BBTag/Celica A. Mercury

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Overview

Overview

Celica is a straightforward, aggressive character many tools designed to allow her to approach and force a mixup. Her j.C is a very fast, fullscreen overhead divekick, while her 214B is a armored overhead that can't be interrupted. Combined with her strong pokes, Celica can make her way in and safely call assist once the opponent is forced to block, enabling her really strong mixup options.

Celica is also unique in her ability to recover large amounts of HP, allowing her to access her Recovery Cap enhanced specials. However, she is only able to easily heal red HP, and she sacrifices okizeme in order to heal, overall limiting the usefulness of this quality.
Celica A. Mercury


BBTag Celica Portrait.png
Health
17,000
Prejump
4F
Backdash
25F (1~7F Inv All)
Fastest Attack
4A (6F)
Reversals
A+D (13F)
214B+C (9F)
236B+C (21F)
Pros
Cons
  • Many cancel options, giving her flexible pressure strings.
  • Has easy crossups in her B Autocombo
  • Good solo damage regardless of enhanced state
  • Very strong grounded midrange pokes
  • Guardpoint DP
  • Armored, DP-safe Overhead.
  • B Autocombo isn't safe on block. 5BBB is not a true blockstring either, meaning she can be punished inbetween hits.
  • Her healing is optimized for recovering red hp, and is much less effective when she doesn't have any.
  • Chip damage takes her out of enhanced state instantly denying her the ability to play at max capability often.
  • Poor non-commital air options.


Unique Ability: Recovery Cap
When Celica has no red health, her 214A/214B and Reversal Action gain new properties, such as damage and range increase. Celica can recover her red health by either finishing her B auto combo series, using her EX healing move, or her unique 4P assist. These moves can even heal Celica when she has no red health!
Drive: Minerva

By pressing the B button, Celica can perform combo attacks with her robot partner, Minerva. The chain has a starter, bridge, and a finisher, and Celica can cancel into followup Drive attacks even on whiff, similar to a rekka A series of special attacks that are only available after the first one is performed..

  • Minerva closely tracks Celica's movement while idle. Many actions and states, including movements like dashing and jumping, combine Celica and Minerva into one sprite for the duration.
  • Minerva has hurtboxes and can be hit while performing attacks; hitting Minerva is treated like hitting Celica.
  • Certain moves will move Minerva forward, increasing the effective range of Minerva's attacks that follow, but she will return to her default position during recovery.

However, there are certain (likely unintended) quirks caused by how Minerva works:

  • If one of Minerva's attacks clashes, Celica will not experience the hitstop When a character is hit, both characters are stopped in place to visualize the hit and give feeling of impact. Hitstop describes this phenomenon. Typically hitstop affects both players equally, but this is not always true. For example an attack may cause the opponent to be in hitstop longer than the player, or in cases of most projectiles, the attacker does not experience hitstop at all. of the clash and will not be able to clash cancel.
  • The hitstop on Minerva's attacks will not be modified by guard point, leading to situations where Celica is not in hitstop when she should be, or the other way around. Effectively, Minerva's normals can be thought of as similar to 'Persona'-type normals

Normal Moves

4A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 6 3 [(3)3] 11 -2 B

A short range jab mainly used to mash out of blockstrings. Can also be used in pressure since it can be canceled into throws.

  • Jump cancellable on hit and block.
Level P1 P2
1 100 70 (Once)

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1500 All 8 5 23 -11 B
5AA 1500 All 12 3 21 -17 B
5AAA 1700 All 16 3 27 -11 B
5AAAA 650×5 All 20 1,1,1,1,1 56 -36 B

A great poke used for controlling the midrange due to its speed and range. Combined with a mircodash, it will hit all characters at roundstart distance. It's also used to start pressure due to its cancel options and for combos, either to start them or extend them after 5BBB>214A in the corner.

However, it extends Celica's hurtbox by a lot letting the opponent counterpoke easily.

  • Jump cancellable on hit and block
  • Throw cancellable

Combo fodder mostly, good for stabilizing routes since it brings airborne enemies down to the ground and bounces them

  • Jump cancellable on hit and block
  • Throw cancellable.

Only used to go into 5AAAA for Cross Raid.


Only used for Cross Raid.

