BBCF/Celica A. Mercury/Frame Data

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System Data

Health:10,000
Prejump:4F
Backdash:25F (1~7F Inv All)
Unique Movements:


Normal Moves

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5ABBCP Celica 5A.png 300 All 6 3 11 -2 B - SRJ 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5[A]BBCP Celica 5A.png 300*2 All 6 3(5)3 11 -2 B - SJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5AABBCP Celica 5A.png
5A whiffs
300 All 4 3 11 -2 B - SJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5A[A]BBCP Celica 5A.png
5A whiffs
300*2 All 4 3(5)3 11 -2 B - SJR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
5BBBCP Celica 5B.png 600 Mid 10 5 16 -4 BD - SJR 100 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
5CBBCP Celica 5C.png 900 Mid 13 6 17 -4 BD - S(J)R 100 92 Long 4 18 19 19 24 34 12 +0 +5 Click!
2ABBCP Celica 2A.png 300 All 6 3 11 -2 F - SR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2[A]BBCP Celica 2A.png 300*2 All 6 3 (5) 3 11 -2 F - SR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2AABBCP Celica 2A.png
2A whiffs
300 All 4 3 11 -2 F - SR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2A[A]BBCP Celica 2A.png
2A whiffs
300*2 All 4 3 (5) 3 11 -2 F - SR 100 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
2BBBCP Celica 2B.png 350*2 Low 9 3,3 14 -3 FD - SR 90 85 Long 2 13 14 14 18 26 10 +0 +1 Click!
2CBBCP Celica 2C.png 850 Mid 14 3 17 -1 BD - S(J)R 100 92 Long 4 18 19 19 27 37 12 +0 +5 Click!
  • Fatal Counter
3CBBCP Celica 3C.png 750 Low 13 3 25 -11 FD - SR 100 79 Long 3 16 Launch 40 Launch 54 + Down 23 11 +0 +2 Click!
6ABBCP Celica 6A.png 510, 550 High, Low 24 5(7)5 20 -8 H, F - R 80 92 Normal 4, 3 18, 16 Launch, Crumple 25 33 + Down 23, 27 + Down 26 Launch, Crumple 50 43 + Down 23, 43 + Down 26 12, 11 +0 +5, +2 Click!
  • Bonus Proration 110%
6BBBCP Celica 6B.png 700 Mid 12 3 23 -9 BD 4~14 H SJR 80 89 Long 3 16 17 23 + GBounce Launch 45 + GBounce 11 +0 +2 Click!
6CBBCP Celica 6C.png 1000 Mid 21 3 20 -2 BD - S(J)R 90 82 Long 5 20 Launch 40 Launch 56 13 +0 +8 Click!
  • Bonus Proration 110%
j.A200x200px 300 High/Air 6 3 11 - H - SJR 80 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
j.[A]BBCP Celica j.A.png 300*2 High/Air 6 3 (5) 3 9 - H - SJR 80 80 Normal 1 11 12 12 16 23 9 +0 +0 Click!
j.BBBCP Celica j.B.png 650 High/Air 9 6 16 - HD - SJR 80 85 Long 2 13 14 14 18 26 10 +0 +1 Click!
j.CBBCP Celica j.C.png 550*2 High/Air 12 4,4 21 - HD - SJR 80 89 Long 3 16 17 20 22 34 9 +0 +2 Click!

