BBTag/Celica A. Mercury

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Revision as of 03:32, 27 March 2021 by Shtkn (talk | contribs)
Overview

Template:CharaOverview

Normal Moves

4A

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A
5AA
5AAA
5AAAA

5A - Her best normal arguably, being 8 frames and hitting really far lets her control the midrange well and can convert into combos at almost all ranges, she also goes notably farther than other characters when inputting 6A. The downside is that this comes with an enormous hurtbox allowing to the opponent to counterpoke her very easily

5AA - Combo fodder mostly, good for stabilizing routes since it brings airborne enemies down to the ground and bounces them

5AAA - extremely rare to be used not much use since 5B exists

5B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B
5BB
5BBB

5B- Celica's anti air, it has a very large hitbox hitting in front, above and behind her. It has extremely late head invulnerability so anti air attempts need to be done earlier than most and much like 5A comes with a nasty hurtbox that can get counterpoked. This is her main way of going into her B autocombo outside of combos since it is whiff cancelable

5BB- Auto crossup at close range and projectile invincible it is pretty much the only followup used on whiff during her B autocombo, there is however no way to go into this move gaplessly without having an assist ready to cover her

5BBB - Auto combo ender, on hit it will always transition Celica into a healing animation if it is not special canceled, used in combos mainly to start 214A loops

5C

2A

2B

2C

j.A

j.B

j.C

Pic Confit


Universal Moves

Ground Throw

5B+C

Hache Rotir

5A+D


Skills

Arc Griller

236A/B

Lance Quiche

214A

Marteau Glan

214B

Extra Skills

EX Arc Griller

236C

Armure Sorbet

214C


Partner Skills

5P

5B

6P

Arc Griller

4P

Armure Sorbet


Distortion Skills

Saber Anglaise

236B+C

Casque Veloute

214B+C


Distortion Skill Duo

Saber Anglaise

P during Parter's Distortion Skill


Astral Heat

Atout Rillettes

222B+C


Template:Roadmap

External References

Navigation

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