Version Level P1 P2
5A 3 100 80
5AA 3 100 80
5AAA 4 100 85
5AAAA 4 100 85

5A:
5AA:
5AAA:
5AAAA:

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 600, 1700 All 10 2,7 35 -23 B 10~15 H
5BB 550×5 All 7 3,4,4,4,4 35 -20 F 5~25 P
5BBB 2000 All 13 4 35 -17 B

Celica's primary anti-air, especially when Recovery Cap isn't active. The head invulnerability comes in late so you'll have to do it early and like 5A it extends your hurtbox by a lot.

It's also essential to your combos as it launches the opponent, can be jump cancelled on hit and block and goes into the B autocombo.


5BB is used in combos and for setting up sandwiches. However,they will always be gap when done from 5B so you'll have to use an assist to cover it. It will whiff against opponents high in the air so in some combos you'll have to delay it.

  • Is projectile invincible
  • Will always cross to the other side of the opponent when outside the corner.

Used in combos mainly to start 214A loops and to end recover health.

The healing recovers 3000 red HP over the animation's duration. It will not recover additional HP if there is no red HP available.

  • On hit it will always transition Celica into a healing animation if it is not special canceled.
Version Level P1 P2
5B 1, 4 90 75
5BB 4 80 85
5BBB 4 100 85

5B:
5BB:
5BBB:

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 High 22 3 24 -10 B

Standard Blazblue 5C. Has somewhat fast startup but short range and is punishble on block. Celica has better overheads than this so this sees little use.

Level P1 P2
3 100 80

2A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
2A 750×2 Low 9 3,3 14 -2 F

Basic low for high-low mixups. Hits twice so it has long active frames and is good for hit-confirming. Both hits can be cancelled into throw letting you mixup between cancelling either one.

Version Level P1 P2
2A 2 90 75

2A:

2B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
2B 1700 Low 19 7 31 -13 F
2BB 1700 Low 11 3 35 -19 F

2B is mostly used in combos due to its slow startup


2BB is useful for midscreen combos as it lets you get the ender without side switching.

Pressing 2BBB will perform the same move as 5BBB with the same health recovery ender.

Version Level P1 P2
2B 4 90 85
2BB 4 90 85

2B:
2BB:

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 Low 13 3 25 -9 F

Used as combo filler to go into DP or 214B+C after 214A. Doesn't see much use otherwise due to its short range and recovery.

Level P1 P2
4 90 85

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1000×2 High 12 2(2)2 23 H
j.AA 1700 High 9 6 25 H

Celica's go-to air-to-air normal. It suffers the same hurtbox extension problems as 5A and 5B and is slower than the average air to air normal, she will lose air trades often because of these reasons.


Combo filler since it is locked behind an air autocombo

Version Level P1 P2
j.A 3 80 80
j.AA 4 80 85

j.A:
j.AA:

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×2 All 20 Until L +1, 2 36 -19 H

Great for baiting anit-airs due to the small hop Celica does during startup. It's also important for combos as it brings the opponent back down to the ground and goes into the 5B autocombo.

Level P1 P2
4 80 85

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1900 High 15 Until L 25L -18 H

A multi-use divekick. In neutral, it's a burst movement option which lets Celica engage the opponent. It can also be used to escape the corner. In pressure, when done immediately after jumping, it's a 20-frame overhead(Celica's fastest overhead) and when done high enough, can easily create sandwiches with an assist. Also see use as a combo ender when the hitstun scaling is too high to go into j.B.

  • Can be special canceled on hit and block upon landing.
Level P1 P2
4 80 85


Universal Moves

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T

A pretty average throw. Celica can combo off it with either 5A or 5B.

Level P1 P2
0, 3 100 50
  • Minimum Damage: 0, 2000 (2000)

Hache Rotir

5A+D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 2100 [2400] Air Unblockable 13 6 47 -36 [-34] B 1~18 All Guard

Unenhanced

An above average reversal. As the fastest guard point reversal in the game, it can uniquely beat some safejumps that other characters cannot. It also used as a combo ender when hitstun scaling is too high to go into 5BBB>214A/B


Enhanced

The move deals more damage and has a larger hitbox. making a much better anti-air.