Drive Moves

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5DBBCP Celica 5D.png 800 Mid 11 3 33 -17 B - SR 100 82 Normal 4 18 29 29 37 47 9 +0 +5 Click!
  • Fatal Counter
  • Can go into next Drive move from frame 23
5DDBBCP Celica D5D.png 280*5 Mid 7 3,4,4,4,4 32 -17 F 3~23 P SR 100 72 Normal 4 18 19*4, Spin Fall 34 29 + GBounce, 29*4 24*4, Spin Fall 39 44 + GBounce, 44*4 2 +0 +5 Click!
  • Can pass through opponent 22F onwards
  • Can go into next Drive move/special cancel from frame 30
5DDD200x200px 1500 Mid 13 4 32 -17 B - SR 100 82 Normal 4 18 Spin Fall 56 60 Spin Fall 61 75 12 +0 +5 Click!
  • On hit automatically cancels into Heal on frame 20
2D200x200px 750 Low 19 7 29 -17 F - SR 90 72 Normal 4 18 Launch 29 Launch 44 + Down 23 9 +0 +5 Click!
  • Can go into next Drive move from frame 31
2DDBBCP Celica D2D.png 750*2 Low 9 2,3 33 -17 F - SR 90 72 Normal 4 18 Launch 29 Launch 44 + Down 23 9 +0 +5 Click!
  • First hit is behind Celica, normal hitbox goes active on frame 11
  • Can go into next Drive move from frame 22
6DBBCP Celica 6D.png 850 All 22 3 33 -17 B 5~24 FT SR 90 72 Normal 4 18 19 19 + Down 23 24 34 + Down 23 9 +0 +5 Click!
  • Cancellable into j.214A from frame 25(?)
  • Can go into next Drive move from frame 33
6DDBBCP Celica D6D.png 600*2 All 7 2,7 29 -17 B - SR 100 72 Normal 1, 4 11, 18 12, Crumple 36 12, 29 16, Crumple 72 23, 44 6, 9 +0 +0, +5 Click!
  • Hitbox full extends on frame 9, tallest hitbox at frame 13
  • Can go into next Drive move from frame 21
j.DBBCP Celica j.D.png 600*2 All 20 Until L(1)2 34 -17 H - SR 80 82 Normal 4 18 19, Launch 30 + Down 23, 30 + GBounce + Down 23 24, Launch 45 + Down 23, 45 + GBounce + Down 23 3, 9 +0 +0, +8 Click!
  • Can go into next Drive move 12 frames after landing
  • Applies damage proration on both hits
HealBBCF Celica Heal.png - - - - 53 - - - - - - - - - - - - - - - - Click!
  • Heal occurs between 22-36

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Forward/Back ThrowBBCP Celica ForwardThrow2.png 0, 1500 Throw(70) 7 3 23 - T - SR 100 50 (Once) Normal 0, 3 - Launch 60 - - - 0 +0 Click!
  • 100% Minimum Damage
Air ThrowBBCP Celica AirThrow2.png 0, 500, 1000 Throw(120) 7 3 23+3L - T - SR 100 50 (Once) Normal 0, 2 - - 60*2, 60 + WBounce - - - 0, 10, 0 +0 Click!
  • 100% Minimum Damage
Counter AssaultBBCP Celica 5D.png 0 All 13 6 39 -26 B 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
Crush TriggerBBCP Celica CrushTrigger.png 1000 Guard Break 32/Barrier 20 1 25 0 B - R 80 60 Normal - 24 Crumple 50 60 Crumple 100 74 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 80 100 Long - 24 Crumple 50 60 Crumple 100 74 11 +0 +2 Click!

Specials

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Lance QuicheBBCP Celica Lance Quiche.png
214C
1000 [1200] All 15 12 29 -4 B 10~29 Guard P
[6~29 Guard P]
R 80 92 Long 4 25 Launch 33 [33 + Slide 15] Launch 48 [48 + Slide 15] 12 +0 +5 Click!
  • Values in [] are for Enhanced version
  • Celica goes into recovery animation (29) immediately on hit/block
  • On hit/block, projectile guard lasts through the first 3F of recovery
  • On Guard Point, hitstop for Celica reduced by 1F [to 0F]; opponent hitstop unchanged
  • Can guard point up to 1500 [infinite] damage
Lance Quiche (Backfire)BBCP Celica Lance Quiche.png 200*7 All 15 2*6,3 - - P1 - R 100 101 Normal 3*6, 4 16*6, 18 Launch 40 + Down 23*6, 40 Launch 54 + Down23*6, 55 0 +0 +2*6, +5 Click!
  • Applies damage proration on each hit
Hache RotirBBCP Celica Hache Rotir.png
236C
1000 [1500] Mid 13~23 4 39 -24 B 1~(End of Active) Guard HBFPT R 50 82 Long 4 18 Launch 42 Launch 57 15 +0 +5 Click!
  • Values in [] are for Enhanced version
  • On Guard Point, hitstop for Celica reduced by 1F [to 0F]; opponent hitstop unchanged
  • Can guard point up to 2500 [infinite] damage
  • Cannot guard against unblockables
Hache Rotir (Charged)BBCP Celica Hache Rotir.png
236[C]
1200 [1800] Mid 24 4 37 -20 B 1~27 Guard HBFPT R 50 84 Long 5 20 Launch 52 Launch 83 25 +0 +8 Click!
  • Values in [] are for Enhanced version
  • Fatal Counter
  • On Guard Point, hitstop for Celica reduced by 1F [to 0F]; opponent hitstop unchanged
  • Can guard point up to 2500 [infinite] damage
  • Cannot guard against unblockables
Marteau FlanBBCP Celica Marteau Flan.png
214B
900 [1100] High 25 5 24 [16] -10 [-2] B 14~29 Guard HB [HBP] R 90 82 Normal 4 18 Launch 45 + GBounce [51 + GBounce] Launch 60 + GBounce [66 + GBounce] 16 +0 +5 Click!
  • Values in [] are for Enhanced version
  • On Guard Point, hitstop for Celica reduced by 1F [to 0F]; opponent hitstop unchanged
  • Can guard point up to 1500 [infinite] damage
Arc GrillerBBCP Celica Arc Griller.png
236B
900 All 18 50 Total: 46 -6 P1 - R 90 89 Long 3 16 Launch 33 Launch 47 0/+6 +6 - Click!
Pic ConfitBBCP Celica Pic Confit.png
j.214A
1000 All 15 Until L 20 - H - R 90 92 Long 4 18 Launch + Down 23 20 Launch + Down 23 35 12 +0 +5 Click!

