BBTag/Celica A. Mercury/Frame Data

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System Data[edit]

Health:17,000
Prejump:4F
Backdash:25F (1~7F Inv All)
Unique Movements:


Normal Moves[edit]

Name Damage GuardHow this attack can be guarded 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 betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
4A 1000 All 6 3 [(3)3] 11 -2 B - 100 70 (Once) - 1 11 12 12 16 23 9 +0 +0 -
  • Hold button for more hits. Extra hits use values in [].
5A 1500 All 8 5 23 -11 B - 100 80 - 3 16 17 22 22 36 11 +0 +2 -
5AA 1500 All 12 3 21 -17 B - 100 80 - 3 16 17 22 + GBounce 22 36 + GBounce 11 +0 +2 -
5AAA 1700 All 16 3 27 -11 B - 100 85 - 4 18 21 24 26 39 12 +0 +5 -
5AAAA 650*5 All 20 1,1,1,1,1 56 -36 B - 100 85 (Once) - 4 18 19*4, Launch 100 + Down 33 24*4, Launch 115 + Down 33 3*4, 10 +0 +5 -
2A 750*2 Low 9 3,3 14 -2 F - 90 75 (Once) - 2 13 14 14 18 26 10 +0 +1 -
5B 600, 1700 All 10 2,7 35 -23 B 10~15 H 90 75 (Once) - 1, 4 11, 18 12, Launch 12, 30 16, Launch 23, 45 6, 9 +0 +0, +5 -
5BB 550*5 All 7 3,4,4,4,4 35 -20 F 5~25 P 80 85 (Once) - 4 18 Launch 19 + GBounce, 19*3, 34 Launch 34 + GBounce, 34*3, 492 2 +0 +5 -
5BBB 2000 All 13 4 35 -17 B - 100 85 - 4 18 Launch 60 Launch 75 12 +0 +5 -
2B 1700 Low 19 7 31 -13 F - 90 85 - 4 18 Launch 24 Launch 39 9 +0 +5 -
2BB 1700 Low 11 3 35 -19 F - 90 85 - 4 18 Launch 34 Launch 49 9 +0 +5 -
5C 1500 High 22 3 24 -10 B - 100 80 - 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 -
2C 1700 Low 13 3 25 -9 F - 90 85 - 4 18 Launch 40 Launch 55 12 +0 +5 -
j.A 1000*2 High 12 2(2)2 23 - H - 80 80 (Once) - 3 16 17 22 22 36 9 +0 +2 -
j.AA 1700 High 9 6 25 - H - 80 85 - 4 18 19 24 24 39 12 +0 +5 -
j.B 1000*2 All 20 Until L +1, 2 36 -19 H - 80 85 (Once) - 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 -
j.C 1900 High 15 Until L 25L -18 H - 80 85 - 4 18 Launch 29 + Down 23 Launch 44 + Down 23 12 +0 +5 -

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded 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 betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Ground Throw 0, 2000 Throw 7~30 3 23 - T - 100 50 (once) - 0, 3 - 17 60 22 74 - 0, 0+15 +0, +15 -
  • 100% minimum damage: 0, 2000 (2000)
Hache Rotir
Reversal Action
2100 [2400] Air Unblockable 13 6 47 -36 [-34] B 1~18 All Guard 80 60 - 3 [4] 16 [18] Launch 60 Launch 74 [75] 11 [20] +0 +2 [+5] -
  • On Guard Point, hitstop for Celica is 0F. Opponent hitstop unchanged

Skills[edit]