  • Celica moves forward slightly when performing this move, making it susceptible to whiffing on cross-up jump-ins.
Version Level P1 P2
AD 3 [4] 80 60

AD:

  • Values in [] are for Powered Up version
  • On Guard Point, hitstop for Celica is 0F. Opponent hitstop unchanged
  • Minimum Damage 105 [120]


Skills

Arc Griller

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1500 All 18 69 Total: 46 -6 P1
236B 1500 All 18 69 Total: 46 -6 P1
236A

A standard fireball. Used as a long range poke to catch opponents setting something up or to give the opponent something to dogde or block. It can also be used to end blockstrings when spaced or after 5BBB midscreen to squeeze some extra damage in before going into 214B+C.

  • The orb starts moving immediately, goes 95% of the screen, stops and then explodes.
  • If done directly in front of the opponent, the orb will whiff excluding bigger ones like  Blitztank

236B

This version is a great neutral tool. You can use it to cover your approach or as a shield against projectiles and attacks.

It's also a great combo tool in the corner for loops letting you get good damage regardless of Recovery Cap.

  • Stays in place for a while before travelling 95% of the screen before exploding immediately.
Version Level P1 P2
236A 3 80 80
236B 3 80 80

236A:

  • Minimum Damage 75


236B:

  • Minimum Damage 75

Lance Quiche

214A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 2000 [2200] All 15 12 26 <22> -6 [-4] B 10~26 P Guard
[6~26 P Guard]
214A Backfire 200×7 All 15 2×6,3 P1

Unenhanced

A combo ender when used midscreen as it does good corner carry and leads into a safejump.

The projectile guardpoint lets you use this to contest zoners. The guardpoint comes in late so you'll have to use it pre-emptively.


Enhanced

The backfire lets it be used in high-damage loops midscreen with 5BBB.In the corner, it can be slightly delayed after 5BBB to link 5A and continue the combo.

. It's also safer on block making it decent for ending blockstrings. The guardpoint comes in earlier so it can be used on reaction.

  • Has more damage, range, is safer on block, has earlier guardpoint and gains hitbox on the back.
Version Level P1 P2
214A 3 [4] 80 80
214A Backfire 3 80 90

214A:

  • Values in [] are for Powered Up version
  • Immeditely enters recovery in <> on block/hit
  • On Guard Point, hitstop for Celica is reduced by 1F [is 0F]. Opponent hitstop unchanged
  • Minimum Damage 100 [110]


214A Backfire:

  • Only occurs during Powered Up version of 214A
  • Immediately ends if opponent gets hit by front hit
  • Minimum Damage 10×7 (70)

Marteau Flan

214B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2300 [2500] High 26 5 24 -12 [-10] B 14~30 HBP Guard

Unenhanced

The normal is normally used in cross combos when combined with an assist for high damage and for left/right mixups with active switch. Can also be used as a combo ender if you prefer damage over oki as it deals more damage 214A. In the corner, backdash + an assist will let you create a sandwich if your opponent forward techs.

The guardpoint lets its bait burst and reversals, making it hard to challenge.


Enhanced

Is mostly the same as the normal but better, letting it be used in the same situations.

  • Deals more damage, has more range and is safer on block(although still punishable).
Level P1 P2
3 [4] 80 80
  • Values in [] are for Powered Up version
  • On Guard Point, hitstop for Celica is reduced by 1F [is 0F]. Opponent hitstop unchanged
  • Minimum Damage 115 [125]


Extra Skills

EX Arc Griller

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All 19 20 Total: 56 -7 P1

Useful for sniping assist calls to encourage your opponent to stop using them. Can also be used to extend combos or to add extra damage to them before cancelling to a super in Resonance Blaze. Finally, you can use it as a faster alternative to 236A in neutral.

  • Will whiff if done right next to the opponent, excluding bigger ones like  Blitztank
Level P1 P2
4 100 85
  • Minimum Damage 170

Armure Sorbet

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
90

214C is a situational move best used with an assist. 214C lets Celica automatically enter Recovery Cap and heal large portions of health allowing for a comeback. However, because of its large duration, it's very susceptible to burst and is a death sentence when done solo. But proper use of assists can let you heal mid-combo and Cross Combo can let you heal multiple times. Additionally, characters like  Tager, Elizabeth and  Yang with access to command grabs can let Celica get a heal off without worrying about burst and still combo. Characters with long-duration throws like  Susanoo can do the same with their normal throws.