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Casque VelouteBBCP Celica Casque Veloute1.png
632146C
100, 200*13, 2000
[500*3, 100*17, 3500]
All 1+(118 Flash)+8 13 Until L+23L -51 B 1-Landing All - 100 89 (Once) Long 3 16 Crumple 66 Stand Crumple 84 Stand 4 1, 4*13 [*17], 0 +2 Click!
  • Values in [] are during OD
  • Minimum Damage 20%: 940 [1340]
Armure SorbetBBCP Celica Armure Sorbet.png
632146A
- - 49+(91 Flash)+0
[31+(91 Flash)+0]
- 0 - - - - - - - - - - - - - - - - Click!
  • Values in [] are during OD
  • Heals all recoverable health + 300
Saber AnglaiseBBCP Celica Saber Anglaise.png
632146B
150*18, 1000*2
[200*18, 1250*2]
All 1+(50 Flash)+21 2{(1)2}*19 Total: 110 -16 P2 1~1 All R 100 69 Normal 3 16 Launch 60 Launch 74 0 +2 +7 Click!
  • Values in [] are during OD
  • Minimum Damage 15%*18, 20%*2: 796 [1040]

Exceed Accel

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Pue VapeurBBCF Celica ExceedAccel.png
ABCD during OD
600, 460*3, 1000
{600, 460*3, 630*6}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
- 100 100 Long - 26 Launch 100 + Slide 15 - - 20 20, 8*3, 10
[20, 8*3, 3*6]
+0 Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • 10% Minimum Damage: 298 {576+54}

Astral Heat

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. Independent Projectiles will have their Durability level listed. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Atout RillettesBBCP Celica Atout Rillettes1.png
BBCP Celica Atout Rillettes3.png

222A
20000 All 7+(52 Flash)+12 12 59 -50 B 1~30 All - - - Long 5 20 - - - - 0 - - Click!

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A[2] 5A, 5AA[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special
5B[1] - 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Jump, Special
5C - - 6C, 3C 5D, 2D, 6D Jump[-], Special
5D - - - 5DD[+], 2DD[+], 6DD[+] Special
5DD - - - 5DDD[+] Special
5DDD - - - - Special
2A[2] 5A, 2A, 2AA[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Special
2B[1] - 5B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Special
2C - - 6C, 3C 5D, 2D, 6D Jump[-], Special
3C - - - 5D, 2D, 6D Special
2D - - - 5DD[+], 2DD[+], 6DD[+] Special
2DD - - - 5DDD[+] Special
6A - - - - -
6B - - 5C, 2C, 3C 5D, 2D, 6D Jump, Special
6C - - - - Jump[-], Special
6D - - - 5DD[+], 2DD[+], 6DD[+] Special
6DD - - - 5DDD[+] Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D Throw, Jump, Special
j.B j.A - j.C j.D Jump, Special
j.C - - - j.D Jump, Special
j.D - - - 5DD[+], 2DD[+], 6DD[+] Special
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

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