Name Damage GuardHow this attack can be guarded 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 betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
A Arc Griller
236A
1500 All 18 69 Total: 46 -6 P1 - 80 80 - 3 16 Launch 33 Launch 47 0/+6 +6 +8 -
B Arc Griller
236B
1500 All 18 69 Total: 46 -6 P1 - 80 80 - 3 16 Launch 33 Launch 47 0/+6 +6 +8 -
Lance Quiche
214A
2000 [2200] All 15 12 26 <22> -6 [-4] B 10~26 P Guard
[6~26 P Guard]
80 80 - 3 [4] 16 [18] Launch 33 Launch 47 [48] 11 [12] +0 +2 [+5] -
  • 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
Lance Quiche
Backfire
200*7 All 15 2*6,3 - - P1 - 80 90 (Once) - 3 16 Launch 60 + Down 23 Launch 74 + Down 23 0 +0 +2 -
  • Only occurs during Powered Up version of 214A
  • Immediately ends if opponent gets hit by front hit
Marteau Flan
214B
2300 [2500] High 26 5 24 -12 [-10] B 14~30 HBP Guard 80 80 - 3 [4] 16 [18] Launch 38 + GBounce [39 + GBounce] Launch 51 + GBounce [54 + GBounce] 16 +0 +2 [+5] -
  • Values in [] are for Powered Up version
  • On Guard Point, hitstop for Celica is reduced by 1F [is 0F]. Opponent hitstop unchanged

Extra Skills[edit]

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Name Damage GuardHow this attack can be guarded 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 betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
EX Arc Griller
236C
1700 All 19 20 Total: 56 -7 P1 - 100 85 - 4 18 Launch 60 + WBounce 45 Launch 75 + WBounce 45 0/+12 +12 +17 -
Armure Sorbet
214C
- - - - 90 - - - - - - - - - - - - - - - -

Partner Skills[edit]

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.
Name Damage GuardHow this attack can be guarded 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 betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5P
5B
2000 All (18)+13 3 26 -10 B - 70 85 - 4 18 Launch 60 - - 12 +0 - -
6P
EX Arc Griller
2000 All (18)+63 20 Total: (18)+100 -7 P1 - 70 85 - 4 18 Launch 60 + WBounce 45 - - 0/+12 +12 - -
4P
Armure Sorbet
- - (18)+49 - Total: (18)+174 - - - - - - - - - - - - - - - -

Distortion Skills[edit]

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
Name Damage GuardHow this attack can be guarded 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 betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Sabre Anglaise
236BC
400*18, 1450*2 [500*18, 1800*2] All 1+(50 Flash)+20 2{(1)2}*19 Total: 125 -31 P2 1~25 All 80 60 (Once) - 3 16 Launch 60 Launch 74 0 +2 +7 -
  • Values in [] are for Enhanced version
  • Minimum Damage 40*18 + 203*2 (1126)
  • [Minimum Damage 50*18 + 216*2 (1382)]
Casque Veloute
214B+C
100, 800*13, 3000 [1000*3, 500*17, 3000] All 1+(113 Flash)+8 13 Until L+23L -51 B 1~(Until L) All 80 60 (Once) - 3, 4*13, 5 16 Crumple 83 Stand - - 1 1, 4*13 [*17], 0 +0 -
  • Values in [] are for Enhanced version
  • Minimum Damage 50 + 120*13 + 300 (1910)
  • [Minimum Damage 100*3 + 75*17 + 570 (2145)]
Saber Anglaise
Distortion Skill Duo
100*20 [100*18, 350*2] All 1+(95 Flash)+1 2{(1)2}*19 Total: 108 -31 P2 - 100 100 - 3 16 Launch 60 Launch 74 0 +2 +7 -
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]

Astral Heat[edit]

Name Damage GuardHow this attack can be guarded 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 betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Atout Rillettes
222B+C
- All 7+(52 Flash)+12 12 59 -50 P 1~30 All - - - 5 20 - - - - 0 - - -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A 4A[+], 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5A[3*] 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAA - - 5C, 2C Special, Super
5AAAA - - - -
2A[3*] 5A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5B - 5BB, 2BB - Jump, Special, Super
5BB - 5BBB - Special, Super
5BBB - - - Special, Super
2B - 5BB, 2BB - Special, Super
2BB - 5BBB - Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B j.C Jump, Special
j.AA - j.B j.C Jump, Special
j.B - 5BB, 2BB - Special, Super
j.C - - - Special, Super
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
  • 5A and 2A can be used a combined total of 3 times per string

Sources[edit]

Navigation[edit]

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