, Enhanced Flan is a combo staple that launches your opponent and leads to strong combos, and is also safe on block. Both versions can armour through Counter Assaults, or potentially delayed to beat regular reversals. Despite its strengths, it's still vulnerable to foot-attribute moves and throws, so it can lose to 2A or throw mash.

Hache Rotir

236C (Hold OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
No/Partial Charge 1000 [1500] Mid 13~27 4 39 -24 B 1~(End of Active) Guard HBFPT
Charged 1200 [1800] Mid 28 4 37 -20 B 1~31 Guard HBFPT

  • Chargeable uppercut with armour through to the end of its active frames, but loses to throws and unblockables.
  • For the regular version, Celica will take damage equal to 100% of any blocked attack's base damage, but gain 150% of that same value as Recovery Cap.
  • Regular Rotir can armour through a maximum of 2500 damage total. A hit that would break this threshold will counter hit and deal only the excess damage, and Celica won't generate Recovery Cap for that hit. Enhanced Rotir has no damage threshold.
  • Launches comically high on counter hit; air techable while still high enough for the ground to be offscreen, meaning it offers no okizeme to speak of.
  • Charged Rotir gives soft knockdown, or Fatal Counters for a short combo on counter hit.
  • Regular Rotir (and Celica's other armoured specials) will have its startup extended by hitstop if it armours an attack. Enhanced Rotir will ignore the hitstop instead, effectively freezing the opponent in place and making it more likely to counter hit.

Celica's idea of a DP move. Not fully invulnerable, but has frame 1 armour against all blockable attacks instead. Although it technically can armour through 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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Attack 1000 [1200] All 15 8 {12} 26 (29) -4 B 10~(End of Active) Guard P
[6~(End of Active) Guard P]
Backfire 200×7 All 15 2×6,3 Total: 48 -3 P1

  • An advancing special that is safe on normal block and has armour against projectiles. Can armour through unblockables.
  • For the regular version, Celica will take damage equal to 100% of any blocked attack's base damage, but gain 150% of that same value as Recovery Cap.
  • Regular Quiche can armour through a maximum of 1500 damage total. A hit that would break this threshold will counter hit and deal only the excess damage, and Celica won't generate Recovery Cap for that hit. Enhanced Quiche has no damage threshold.
  • Travels longer/further if it blocks a projectile.
  • Enters (slightly extended) recovery immediately on hit/block, giving it consistent frame advantage regardless of travel distance.
  • 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 armour doesn't start until frame 10, and you can't combo from it without Rapid, but use it smartly and you can prevent your opponent from mindlessly throwing projectiles.

Enhanced Quiche has its projectile armour active earlier and is used often in combos, most notably for the backfire. This can be looped a few times depending on combo starter and leads to very good damage. The slide on the 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. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
49+(91 Flash)+0
[31+(91 Flash)+0]
49~49 All
[31~31 All]

  • Heals for all of your recovery cap, plus 300 extra health.
  • Doesn't spend meter until superflash, during which Celica is invulnerable and the heal occurs.
  • 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 superflash happens at the end of the move, it has the fortunate property of not telegraphing itself that heavily or spending heat until it's actually ready to go. You will still want to be some distance away from your opponent before you use this, since you can be counterhit during the entire startup.

Saber Anglaise

632146B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
150×18, 1000×2
[200×18, 1250×2]
All 1+(50 Flash)+20 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.
  • Super Flash is right at the start of the move, giving the opponent lots of time to react to it.
  • 796 minimum damage when all hits connect, or 1040 in Overdrive.

Situations to use Saber are few and far between. Some ways to use it are if you want to get extra damage at the end of a combo by spending meter but can't end the round, since Casque has an extremely weak knockdown and can potentially corner yourself, or to reduce the amount of potential overkill damage and avoid giving your opponent extra burst gauge back, since Casque cannot end the round until the final hit. Otherwise, Casque deals more damage and can be combo'd into at more points, outclassing Saber in almost every situation.

Under some rather specific circumstances (character-specific, close to corner, hitting as high as possible), 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 Velouté

632146C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
100, 200×13, 2000
[500×3, 100×17, 3500]
All 1+(113 Flash)+8 Until Offscreen Until L+23L -43~-54 B 1~(Landing) HBFPT
2~(Landing) Burst

  • 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. The long period of invulnerability can be useful for beating or escaping certain types of setup, possibly being awkward to punish, but it is still very much counterable and punishable if the opponent is aware of the option.


Exceed Accel

Pue Vapeur

A+B+C+D during Overdrive

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln

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. Just like the rest of Celica's reversal options, it offers no okizeme to speak of, and the effects of Celica's Overdrive do not continue through the hit animation so there's not much reason to use it other than to guarantee Active Flow or, if you're already in it, meterless damage.


Astral Heat

Atout Rillettes

222A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
20000 All 7+(52 Flash)+12 12 59 -50 P 1~30 All

It's an Astral. Easy execution. It's quite slow and the hitbox does not extend very high off of the ground, but you can reliably fit it into any combo of any length by routing into 3C/6D. Outside of that, you can combo into it from any C (if early enough in a combo) or D button on a grounded opponent, or even from j.D if you confirm an air-to-air.

There is legitimate reason to rarely use this as a reversal in situations where the slow startup is less of a concern, since Casque's frame 1 superflash makes it highly susceptible to kara barrier and it can't be made safe with Rapid Cancel anyway.


Colors

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BBCF Celica color 13.png
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BBCF Celica color 19.png
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BBCF Celica color 23.png
BBCF Celica color 24.png
Color 19
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Color 24


External References


Navigation

 Celica A. Mercury


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


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