Overall, this move, when used properly can be very effective.

  • Heals all of Celica's red health.
  • Heals 3000 health if Celica has no red health.
Level P1 P2


Partner Skills

5P

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All (18)+13 3 26 -10 B

Basic combo extender assist. Has good horizontal range but otherwise not that special.

Level P1 P2
4 70 85
  • Minimum Damage 100

6P

Arc Griller

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All (18)+63 20 Total: (18)+100 -7 P1

A delayed assist used in covering approaches as well as just having Celica for an Active Switch.

  • Just like the point version, will whiff if done right next to the opponent
Level P1 P2
4 70 85
  • Minimum Damage 100

4P

Armure Sorbet

Damage Guard Startup Active Recovery On-Block Attribute Invuln
(18)+49 Total: (18)+174

A very niche assist. Heals Celica and the point character no matter where they are on the screen, though it will end once the point character is a certain distance away. Recovers more red hp than "normal" hp, helping Celica gain Recovery Cap state, but ironically making it worse at healing compared to other options.

  • Staying near Celica causes the assist to stay out for longer. However, the assist will end shortly after the point character moves out away from her.
  • Celica will heal herself and the point character no matter the distance.
  • Celica heals 50 hp and 200 red hp right away, after which she continues at a rate of 3 hp per frame and 10 red hp per frame.
  • 4p's healing lasts for a minimum of 20 frames, and up to a maximum of 100 frames.
  • Max HP recovered: 250 + 13 * 100 = 1550. Without existing red hp: 50 + 3 * 100 = 350.
  • Min HP recovered = 250 + 13 * 20 = 510. Without existing red hp: 50 + 3 * 20 = 110.
Level P1 P2


Distortion Skills

Saber Anglaise

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
400×18, 1450×2 [500×18, 1800×2] All 1+(50 Flash)+20 2{(1)2}×19 Total: 125 -31 P2 1~25 All

236B+C isn't used very often as in most situations,214B+C will work as it deals more damage, leads into a safejump and has much faster startup. As such, 236B+C is only used in happy birthday combos and in double super combos as well as in the rare case in combos where the opponent is too high for 214B+C but will tech before they get low enough.

Level P1 P2
3 80 60
  • Values in [] are for Enhanced version
  • Minimum Damage 40×18 + 203×2 (1126)
  • [Minimum Damage 50×18 + 216×2 (1382)]

Casque Veloute

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
100, 800×13, 3000 [1000×3, 500×17, 3000] All 1+(113 Flash)+8 13 Until L+23L -51 B 1~(Until L) All

214B+C can be used as a combo ender which goes into a safejump against slower reversals, to counter zoning and whiff normals from fullscreen and as a reversal in situations where DP will whiff or is too slow.

Additionally, it can be combined with an assist before inputting the super to cause a sandwich from fullscreen which is a strong defensive option. This is best done with assists with long blockstun like Elizabeth 6PP4Arena Elizabeth Maziodyne.pngGuardAllStartup(18)+62RecoveryTotal (18)+112Advantage-14 <-2> and Yang 6PBBTag Yang RagingInferno.pngGuardAllStartup(18+)39Recovery27Advantage-11 to make sure Celica stays safe before activating Cross Combo.

Level P1 P2
3, 4×13, 5 80 60
    • Values in [] are for Enhanced version
  • Minimum Damage 50 + 120×13 + 300 (1910)
  • [Minimum Damage 100×3 + 75×17 + 570 (2145)]
  • On Normal and CH, Crumple Duration 9999, Crumple Fall 83

Distortion Skill Duo

Saber Anglaise

P during Parter's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
100×20 [100×18, 350×2] All 1+(95 Flash)+1 2{(1)2}×19 Total: 108 -31 P2 1~?? All

Average Distortion Skill Duo. Use it if it will kill or if your point has a lot of red health. Can be used in double super setups.

Level P1 P2
3 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]


Astral Heat

Atout Rillettes

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 7+(52 Flash)+12 12 59 -50 P 1~30 All

Celica's astral is somewhat impractical but if you have an opportunity to use it,go for it. Can easily combo into by using 214B or 5BB.

Level P1 P2
5


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