BBTag/Celica A. Mercury/Strategy

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 Celica A. Mercury


Team Synergy

Point

Celica is best as a point character, having solid range on 5A and 5B, allowing her to pressure the opponent, and with 5B being jump cancellable allowing her to chase after her opponent or make herself safe on an incoming burst. Her Arc Griller is a solid neutral tool as well, with A going a solid distance (Almost fullscreen), and B stopping in front of her before moving forward.

Celica will mostly want to go for stagger pressure with 2A, delayed gatlings along with varied jump cancel options and delayed special cancels to catch mash attempts.

On defense she is one of the best in the game with a guardpoint DP that can't be safejumped and a super that takes her to the opposite side of the opponent (214BC), this can take her out of the corner while also setting up Cross Combo situations with super + assist

Anchor

While Celica can be a decent anchor, she is far weaker compared to being on point. with no assist coverage for 5BBB or ways of safely getting out of the air she struggles by herself against characters with superior air buttons. Her resonance game is fairly decent giving her access to more meter allowing her to heal more to possibly mount a comeback

Recommended Partners

Synergy tier list by Unsafeonhit.

Tohru Adachi - Allows great lockdown for Celica with 5P, 6P and has a great Anti-Air in the form of 4P (Something Celica wishes she had), Adachi 214C allows for either the full duration of Celica 4P or Celica 214C while still getting a great knockdown, Adachi also doesn't suffer much from having Celica as an assist due to their versatility and with 3CP>236A leading into B Zio setup.

  • Celica Point/Adachi Back

Seth- Pretty much her best partner, Seth is entirely self sufficient and doesn't require much from her, he sets up very favorable situations for her with 5P and 6P when Celica is on point. Seth can also make use of her 4P with his 214C being unburstable

  • Flexible order

Naoto Kurogane- These two equally put in work for each other, Naoto 4P covers the air for her so she doesn't have to anti air most of the time, his 6P is an auto sandwich assist so she doesn't have to risk using 5BBB to get into cross combo situations as much. Naoto having unburstable Phantom Pain>DP combos to take advantage of 4P while also setting up cross combo situations is very good for him, her 5P works as his 4P does for her allowing great anti air situations even on block, her 6P speed is perfect synergy for his rekka pressure. They make the most of every assist and every tool that they have.

  • Celica Point/ Naoto Back

Naoto Shirogane - Celica benefits the most from this combination. Thanks to the multi-hit nature of Shiro's 5P Celica can 5BBB and setup a sandwich somewhat safely with the correct timing, Shiro's 6P is great for getting in and lets Celica easily enforce her high/low mixups (especially in the corner), and her 4P works as a decent anti-air that discourages the opponent from jumping which in turn lets Celica run her ground game. In return, Shiro herself gets very little. IKs certainly can let Celica run her 4P at the very least and Celica's 5P is just a pretty good assist in general. Celica's 6P may help Shiro but that requires further testing on my part. On Unsafeonhit's synergy tier list this team ranks a solid B tier, so take all this with a grain of salt.

  • Celica point/ Shirogane back

General Tactics

As Celica, you want to keep her healthy and pressure your opponent with her midrange pokes. Celica having the ability to heal herself after the end of a B Autocombo is beneficial for her and should be prioritised whenever she has red health. When she has no red health, she can then go for midscreen loops with 5BBB > 214A > 5AA/2B...

Due to how big her 5B hitbox is, it is very useful to use at the midrange, and with it being jump cancellable allows her to retreat or continue pressure. Celica benefits from sandwich opportunities between herself and her partner as her B Autocombo allows herself to cross the opponent up and call an assist during it, allowing her Autocombo to be safe and cause some shenanigans to happen with Cross Combo and Active Switching.

Celica is decent with Resonance, as the meter gain and health regen can help her stay healthy and 236C being fast on startup allows her to take out any assist her opponent called out.

Okizeme

  • j.C -> 236B (corner)

You can very easily put this on at the end of your corner combo by doing 5AA -> 5B -> TK j.C -> 236B. Catches back and neutral techs and you're plus on forward tech. (Video example)

  • Post en214B (midscreen)

Enhanced 214B lets Celica do SJ airdash + assist. Catches all techs. Does not work, or is much harder, on Susanoo. (Video example)

When solo she can IAD j.A to catch neutral and back techs. (Video example)

  • Post 214A/B (corner)

Backdash + 5P. Catches all techs and sandwiches on forward tech. (Video example)

  • Post 236A/B (corner)

If 236A or 236B hit low enough, Celica gets a safejump and high/low off it (j.C and 2A respectively). Combo routes that grant this need further labbing. (Video example)

Blockstrings

Celica's blockstrings are fairly limited due to how some of her buttons function. As she relies on her B Autocombo in order to do big damage, one thing to take note of is that her B Autocombo is NOT a true blockstring, each hit has a gap in between, so mashing DP can easily catch her. The only way to make her B Autocombo truly safe is to call an assist to make it a true blockstring. Due to this, it is usually safer to jump cancel her 5B to either reset neutral or try and open your opponent up with j.B or j.C.

One of Celica's better blockstring options are 2A > 5B. Due to 2A hitting twice, it can be staggered to catch the opponent and with it being -2 on block, it is a safe move to throw out.

Celica's only usable overhead is j.C. Her j.C (CELICA KIIICKU~! ♥) is good for an instant overhead, due to being one of her fastest overheads. She can Special Cancel her j.C into 214A to make herself safe at -6, with only moves coming out at Frame 6 or 5 to contest it. However, if she is in her Enhanced State, 214A will become -4 on block, making it more safe then before. 236A/B can also be a decent move to use as well, but just like unenhanced 214A, Frame 6 or 5 buttons can contest her.

Alternatively, you can use j.C to fake a blockstring and cross your opponent up to either go for a sandwich setup or catch them with the back hit of j.C and lead into 214A backfire for a combo.

Tips and Tricks

  • Celica's 236C can be used to snipe out opponent's assists.
  • Bursting and Incoming Attacks can prevent Celica from staying in her Enhanced State. Keep this in mind when playing Celica.
  • Celica's 214C should only be used sparringly, unless you have a strong lockdown assist or can Active Switch into Celica to let her heal off any damage if possible.
  • Celica's 5B Autocombo will never combo into 214BC. Instead, go for 5B2BB, this sends the opponent at a lower angle which allows Celica to combo into 214BC.
  • Celica's 214A has a guardpoint against projectiles, whereas her 5BB has full on projectile invulerability. Use these as an approach option to get through zoning.

Fighting Celica

Simply inflicting any kind of damage to Celica denies her of her big damage. Hyde can easily stop her entering her Enhanced State due to his trait of inflicting chip damage with any attacks involving his sword. All kinds of Specials can deny Celica of entering her Enhanced State too, forcing Celica to have to go for more limited combo routes to heal off any Red Health, or waste meter in order to reach big damaging combos. EVEN BURSTING can stop Celica from entering her Enhanced State on hit.

Celica while she does have some solid range, out-ranging her should be an easy feat for many characters such as Yu, Merkava, Nine and Blake just to name a few.

Gordeau, Merkava and Blake's 5B can outrange her, allowing them to go for their standard BnB combos, Blake's j.B also can outrange Celica as well, letting her keep her distance and control the air. Yu Narukami has access to much better air normals and air movement in general than her getting counterpokes is easy for him. Adachi having access to Ziodyne and Vorpal Blade allows him to cause chip damage from fullscreen so he can easily deny Celica of any of her antics and loops outside of the corner.

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